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blend IK effects between distinct end effectors
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parent
ec86394556
commit
420acde720
2 changed files with 81 additions and 30 deletions
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@ -153,6 +153,11 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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++constraintItr;
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++constraintItr;
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}
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}
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} else {
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} else {
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// clear the accumulators before we start the IK solver
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for (auto& accumulatorPair: _accumulators) {
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accumulatorPair.second.clear();
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}
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// compute absolute poses that correspond to relative target poses
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// compute absolute poses that correspond to relative target poses
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AnimPoseVec absolutePoses;
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AnimPoseVec absolutePoses;
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computeAbsolutePoses(absolutePoses);
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computeAbsolutePoses(absolutePoses);
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@ -165,8 +170,8 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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quint64 expiry = usecTimestampNow() + MAX_IK_TIME;
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quint64 expiry = usecTimestampNow() + MAX_IK_TIME;
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do {
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do {
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largestError = 0.0f;
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largestError = 0.0f;
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int lowestMovedIndex = _relativePoses.size();
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for (auto& target: targets) {
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for (auto& target: targets) {
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int lowestMovedIndex = _relativePoses.size() - 1;
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int tipIndex = target.index;
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int tipIndex = target.index;
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AnimPose targetPose = target.pose;
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AnimPose targetPose = target.pose;
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int rootIndex = target.rootIndex;
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int rootIndex = target.rootIndex;
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@ -226,7 +231,8 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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glm::inverse(absolutePoses[pivotIndex].rot);
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glm::inverse(absolutePoses[pivotIndex].rot);
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}
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}
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}
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}
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_relativePoses[pivotIndex].rot = newRot;
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// store the rotation change in the accumulator
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_accumulators[pivotIndex].add(newRot);
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}
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}
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// this joint has been changed so we check to see if it has the lowest index
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// this joint has been changed so we check to see if it has the lowest index
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if (pivotIndex < lowestMovedIndex) {
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if (pivotIndex < lowestMovedIndex) {
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@ -243,36 +249,49 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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if (largestError < error) {
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if (largestError < error) {
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largestError = error;
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largestError = error;
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}
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}
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if (lowestMovedIndex <= _maxTargetIndex && lowestMovedIndex < tipIndex) {
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// only update the absolutePoses that matter: those between lowestMovedIndex and _maxTargetIndex
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for (int i = lowestMovedIndex; i <= _maxTargetIndex; ++i) {
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int parentIndex = _skeleton->getParentIndex(i);
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if (parentIndex != -1) {
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absolutePoses[i] = absolutePoses[parentIndex] * _relativePoses[i];
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}
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}
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}
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// finally set the relative rotation of the tip to agree with absolute target rotation
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int parentIndex = _skeleton->getParentIndex(tipIndex);
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if (parentIndex != -1) {
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// compute tip's new parent-relative rotation
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// Q = Qp * q --> q' = Qp^ * Q
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glm::quat newRelativeRotation = glm::inverse(absolutePoses[parentIndex].rot) * targetPose.rot;
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RotationConstraint* constraint = getConstraint(tipIndex);
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if (constraint) {
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constraint->apply(newRelativeRotation);
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// TODO: ATM the final rotation target just fails but we need to provide
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// feedback to the IK system so that it can adjust the bones up the skeleton
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// to help this rotation target get met.
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}
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_relativePoses[tipIndex].rot = newRelativeRotation;
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absolutePoses[tipIndex].rot = targetPose.rot;
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}
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}
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}
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++numLoops;
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++numLoops;
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// harvest accumulated rotations and apply the average
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for (auto& accumulatorPair: _accumulators) {
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RotationAccumulator& accumulator = accumulatorPair.second;
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if (accumulator.size() > 0) {
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_relativePoses[accumulatorPair.first].rot = accumulator.getAverage();
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accumulator.clear();
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}
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}
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// only update the absolutePoses that need it: those between lowestMovedIndex and _maxTargetIndex
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if (lowestMovedIndex < _maxTargetIndex) {
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for (int i = lowestMovedIndex; i <= _maxTargetIndex; ++i) {
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int parentIndex = _skeleton->getParentIndex(i);
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if (parentIndex != -1) {
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absolutePoses[i] = absolutePoses[parentIndex] * _relativePoses[i];
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}
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}
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}
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} while (largestError > ACCEPTABLE_RELATIVE_ERROR && numLoops < MAX_IK_LOOPS && usecTimestampNow() < expiry);
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} while (largestError > ACCEPTABLE_RELATIVE_ERROR && numLoops < MAX_IK_LOOPS && usecTimestampNow() < expiry);
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// finally set the relative rotation of each tip to agree with absolute target rotation
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for (auto& target: targets) {
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int tipIndex = target.index;
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int parentIndex = _skeleton->getParentIndex(tipIndex);
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if (parentIndex != -1) {
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AnimPose targetPose = target.pose;
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// compute tip's new parent-relative rotation
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// Q = Qp * q --> q' = Qp^ * Q
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glm::quat newRelativeRotation = glm::inverse(absolutePoses[parentIndex].rot) * targetPose.rot;
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RotationConstraint* constraint = getConstraint(tipIndex);
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if (constraint) {
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constraint->apply(newRelativeRotation);
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// TODO: ATM the final rotation target just fails but we need to provide
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// feedback to the IK system so that it can adjust the bones up the skeleton
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// to help this rotation target get met.
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}
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_relativePoses[tipIndex].rot = newRelativeRotation;
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absolutePoses[tipIndex].rot = targetPose.rot;
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}
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}
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}
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}
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return _relativePoses;
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return _relativePoses;
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}
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}
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@ -628,6 +647,7 @@ void AnimInverseKinematics::setSkeletonInternal(AnimSkeleton::ConstPointer skele
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_maxTargetIndex = 0;
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_maxTargetIndex = 0;
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_accumulators.clear();
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if (skeleton) {
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if (skeleton) {
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initConstraints();
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initConstraints();
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} else {
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} else {
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@ -16,6 +16,37 @@
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class RotationConstraint;
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class RotationConstraint;
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class RotationAccumulator {
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public:
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RotationAccumulator() {}
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uint32_t size() const { return _rotations.size(); }
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void add(const glm::quat& rotation) { _rotations.push_back(rotation); }
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glm::quat getAverage() {
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glm::quat average;
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uint32_t numRotations = _rotations.size();
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if (numRotations > 0) {
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average = _rotations[0];
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for (uint32_t i = 1; i < numRotations; ++i) {
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glm::quat rotation = _rotations[i];
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if (glm::dot(average, rotation) < 0.0f) {
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rotation = -rotation;
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}
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average += rotation;
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}
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average = glm::normalize(average);
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}
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return average;
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}
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void clear() { _rotations.clear(); }
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private:
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std::vector<glm::quat> _rotations;
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};
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class AnimInverseKinematics : public AnimNode {
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class AnimInverseKinematics : public AnimNode {
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public:
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public:
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@ -24,7 +55,6 @@ public:
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void loadDefaultPoses(const AnimPoseVec& poses);
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void loadDefaultPoses(const AnimPoseVec& poses);
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void loadPoses(const AnimPoseVec& poses);
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void loadPoses(const AnimPoseVec& poses);
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const AnimPoseVec& getRelativePoses() const { return _relativePoses; }
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void computeAbsolutePoses(AnimPoseVec& absolutePoses) const;
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void computeAbsolutePoses(AnimPoseVec& absolutePoses) const;
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void setTargetVars(const QString& jointName, const QString& positionVar, const QString& rotationVar);
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void setTargetVars(const QString& jointName, const QString& positionVar, const QString& rotationVar);
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@ -60,6 +90,7 @@ protected:
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};
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};
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std::map<int, RotationConstraint*> _constraints;
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std::map<int, RotationConstraint*> _constraints;
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std::map<int, RotationAccumulator> _accumulators;
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std::vector<IKTargetVar> _targetVarVec;
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std::vector<IKTargetVar> _targetVarVec;
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AnimPoseVec _defaultRelativePoses; // poses of the relaxed state
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AnimPoseVec _defaultRelativePoses; // poses of the relaxed state
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AnimPoseVec _relativePoses; // current relative poses
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AnimPoseVec _relativePoses; // current relative poses
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