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Merge pull request #101651 from TokageItLab/fix-flip-springbone
Fix glitch in `SpringBoneSimulator3D` by storing the previous frame's rotation instead of using no rotation when the axis is flipped
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4425ce03d0
@ -1520,6 +1520,7 @@ void SpringBoneSimulator3D::_init_joints(Skeleton3D *p_skeleton, SpringBone3DSet
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setting->joints[i]->verlet->prev_tail = setting->joints[i]->verlet->current_tail;
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setting->joints[i]->verlet->forward_vector = axis.normalized();
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setting->joints[i]->verlet->length = axis.length();
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setting->joints[i]->verlet->prev_rot = Quaternion(0, 0, 0, 1);
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} else if (setting->extend_end_bone && setting->end_bone_length > 0) {
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Vector3 axis = get_end_bone_axis(setting->end_bone, setting->end_bone_direction);
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if (axis.is_zero_approx()) {
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@ -1530,6 +1531,7 @@ void SpringBoneSimulator3D::_init_joints(Skeleton3D *p_skeleton, SpringBone3DSet
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setting->joints[i]->verlet->length = setting->end_bone_length;
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setting->joints[i]->verlet->current_tail = setting->cached_center.xform(p_skeleton->get_bone_global_pose(setting->joints[i]->bone).xform(axis * setting->end_bone_length));
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setting->joints[i]->verlet->prev_tail = setting->joints[i]->verlet->current_tail;
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setting->joints[i]->verlet->prev_rot = Quaternion(0, 0, 0, 1);
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}
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}
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setting->simulation_dirty = false;
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@ -1592,10 +1594,13 @@ void SpringBoneSimulator3D::_process_joints(double p_delta, Skeleton3D *p_skelet
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verlet->prev_tail = verlet->current_tail;
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verlet->current_tail = next_tail;
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// Apply rotation.
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// Convert position to rotation.
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Vector3 from = current_rot.xform(verlet->forward_vector);
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Vector3 to = p_inverted_center_transform.basis.xform(next_tail - current_origin).normalized();
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Quaternion from_to = get_from_to_rotation(from, to);
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Quaternion from_to = get_from_to_rotation(from, to, verlet->prev_rot);
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verlet->prev_rot = from_to;
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// Apply rotation.
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from_to *= current_rot;
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from_to = get_local_pose_rotation(p_skeleton, p_joints[i]->bone, from_to);
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p_skeleton->set_bone_pose_rotation(p_joints[i]->bone, from_to);
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@ -1610,10 +1615,13 @@ Quaternion SpringBoneSimulator3D::get_local_pose_rotation(Skeleton3D *p_skeleton
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return p_skeleton->get_bone_global_pose(parent).basis.orthonormalized().inverse() * p_global_pose_rotation;
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}
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Quaternion SpringBoneSimulator3D::get_from_to_rotation(const Vector3 &p_from, const Vector3 &p_to) {
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Quaternion SpringBoneSimulator3D::get_from_to_rotation(const Vector3 &p_from, const Vector3 &p_to, const Quaternion &p_prev_rot) {
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if (Math::is_equal_approx((float)p_from.dot(p_to), -1.0f)) {
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return p_prev_rot; // For preventing to glitch, checking dot for detecting flip is more accurate than checking cross.
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}
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Vector3 axis = p_from.cross(p_to);
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if (axis.is_zero_approx()) {
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return Quaternion(0, 0, 0, 1);
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return p_prev_rot;
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}
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float angle = p_from.angle_to(p_to);
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if (Math::is_zero_approx(angle)) {
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@ -72,6 +72,7 @@ public:
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Vector3 prev_tail;
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Vector3 current_tail;
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Vector3 forward_vector;
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Quaternion prev_rot;
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float length = 0.0;
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};
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@ -267,7 +268,7 @@ public:
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// Helper.
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static Quaternion get_local_pose_rotation(Skeleton3D *p_skeleton, int p_bone, const Quaternion &p_global_pose_rotation);
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static Quaternion get_from_to_rotation(const Vector3 &p_from, const Vector3 &p_to);
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static Quaternion get_from_to_rotation(const Vector3 &p_from, const Vector3 &p_to, const Quaternion &p_prev_rot);
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static Vector3 snap_position_to_plane(const Transform3D &p_rest, RotationAxis p_axis, const Vector3 &p_position);
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static Vector3 limit_length(const Vector3 &p_origin, const Vector3 &p_destination, float p_length);
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