177 lines
6.0 KiB
C++
177 lines
6.0 KiB
C++
/**
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* @file lljointsolverrp3.h
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* @brief Implementation of LLJointSolverRP3 class
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLJOINTSOLVERRP3_H
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#define LL_LLJOINTSOLVERRP3_H
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//-----------------------------------------------------------------------------
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// Header Files
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//-----------------------------------------------------------------------------
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#include "lljoint.h"
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/* -some compilers don't like line continuation chars-
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//-----------------------------------------------------------------------------
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// class LLJointSolverRP3
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//
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// This class is a "poor man's" IK for simple 3 joint kinematic chains.
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// It is modeled after the 'ikRPSolver' in Maya.
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// This class takes 4 LLJoints:
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// jointA
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// jointB
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// jointC
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// jointGoal
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//
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// Such that jointA is the parent of jointB, jointB is the parent of jointC.
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// When invoked, this class modifies the rotations of jointA and jointB such
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// that the position of the jointC attempts to reach the position of jointGoal.
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//
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// At object initialization time, the distances between jointA - jointB and
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// jointB - jointC are cached. During evaluation these bone lengths are
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// preserved.
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//
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// A A
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// | |
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// | |
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// B B---CG A---B---C...G
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// \
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// \
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// CG
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//
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//
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// In addition a "poleVector" is specified that does two things:
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//
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// a) defines the plane in which the solution occurs, thus
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// reducing an infinite number of solutions, down to 2.
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//
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// b) disambiguates the resulting two solutions as follows:
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//
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// A A A--->poleVector
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// | \ \
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// | \ \
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// B vs. B ==> B
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// \ | |
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// \ | |
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// CG CG CG
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//
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// A "twist" setting allows the solution plane to be rotated about the
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// line between A and C. A handy animation feature.
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//
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// For "smarter" results for non-coplanar limbs, specify the joints axis
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// of bend in the B's local frame (see setBAxis())
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//-----------------------------------------------------------------------------
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*/
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class LLJointSolverRP3
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{
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protected:
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LLJoint *mJointA;
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LLJoint *mJointB;
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LLJoint *mJointC;
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LLJoint *mJointGoal;
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F32 mLengthAB;
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F32 mLengthBC;
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LLVector3 mPoleVector;
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LLVector3 mBAxis;
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BOOL mbUseBAxis;
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F32 mTwist;
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BOOL mFirstTime;
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LLMatrix4 mSavedJointAMat;
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LLMatrix4 mSavedInvPlaneMat;
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LLQuaternion mJointABaseRotation;
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LLQuaternion mJointBBaseRotation;
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public:
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//-------------------------------------------------------------------------
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// Constructor/Destructor
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//-------------------------------------------------------------------------
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LLJointSolverRP3();
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virtual ~LLJointSolverRP3();
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//-------------------------------------------------------------------------
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// setupJoints()
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// This must be called one time to setup the solver.
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// This must be called AFTER the skeleton has been created, all parent/child
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// relationships are established, and after the joints are placed in
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// a valid configuration (as distances between them will be cached).
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//-------------------------------------------------------------------------
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void setupJoints( LLJoint* jointA,
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LLJoint* jointB,
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LLJoint* jointC,
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LLJoint* jointGoal );
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//-------------------------------------------------------------------------
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// getPoleVector()
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// Returns the current pole vector.
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//-------------------------------------------------------------------------
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const LLVector3& getPoleVector();
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//-------------------------------------------------------------------------
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// setPoleVector()
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// Sets the pole vector.
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// The pole vector is defined relative to (in the space of) jointA's parent.
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// The default pole vector is (1,0,0), and this is used if this function
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// is never called.
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// This vector is normalized when set.
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//-------------------------------------------------------------------------
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void setPoleVector( const LLVector3& poleVector );
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//-------------------------------------------------------------------------
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// setBAxis()
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// Sets the joint's axis in B's local frame, and enable "smarter" solve().
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// This allows for smarter IK when for twisted limbs.
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//-------------------------------------------------------------------------
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void setBAxis( const LLVector3& bAxis );
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//-------------------------------------------------------------------------
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// getTwist()
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// Returns the current twist in radians.
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//-------------------------------------------------------------------------
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F32 getTwist();
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//-------------------------------------------------------------------------
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// setTwist()
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// Sets the twist value.
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// The default is 0.0.
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//-------------------------------------------------------------------------
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void setTwist( F32 twist );
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//-------------------------------------------------------------------------
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// solve()
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// This is the "work" function.
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// When called, the rotations of jointA and jointB will be modified
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// such that jointC attempts to reach jointGoal.
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//-------------------------------------------------------------------------
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void solve();
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};
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#endif // LL_LLJOINTSOLVERRP3_H
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