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March 10, 2025 11:58
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# Klowner's SkeletonIK FABRIK solver | |
# Copyright (C) 2025 Mark Riedesel | |
# | |
# 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. | |
@tool | |
class_name KlownerIK3D | |
extends SkeletonModifier3D | |
var selected_bone_indices: PackedInt32Array # Ordered from root to tail | |
var bones: Array[Transform3D]; | |
var bone_origins: PackedVector3Array | |
var bone_lengths: PackedFloat32Array | |
var bone_directions: PackedVector3Array | |
var bone_rotations: Array[Quaternion]; | |
var bone_chain_length := 0.0 | |
@export_node_path var target_node: NodePath | |
@export_enum(" ") var root_bone: String | |
@export_enum(" ") var tail_bone: String | |
@export var pre_rotate := true # Perform initial rotation from root to tail of IK chain to point to target | |
@export var error_tolerance := 0.001 | |
@export var rotate_tail := true | |
@export var enable_twist := false | |
func _validate_property(property: Dictionary) -> void: | |
if property.name == "root_bone" or property.name == "tail_bone": | |
var skeleton := get_skeleton() | |
if skeleton: | |
property.hint = PROPERTY_HINT_ENUM | |
property.hint_string = skeleton.get_concatenated_bone_names() | |
func _process_modification() -> void: | |
var skeleton := get_skeleton() | |
if not skeleton: | |
return | |
_update_selected_bone_indices(skeleton) | |
if selected_bone_indices.size() < 3: | |
push_warning("not enough bones in chain (minimum: 3): {}".format([selected_bone_indices.size()])) | |
return | |
_fabrik_solver(skeleton) | |
func _update_selected_bone_indices(skeleton: Skeleton3D) -> void: | |
if not root_bone or not tail_bone: | |
return | |
var root_bone_index := skeleton.find_bone(root_bone) | |
var tail_bone_index := skeleton.find_bone(tail_bone) | |
if tail_bone_index < 0 or root_bone_index < 0: | |
push_warning("Unable to find both end bones of selected bone chain") | |
return | |
selected_bone_indices.clear() | |
while tail_bone_index != root_bone_index: | |
selected_bone_indices.push_back(tail_bone_index) | |
tail_bone_index = skeleton.get_bone_parent(tail_bone_index) | |
if tail_bone_index < 0: | |
push_warning("Selected root bone does not appear to be an ancestor of the selected tail bone") | |
selected_bone_indices.clear() | |
return | |
selected_bone_indices.push_back(tail_bone_index) | |
selected_bone_indices.reverse() | |
func _fabrik_solver(skeleton: Skeleton3D) -> void: | |
var target: Node3D = get_node(target_node) if target_node else self | |
var ik_target_origin := skeleton.to_local(target.global_transform.origin) # skeleton space | |
# Resize temporary buffers to accommodate selected bones | |
var num_joints := selected_bone_indices.size() | |
if bones.size() != num_joints + 1: | |
bones.resize(num_joints + 1) | |
bone_origins.resize(num_joints) | |
bone_lengths.resize(num_joints) | |
bone_directions.resize(num_joints) | |
bone_rotations.resize(num_joints) | |
# Collect current bone transforms | |
for i in num_joints: | |
var b := selected_bone_indices[i] | |
bones[i] = skeleton.get_bone_global_pose(b) | |
bone_origins[i] = bones[i].origin | |
# Add zero-length bone to the end of the processing chain to simplify later iteration | |
bones[-1] = Transform3D(bones[-2].basis, Vector3.ZERO) | |
# Calculate chain lengths, directions, and rotations | |
bone_chain_length = 0.0 | |
for i in num_joints: | |
var parent_bone := bones[i] | |
var child_bone := bones[i + 1] | |
var bone_length := parent_bone.origin.distance_to(child_bone.origin) | |
bone_lengths[i] = bone_length | |
bone_directions[i] = (child_bone.origin - parent_bone.origin).normalized() | |
bone_rotations[i] = parent_bone.basis.get_rotation_quaternion() | |
bone_chain_length += bone_length # accumulate total chain length | |
# Calculate pre-inverse kinematics transformations | |
var pre_transform: Transform3D | |
if pre_rotate: | |
var chain_direction := (bone_origins[-1] - bone_origins[0]).normalized() as Vector3 | |
var target_direction := (ik_target_origin - bone_origins[0]).normalized() as Vector3 | |
var diff_rotation := Quaternion(target_direction, chain_direction) | |
pre_transform = Transform3D(Basis.IDENTITY, -bone_origins[0]) | |
pre_transform = Transform3D(Basis(diff_rotation), bone_origins[0]) * pre_transform | |
for i in num_joints: | |
bone_origins[i] *= pre_transform | |
if enable_twist: | |
# Determine the Y-axis twist of the tail bone relative to the resting position. | |
var twist := bone_rotations[num_joints-1] | |
for i in num_joints - 1: | |
bone_rotations[i] *= twist | |
var root_distance_to_target := bone_origins[0].distance_to(ik_target_origin) | |
if root_distance_to_target > bone_chain_length: | |
var direction := (ik_target_origin - bone_origins[0]).normalized() | |
for i in range(1, num_joints): | |
bone_origins[i] = bone_origins[i-1] + direction * bone_lengths[i-1] | |
else: | |
var root_origin := bone_origins[0] #.origin | |
var max_iterations := 5 | |
var iteration := 0 | |
while iteration < max_iterations: | |
iteration += 1 | |
# Forward reaching phase... | |
bone_origins[-1] = ik_target_origin | |
for i in range(num_joints - 2, -1, -1): | |
bone_origins[i] = bone_origins[i+1] \ | |
+ (bone_lengths[i] / bone_origins[i+1].distance_to(bone_origins[i])) \ | |
* (bone_origins[i] - bone_origins[i+1]) | |
# Backward reaching phase...) | |
bone_origins[0] = root_origin | |
for i in range(num_joints - 1): | |
bone_origins[i+1] = bone_origins[i] \ | |
+ (bone_lengths[i] / bone_origins[i+1].distance_to(bone_origins[i])) \ | |
* (bone_origins[i+1] - bone_origins[i]) | |
# Check if tail bone is sufficiently close to the target position | |
if bone_origins[-1].distance_to(ik_target_origin) < error_tolerance: | |
break | |
# Apply transformations to skeleton | |
for i in num_joints-1: | |
bones[i].origin = bone_origins[i] | |
var bone_direction := (bone_origins[i+1] - bone_origins[i]).normalized() | |
var target_rotation := Quaternion(bone_directions[i], bone_direction) | |
if pre_rotate: | |
var bone_x_axis_direction := Quaternion(pre_transform.basis.inverse()) * bone_rotations[i] | |
var roll_correction := Quaternion(target_rotation * Vector3.LEFT, bone_x_axis_direction * Vector3.LEFT) | |
if i < num_joints-1: | |
bones[i].basis = Basis(roll_correction * target_rotation * bone_rotations[i]) | |
else: | |
bones[i].basis = Basis(target_rotation * bone_rotations[i]) | |
skeleton.set_bone_global_pose(selected_bone_indices[i], bones[i]) | |
if rotate_tail: | |
bones[-1].origin = bone_origins[-1] | |
bones[-1].basis = skeleton.global_transform.basis.inverse() \ | |
* target.global_transform.basis \ | |
* Basis(bone_rotations[-1]) | |
skeleton.set_bone_global_pose(selected_bone_indices[-1], bones[-1]) |
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