/Source/ThirdParty/ik/src/solver_2bone.c
https://gitlab.com/Teo-Mirror/AtomicGameEngine · C · 138 lines · 92 code · 16 blank · 30 comment · 5 complexity · 43e635c707623de0b8b50eefecb9856a MD5 · raw file
- #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;
- }