WIP on inverse kinematics
[opengl.git] / ik.cpp
diff --git a/ik.cpp b/ik.cpp
new file mode 100644 (file)
index 0000000..fe4ecbb
--- /dev/null
+++ b/ik.cpp
@@ -0,0 +1,159 @@
+#include "ik.hpp"
+#include "util.hpp"
+
+using namespace glm;
+
+constexpr float tolerance = 0.3;
+
+const std::vector<glm::vec3> fabrik(const glm::vec3 t,
+               const std::vector<glm::vec3> jpsIn, // joint positions
+               const std::vector<float> jds // distances between each joint
+               ) {
+       size_t N = jpsIn.size();
+       assert(N == jds.size() + 1);
+       std::vector<glm::vec3> jps = jpsIn;
+
+       float dist = distance(jps[0], t);
+       float totalLength = 0;
+       for (int i = 0; i < N - 1; i++) totalLength += jds[i];
+       if (dist > totalLength) { // target is unreachable
+               for (int i = 0; i < N - 1; i++) {
+                       float r = distance(t, jps[i]);
+                       float lambda = jds[i] / r;
+                       jps[i + 1] = (1.f - lambda) * jps[i] + lambda * t;
+               }
+       } else { // target is reachable
+               glm::vec3 b = jps[0];
+               // distance between end effector and target
+               float diff = distance(jps[N - 1], t);
+               while (diff > tolerance) {
+                       // forward reaching
+                       jps[N - 1] = t; // set end effector to target
+                       for (int i = N - 2; i >= 0; i--) {
+                               float r = distance(jps[i + 1], jps[i]);
+                               float lambda = jds[i] / r;
+                               jps[i] = (1.f - lambda) * jps[i + 1] + lambda * jps[i];
+                       }
+
+                       // backward reaching
+                       jps[0] = b; // reset root to initial pos
+                       for (int i = 0; i < N - 1; i++) {
+                               float r = distance(jps[i + 1], jps[i]);
+                               float lambda = jds[i] / r;
+                               jps[i + 1] = (1 - lambda) * jps[i] + lambda * jps[i + 1];
+                       }
+
+                       float newDiff = distance(jps[N - 1], t);
+                       if (newDiff == diff) abort();
+                       diff = newDiff;
+               }
+       }
+       return jps;
+}
+
+std::vector<Model::Node> allNodesTo(const Model::Node &from, const Model::Node &to) {
+       if (from == to) return { to };
+       assert(to.parent != nullptr);
+       auto res = allNodesTo(from, *to.parent);
+       res.push_back(to);
+       return res;
+}
+
+mat4 getAbsTrans(const Model::Node &root, const Model::Node &n) {
+       if (root.ai.mName == n.ai.mName)
+               return mat4(1); //aiMatrixToMat4(n.ai.mTransformation);
+       assert(n.parent != nullptr);
+       return getAbsTrans(root, *n.parent) * aiMatrixToMat4(n.ai.mTransformation);
+}
+
+vec3 extractPos(mat4 trans) {
+       return vec3(trans[3]);
+}
+
+glm::mat4 absoluteToModelSpace(const Model::Node &root, const Model::Node &n, mat4 m) {
+       const Model::Node *parent = &n;
+       glm::mat4 res = m;
+       std::vector<mat4> trans;
+       while (&parent->ai != &root.ai) {
+               trans.push_back(inverse(aiMatrixToMat4(parent->ai.mTransformation)));
+               parent = parent->parent;
+       }
+       while (!trans.empty()) { res = trans.back() * res; trans.pop_back(); }
+       return res;
+}
+
+// Given points u and v on a sphere, calculate the transformation matrix
+// to bring u -> v
+// from https://math.stackexchange.com/a/2765250
+mat4 getRotationToPoint(vec3 u, vec3 v, float dist) {
+       if (distance(u, v) < 0.00001) return mat4(1);
+       vec3 n = cross(u, v) / length(cross(u, v));
+       vec3 t = cross(n, u);
+       float alpha = atan2(dot(v, t), dot(v, u));
+       mat4 T = mat4(mat3(u, t, n));
+       mat4 R = rotate(mat4(1), alpha, {0, 0, 1}); // rotation in z axis
+       mat4 res = T * R * inverse(T);
+       return res;
+}
+
+
+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})); */
+
+       std::vector<Model::Node> chain = allNodesTo(root, end);
+       assert(!chain.empty());
+
+       std::vector<vec3> positions(chain.size()); std::vector<float> distances(chain.size() - 1);
+       for (size_t i = 0; i < chain.size(); i++) {
+               mat4 absTrans = getAbsTrans(root, chain[i]);
+               positions[i] = extractPos(absTrans);
+               if (i > 0)
+                       distances[i - 1] = distance(positions[i], positions[i - 1]);
+       }
+
+       /* glm::vec3 targetPos(sin(d * 10.f), cos(d * 10.f), 0); */
+       auto newPositions = fabrik(target, positions, distances);
+
+       // Rotate all the nodes so that they are in the correct positions
+       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); */
+       }
+
+       // 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()); */
+
+       /*      auto newTrans = worldSpaceToModelSpace(node->mParent, newAbsTrans); */
+
+       /*      node->mTransformation = mat4ToaiMatrix(newTrans); */
+       /* } */
+}
+