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test2/intern/iksolver/intern/IK_Solver.cpp

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/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
* \ingroup intern_iksolver
*/
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#include "../extern/IK_solver.h"
#include "IK_QJacobianSolver.h"
#include "IK_QSegment.h"
#include "IK_QTask.h"
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#include <list>
using namespace std;
class IK_QSolver {
public:
EIGEN_MAKE_ALIGNED_OPERATOR_NEW
IK_QSolver() : root(NULL) {}
IK_QJacobianSolver solver;
IK_QSegment *root;
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std::list<IK_QTask *> tasks;
};
// FIXME: locks still result in small "residual" changes to the locked axes...
static IK_QSegment *CreateSegment(int flag, bool translate)
{
int ndof = 0;
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ndof += (flag & IK_XDOF) ? 1 : 0;
ndof += (flag & IK_YDOF) ? 1 : 0;
ndof += (flag & IK_ZDOF) ? 1 : 0;
IK_QSegment *seg;
if (ndof == 0) {
return NULL;
}
else if (ndof == 1) {
int axis;
if (flag & IK_XDOF) {
axis = 0;
}
else if (flag & IK_YDOF) {
axis = 1;
}
else {
axis = 2;
}
if (translate) {
seg = new IK_QTranslateSegment(axis);
}
else {
seg = new IK_QRevoluteSegment(axis);
}
}
else if (ndof == 2) {
int axis1, axis2;
if (flag & IK_XDOF) {
axis1 = 0;
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axis2 = (flag & IK_YDOF) ? 1 : 2;
}
else {
axis1 = 1;
axis2 = 2;
}
if (translate) {
seg = new IK_QTranslateSegment(axis1, axis2);
}
else {
if (axis1 + axis2 == 2) {
seg = new IK_QSwingSegment();
}
else {
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seg = new IK_QElbowSegment((axis1 == 0) ? 0 : 2);
}
}
}
else {
if (translate) {
seg = new IK_QTranslateSegment();
}
else {
seg = new IK_QSphericalSegment();
}
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}
return seg;
}
IK_Segment *IK_CreateSegment(int flag)
{
IK_QSegment *rot = CreateSegment(flag, false);
IK_QSegment *trans = CreateSegment(flag >> 3, true);
IK_QSegment *seg;
if (rot == NULL && trans == NULL) {
seg = new IK_QNullSegment();
}
else if (rot == NULL) {
seg = trans;
}
else {
seg = rot;
// make it seem from the interface as if the rotation and translation
// segment are one
if (trans) {
seg->SetComposite(trans);
trans->SetParent(seg);
}
}
return seg;
}
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void IK_FreeSegment(IK_Segment *seg)
{
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IK_QSegment *qseg = (IK_QSegment *)seg;
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if (qseg->Composite()) {
delete qseg->Composite();
}
delete qseg;
}
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void IK_SetParent(IK_Segment *seg, IK_Segment *parent)
{
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IK_QSegment *qseg = (IK_QSegment *)seg;
IK_QSegment *qparent = (IK_QSegment *)parent;
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if (qparent && qparent->Composite()) {
qseg->SetParent(qparent->Composite());
}
else {
qseg->SetParent(qparent);
}
}
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void IK_SetTransform(
IK_Segment *seg, float start[3], float rest[][3], float basis[][3], float length)
{
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IK_QSegment *qseg = (IK_QSegment *)seg;
Vector3d mstart(start[0], start[1], start[2]);
// convert from blender column major
Matrix3d mbasis = CreateMatrix(basis[0][0],
basis[1][0],
basis[2][0],
basis[0][1],
basis[1][1],
basis[2][1],
basis[0][2],
basis[1][2],
basis[2][2]);
Matrix3d mrest = CreateMatrix(rest[0][0],
rest[1][0],
rest[2][0],
rest[0][1],
rest[1][1],
rest[2][1],
rest[0][2],
rest[1][2],
rest[2][2]);
double mlength(length);
if (qseg->Composite()) {
Vector3d cstart(0, 0, 0);
Matrix3d cbasis;
cbasis.setIdentity();
qseg->SetTransform(mstart, mrest, mbasis, 0.0);
qseg->Composite()->SetTransform(cstart, cbasis, cbasis, mlength);
}
else {
qseg->SetTransform(mstart, mrest, mbasis, mlength);
}
}
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void IK_SetLimit(IK_Segment *seg, IK_SegmentAxis axis, float lmin, float lmax)
{
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IK_QSegment *qseg = (IK_QSegment *)seg;
if (axis >= IK_TRANS_X) {
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if (!qseg->Translational()) {
if (qseg->Composite() && qseg->Composite()->Translational()) {
qseg = qseg->Composite();
}
else {
return;
}
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}
if (axis == IK_TRANS_X) {
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axis = IK_X;
}
else if (axis == IK_TRANS_Y) {
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axis = IK_Y;
}
else {
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axis = IK_Z;
}
}
qseg->SetLimit(axis, lmin, lmax);
}
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void IK_SetStiffness(IK_Segment *seg, IK_SegmentAxis axis, float stiffness)
{
if (stiffness < 0.0f) {
return;
}
if (stiffness > (1.0 - IK_STRETCH_STIFF_EPS)) {
stiffness = (1.0 - IK_STRETCH_STIFF_EPS);
}
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IK_QSegment *qseg = (IK_QSegment *)seg;
double weight = 1.0f - stiffness;
if (axis >= IK_TRANS_X) {
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if (!qseg->Translational()) {
if (qseg->Composite() && qseg->Composite()->Translational()) {
qseg = qseg->Composite();
}
else {
return;
}
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}
if (axis == IK_TRANS_X) {
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axis = IK_X;
}
else if (axis == IK_TRANS_Y) {
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axis = IK_Y;
}
else {
axis = IK_Z;
}
}
qseg->SetWeight(axis, weight);
}
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void IK_GetBasisChange(IK_Segment *seg, float basis_change[][3])
{
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IK_QSegment *qseg = (IK_QSegment *)seg;
if (qseg->Translational() && qseg->Composite()) {
qseg = qseg->Composite();
}
const Matrix3d &change = qseg->BasisChange();
// convert to blender column major
basis_change[0][0] = (float)change(0, 0);
basis_change[1][0] = (float)change(0, 1);
basis_change[2][0] = (float)change(0, 2);
basis_change[0][1] = (float)change(1, 0);
basis_change[1][1] = (float)change(1, 1);
basis_change[2][1] = (float)change(1, 2);
basis_change[0][2] = (float)change(2, 0);
basis_change[1][2] = (float)change(2, 1);
basis_change[2][2] = (float)change(2, 2);
}
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void IK_GetTranslationChange(IK_Segment *seg, float *translation_change)
{
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IK_QSegment *qseg = (IK_QSegment *)seg;
if (!qseg->Translational() && qseg->Composite()) {
qseg = qseg->Composite();
}
const Vector3d &change = qseg->TranslationChange();
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translation_change[0] = (float)change[0];
translation_change[1] = (float)change[1];
translation_change[2] = (float)change[2];
}
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IK_Solver *IK_CreateSolver(IK_Segment *root)
{
if (root == NULL) {
return NULL;
}
IK_QSolver *solver = new IK_QSolver();
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solver->root = (IK_QSegment *)root;
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return (IK_Solver *)solver;
}
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void IK_FreeSolver(IK_Solver *solver)
{
if (solver == NULL) {
return;
}
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IK_QSolver *qsolver = (IK_QSolver *)solver;
std::list<IK_QTask *> &tasks = qsolver->tasks;
std::list<IK_QTask *>::iterator task;
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for (task = tasks.begin(); task != tasks.end(); task++) {
delete (*task);
}
delete qsolver;
}
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void IK_SolverAddGoal(IK_Solver *solver, IK_Segment *tip, float goal[3], float weight)
{
if (solver == NULL || tip == NULL) {
return;
}
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IK_QSolver *qsolver = (IK_QSolver *)solver;
IK_QSegment *qtip = (IK_QSegment *)tip;
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// in case of composite segment the second segment is the tip
if (qtip->Composite()) {
qtip = qtip->Composite();
}
Vector3d pos(goal[0], goal[1], goal[2]);
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IK_QTask *ee = new IK_QPositionTask(true, qtip, pos);
ee->SetWeight(weight);
qsolver->tasks.push_back(ee);
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}
void IK_SolverAddGoalOrientation(IK_Solver *solver, IK_Segment *tip, float goal[][3], float weight)
{
if (solver == NULL || tip == NULL) {
return;
}
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IK_QSolver *qsolver = (IK_QSolver *)solver;
IK_QSegment *qtip = (IK_QSegment *)tip;
// in case of composite segment the second segment is the tip
if (qtip->Composite()) {
qtip = qtip->Composite();
}
// convert from blender column major
Matrix3d rot = CreateMatrix(goal[0][0],
goal[1][0],
goal[2][0],
goal[0][1],
goal[1][1],
goal[2][1],
goal[0][2],
goal[1][2],
goal[2][2]);
Update SConscript. Fix some warnings. Merge with latest soc code. What changed in IK lib: Fully restructured, with components now as follows: - IK_Solver: C <=> C++ interface - IK_QSegment: base class for bone/segment with 0 to 3 DOF - IK_QTask: base class for a task (currently there's a position and a rotation task) - IK_QJacobian: the Jacobian matrix, with SVD decomposition, damping, etc - IK_QJacobianSolver: the iterative solver The exponential map parametrization is no longer used, instead we have now: - 3DOF and 2DOF XZ segments: directly update matrix with Rodrigues' formula - Other: Euler angles (no worries about singularities here) Computation of the Jacobian inverse has also changed: - The SVD algorithm is now based on LAPACK code, instead of NR, to avoid some problems with rounding errors. - When the problem is underconstrained (as is the case most of the time), the SVD is computed for the transpose of the Jacobian (faster). - A new damping algorithm called the Selectively Damped Least Squares is used, result in faster and more stable convergence. - Stiffness is implemented as if a weighted psuedo-inverse was used. Tree structure support. Rotation limits: - 3DOF and 2DOF XZ segments limits are based on a swing (direct axis-angle over XZ) and twist/roll (rotation over Y) decomposition. The swing region is an ellipse on a sphere. - Rotation limits are implemented using an inner clamping loop: as long as there is a violation, a violating DOF is clamped and removed from the Jacobian, and the solution is recomputed. Convergence checking is based now on the max norm of angle change, or the maximum number of iterations.
2005-08-27 13:45:19 +00:00
IK_QTask *orient = new IK_QOrientationTask(true, qtip, rot);
orient->SetWeight(weight);
qsolver->tasks.push_back(orient);
}
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void IK_SolverSetPoleVectorConstraint(IK_Solver *solver,
IK_Segment *tip,
float goal[3],
float polegoal[3],
float poleangle,
int getangle)
{
if (solver == NULL || tip == NULL) {
return;
}
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IK_QSolver *qsolver = (IK_QSolver *)solver;
IK_QSegment *qtip = (IK_QSegment *)tip;
// in case of composite segment the second segment is the tip
if (qtip->Composite()) {
qtip = qtip->Composite();
}
Vector3d qgoal(goal[0], goal[1], goal[2]);
Vector3d qpolegoal(polegoal[0], polegoal[1], polegoal[2]);
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qsolver->solver.SetPoleVectorConstraint(qtip, qgoal, qpolegoal, poleangle, getangle);
}
float IK_SolverGetPoleAngle(IK_Solver *solver)
{
if (solver == NULL) {
return 0.0f;
}
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IK_QSolver *qsolver = (IK_QSolver *)solver;
return qsolver->solver.GetPoleAngle();
}
#if 0
static void IK_SolverAddCenterOfMass(IK_Solver *solver,
IK_Segment *root,
float goal[3],
float weight)
{
if (solver == NULL || root == NULL)
return;
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IK_QSolver *qsolver = (IK_QSolver *)solver;
IK_QSegment *qroot = (IK_QSegment *)root;
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// convert from blender column major
Vector3d center(goal);
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IK_QTask *com = new IK_QCenterOfMassTask(true, qroot, center);
com->SetWeight(weight);
qsolver->tasks.push_back(com);
}
#endif
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int IK_Solve(IK_Solver *solver, float tolerance, int max_iterations)
{
if (solver == NULL) {
return 0;
}
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IK_QSolver *qsolver = (IK_QSolver *)solver;
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IK_QSegment *root = qsolver->root;
IK_QJacobianSolver &jacobian = qsolver->solver;
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std::list<IK_QTask *> &tasks = qsolver->tasks;
double tol = tolerance;
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if (!jacobian.Setup(root, tasks)) {
return 0;
}
bool result = jacobian.Solve(root, tasks, tol, max_iterations);
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return ((result) ? 1 : 0);
}