OverviewFilesCommitsIssuesDocsReleasesPeers

nvidia-rtx-godot / scene / 3d / jacobian_ik_3d.cpp

73 lines · cpp ref:
/**************************************************************************/
/*  jacobian_ik_3d.cpp                                                    */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#include "jacobian_ik_3d.h"

void JacobianIK3D::_solve_iteration(double p_delta, Skeleton3D *p_skeleton, IterateIK3DSetting *p_setting, const Vector3 &p_destination) {
	int joint_size = (int)p_setting->joints.size();
	int chain_size = (int)p_setting->chain.size();

	// Forwards.
	for (int i = 0; i < joint_size; i++) {
		IKModifier3DSolverInfo *solver_info = p_setting->solver_info_list[i];
		if (!solver_info || Math::is_zero_approx(solver_info->length)) {
			continue;
		}

		int HEAD = i;
		int TAIL = i + 1;

		Vector3 current_head = p_setting->chain[HEAD];
		Vector3 current_effector = p_setting->chain[chain_size - 1];
		Vector3 head_to_effector = current_effector - current_head;
		Vector3 effector_to_destination = p_destination - current_effector;
		Vector3 axis = head_to_effector.cross(effector_to_destination);

		if (Math::is_zero_approx(axis.length_squared())) {
			continue;
		}

		Quaternion to_rot = Quaternion(axis.normalized(), MIN(axis.length() / MAX(CMP_EPSILON, head_to_effector.length_squared()), angular_delta_limit)); // Clip by angular_delta_limit for stability.

		for (int j = TAIL; j < chain_size; j++) {
			Vector3 to_tail = p_setting->chain[j] - current_head;
			p_setting->update_chain_coordinate_fw(p_skeleton, j, current_head + to_rot.xform(to_tail));

			int k = j - 1;
			if (p_setting->joint_settings[k]->rotation_axis != ROTATION_AXIS_ALL) {
				p_setting->update_chain_coordinate_fw(p_skeleton, j, p_setting->chain[k] + p_setting->joint_settings[k]->get_projected_rotation(solver_info->current_grest, p_setting->chain[j] - p_setting->chain[k]));
			}
			if (p_setting->joint_settings[k]->limitation.is_valid()) {
				p_setting->update_chain_coordinate_fw(p_skeleton, j, p_setting->chain[k] + p_setting->joint_settings[k]->get_limited_rotation(solver_info->current_grest, p_setting->chain[j] - p_setting->chain[k], solver_info->forward_vector));
			}
		}
	}
}