Urho3D/Source/ThirdParty/ik/src/solver_2bone.c

139 lines
5.0 KiB
C

#include "ik/effector.h"
#include "ik/node.h"
#include "ik/log.h"
#include "ik/solver_2bone.h"
#include <assert.h>
#include <math.h>
#include <stddef.h>
/* ------------------------------------------------------------------------- */
int
solver_2bone_construct(ik_solver_t* solver)
{
two_bone_t* two_bone = (two_bone_t*)solver;
/* set up derived functions */
two_bone->destruct = solver_2bone_destruct;
two_bone->post_chain_build = solver_2bone_post_chain_build;
two_bone->solve = solver_2bone_solve;
return 0;
}
/* ------------------------------------------------------------------------- */
void
solver_2bone_destruct(ik_solver_t* solver)
{
}
/* ------------------------------------------------------------------------- */
int
solver_2bone_post_chain_build(ik_solver_t* solver)
{
/*
* We need to assert that there really are only chains of length 1 and no
* sub chains.
*/
ORDERED_VECTOR_FOR_EACH(&solver->chain_tree.islands, chain_island_t, island)
if (ordered_vector_count(&island->root_chain.nodes) != 3) /* 3 nodes = 2 bones */
{
ik_log_message("ERROR: Your tree has chains that are longer or shorter than 2 bones. Are you sure you selected the correct solver algorithm?");
return -1;
}
if (ordered_vector_count(&island->root_chain.children) > 0)
{
ik_log_message("ERROR: Your tree has child chains. This solver does not support arbitrary trees. You will need to switch to another algorithm (e.g. FABRIK)");
return -1;
}
ORDERED_VECTOR_END_EACH
return 0;
}
/* ------------------------------------------------------------------------- */
int
solver_2bone_solve(ik_solver_t* solver)
{
ORDERED_VECTOR_FOR_EACH(&solver->chain_tree.islands, chain_island_t, island)
ik_node_t* node_tip;
ik_node_t* node_mid;
ik_node_t* node_base;
vec3_t to_target;
ik_real a, b, c, aa, bb, cc;
assert(ordered_vector_count(&island->root_chain.nodes) > 2);
node_tip = *(ik_node_t**)ordered_vector_get_element(&island->root_chain.nodes, 0);
node_mid = *(ik_node_t**)ordered_vector_get_element(&island->root_chain.nodes, 1);
node_base = *(ik_node_t**)ordered_vector_get_element(&island->root_chain.nodes, 2);
assert(node_tip->effector != NULL);
to_target = node_tip->effector->target_position;
vec3_sub_vec3(to_target.f, node_base->position.f);
/*
* Form a triangle from the two segment lengths so we can calculate the
* angles. Here's some visual help.
*
* target *--.__ a
* \ --.___ (unknown position, needs solving)
* \ _-
* c \ _-
* \- b
* base
*
*/
a = node_tip->segment_length;
b = node_mid->segment_length;
aa = a*a;
bb = b*b;
cc = vec3_length_squared(to_target.f);
c = sqrt(cc);
/* check if in reach */
if (c < a + b)
{
/* Cosine law to get base angle (alpha) */
quat_t alpha_rotation;
ik_real alpha = acos((bb + cc - aa) / (2.0 * node_mid->segment_length * sqrt(cc)));
ik_real cos_a = cos(alpha * 0.5);
ik_real sin_a = sin(alpha * 0.5);
/* Cross product of both segment vectors defines axis of rotation */
alpha_rotation.vw.v = node_tip->position;
vec3_sub_vec3(alpha_rotation.f, node_mid->position.f); /* top segment */
vec3_sub_vec3(node_mid->position.f, node_base->position.f); /* bottom segment */
vec3_cross(alpha_rotation.f, node_mid->position.f);
/*
* Set up quaternion describing the rotation of alpha. Need to
* normalise vec3 component of quaternion so rotation is correct.
*/
vec3_normalise(alpha_rotation.f);
vec3_mul_scalar(alpha_rotation.f, sin_a);
alpha_rotation.q.w = cos_a;
/* Rotate side c and scale to length of side b to get the unknown position */
node_mid->position = to_target;
vec3_normalise(node_mid->position.f);
vec3_mul_scalar(node_mid->position.f, node_mid->segment_length);
quat_rotate_vec(node_mid->position.f, alpha_rotation.f);
vec3_add_vec3(node_mid->position.f, node_base->position.f);
node_tip->position = node_tip->effector->target_position;
}
else
{
/* Just point both segments at target */
vec3_normalise(to_target.f);
node_mid->position = to_target;
node_tip->position = to_target;
vec3_mul_scalar(node_mid->position.f, node_mid->segment_length);
vec3_mul_scalar(node_tip->position.f, node_tip->segment_length);
vec3_add_vec3(node_mid->position.f, node_base->position.f);
vec3_add_vec3(node_tip->position.f, node_mid->position.f);
}
ORDERED_VECTOR_END_EACH
return 0;
}