Files
FlaxEngine/Source/Engine/Animations/InverseKinematics.cpp
2022-06-13 00:40:32 +02:00

113 lines
4.4 KiB
C++

// Copyright (c) 2012-2022 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)
{
Real lowerLimbLength = (targetNode.Translation - jointNode.Translation).Length();
Real upperLimbLength = (jointNode.Translation - rootNode.Translation).Length();
Vector3 jointPos = jointNode.Translation;
Vector3 desiredDelta = target - rootNode.Translation;
Real desiredLength = desiredDelta.Length();
Real limbLengthLimit = lowerLimbLength + upperLimbLength;
Vector3 desiredDir;
if (desiredLength < ZeroTolerance)
{
desiredLength = ZeroTolerance;
desiredDir = Vector3(1, 0, 0);
}
else
{
desiredDir = desiredDelta.GetNormalized();
}
Vector3 jointTargetDelta = jointTarget - rootNode.Translation;
const Real 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 Real initialStretchRatio = 1.0f;
const Real range = maxStretchScale - initialStretchRatio;
if (range > ZeroTolerance && limbLengthLimit > ZeroTolerance)
{
const Real reachRatio = desiredLength / limbLengthLimit;
const Real scalingFactor = (maxStretchScale - 1.0f) * Math::Saturate((reachRatio - initialStretchRatio) / range);
if (scalingFactor > ZeroTolerance)
{
lowerLimbLength *= 1.0f + scalingFactor;
upperLimbLength *= 1.0f + scalingFactor;
limbLengthLimit *= 1.0f + scalingFactor;
}
}
}
Vector3 resultEndPos = target;
Vector3 resultJointPos = jointPos;
if (desiredLength >= limbLengthLimit)
{
resultEndPos = rootNode.Translation + limbLengthLimit * desiredDir;
resultJointPos = rootNode.Translation + upperLimbLength * desiredDir;
}
else
{
const Real twoAb = 2.0f * upperLimbLength * desiredLength;
const Real cosAngle = twoAb > ZeroTolerance ? (upperLimbLength * upperLimbLength + desiredLength * desiredLength - lowerLimbLength * lowerLimbLength) / twoAb : 0.0f;
const bool reverseUpperBone = cosAngle < 0.0f;
const Real angle = Math::Acos(cosAngle);
const Real jointLineDist = upperLimbLength * Math::Sin(angle);
const Real projJointDistSqr = upperLimbLength * upperLimbLength - jointLineDist * jointLineDist;
Real 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;
}