Files
FlaxEngine/Source/Engine/Animations/InverseKinematics.cpp
2020-12-07 23:40:54 +01:00

113 lines
4.5 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "InverseKinematics.h"
void InverseKinematics::SolveAimIK(const Transform& node, const Vector3& target, Quaternion& outNodeCorrection)
{
Vector3 toTarget = target - node.Translation;
toTarget.Normalize();
const Vector3 fromNode = Vector3::Forward;
Quaternion::FindBetween(fromNode, toTarget, outNodeCorrection);
}
void InverseKinematics::SolveTwoBoneIK(Transform& rootNode, Transform& jointNode, Transform& targetNode, const Vector3& target, const Vector3& jointTarget, bool allowStretching, float maxStretchScale)
{
float lowerLimbLength = (targetNode.Translation - jointNode.Translation).Length();
float upperLimbLength = (jointNode.Translation - rootNode.Translation).Length();
Vector3 jointPos = jointNode.Translation;
Vector3 desiredDelta = target - rootNode.Translation;
float desiredLength = desiredDelta.Length();
float maxLimbLength = lowerLimbLength + upperLimbLength;
Vector3 desiredDir;
if (desiredLength < ZeroTolerance)
{
desiredLength = ZeroTolerance;
desiredDir = Vector3(1, 0, 0);
}
else
{
desiredDir = desiredDelta.GetNormalized();
}
Vector3 jointTargetDelta = jointTarget - rootNode.Translation;
const float jointTargetLengthSqr = jointTargetDelta.LengthSquared();
Vector3 jointPlaneNormal, jointBendDir;
if (jointTargetLengthSqr < ZeroTolerance * ZeroTolerance)
{
jointBendDir = Vector3::Forward;
jointPlaneNormal = Vector3::Up;
}
else
{
jointPlaneNormal = desiredDir ^ jointTargetDelta;
if (jointPlaneNormal.LengthSquared() < ZeroTolerance * ZeroTolerance)
{
desiredDir.FindBestAxisVectors(jointPlaneNormal, jointBendDir);
}
else
{
jointPlaneNormal.Normalize();
jointBendDir = jointTargetDelta - (jointTargetDelta | desiredDir) * desiredDir;
jointBendDir.Normalize();
}
}
if (allowStretching)
{
const float startStretchRatio = 1.0f;
const float scaleRange = maxStretchScale - startStretchRatio;
if (scaleRange > ZeroTolerance && maxLimbLength > ZeroTolerance)
{
const float reachRatio = desiredLength / maxLimbLength;
const float scalingFactor = (maxStretchScale - 1.0f) * Math::Saturate((reachRatio - startStretchRatio) / scaleRange);
if (scalingFactor > ZeroTolerance)
{
lowerLimbLength *= 1.0f + scalingFactor;
upperLimbLength *= 1.0f + scalingFactor;
maxLimbLength *= 1.0f + scalingFactor;
}
}
}
Vector3 resultEndPos = target;
Vector3 resultJointPos = jointPos;
if (desiredLength >= maxLimbLength)
{
resultEndPos = rootNode.Translation + maxLimbLength * desiredDir;
resultJointPos = rootNode.Translation + upperLimbLength * desiredDir;
}
else
{
const float twoAb = 2.0f * upperLimbLength * desiredLength;
const float cosAngle = twoAb > ZeroTolerance ? (upperLimbLength * upperLimbLength + desiredLength * desiredLength - lowerLimbLength * lowerLimbLength) / twoAb : 0.0f;
const bool reverseUpperBone = cosAngle < 0.0f;
const float angle = Math::Acos(cosAngle);
const float jointLineDist = upperLimbLength * Math::Sin(angle);
const float projJointDistSqr = upperLimbLength * upperLimbLength - jointLineDist * jointLineDist;
float projJointDist = projJointDistSqr > 0.0f ? Math::Sqrt(projJointDistSqr) : 0.0f;
if (reverseUpperBone)
projJointDist *= -1.0f;
resultJointPos = rootNode.Translation + projJointDist * desiredDir + jointLineDist * jointBendDir;
}
{
const Vector3 oldDir = (jointPos - rootNode.Translation).GetNormalized();
const Vector3 newDir = (resultJointPos - rootNode.Translation).GetNormalized();
const Quaternion deltaRotation = Quaternion::FindBetween(oldDir, newDir);
rootNode.Orientation = deltaRotation * rootNode.Orientation;
}
{
const Vector3 oldDir = (targetNode.Translation - jointPos).GetNormalized();
const Vector3 newDir = (resultEndPos - resultJointPos).GetNormalized();
const Quaternion deltaRotation = Quaternion::FindBetween(oldDir, newDir);
jointNode.Orientation = deltaRotation * jointNode.Orientation;
jointNode.Translation = resultJointPos;
}
targetNode.Translation = resultEndPos;
}