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AnimInverseKinematics: fix for extra twist in lowerSpine joints.
* When computing tipPosition, for the next iteration of the CCD, use the leverArm before it's projected onto the lowerSpine twist axis. * fix for acos() that was going outside of valid domain. (-1.0, 1.0)
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1 changed files with 3 additions and 3 deletions
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@ -278,8 +278,8 @@ int AnimInverseKinematics::solveTargetWithCCD(const IKTarget& target, AnimPoseVe
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if (axisLength > MIN_AXIS_LENGTH) {
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// compute angle of rotation that brings 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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float cos_angle = std::min(std::max(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)), -1.0f), 1.0f);
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float angle = acosf(cos_angle);
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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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@ -348,7 +348,7 @@ int AnimInverseKinematics::solveTargetWithCCD(const IKTarget& target, AnimPoseVe
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}
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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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tipPosition = jointPosition + deltaRotation * (tipPosition - jointPosition);
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tipOrientation = glm::normalize(deltaRotation * tipOrientation);
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tipParentOrientation = glm::normalize(deltaRotation * tipParentOrientation);
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