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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code 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
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <engine/animation/ik/solvers/ccd-ik-solver.hpp>
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#include <engine/animation/ik/ik-rig.hpp>
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#include <engine/debug/log.hpp>
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#include <stdexcept>
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ccd_ik_solver::ccd_ik_solver(ik_rig& ik_rig, bone_index_type root_bone_index, bone_index_type effector_bone_index):
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m_ik_rig{&ik_rig}
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{
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// Get reference to skeleton
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const auto& skeleton = *m_ik_rig->get_skeletal_mesh().get_pose().get_skeleton();
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// Validate and count number of bones in bone chain
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std::size_t bone_count = 1;
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for (bone_index_type bone_index = effector_bone_index; bone_index != root_bone_index; ++bone_count)
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{
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const auto parent_bone = skeleton.get_bone_parent(bone_index);
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if (parent_bone == bone_index)
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{
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throw std::invalid_argument("Invalid bone chain");
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}
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bone_index = parent_bone;
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}
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// Allocate and store bone indices
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m_bone_indices.resize(bone_count);
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m_bone_indices.front() = effector_bone_index;
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for (std::size_t i = 1; i < bone_count; ++i)
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{
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m_bone_indices[i] = skeleton.get_bone_parent(m_bone_indices[i - 1]);
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}
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}
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void ccd_ik_solver::solve()
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{
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// Get reference to skeletal mesh and its pose from the parent IK rig
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auto& skeletal_mesh = m_ik_rig->get_skeletal_mesh();
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auto& pose = skeletal_mesh.get_pose();
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// Get pose-space transform of end effector bone
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const auto& ps_effector_bone_transform = pose.get_absolute_transform(m_bone_indices.front());
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// Transform goal position into pose-space
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const auto ps_goal_center = m_goal_center * skeletal_mesh.get_transform();
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for (std::size_t i = 0; i < m_max_iterations; ++i)
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{
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for (std::size_t j = 0; j < m_bone_indices.size(); ++j)
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{
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// Transform end effector position into pose-space
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const auto ps_effector_position = ps_effector_bone_transform * m_effector_position;
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// Check if end effector is within goal radius
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const auto sqr_distance = math::sqr_distance(ps_effector_position, ps_goal_center);
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if (sqr_distance <= m_sqr_goal_radius)
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{
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return;
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}
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// Get index of current bone
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const auto bone_index = m_bone_indices[j];
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// Get pose-space and bone-space transforms of current bone
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const auto& ps_bone_transform = pose.get_absolute_transform(bone_index);
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const auto& bs_bone_transform = pose.get_relative_transform(bone_index);
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// Find pose-space direction vector from current bone to effector
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const auto ps_effector_direction = math::normalize(ps_effector_position - ps_bone_transform.translation);
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// Find pose-space direction vector from current bone to center of goal
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const auto ps_goal_direction = math::normalize(ps_goal_center - ps_bone_transform.translation);
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// Find rotation for current bone that brings effector closer to goal
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auto bone_rotation = math::normalize(math::rotation(ps_effector_direction, ps_goal_direction, 1e-5f) * bs_bone_transform.rotation);
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// Apply current bone constraints to rotation
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if (auto* constraint = m_ik_rig->get_constraint(bone_index))
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{
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constraint->solve(bone_rotation);
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}
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// Rotate current bone
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pose.set_relative_rotation(bone_index, bone_rotation);
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// Update pose
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//pose.update(bone_index, j + 1);
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pose.update();
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}
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}
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}
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