Bugfix: fixed some of the artifacts (unfortunately no all of them) that
appeared after IK constraint computation; the algorithm now selects the best found solution among all iterations.
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@ -110,6 +110,8 @@ public class ConstraintDefinitionIK extends ConstraintDefinition {
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}
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}
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List<Transform> bestSolution = new ArrayList<Transform>(bones.size());
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double bestSolutionDistance = Double.MAX_VALUE;
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BoneContext topBone = bones.get(0);
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for (int i = 0; i < iterations && distanceFromTarget > MIN_DISTANCE; ++i) {
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for (BoneContext boneContext : bones) {
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@ -150,6 +152,20 @@ public class ConstraintDefinitionIK extends ConstraintDefinition {
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DTransform topBoneTransform = new DTransform(constraintHelper.getTransform(topBone.getArmatureObjectOMA(), topBone.getBone().getName(), Space.CONSTRAINT_SPACE_WORLD));
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Vector3d e = topBoneTransform.getTranslation().addLocal(topBoneTransform.getRotation().mult(Vector3d.UNIT_Y).multLocal(topBone.getLength()));// effector
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distanceFromTarget = e.distance(t);
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if(distanceFromTarget < bestSolutionDistance) {
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bestSolutionDistance = distanceFromTarget;
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bestSolution.clear();
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for(BoneContext boneContext : bones) {
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bestSolution.add(constraintHelper.getTransform(boneContext.getArmatureObjectOMA(), boneContext.getBone().getName(), Space.CONSTRAINT_SPACE_WORLD));
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}
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}
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}
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// applying best solution
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for(int i=0;i<bestSolution.size();++i) {
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BoneContext boneContext = bones.get(i);
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constraintHelper.applyTransform(boneContext.getArmatureObjectOMA(), boneContext.getBone().getName(), Space.CONSTRAINT_SPACE_WORLD, bestSolution.get(i));
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}
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}
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