summaryrefslogtreecommitdiff
path: root/scene/animation/skeleton_ik.cpp
blob: 46028a9ce2d683af7752f42bdcd27ca3556df229 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
/*************************************************************************/
/*  skeleton_ik.cpp                                                      */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

/**
 * @author AndreaCatania
 */

#include "skeleton_ik.h"

#ifndef _3D_DISABLED

FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::find_child(const BoneId p_bone_id) {
	for (int i = children.size() - 1; 0 <= i; --i) {
		if (p_bone_id == children[i].bone) {
			return &children.write[i];
		}
	}
	return NULL;
}

FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::add_child(const BoneId p_bone_id) {
	const int infant_child_id = children.size();
	children.resize(infant_child_id + 1);
	children.write[infant_child_id].bone = p_bone_id;
	children.write[infant_child_id].parent_item = this;
	return &children.write[infant_child_id];
}

/// Build a chain that starts from the root to tip
bool FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain) {

	ERR_FAIL_COND_V(-1 == p_task->root_bone, false);

	Chain &chain(p_task->chain);

	chain.tips.resize(p_task->end_effectors.size());
	chain.chain_root.bone = p_task->root_bone;
	chain.chain_root.initial_transform = p_task->skeleton->get_bone_global_pose(chain.chain_root.bone);
	chain.chain_root.current_pos = chain.chain_root.initial_transform.origin;
	chain.chain_root.pb = p_task->skeleton->get_physical_bone(chain.chain_root.bone);
	chain.middle_chain_item = NULL;

	// Holds all IDs that are composing a single chain in reverse order
	Vector<BoneId> chain_ids;
	// This is used to know the chain size
	int sub_chain_size;
	// Resize only one time in order to fit all joints for performance reason
	chain_ids.resize(p_task->skeleton->get_bone_count());

	for (int x = p_task->end_effectors.size() - 1; 0 <= x; --x) {

		const EndEffector *ee(&p_task->end_effectors[x]);
		ERR_FAIL_COND_V(p_task->root_bone >= ee->tip_bone, false);
		ERR_FAIL_INDEX_V(ee->tip_bone, p_task->skeleton->get_bone_count(), false);

		sub_chain_size = 0;
		// Picks all IDs that composing a single chain in reverse order (except the root)
		BoneId chain_sub_tip(ee->tip_bone);
		while (chain_sub_tip > p_task->root_bone) {

			chain_ids.write[sub_chain_size++] = chain_sub_tip;
			chain_sub_tip = p_task->skeleton->get_bone_parent(chain_sub_tip);
		}

		BoneId middle_chain_item_id = (((float)sub_chain_size) * 0.5);

		// Build chain by reading chain ids in reverse order
		// For each chain item id will be created a ChainItem if doesn't exists
		ChainItem *sub_chain(&chain.chain_root);
		for (int i = sub_chain_size - 1; 0 <= i; --i) {

			ChainItem *child_ci(sub_chain->find_child(chain_ids[i]));
			if (!child_ci) {

				child_ci = sub_chain->add_child(chain_ids[i]);

				child_ci->pb = p_task->skeleton->get_physical_bone(child_ci->bone);

				child_ci->initial_transform = p_task->skeleton->get_bone_global_pose(child_ci->bone);
				child_ci->current_pos = child_ci->initial_transform.origin;

				if (child_ci->parent_item) {
					child_ci->length = (child_ci->current_pos - child_ci->parent_item->current_pos).length();
				}
			}

			sub_chain = child_ci;

			if (middle_chain_item_id == i) {
				chain.middle_chain_item = child_ci;
			}
		}

		if (!middle_chain_item_id)
			chain.middle_chain_item = NULL;

		// Initialize current tip
		chain.tips.write[x].chain_item = sub_chain;
		chain.tips.write[x].end_effector = ee;

		if (p_force_simple_chain) {
			// NOTE:
			//	This is an "hack" that force to create only one tip per chain since the solver of multi tip (end effector)
			//	is not yet created.
			//	Remove this code when this is done
			break;
		}
	}
	return true;
}

void FabrikInverseKinematic::update_chain(const Skeleton *p_sk, ChainItem *p_chain_item) {

	if (!p_chain_item)
		return;

	p_chain_item->initial_transform = p_sk->get_bone_global_pose(p_chain_item->bone);
	p_chain_item->current_pos = p_chain_item->initial_transform.origin;

	for (int i = p_chain_item->children.size() - 1; 0 <= i; --i) {
		update_chain(p_sk, &p_chain_item->children.write[i]);
	}
}

void FabrikInverseKinematic::solve_simple(Task *p_task, bool p_solve_magnet) {

	real_t distance_to_goal(1e4);
	real_t previous_distance_to_goal(0);
	int can_solve(p_task->max_iterations);
	while (distance_to_goal > p_task->min_distance && Math::abs(previous_distance_to_goal - distance_to_goal) > 0.005 && can_solve) {
		previous_distance_to_goal = distance_to_goal;
		--can_solve;

		solve_simple_backwards(p_task->chain, p_solve_magnet);
		solve_simple_forwards(p_task->chain, p_solve_magnet);

		distance_to_goal = (p_task->chain.tips[0].chain_item->current_pos - p_task->chain.tips[0].end_effector->goal_transform.origin).length();
	}
}

void FabrikInverseKinematic::solve_simple_backwards(Chain &r_chain, bool p_solve_magnet) {

	if (p_solve_magnet && !r_chain.middle_chain_item) {
		return;
	}

	Vector3 goal;
	ChainItem *sub_chain_tip;
	if (p_solve_magnet) {
		goal = r_chain.magnet_position;
		sub_chain_tip = r_chain.middle_chain_item;
	} else {
		goal = r_chain.tips[0].end_effector->goal_transform.origin;
		sub_chain_tip = r_chain.tips[0].chain_item;
	}

	while (sub_chain_tip) {
		sub_chain_tip->current_pos = goal;

		if (sub_chain_tip->parent_item) {
			// Not yet in the chain root
			// So calculate next goal location

			const Vector3 look_parent((sub_chain_tip->parent_item->current_pos - sub_chain_tip->current_pos).normalized());
			goal = sub_chain_tip->current_pos + (look_parent * sub_chain_tip->length);

			// [TODO] Constraints goes here
		}

		sub_chain_tip = sub_chain_tip->parent_item;
	}
}

void FabrikInverseKinematic::solve_simple_forwards(Chain &r_chain, bool p_solve_magnet) {

	if (p_solve_magnet && !r_chain.middle_chain_item) {
		return;
	}

	ChainItem *sub_chain_root(&r_chain.chain_root);
	Vector3 origin(r_chain.chain_root.initial_transform.origin);

	while (sub_chain_root) { // Reach the tip
		sub_chain_root->current_pos = origin;

		if (!sub_chain_root->children.empty()) {

			ChainItem &child(sub_chain_root->children.write[0]);

			// Is not tip
			// So calculate next origin location

			// Look child
			sub_chain_root->current_ori = (child.current_pos - sub_chain_root->current_pos).normalized();
			origin = sub_chain_root->current_pos + (sub_chain_root->current_ori * child.length);

			// [TODO] Constraints goes here

			if (p_solve_magnet && sub_chain_root == r_chain.middle_chain_item) {
				// In case of magnet solving this is the tip
				sub_chain_root = NULL;
			} else {
				sub_chain_root = &child;
			}
		} else {

			// Is tip
			sub_chain_root = NULL;
		}
	}
}

FabrikInverseKinematic::Task *FabrikInverseKinematic::create_simple_task(Skeleton *p_sk, BoneId root_bone, BoneId tip_bone, const Transform &goal_transform) {

	FabrikInverseKinematic::EndEffector ee;
	ee.tip_bone = tip_bone;

	Task *task(memnew(Task));
	task->skeleton = p_sk;
	task->root_bone = root_bone;
	task->end_effectors.push_back(ee);
	task->goal_global_transform = goal_transform;

	if (!build_chain(task)) {
		free_task(task);
		return NULL;
	}

	return task;
}

void FabrikInverseKinematic::free_task(Task *p_task) {
	if (p_task)
		memdelete(p_task);
}

void FabrikInverseKinematic::set_goal(Task *p_task, const Transform &p_goal) {
	p_task->goal_global_transform = p_goal;
}

void FabrikInverseKinematic::make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta) {

	if (blending_delta >= 0.99f) {
		// Update the end_effector (local transform) without blending
		p_task->end_effectors.write[0].goal_transform = p_inverse_transf * p_task->goal_global_transform;
	} else {

		// End effector in local transform
		const Transform end_effector_pose(p_task->skeleton->get_bone_global_pose(p_task->end_effectors.write[0].tip_bone));

		// Update the end_effector (local transform) by blending with current pose
		p_task->end_effectors.write[0].goal_transform = end_effector_pose.interpolate_with(p_inverse_transf * p_task->goal_global_transform, blending_delta);
	}
}

void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position) {

	if (blending_delta <= 0.01f) {
		return; // Skip solving
	}

	make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse().scaled(p_task->skeleton->get_global_transform().get_basis().get_scale()), blending_delta);

	update_chain(p_task->skeleton, &p_task->chain.chain_root);

	if (p_use_magnet && p_task->chain.middle_chain_item) {
		p_task->chain.magnet_position = p_task->chain.middle_chain_item->initial_transform.origin.linear_interpolate(p_magnet_position, blending_delta);
		solve_simple(p_task, true);
	}
	solve_simple(p_task, false);

	// Assign new bone position.
	ChainItem *ci(&p_task->chain.chain_root);
	while (ci) {
		Transform new_bone_pose(ci->initial_transform);
		new_bone_pose.origin = ci->current_pos;

		if (!ci->children.empty()) {

			/// Rotate basis
			const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized());
			const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());

			if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) {
				const real_t rot_angle(Math::acos(CLAMP(initial_ori.dot(ci->current_ori), -1, 1)));
				new_bone_pose.basis.rotate(rot_axis, rot_angle);
			}
		} else {
			// Set target orientation to tip
			if (override_tip_basis)
				new_bone_pose.basis = p_task->chain.tips[0].end_effector->goal_transform.basis;
			else
				new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
		}

		p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0, true);

		if (!ci->children.empty())
			ci = &ci->children.write[0];
		else
			ci = NULL;
	}
}

void FabrikInverseKinematic::reset(Task *p_task) {
	ChainItem *ci(&p_task->chain.chain_root);
	while (ci) {
		p_task->skeleton->set_bone_global_pose_override(ci->bone, Transform(), 0);
		if (!ci->children.empty())
			ci = &ci->children.write[0];
		else
			ci = NULL;
	}
}

void SkeletonIK::_validate_property(PropertyInfo &property) const {

	if (property.name == "root_bone" || property.name == "tip_bone") {

		if (skeleton) {

			String names("--,");
			for (int i = 0; i < skeleton->get_bone_count(); i++) {
				if (i > 0)
					names += ",";
				names += skeleton->get_bone_name(i);
			}

			property.hint = PROPERTY_HINT_ENUM;
			property.hint_string = names;
		} else {

			property.hint = PROPERTY_HINT_NONE;
			property.hint_string = "";
		}
	}
}

void SkeletonIK::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_root_bone", "root_bone"), &SkeletonIK::set_root_bone);
	ClassDB::bind_method(D_METHOD("get_root_bone"), &SkeletonIK::get_root_bone);

	ClassDB::bind_method(D_METHOD("set_tip_bone", "tip_bone"), &SkeletonIK::set_tip_bone);
	ClassDB::bind_method(D_METHOD("get_tip_bone"), &SkeletonIK::get_tip_bone);

	ClassDB::bind_method(D_METHOD("set_interpolation", "interpolation"), &SkeletonIK::set_interpolation);
	ClassDB::bind_method(D_METHOD("get_interpolation"), &SkeletonIK::get_interpolation);

	ClassDB::bind_method(D_METHOD("set_target_transform", "target"), &SkeletonIK::set_target_transform);
	ClassDB::bind_method(D_METHOD("get_target_transform"), &SkeletonIK::get_target_transform);

	ClassDB::bind_method(D_METHOD("set_target_node", "node"), &SkeletonIK::set_target_node);
	ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonIK::get_target_node);

	ClassDB::bind_method(D_METHOD("set_override_tip_basis", "override"), &SkeletonIK::set_override_tip_basis);
	ClassDB::bind_method(D_METHOD("is_override_tip_basis"), &SkeletonIK::is_override_tip_basis);

	ClassDB::bind_method(D_METHOD("set_use_magnet", "use"), &SkeletonIK::set_use_magnet);
	ClassDB::bind_method(D_METHOD("is_using_magnet"), &SkeletonIK::is_using_magnet);

	ClassDB::bind_method(D_METHOD("set_magnet_position", "local_position"), &SkeletonIK::set_magnet_position);
	ClassDB::bind_method(D_METHOD("get_magnet_position"), &SkeletonIK::get_magnet_position);

	ClassDB::bind_method(D_METHOD("get_parent_skeleton"), &SkeletonIK::get_parent_skeleton);
	ClassDB::bind_method(D_METHOD("is_running"), &SkeletonIK::is_running);

	ClassDB::bind_method(D_METHOD("set_min_distance", "min_distance"), &SkeletonIK::set_min_distance);
	ClassDB::bind_method(D_METHOD("get_min_distance"), &SkeletonIK::get_min_distance);

	ClassDB::bind_method(D_METHOD("set_max_iterations", "iterations"), &SkeletonIK::set_max_iterations);
	ClassDB::bind_method(D_METHOD("get_max_iterations"), &SkeletonIK::get_max_iterations);

	ClassDB::bind_method(D_METHOD("start", "one_time"), &SkeletonIK::start, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("stop"), &SkeletonIK::stop);

	ADD_PROPERTY(PropertyInfo(Variant::STRING, "root_bone"), "set_root_bone", "get_root_bone");
	ADD_PROPERTY(PropertyInfo(Variant::STRING, "tip_bone"), "set_tip_bone", "get_tip_bone");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "interpolation", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_interpolation", "get_interpolation");
	ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "target"), "set_target_transform", "get_target_transform");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_tip_basis"), "set_override_tip_basis", "is_override_tip_basis");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_magnet"), "set_use_magnet", "is_using_magnet");
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "magnet"), "set_magnet_position", "get_magnet_position");
	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_node"), "set_target_node", "get_target_node");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "min_distance"), "set_min_distance", "get_min_distance");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "max_iterations"), "set_max_iterations", "get_max_iterations");
}

void SkeletonIK::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE: {
			skeleton = Object::cast_to<Skeleton>(get_parent());
			set_process_priority(1);
			reload_chain();
		} break;
		case NOTIFICATION_INTERNAL_PROCESS: {

			if (target_node_override)
				reload_goal();

			_solve_chain();

		} break;
		case NOTIFICATION_EXIT_TREE: {
			reload_chain();
		} break;
	}
}

SkeletonIK::SkeletonIK() :
		interpolation(1),
		override_tip_basis(true),
		use_magnet(false),
		min_distance(0.01),
		max_iterations(10),
		skeleton(NULL),
		target_node_override(NULL),
		task(NULL) {
}

SkeletonIK::~SkeletonIK() {
	FabrikInverseKinematic::free_task(task);
	task = NULL;
}

void SkeletonIK::set_root_bone(const StringName &p_root_bone) {
	root_bone = p_root_bone;
	reload_chain();
}

StringName SkeletonIK::get_root_bone() const {
	return root_bone;
}

void SkeletonIK::set_tip_bone(const StringName &p_tip_bone) {
	tip_bone = p_tip_bone;
	reload_chain();
}

StringName SkeletonIK::get_tip_bone() const {
	return tip_bone;
}

void SkeletonIK::set_interpolation(real_t p_interpolation) {
	interpolation = p_interpolation;
}

real_t SkeletonIK::get_interpolation() const {
	return interpolation;
}

void SkeletonIK::set_target_transform(const Transform &p_target) {
	target = p_target;
	reload_goal();
}

const Transform &SkeletonIK::get_target_transform() const {
	return target;
}

void SkeletonIK::set_target_node(const NodePath &p_node) {
	target_node_path_override = p_node;
	target_node_override = NULL;
	reload_goal();
}

NodePath SkeletonIK::get_target_node() {
	return target_node_path_override;
}

void SkeletonIK::set_override_tip_basis(bool p_override) {
	override_tip_basis = p_override;
}

bool SkeletonIK::is_override_tip_basis() const {
	return override_tip_basis;
}

void SkeletonIK::set_use_magnet(bool p_use) {
	use_magnet = p_use;
}

bool SkeletonIK::is_using_magnet() const {
	return use_magnet;
}

void SkeletonIK::set_magnet_position(const Vector3 &p_local_position) {
	magnet_position = p_local_position;
}

const Vector3 &SkeletonIK::get_magnet_position() const {
	return magnet_position;
}

void SkeletonIK::set_min_distance(real_t p_min_distance) {
	min_distance = p_min_distance;
}

void SkeletonIK::set_max_iterations(int p_iterations) {
	max_iterations = p_iterations;
}

bool SkeletonIK::is_running() {
	return is_processing_internal();
}

void SkeletonIK::start(bool p_one_time) {
	if (p_one_time) {
		set_process_internal(false);
		_solve_chain();
	} else {
		set_process_internal(true);
	}
}

void SkeletonIK::stop() {
	set_process_internal(false);
	if (task)
		FabrikInverseKinematic::reset(task);
}

Transform SkeletonIK::_get_target_transform() {

	if (!target_node_override && !target_node_path_override.is_empty())
		target_node_override = Object::cast_to<Spatial>(get_node(target_node_path_override));

	if (target_node_override)
		return target_node_override->get_global_transform();
	else
		return target;
}

void SkeletonIK::reload_chain() {

	FabrikInverseKinematic::free_task(task);
	task = NULL;

	if (!skeleton)
		return;

	task = FabrikInverseKinematic::create_simple_task(skeleton, skeleton->find_bone(root_bone), skeleton->find_bone(tip_bone), _get_target_transform());
	if (task) {
		task->max_iterations = max_iterations;
		task->min_distance = min_distance;
	}
}

void SkeletonIK::reload_goal() {
	if (!task)
		return;

	FabrikInverseKinematic::set_goal(task, _get_target_transform());
}

void SkeletonIK::_solve_chain() {
	if (!task)
		return;
	FabrikInverseKinematic::solve(task, interpolation, override_tip_basis, use_magnet, magnet_position);
}

#endif // _3D_DISABLED