blender/intern/iksolver/intern/IK_QSegment.cpp

867 lines
18 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Original Author: Laurence
* Contributor(s): Brecht
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file iksolver/intern/IK_QSegment.cpp
* \ingroup iksolver
*/
#include "IK_QSegment.h"
// IK_QSegment
IK_QSegment::IK_QSegment(int num_DoF, bool translational)
: m_parent(NULL), m_child(NULL), m_sibling(NULL), m_composite(NULL),
m_num_DoF(num_DoF), m_translational(translational)
{
m_locked[0] = m_locked[1] = m_locked[2] = false;
m_weight[0] = m_weight[1] = m_weight[2] = 1.0;
m_max_extension = 0.0;
m_start = Vector3d(0, 0, 0);
m_rest_basis.setIdentity();
m_basis.setIdentity();
m_translation = Vector3d(0, 0, 0);
m_orig_basis = m_basis;
m_orig_translation = m_translation;
}
void IK_QSegment::Reset()
{
m_locked[0] = m_locked[1] = m_locked[2] = false;
m_basis = m_orig_basis;
m_translation = m_orig_translation;
SetBasis(m_basis);
for (IK_QSegment *seg = m_child; seg; seg = seg->m_sibling)
seg->Reset();
}
void IK_QSegment::SetTransform(
const Vector3d& start,
const Matrix3d& rest_basis,
const Matrix3d& basis,
const double length
)
{
m_max_extension = start.norm() + length;
m_start = start;
m_rest_basis = rest_basis;
m_orig_basis = basis;
SetBasis(basis);
m_translation = Vector3d(0, length, 0);
m_orig_translation = m_translation;
}
Matrix3d IK_QSegment::BasisChange() const
{
return m_orig_basis.transpose() * m_basis;
}
Vector3d IK_QSegment::TranslationChange() const
{
return m_translation - m_orig_translation;
}
IK_QSegment::~IK_QSegment()
{
if (m_parent)
m_parent->RemoveChild(this);
for (IK_QSegment *seg = m_child; seg; seg = seg->m_sibling)
seg->m_parent = NULL;
}
void IK_QSegment::SetParent(IK_QSegment *parent)
{
if (m_parent == parent)
return;
if (m_parent)
m_parent->RemoveChild(this);
if (parent) {
m_sibling = parent->m_child;
parent->m_child = this;
}
m_parent = parent;
}
void IK_QSegment::SetComposite(IK_QSegment *seg)
{
m_composite = seg;
}
void IK_QSegment::RemoveChild(IK_QSegment *child)
{
if (m_child == NULL)
return;
else if (m_child == child)
m_child = m_child->m_sibling;
else {
IK_QSegment *seg = m_child;
while (seg->m_sibling != child)
seg = seg->m_sibling;
if (child == seg->m_sibling)
seg->m_sibling = child->m_sibling;
}
}
void IK_QSegment::UpdateTransform(const Affine3d& global)
{
// compute the global transform at the end of the segment
m_global_start = global.translation() + global.linear() * m_start;
m_global_transform.translation() = m_global_start;
m_global_transform.linear() = global.linear() * m_rest_basis * m_basis;
m_global_transform.translate(m_translation);
// update child transforms
for (IK_QSegment *seg = m_child; seg; seg = seg->m_sibling)
seg->UpdateTransform(m_global_transform);
}
void IK_QSegment::PrependBasis(const Matrix3d& mat)
{
m_basis = m_rest_basis.inverse() * mat * m_rest_basis * m_basis;
}
void IK_QSegment::Scale(double scale)
{
m_start *= scale;
m_translation *= scale;
m_orig_translation *= scale;
m_global_start *= scale;
m_global_transform.translation() *= scale;
m_max_extension *= scale;
}
// IK_QSphericalSegment
IK_QSphericalSegment::IK_QSphericalSegment()
: IK_QSegment(3, false), m_limit_x(false), m_limit_y(false), m_limit_z(false)
{
}
Vector3d IK_QSphericalSegment::Axis(int dof) const
{
return m_global_transform.linear().col(dof);
}
void IK_QSphericalSegment::SetLimit(int axis, double lmin, double lmax)
{
if (lmin > lmax)
return;
if (axis == 1) {
lmin = Clamp(lmin, -M_PI, M_PI);
lmax = Clamp(lmax, -M_PI, M_PI);
m_min_y = lmin;
m_max_y = lmax;
m_limit_y = true;
}
else {
// clamp and convert to axis angle parameters
lmin = Clamp(lmin, -M_PI, M_PI);
lmax = Clamp(lmax, -M_PI, M_PI);
lmin = sin(lmin * 0.5);
lmax = sin(lmax * 0.5);
if (axis == 0) {
m_min[0] = -lmax;
m_max[0] = -lmin;
m_limit_x = true;
}
else if (axis == 2) {
m_min[1] = -lmax;
m_max[1] = -lmin;
m_limit_z = true;
}
}
}
void IK_QSphericalSegment::SetWeight(int axis, double weight)
{
m_weight[axis] = weight;
}
bool IK_QSphericalSegment::UpdateAngle(const IK_QJacobian &jacobian, Vector3d& delta, bool *clamp)
{
if (m_locked[0] && m_locked[1] && m_locked[2])
return false;
Vector3d dq;
dq.x() = jacobian.AngleUpdate(m_DoF_id);
dq.y() = jacobian.AngleUpdate(m_DoF_id + 1);
dq.z() = jacobian.AngleUpdate(m_DoF_id + 2);
// Directly update the rotation matrix, with Rodrigues' rotation formula,
// to avoid singularities and allow smooth integration.
double theta = dq.norm();
if (!FuzzyZero(theta)) {
Vector3d w = dq * (1.0 / theta);
double sine = sin(theta);
double cosine = cos(theta);
double cosineInv = 1 - cosine;
double xsine = w.x() * sine;
double ysine = w.y() * sine;
double zsine = w.z() * sine;
double xxcosine = w.x() * w.x() * cosineInv;
double xycosine = w.x() * w.y() * cosineInv;
double xzcosine = w.x() * w.z() * cosineInv;
double yycosine = w.y() * w.y() * cosineInv;
double yzcosine = w.y() * w.z() * cosineInv;
double zzcosine = w.z() * w.z() * cosineInv;
Matrix3d M = CreateMatrix(
cosine + xxcosine, -zsine + xycosine, ysine + xzcosine,
zsine + xycosine, cosine + yycosine, -xsine + yzcosine,
-ysine + xzcosine, xsine + yzcosine, cosine + zzcosine);
m_new_basis = m_basis * M;
}
else
m_new_basis = m_basis;
if (m_limit_y == false && m_limit_x == false && m_limit_z == false)
return false;
Vector3d a = SphericalRangeParameters(m_new_basis);
if (m_locked[0])
a.x() = m_locked_ax;
if (m_locked[1])
a.y() = m_locked_ay;
if (m_locked[2])
a.z() = m_locked_az;
double ax = a.x(), ay = a.y(), az = a.z();
clamp[0] = clamp[1] = clamp[2] = false;
if (m_limit_y) {
if (a.y() > m_max_y) {
ay = m_max_y;
clamp[1] = true;
}
else if (a.y() < m_min_y) {
ay = m_min_y;
clamp[1] = true;
}
}
if (m_limit_x && m_limit_z) {
if (EllipseClamp(ax, az, m_min, m_max))
clamp[0] = clamp[2] = true;
}
else if (m_limit_x) {
if (ax < m_min[0]) {
ax = m_min[0];
clamp[0] = true;
}
else if (ax > m_max[0]) {
ax = m_max[0];
clamp[0] = true;
}
}
else if (m_limit_z) {
if (az < m_min[1]) {
az = m_min[1];
clamp[2] = true;
}
else if (az > m_max[1]) {
az = m_max[1];
clamp[2] = true;
}
}
if (clamp[0] == false && clamp[1] == false && clamp[2] == false) {
if (m_locked[0] || m_locked[1] || m_locked[2])
m_new_basis = ComputeSwingMatrix(ax, az) * ComputeTwistMatrix(ay);
return false;
}
m_new_basis = ComputeSwingMatrix(ax, az) * ComputeTwistMatrix(ay);
delta = MatrixToAxisAngle(m_basis.transpose() * m_new_basis);
if (!(m_locked[0] || m_locked[2]) && (clamp[0] || clamp[2])) {
m_locked_ax = ax;
m_locked_az = az;
}
if (!m_locked[1] && clamp[1])
m_locked_ay = ay;
return true;
}
void IK_QSphericalSegment::Lock(int dof, IK_QJacobian& jacobian, Vector3d& delta)
{
if (dof == 1) {
m_locked[1] = true;
jacobian.Lock(m_DoF_id + 1, delta[1]);
}
else {
m_locked[0] = m_locked[2] = true;
jacobian.Lock(m_DoF_id, delta[0]);
jacobian.Lock(m_DoF_id + 2, delta[2]);
}
}
void IK_QSphericalSegment::UpdateAngleApply()
{
m_basis = m_new_basis;
}
// IK_QNullSegment
IK_QNullSegment::IK_QNullSegment()
: IK_QSegment(0, false)
{
}
// IK_QRevoluteSegment
IK_QRevoluteSegment::IK_QRevoluteSegment(int axis)
: IK_QSegment(1, false), m_axis(axis), m_angle(0.0), m_limit(false)
{
}
void IK_QRevoluteSegment::SetBasis(const Matrix3d& basis)
{
if (m_axis == 1) {
m_angle = ComputeTwist(basis);
m_basis = ComputeTwistMatrix(m_angle);
}
else {
m_angle = EulerAngleFromMatrix(basis, m_axis);
m_basis = RotationMatrix(m_angle, m_axis);
}
}
Vector3d IK_QRevoluteSegment::Axis(int) const
{
return m_global_transform.linear().col(m_axis);
}
bool IK_QRevoluteSegment::UpdateAngle(const IK_QJacobian &jacobian, Vector3d& delta, bool *clamp)
{
if (m_locked[0])
return false;
m_new_angle = m_angle + jacobian.AngleUpdate(m_DoF_id);
clamp[0] = false;
if (m_limit == false)
return false;
if (m_new_angle > m_max)
delta[0] = m_max - m_angle;
else if (m_new_angle < m_min)
delta[0] = m_min - m_angle;
else
return false;
clamp[0] = true;
m_new_angle = m_angle + delta[0];
return true;
}
void IK_QRevoluteSegment::Lock(int, IK_QJacobian& jacobian, Vector3d& delta)
{
m_locked[0] = true;
jacobian.Lock(m_DoF_id, delta[0]);
}
void IK_QRevoluteSegment::UpdateAngleApply()
{
m_angle = m_new_angle;
m_basis = RotationMatrix(m_angle, m_axis);
}
void IK_QRevoluteSegment::SetLimit(int axis, double lmin, double lmax)
{
if (lmin > lmax || m_axis != axis)
return;
// clamp and convert to axis angle parameters
lmin = Clamp(lmin, -M_PI, M_PI);
lmax = Clamp(lmax, -M_PI, M_PI);
m_min = lmin;
m_max = lmax;
m_limit = true;
}
void IK_QRevoluteSegment::SetWeight(int axis, double weight)
{
if (axis == m_axis)
m_weight[0] = weight;
}
// IK_QSwingSegment
IK_QSwingSegment::IK_QSwingSegment()
: IK_QSegment(2, false), m_limit_x(false), m_limit_z(false)
{
}
void IK_QSwingSegment::SetBasis(const Matrix3d& basis)
{
m_basis = basis;
RemoveTwist(m_basis);
}
Vector3d IK_QSwingSegment::Axis(int dof) const
{
return m_global_transform.linear().col((dof == 0) ? 0 : 2);
}
bool IK_QSwingSegment::UpdateAngle(const IK_QJacobian &jacobian, Vector3d& delta, bool *clamp)
{
if (m_locked[0] && m_locked[1])
return false;
Vector3d dq;
dq.x() = jacobian.AngleUpdate(m_DoF_id);
dq.y() = 0.0;
dq.z() = jacobian.AngleUpdate(m_DoF_id + 1);
// Directly update the rotation matrix, with Rodrigues' rotation formula,
// to avoid singularities and allow smooth integration.
double theta = dq.norm();
if (!FuzzyZero(theta)) {
Vector3d w = dq * (1.0 / theta);
double sine = sin(theta);
double cosine = cos(theta);
double cosineInv = 1 - cosine;
double xsine = w.x() * sine;
double zsine = w.z() * sine;
double xxcosine = w.x() * w.x() * cosineInv;
double xzcosine = w.x() * w.z() * cosineInv;
double zzcosine = w.z() * w.z() * cosineInv;
Matrix3d M = CreateMatrix(
cosine + xxcosine, -zsine, xzcosine,
zsine, cosine, -xsine,
xzcosine, xsine, cosine + zzcosine);
m_new_basis = m_basis * M;
RemoveTwist(m_new_basis);
}
else
m_new_basis = m_basis;
if (m_limit_x == false && m_limit_z == false)
return false;
Vector3d a = SphericalRangeParameters(m_new_basis);
double ax = 0, az = 0;
clamp[0] = clamp[1] = false;
if (m_limit_x && m_limit_z) {
ax = a.x();
az = a.z();
if (EllipseClamp(ax, az, m_min, m_max))
clamp[0] = clamp[1] = true;
}
else if (m_limit_x) {
if (ax < m_min[0]) {
ax = m_min[0];
clamp[0] = true;
}
else if (ax > m_max[0]) {
ax = m_max[0];
clamp[0] = true;
}
}
else if (m_limit_z) {
if (az < m_min[1]) {
az = m_min[1];
clamp[1] = true;
}
else if (az > m_max[1]) {
az = m_max[1];
clamp[1] = true;
}
}
if (clamp[0] == false && clamp[1] == false)
return false;
m_new_basis = ComputeSwingMatrix(ax, az);
delta = MatrixToAxisAngle(m_basis.transpose() * m_new_basis);
delta[1] = delta[2]; delta[2] = 0.0;
return true;
}
void IK_QSwingSegment::Lock(int, IK_QJacobian& jacobian, Vector3d& delta)
{
m_locked[0] = m_locked[1] = true;
jacobian.Lock(m_DoF_id, delta[0]);
jacobian.Lock(m_DoF_id + 1, delta[1]);
}
void IK_QSwingSegment::UpdateAngleApply()
{
m_basis = m_new_basis;
}
void IK_QSwingSegment::SetLimit(int axis, double lmin, double lmax)
{
if (lmin > lmax)
return;
// clamp and convert to axis angle parameters
lmin = Clamp(lmin, -M_PI, M_PI);
lmax = Clamp(lmax, -M_PI, M_PI);
lmin = sin(lmin * 0.5);
lmax = sin(lmax * 0.5);
// put center of ellispe in the middle between min and max
double offset = 0.5 * (lmin + lmax);
//lmax = lmax - offset;
if (axis == 0) {
m_min[0] = -lmax;
m_max[0] = -lmin;
m_limit_x = true;
m_offset_x = offset;
m_max_x = lmax;
}
else if (axis == 2) {
m_min[1] = -lmax;
m_max[1] = -lmin;
m_limit_z = true;
m_offset_z = offset;
m_max_z = lmax;
}
}
void IK_QSwingSegment::SetWeight(int axis, double weight)
{
if (axis == 0)
m_weight[0] = weight;
else if (axis == 2)
m_weight[1] = weight;
}
// IK_QElbowSegment
IK_QElbowSegment::IK_QElbowSegment(int axis)
: IK_QSegment(2, false), m_axis(axis), m_twist(0.0), m_angle(0.0),
m_cos_twist(1.0), m_sin_twist(0.0), m_limit(false), m_limit_twist(false)
{
}
void IK_QElbowSegment::SetBasis(const Matrix3d& basis)
{
m_basis = basis;
m_twist = ComputeTwist(m_basis);
RemoveTwist(m_basis);
m_angle = EulerAngleFromMatrix(basis, m_axis);
m_basis = RotationMatrix(m_angle, m_axis) * ComputeTwistMatrix(m_twist);
}
Vector3d IK_QElbowSegment::Axis(int dof) const
{
if (dof == 0) {
Vector3d v;
if (m_axis == 0)
v = Vector3d(m_cos_twist, 0, m_sin_twist);
else
v = Vector3d(-m_sin_twist, 0, m_cos_twist);
return m_global_transform.linear() * v;
}
else
return m_global_transform.linear().col(1);
}
bool IK_QElbowSegment::UpdateAngle(const IK_QJacobian &jacobian, Vector3d& delta, bool *clamp)
{
if (m_locked[0] && m_locked[1])
return false;
clamp[0] = clamp[1] = false;
if (!m_locked[0]) {
m_new_angle = m_angle + jacobian.AngleUpdate(m_DoF_id);
if (m_limit) {
if (m_new_angle > m_max) {
delta[0] = m_max - m_angle;
m_new_angle = m_max;
clamp[0] = true;
}
else if (m_new_angle < m_min) {
delta[0] = m_min - m_angle;
m_new_angle = m_min;
clamp[0] = true;
}
}
}
if (!m_locked[1]) {
m_new_twist = m_twist + jacobian.AngleUpdate(m_DoF_id + 1);
if (m_limit_twist) {
if (m_new_twist > m_max_twist) {
delta[1] = m_max_twist - m_twist;
m_new_twist = m_max_twist;
clamp[1] = true;
}
else if (m_new_twist < m_min_twist) {
delta[1] = m_min_twist - m_twist;
m_new_twist = m_min_twist;
clamp[1] = true;
}
}
}
return (clamp[0] || clamp[1]);
}
void IK_QElbowSegment::Lock(int dof, IK_QJacobian& jacobian, Vector3d& delta)
{
if (dof == 0) {
m_locked[0] = true;
jacobian.Lock(m_DoF_id, delta[0]);
}
else {
m_locked[1] = true;
jacobian.Lock(m_DoF_id + 1, delta[1]);
}
}
void IK_QElbowSegment::UpdateAngleApply()
{
m_angle = m_new_angle;
m_twist = m_new_twist;
m_sin_twist = sin(m_twist);
m_cos_twist = cos(m_twist);
Matrix3d A = RotationMatrix(m_angle, m_axis);
Matrix3d T = RotationMatrix(m_sin_twist, m_cos_twist, 1);
m_basis = A * T;
}
void IK_QElbowSegment::SetLimit(int axis, double lmin, double lmax)
{
if (lmin > lmax)
return;
// clamp and convert to axis angle parameters
lmin = Clamp(lmin, -M_PI, M_PI);
lmax = Clamp(lmax, -M_PI, M_PI);
if (axis == 1) {
m_min_twist = lmin;
m_max_twist = lmax;
m_limit_twist = true;
}
else if (axis == m_axis) {
m_min = lmin;
m_max = lmax;
m_limit = true;
}
}
void IK_QElbowSegment::SetWeight(int axis, double weight)
{
if (axis == m_axis)
m_weight[0] = weight;
else if (axis == 1)
m_weight[1] = weight;
}
// IK_QTranslateSegment
IK_QTranslateSegment::IK_QTranslateSegment(int axis1)
: IK_QSegment(1, true)
{
m_axis_enabled[0] = m_axis_enabled[1] = m_axis_enabled[2] = false;
m_axis_enabled[axis1] = true;
m_axis[0] = axis1;
m_limit[0] = m_limit[1] = m_limit[2] = false;
}
IK_QTranslateSegment::IK_QTranslateSegment(int axis1, int axis2)
: IK_QSegment(2, true)
{
m_axis_enabled[0] = m_axis_enabled[1] = m_axis_enabled[2] = false;
m_axis_enabled[axis1] = true;
m_axis_enabled[axis2] = true;
m_axis[0] = axis1;
m_axis[1] = axis2;
m_limit[0] = m_limit[1] = m_limit[2] = false;
}
IK_QTranslateSegment::IK_QTranslateSegment()
: IK_QSegment(3, true)
{
m_axis_enabled[0] = m_axis_enabled[1] = m_axis_enabled[2] = true;
m_axis[0] = 0;
m_axis[1] = 1;
m_axis[2] = 2;
m_limit[0] = m_limit[1] = m_limit[2] = false;
}
Vector3d IK_QTranslateSegment::Axis(int dof) const
{
return m_global_transform.linear().col(m_axis[dof]);
}
bool IK_QTranslateSegment::UpdateAngle(const IK_QJacobian &jacobian, Vector3d& delta, bool *clamp)
{
int dof_id = m_DoF_id, dof = 0, i, clamped = false;
Vector3d dx(0.0, 0.0, 0.0);
for (i = 0; i < 3; i++) {
if (!m_axis_enabled[i]) {
m_new_translation[i] = m_translation[i];
continue;
}
clamp[dof] = false;
if (!m_locked[dof]) {
m_new_translation[i] = m_translation[i] + jacobian.AngleUpdate(dof_id);
if (m_limit[i]) {
if (m_new_translation[i] > m_max[i]) {
delta[dof] = m_max[i] - m_translation[i];
m_new_translation[i] = m_max[i];
clamped = clamp[dof] = true;
}
else if (m_new_translation[i] < m_min[i]) {
delta[dof] = m_min[i] - m_translation[i];
m_new_translation[i] = m_min[i];
clamped = clamp[dof] = true;
}
}
}
dof_id++;
dof++;
}
return clamped;
}
void IK_QTranslateSegment::UpdateAngleApply()
{
m_translation = m_new_translation;
}
void IK_QTranslateSegment::Lock(int dof, IK_QJacobian& jacobian, Vector3d& delta)
{
m_locked[dof] = true;
jacobian.Lock(m_DoF_id + dof, delta[dof]);
}
void IK_QTranslateSegment::SetWeight(int axis, double weight)
{
int i;
for (i = 0; i < m_num_DoF; i++)
if (m_axis[i] == axis)
m_weight[i] = weight;
}
void IK_QTranslateSegment::SetLimit(int axis, double lmin, double lmax)
{
if (lmax < lmin)
return;
m_min[axis] = lmin;
m_max[axis] = lmax;
m_limit[axis] = true;
}
void IK_QTranslateSegment::Scale(double scale)
{
int i;
IK_QSegment::Scale(scale);
for (i = 0; i < 3; i++) {
m_min[0] *= scale;
m_max[1] *= scale;
}
m_new_translation *= scale;
}