X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=ik.cpp;h=9598ddc870ee0d45b3d8d322ba87aa696d4f3391;hp=fe4ecbb06eea8355f736c0a279b64764cea7870a;hb=ad77a970429c9c5e9cf8d513d0469d03ad82e622;hpb=d26c67a51e58c3f70d1689e265e9bebe578b50ad diff --git a/ik.cpp b/ik.cpp index fe4ecbb..9598ddc 100644 --- a/ik.cpp +++ b/ik.cpp @@ -3,7 +3,7 @@ using namespace glm; -constexpr float tolerance = 0.3; +constexpr float tolerance = 0.001; const std::vector fabrik(const glm::vec3 t, const std::vector jpsIn, // joint positions @@ -70,7 +70,7 @@ vec3 extractPos(mat4 trans) { return vec3(trans[3]); } -glm::mat4 absoluteToModelSpace(const Model::Node &root, const Model::Node &n, mat4 m) { +mat4 absoluteToModelSpace(const Model::Node &root, const Model::Node &n, mat4 m) { const Model::Node *parent = &n; glm::mat4 res = m; std::vector trans; @@ -96,16 +96,24 @@ mat4 getRotationToPoint(vec3 u, vec3 v, float dist) { return res; } +// Normalizes a transformation matrix to not have any scale factor +inline mat4 normalizeScale(mat4 m) { + for (int i = 0; i < 3; i++) + m[i] = normalize(m[i]); + return m; +} -void inverseKinematic(Model::Node &root, Model::Node &end, vec3 target) { - /* float s2o2 = sqrt(2.f) / 2.f; */ - /* assert(getRotationToPoint({1, 0, 0}, {0, s2o2, s2o2}, 1) */ - /* == mat4({0, s2o2, s2o2, 0}, { -s2o2, 1.f/2.f, -1.f/2.f, 0}, */ - /* {-s2o2, -1.f/2.f, 1.f/2.f, 0}, { 0, 0, 0, 1})); */ +float d = 0; - std::vector chain = allNodesTo(root, end); +// Target is world position +void inverseKinematics(Model::Node &start, Model::Node &end, vec3 target) { + std::vector chain = allNodesTo(start, end); assert(!chain.empty()); + // Calculate the world root + const Model::Node &root = start.getRoot(); + + // Work out the positions and distances std::vector positions(chain.size()); std::vector distances(chain.size() - 1); for (size_t i = 0; i < chain.size(); i++) { mat4 absTrans = getAbsTrans(root, chain[i]); @@ -114,46 +122,49 @@ void inverseKinematic(Model::Node &root, Model::Node &end, vec3 target) { distances[i - 1] = distance(positions[i], positions[i - 1]); } - /* glm::vec3 targetPos(sin(d * 10.f), cos(d * 10.f), 0); */ + // Do the actual IK part auto newPositions = fabrik(target, positions, distances); - // Rotate all the nodes so that they are in the correct positions + // Move all the nodes so that they are in the correct positions + // Don't need to move the root node - it's already in place for (size_t i = 1; i < chain.size(); i++) { auto node = chain[i]; mat4 absTrans = getAbsTrans(root, node); absTrans[3] = vec4(newPositions[i], absTrans[3][3]); // update position in transform - vec3 oldRelPos = extractPos(aiMatrixToMat4(node.ai.mTransformation)); - vec3 newRelPos = extractPos(absoluteToModelSpace(root, *node.parent, absTrans)); - - mat4 rot = getRotationToPoint(oldRelPos, newRelPos, distances[i - 1]); - node.ai.mTransformation = mat4ToaiMatrix(rot * aiMatrixToMat4(node.ai.mTransformation)); - - /* std::cerr << node.ai.mName.C_Str() << ":\n"; */ - /* printVec3(extractPos(aiMatrixToMat4(node.ai.mTransformation))); */ - /* printVec3(newRelPos); */ - assert(distance(extractPos(aiMatrixToMat4(node.ai.mTransformation)), newRelPos) < 0.0001); - - /* absTrans[3] = vec4(newPositions[i], absTrans[3][3]); // update position in transform */ - - /* mat4 relTrans = absoluteToModelSpace(root, *node.parent, absTrans); */ - /* node.ai.mTransformation = mat4ToaiMatrix(relTrans); */ + mat4 relTrans = absoluteToModelSpace(root, *node.parent, absTrans); + node.ai.mTransformation = mat4ToaiMatrix(relTrans); } - // TODO: Now rotate all the nodes so that they face each other - - /* for (int i = 0; i < 3; i++) { */ - /* glm::mat4 absTrans(1); */ - /* findNodeTrans(&sceneModel->getRoot()->ai, aiString(jointNames[i]), */ - /* &absTrans); */ - /* glm::mat4 newAbsTrans = absTrans; */ - /* newAbsTrans[3] = glm::vec4(newPositions[i], newAbsTrans[3][3]); */ - - /* auto node = sceneModel->getRoot()->ai.FindNode(jointNames[i].c_str()); */ + // Now rotate all the nodes so that they point towards each other + // Don't need to rotate the last node - it has nothing to point towards + // FIXME: Despite normalizeScale, this is still numerically unstable + // and the transformation scales over time!!! + for (size_t i = 0; i < chain.size() - 1; i++) { + auto node = chain[i]; auto nextNode = chain[i + 1]; + mat4 oldTrans = aiMatrixToMat4(node.ai.mTransformation); + vec3 nextNodePos = extractPos(aiMatrixToMat4(nextNode.ai.mTransformation)); + + vec3 up = {0, 1, 0}; + vec3 dir = -normalize(nextNodePos); + + vec3 v = cross(up, dir); + mat3 sscpm = mat3(0, -v[2], v[1], + v[2], 0, -v[0], + -v[1], v[0], 0); + mat4 rot = mat3(1) + sscpm + sscpm * sscpm * (1.f / 1.f + dot(up, dir)); + + // very important that we normalize the scale + // otherwise we end up with gradually growing models + // due to numerical instabaility + rot = normalizeScale(rot); + node.ai.mTransformation = mat4ToaiMatrix(oldTrans * rot); + + for (auto child: node.getChildren()) { + child->ai.mTransformation = mat4ToaiMatrix(normalizeScale(inverse(rot)) * aiMatrixToMat4(child->ai.mTransformation)); + } - /* auto newTrans = worldSpaceToModelSpace(node->mParent, newAbsTrans); */ + } - /* node->mTransformation = mat4ToaiMatrix(newTrans); */ - /* } */ }