Bugfix: improvements to Inverse Kinematics constraint.
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@ -295,7 +295,7 @@ public class SimulationNode {
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// track contains differences between the frame position and bind positions of bones/spatials
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Vector3f bonePositionDifference = bone.getLocalPosition().subtract(startTransform.getTranslation());
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Quaternion boneRotationDifference = bone.getLocalRotation().mult(startTransform.getRotation().inverse()).normalizeLocal();
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Quaternion boneRotationDifference = startTransform.getRotation().inverse().mult(bone.getLocalRotation()).normalizeLocal();
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Vector3f boneScaleDifference = bone.getLocalScale().divide(startTransform.getScale());
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trackEntry.getValue().setTransform(frame, new Transform(bonePositionDifference, boneRotationDifference, boneScaleDifference));
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@ -1,33 +1,42 @@
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package com.jme3.scene.plugins.blender.constraints.definitions;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.HashSet;
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import java.util.List;
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import com.jme3.animation.Bone;
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import com.jme3.math.FastMath;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Transform;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.plugins.blender.BlenderContext;
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import com.jme3.scene.plugins.blender.animations.BoneContext;
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import com.jme3.scene.plugins.blender.constraints.ConstraintHelper;
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import com.jme3.scene.plugins.blender.constraints.ConstraintHelper.Space;
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import com.jme3.scene.plugins.blender.file.Structure;
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/**
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* The Inverse Kinematics constraint.
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*
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* @author Wesley Shillingford (wezrule)
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* @author Marcin Roguski (Kaelthas)
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*/
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public class ConstraintDefinitionIK extends ConstraintDefinition {
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private static final float MIN_DISTANCE = 0.0001f;
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private static final int FLAG_POSITION = 0x20;
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/** The number of affected bones. Zero means that all parent bones of the current bone should take part in baking. */
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private int bonesAffected;
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/** The total length of the bone chain. Useful for optimisation of computations speed in some cases. */
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private float chainLength;
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private BoneContext[] bones;
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/** Tells if there is anything to compute at all. */
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private boolean needToCompute = true;
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/** The amount of iterations of the algorithm. */
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private int iterations;
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public ConstraintDefinitionIK(Structure constraintData, Long ownerOMA, BlenderContext blenderContext) {
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super(constraintData, ownerOMA, blenderContext);
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bonesAffected = ((Number) constraintData.getFieldValue("rootbone")).intValue();
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iterations = ((Number) constraintData.getFieldValue("iterations")).intValue();
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if ((flag & FLAG_POSITION) == 0) {
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needToCompute = false;
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@ -40,53 +49,74 @@ public class ConstraintDefinitionIK extends ConstraintDefinition {
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@Override
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public void bake(Space ownerSpace, Space targetSpace, Transform targetTransform, float influence) {
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if (needToCompute && influence != 0) {
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ConstraintHelper constraintHelper = blenderContext.getHelper(ConstraintHelper.class);
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BoneContext[] boneContexts = this.getBones();
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float b = chainLength;
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Quaternion boneWorldRotation = new Quaternion();
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if(influence == 0 || !needToCompute) {
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return ;//no need to do anything
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}
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Quaternion q = new Quaternion();
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Vector3f t = targetTransform.getTranslation();
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List<BoneContext> bones = this.loadBones();
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float distanceFromTarget = Float.MAX_VALUE;
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for (int i = 0; i < boneContexts.length; ++i) {
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Bone bone = boneContexts[i].getBone();
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bone.updateModelTransforms();
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Transform boneWorldTransform = constraintHelper.getTransform(boneContexts[i].getArmatureObjectOMA(), bone.getName(), Space.CONSTRAINT_SPACE_WORLD);
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Vector3f head = boneWorldTransform.getTranslation();
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Vector3f tail = head.add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneContexts[i].getLength())));
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Vector3f vectorA = tail.subtract(head);
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float a = vectorA.length();
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vectorA.normalizeLocal();
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Vector3f vectorC = targetTransform.getTranslation().subtract(head);
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float c = vectorC.length();
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vectorC.normalizeLocal();
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b -= a;
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float theta = 0;
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if (c >= a + b) {
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theta = vectorA.angleBetween(vectorC);
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} else if (c <= FastMath.abs(a - b) && i < boneContexts.length - 1) {
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theta = vectorA.angleBetween(vectorC) - FastMath.HALF_PI;
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int iterations = this.iterations;
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if (bones.size() == 1) {
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iterations = 1;// if only one bone is in the chain then only one iteration that will properly rotate it will be needed
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} else {
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theta = vectorA.angleBetween(vectorC) - FastMath.acos(-(b * b - a * a - c * c) / (2 * a * c));
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// if the target cannot be rached by the bones' chain then the chain will become straight and point towards the target
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// in this case only one iteration will be needed, computed from the root to top bone
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BoneContext rootBone = bones.get(bones.size() - 1);
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Transform rootBoneTransform = constraintHelper.getTransform(rootBone.getArmatureObjectOMA(), rootBone.getBone().getName(), Space.CONSTRAINT_SPACE_WORLD);
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if (t.distance(rootBoneTransform.getTranslation()) >= chainLength) {
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Collections.reverse(bones);
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for (BoneContext boneContext : bones) {
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Bone bone = boneContext.getBone();
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Transform boneTransform = constraintHelper.getTransform(boneContext.getArmatureObjectOMA(), bone.getName(), Space.CONSTRAINT_SPACE_WORLD);
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Vector3f e = boneTransform.getTranslation().add(boneTransform.getRotation().mult(Vector3f.UNIT_Y).multLocal(boneContext.getLength()));// effector
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Vector3f j = boneTransform.getTranslation(); // current join position
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Vector3f currentDir = e.subtractLocal(j).normalizeLocal();
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Vector3f target = t.subtract(j).normalizeLocal();
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float angle = currentDir.angleBetween(target);
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if (angle != 0) {
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Vector3f cross = currentDir.crossLocal(target).normalizeLocal();
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q.fromAngleAxis(angle, cross);
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boneTransform.getRotation().set(q.multLocal(boneTransform.getRotation()));
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constraintHelper.applyTransform(boneContext.getArmatureObjectOMA(), bone.getName(), Space.CONSTRAINT_SPACE_WORLD, boneTransform);
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}
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}
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theta *= influence;
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if (theta != 0) {
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Vector3f vectorR = vectorA.cross(vectorC);
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boneWorldRotation.fromAngleAxis(theta, vectorR);
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boneWorldTransform.getRotation().multLocal(boneWorldRotation);
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constraintHelper.applyTransform(boneContexts[i].getArmatureObjectOMA(), bone.getName(), Space.CONSTRAINT_SPACE_WORLD, boneWorldTransform);
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iterations = 0;
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}
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}
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bone.updateModelTransforms();
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alteredOmas.add(boneContexts[i].getBoneOma());
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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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Bone bone = boneContext.getBone();
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Transform topBoneTransform = constraintHelper.getTransform(topBone.getArmatureObjectOMA(), topBone.getBone().getName(), Space.CONSTRAINT_SPACE_WORLD);
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Transform boneWorldTransform = constraintHelper.getTransform(boneContext.getArmatureObjectOMA(), bone.getName(), Space.CONSTRAINT_SPACE_WORLD);
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Vector3f e = topBoneTransform.getTranslation().addLocal(topBoneTransform.getRotation().mult(Vector3f.UNIT_Y).multLocal(topBone.getLength()));// effector
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Vector3f j = boneWorldTransform.getTranslation(); // current join position
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Vector3f currentDir = e.subtractLocal(j).normalizeLocal();
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Vector3f target = t.subtract(j).normalizeLocal();
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float angle = currentDir.angleBetween(target);
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if (angle != 0) {
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Vector3f cross = currentDir.crossLocal(target).normalizeLocal();
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q.fromAngleAxis(angle, cross);
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boneWorldTransform.getRotation().set(q.multLocal(boneWorldTransform.getRotation()));
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constraintHelper.applyTransform(boneContext.getArmatureObjectOMA(), bone.getName(), Space.CONSTRAINT_SPACE_WORLD, boneWorldTransform);
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}
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}
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Transform topBoneTransform = constraintHelper.getTransform(topBone.getArmatureObjectOMA(), topBone.getBone().getName(), Space.CONSTRAINT_SPACE_WORLD);
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Vector3f e = topBoneTransform.getTranslation().addLocal(topBoneTransform.getRotation().mult(Vector3f.UNIT_Y).multLocal(topBone.getLength()));// effector
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distanceFromTarget = e.distance(t);
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}
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}
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@Override
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@ -97,21 +127,19 @@ public class ConstraintDefinitionIK extends ConstraintDefinition {
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/**
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* @return the bone contexts of all bones that will be used in this constraint computations
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*/
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private BoneContext[] getBones() {
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if (bones == null) {
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private List<BoneContext> loadBones() {
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List<BoneContext> bones = new ArrayList<BoneContext>();
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Bone bone = (Bone) this.getOwner();
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while (bone != null) {
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BoneContext boneContext = blenderContext.getBoneContext(bone);
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bones.add(0, boneContext);
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chainLength += boneContext.getLength();
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bones.add(boneContext);
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alteredOmas.add(boneContext.getBoneOma());
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if (bonesAffected != 0 && bones.size() >= bonesAffected) {
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break;
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}
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bone = bone.getParent();
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}
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this.bones = bones.toArray(new BoneContext[bones.size()]);
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}
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return bones;
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}
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}
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