initial commit with very basic IK
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/target
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/Cargo.lock
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[package]
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name = "bevy_mod_inverse_kinematics"
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version = "0.1.0"
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edition = "2021"
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categories = ["game-engines", "graphics", "rendering"]
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description = "An inverse kinematics plugin for the bevy game engine"
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keywords = [gamedev", "graphics", "bevy", "animation"]
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license = "MIT OR Apache-2.0"
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[dependencies]
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bevy = "0.8.1"
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use std::num::NonZeroUsize;
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use std::ops::Range;
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use bevy::ecs::query::QueryEntityError;
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use bevy::transform::TransformSystem;
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use bevy::prelude::*;
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pub struct InverseKinematicsPlugin;
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/// Inverse kintematics constraint to be added to the tail joint of
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/// the bone chain that should be constrained.
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#[derive(Component)]
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pub struct IkConstraint {
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/// How many bones are included in the IK constraint.
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pub chain_length: NonZeroUsize,
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/// Maximum number of iterations to solve this constraint.
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pub iterations: usize,
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/// Target entity. The target must have a `Transform` and `GlobalTransform`.
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pub target: Entity,
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/// Target entity for pole rotation.
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pub pole_target: Option<Entity>,
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/// Offset for pole rotation in radians.
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pub pole_angle: f32,
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}
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#[derive(Component)]
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pub struct CopyLocationConstraint {
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/// Target entity. The target must have a `Transform` and `GlobalTransform`.
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pub target: Entity,
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}
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#[derive(Component)]
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pub struct RotationConstraint {
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/// The allowable range for yaw rotation.
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pub yaw: Range<f32>,
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/// The allowable range for pitch rotation.
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pub pitch: Range<f32>,
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/// The allowable range for roll rotation.
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pub roll: Range<f32>,
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}
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pub fn inverse_kinematics_solver_system(
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constraints_ik: Query<(Entity, &IkConstraint)>,
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mut params: ParamSet<(
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Query<&GlobalTransform>,
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Query<(&mut Transform, &mut GlobalTransform, &Parent)>,
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)>,
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) {
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for (entity, constraint) in constraints_ik.iter() {
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if let Err(e) = constraint.solve(entity, &mut params) {
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bevy::log::warn!("Failed to solve IK constraint: {e}");
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}
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}
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}
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impl IkConstraint {
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fn solve(
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&self,
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entity: Entity,
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params: &mut ParamSet<(
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Query<&GlobalTransform>,
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Query<(&mut Transform, &mut GlobalTransform, &Parent)>,
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)>,
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) -> Result<(), QueryEntityError> {
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let (bone, parent) = params.p1()
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.get(entity)
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.map(|(t, _, p)| (t.translation, p.get()))?;
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let tail = params.p0().get(self.target).map(GlobalTransform::translation)?;
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let pole = if let Some(entity) = self.pole_target {
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Some(params.p0().get(entity).map(GlobalTransform::translation)?)
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} else {
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None
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};
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Self::solve_recursive(parent, bone, tail, pole, &mut params.p1(), self.chain_length.get())?;
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Ok(())
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}
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fn solve_recursive(
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// the entity to rotate
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entity: Entity,
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// the translation vector of this bone
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bone: Vec3,
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// the desired tail of this bone
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tail: Vec3,
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// the desired up vector of this bone
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pole: Option<Vec3>,
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query: &mut Query<(&mut Transform, &mut GlobalTransform, &Parent)>,
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chain: usize,
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) -> Result<GlobalTransform, QueryEntityError> {
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if chain == 0 {
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let (_, &global_transform, _) = query.get(entity)?;
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return Ok(global_transform);
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}
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let (transform, global_transform, parent) =
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query.get(entity).map(|(&t, &g, p)| (t, g, p.get()))?;
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// the bone vector of the parent is the translation of this bone
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let parent_bone = transform.translation;
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// calculate absolute rotation in order to point this bone at the desired tail
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let rotation = Quat::from_rotation_arc(
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bone.normalize(),
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(tail - global_transform.translation()).normalize(),
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);
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// calculate absolute translation so the tip of this bone touches the desired tail.
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let head = tail - rotation.mul_vec3(bone);
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// pass the targets to the parent to obtain the final global transform of the parent
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let parent_global_transform =
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Self::solve_recursive(parent, parent_bone, head, pole, query, chain - 1)?;
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// determine the relative translation for this bone
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let (mut transform, mut global_transform, _) = query.get_mut(entity).unwrap();
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transform.rotation = Quat::from_affine3(&parent_global_transform.affine().inverse()) * rotation;
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*global_transform = parent_global_transform.mul_transform(*transform);
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Ok(*global_transform)
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}
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}
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impl Plugin for InverseKinematicsPlugin {
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fn build(&self, app: &mut App) {
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app.add_system_to_stage(
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CoreStage::PostUpdate,
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inverse_kinematics_solver_system.after(TransformSystem::TransformPropagate),
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);
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}
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}
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