initial commit with very basic IK

This commit is contained in:
Bram Buurlage 2022-09-14 09:27:29 +02:00
commit a12794d7d8
3 changed files with 141 additions and 0 deletions

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.gitignore vendored Normal file
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/target
/Cargo.lock

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Cargo.toml Normal file
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[package]
name = "bevy_mod_inverse_kinematics"
version = "0.1.0"
edition = "2021"
categories = ["game-engines", "graphics", "rendering"]
description = "An inverse kinematics plugin for the bevy game engine"
keywords = [gamedev", "graphics", "bevy", "animation"]
license = "MIT OR Apache-2.0"
[dependencies]
bevy = "0.8.1"

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src/lib.rs Normal file
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use std::num::NonZeroUsize;
use std::ops::Range;
use bevy::ecs::query::QueryEntityError;
use bevy::transform::TransformSystem;
use bevy::prelude::*;
pub struct InverseKinematicsPlugin;
/// Inverse kintematics constraint to be added to the tail joint of
/// the bone chain that should be constrained.
#[derive(Component)]
pub struct IkConstraint {
/// How many bones are included in the IK constraint.
pub chain_length: NonZeroUsize,
/// Maximum number of iterations to solve this constraint.
pub iterations: usize,
/// Target entity. The target must have a `Transform` and `GlobalTransform`.
pub target: Entity,
/// Target entity for pole rotation.
pub pole_target: Option<Entity>,
/// Offset for pole rotation in radians.
pub pole_angle: f32,
}
#[derive(Component)]
pub struct CopyLocationConstraint {
/// Target entity. The target must have a `Transform` and `GlobalTransform`.
pub target: Entity,
}
#[derive(Component)]
pub struct RotationConstraint {
/// The allowable range for yaw rotation.
pub yaw: Range<f32>,
/// The allowable range for pitch rotation.
pub pitch: Range<f32>,
/// The allowable range for roll rotation.
pub roll: Range<f32>,
}
pub fn inverse_kinematics_solver_system(
constraints_ik: Query<(Entity, &IkConstraint)>,
mut params: ParamSet<(
Query<&GlobalTransform>,
Query<(&mut Transform, &mut GlobalTransform, &Parent)>,
)>,
) {
for (entity, constraint) in constraints_ik.iter() {
if let Err(e) = constraint.solve(entity, &mut params) {
bevy::log::warn!("Failed to solve IK constraint: {e}");
}
}
}
impl IkConstraint {
fn solve(
&self,
entity: Entity,
params: &mut ParamSet<(
Query<&GlobalTransform>,
Query<(&mut Transform, &mut GlobalTransform, &Parent)>,
)>,
) -> Result<(), QueryEntityError> {
let (bone, parent) = params.p1()
.get(entity)
.map(|(t, _, p)| (t.translation, p.get()))?;
let tail = params.p0().get(self.target).map(GlobalTransform::translation)?;
let pole = if let Some(entity) = self.pole_target {
Some(params.p0().get(entity).map(GlobalTransform::translation)?)
} else {
None
};
Self::solve_recursive(parent, bone, tail, pole, &mut params.p1(), self.chain_length.get())?;
Ok(())
}
fn solve_recursive(
// the entity to rotate
entity: Entity,
// the translation vector of this bone
bone: Vec3,
// the desired tail of this bone
tail: Vec3,
// the desired up vector of this bone
pole: Option<Vec3>,
query: &mut Query<(&mut Transform, &mut GlobalTransform, &Parent)>,
chain: usize,
) -> Result<GlobalTransform, QueryEntityError> {
if chain == 0 {
let (_, &global_transform, _) = query.get(entity)?;
return Ok(global_transform);
}
let (transform, global_transform, parent) =
query.get(entity).map(|(&t, &g, p)| (t, g, p.get()))?;
// the bone vector of the parent is the translation of this bone
let parent_bone = transform.translation;
// calculate absolute rotation in order to point this bone at the desired tail
let rotation = Quat::from_rotation_arc(
bone.normalize(),
(tail - global_transform.translation()).normalize(),
);
// calculate absolute translation so the tip of this bone touches the desired tail.
let head = tail - rotation.mul_vec3(bone);
// pass the targets to the parent to obtain the final global transform of the parent
let parent_global_transform =
Self::solve_recursive(parent, parent_bone, head, pole, query, chain - 1)?;
// determine the relative translation for this bone
let (mut transform, mut global_transform, _) = query.get_mut(entity).unwrap();
transform.rotation = Quat::from_affine3(&parent_global_transform.affine().inverse()) * rotation;
*global_transform = parent_global_transform.mul_transform(*transform);
Ok(*global_transform)
}
}
impl Plugin for InverseKinematicsPlugin {
fn build(&self, app: &mut App) {
app.add_system_to_stage(
CoreStage::PostUpdate,
inverse_kinematics_solver_system.after(TransformSystem::TransformPropagate),
);
}
}