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cleanup and optimization of IK loop
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1 changed files with 90 additions and 93 deletions
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@ -143,106 +143,114 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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do {
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int lowestMovedIndex = _relativePoses.size();
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for (auto& target: targets) {
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if (target.getType() == IKTarget::Type::RotationOnly) {
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IKTarget::Type targetType = target.getType();
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if (targetType == IKTarget::Type::RotationOnly) {
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// the final rotation will be enforced after the iterations
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continue;
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}
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// cache tip absolute transform
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int tipIndex = target.getIndex();
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int pivotIndex = _skeleton->getParentIndex(tipIndex);
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if (pivotIndex == -1) {
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continue;
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}
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int pivotsParentIndex = _skeleton->getParentIndex(pivotIndex);
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if (pivotsParentIndex == -1) {
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// TODO?: handle case where tip's parent is root?
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continue;
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}
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glm::vec3 tipPosition = absolutePoses[tipIndex].trans;
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glm::quat tipRotation = absolutePoses[tipIndex].rot;
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//glm::quat tipRotation = absolutePoses[tipIndex].rot;
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// cache tip's parent's absolute rotation so we can recompute the tip's parent-relative
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// as we proceed walking down the joint chain
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int pivotIndex = _skeleton->getParentIndex(tipIndex);
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glm::quat tipParentRotation;
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if (pivotIndex != -1) {
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tipParentRotation = absolutePoses[pivotIndex].rot;
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}
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glm::quat tipParentRotation = absolutePoses[pivotIndex].rot;
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// descend toward root, pivoting each joint to get tip closer to target
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int ancestorCount = 1;
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while (pivotIndex != -1) {
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while (pivotsParentIndex != -1) {
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// compute the two lines that should be aligned
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glm::vec3 jointPosition = absolutePoses[pivotIndex].trans;
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glm::vec3 leverArm = tipPosition - jointPosition;
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glm::vec3 targetLine = target.getTranslation() - jointPosition;
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// compute the swing that would get get tip closer
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glm::vec3 axis = glm::cross(leverArm, targetLine);
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float axisLength = glm::length(axis);
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glm::quat deltaRotation;
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const float MIN_AXIS_LENGTH = 1.0e-4f;
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if (axisLength > MIN_AXIS_LENGTH) {
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// compute deltaRotation for alignment (swings tip closer to target)
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axis /= axisLength;
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float angle = acosf(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)));
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// NOTE: even when axisLength is not zero (e.g. lever-arm and pivot-arm are not quite aligned) it is
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// still possible for the angle to be zero so we also check that to avoid unnecessary calculations.
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const float MIN_ADJUSTMENT_ANGLE = 1.0e-4f;
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if (angle > MIN_ADJUSTMENT_ANGLE) {
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// reduce angle by a fraction (reduces IK swing contribution of this joint)
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angle /= (float)ancestorCount;
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deltaRotation = glm::angleAxis(angle, axis);
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}
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// The swing will re-orient the tip but there will tend to be be a non-zero delta between the tip's
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// new rotation and its target. We compute that delta here and rotate the tipJoint accordingly.
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glm::quat tipRelativeRotation = glm::inverse(deltaRotation * tipParentRotation) * target.getRotation();
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// enforce tip's constraint
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RotationConstraint* constraint = getConstraint(tipIndex);
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if (constraint) {
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bool constrained = constraint->apply(tipRelativeRotation);
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if (constrained) {
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// The tip's final parent-relative rotation violates its constraint
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// so we try to twist this pivot to compensate.
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glm::quat constrainedTipRotation = deltaRotation * tipParentRotation * tipRelativeRotation;
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glm::quat missingRotation = target.getRotation() * glm::inverse(constrainedTipRotation);
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glm::quat swingPart;
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glm::quat twistPart;
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glm::vec3 axis = glm::normalize(deltaRotation * leverArm);
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swingTwistDecomposition(missingRotation, axis, swingPart, twistPart);
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deltaRotation = twistPart * deltaRotation;
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}
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// we update the tip rotation here to rotate it as close to its target orientation as possible
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// before moving on to next pivot
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tipRotation = tipParentRotation * tipRelativeRotation;
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}
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}
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++ancestorCount;
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int parentIndex = _skeleton->getParentIndex(pivotIndex);
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if (parentIndex == -1) {
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// TODO? apply constraints to root?
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// TODO? harvest the root's transform as movement of entire skeleton?
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} else {
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// compute joint's new parent-relative rotation after swing
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// Q' = dQ * Q and Q = Qp * q --> q' = Qp^ * dQ * Q
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glm::quat newRot = glm::normalize(glm::inverse(
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absolutePoses[parentIndex].rot) *
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deltaRotation *
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absolutePoses[pivotIndex].rot);
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// enforce pivot's constraint
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RotationConstraint* constraint = getConstraint(pivotIndex);
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if (constraint) {
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bool constrained = constraint->apply(newRot);
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if (constrained) {
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// the constraint will modify the movement of the tip so we have to compute the modified
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// model-frame deltaRotation
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// Q' = Qp^ * dQ * Q --> dQ = Qp * Q' * Q^
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deltaRotation = absolutePoses[parentIndex].rot *
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newRot *
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glm::inverse(absolutePoses[pivotIndex].rot);
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if (targetType == IKTarget::Type::RotationAndPosition) {
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// compute the swing that would get get tip closer
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glm::vec3 targetLine = target.getTranslation() - jointPosition;
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glm::vec3 axis = glm::cross(leverArm, targetLine);
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float axisLength = glm::length(axis);
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const float MIN_AXIS_LENGTH = 1.0e-4f;
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if (axisLength > MIN_AXIS_LENGTH) {
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// compute deltaRotation for alignment (swings tip closer to target)
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axis /= axisLength;
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float angle = acosf(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)));
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// NOTE: even when axisLength is not zero (e.g. lever-arm and pivot-arm are not quite aligned) it is
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// still possible for the angle to be zero so we also check that to avoid unnecessary calculations.
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const float MIN_ADJUSTMENT_ANGLE = 1.0e-4f;
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if (angle > MIN_ADJUSTMENT_ANGLE) {
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// reduce angle by a fraction (for stability)
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const float fraction = 0.5f;
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angle *= fraction;
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deltaRotation = glm::angleAxis(angle, axis);
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// The swing will re-orient the tip but there will tend to be be a non-zero delta between the tip's
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// new rotation and its target. This is the final parent-relative rotation that the tip joint have
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// make to achieve its target rotation.
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glm::quat tipRelativeRotation = glm::inverse(deltaRotation * tipParentRotation) * target.getRotation();
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// enforce tip's constraint
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RotationConstraint* constraint = getConstraint(tipIndex);
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if (constraint) {
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bool constrained = constraint->apply(tipRelativeRotation);
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if (constrained) {
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// The tip's final parent-relative rotation would violate its constraint
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// so we try to pre-twist this pivot to compensate.
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glm::quat constrainedTipRotation = deltaRotation * tipParentRotation * tipRelativeRotation;
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glm::quat missingRotation = target.getRotation() * glm::inverse(constrainedTipRotation);
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glm::quat swingPart;
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glm::quat twistPart;
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glm::vec3 axis = glm::normalize(deltaRotation * leverArm);
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swingTwistDecomposition(missingRotation, axis, swingPart, twistPart);
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float dotSign = copysignf(1.0f, twistPart.w);
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deltaRotation = glm::normalize(glm::lerp(glm::quat(), dotSign * twistPart, fraction)) * deltaRotation;
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}
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}
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}
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}
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// store the rotation change in the accumulator
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_accumulators[pivotIndex].add(newRot);
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} else if (targetType == IKTarget::Type::HmdHead) {
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/* TODO: implement this
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// An HmdHead target slaves the orientation of the end-effector by distributing rotation
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// deltas up the hierarchy. Its target position is enforced later by shifting the hips.
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deltaRotation = target.getRotation() * glm::inverse(tipRotation);
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*/
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}
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// compute joint's new parent-relative rotation after swing
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// Q' = dQ * Q and Q = Qp * q --> q' = Qp^ * dQ * Q
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glm::quat newRot = glm::normalize(glm::inverse(
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absolutePoses[pivotsParentIndex].rot) *
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deltaRotation *
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absolutePoses[pivotIndex].rot);
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// enforce pivot's constraint
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RotationConstraint* constraint = getConstraint(pivotIndex);
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if (constraint) {
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bool constrained = constraint->apply(newRot);
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if (constrained) {
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// the constraint will modify the movement of the tip so we have to compute the modified
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// model-frame deltaRotation
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// Q' = Qp^ * dQ * Q --> dQ = Qp * Q' * Q^
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deltaRotation = absolutePoses[pivotsParentIndex].rot *
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newRot *
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glm::inverse(absolutePoses[pivotIndex].rot);
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}
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}
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// store the rotation change in the accumulator
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_accumulators[pivotIndex].add(newRot);
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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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lowestMovedIndex = pivotIndex;
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@ -250,10 +258,10 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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// keep track of tip's new transform as we descend towards root
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tipPosition = jointPosition + deltaRotation * leverArm;
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tipRotation = glm::normalize(deltaRotation * tipRotation);
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tipParentRotation = glm::normalize(deltaRotation * tipParentRotation);
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pivotIndex = _skeleton->getParentIndex(pivotIndex);
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pivotIndex = pivotsParentIndex;
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pivotsParentIndex = _skeleton->getParentIndex(pivotIndex);
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}
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}
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++numLoops;
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@ -276,17 +284,6 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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}
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} while (numLoops < MAX_IK_LOOPS);
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/* KEEP: example code for measuring endeffector error of IK solution
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for (uint32_t i = 0; i < targets.size(); ++i) {
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auto& target = targets[i];
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if (target.getType() == IKTarget::Type::RotationOnly) {
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continue;
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}
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glm::vec3 tipPosition = absolutePoses[target.index].trans;
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std::cout << i << " IK error = " << glm::distance(tipPosition, target.getTranslation()) << std::endl;
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}
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*/
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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.getIndex();
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