RotationX() public static method

Rotation around X axis
public static RotationX ( float radians ) : Quaternion
radians float rotation amount
return Quaternion
Esempio n. 1
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        /// <summary>
        /// Given a array of bones, and a target bone, solves the chain so that the last bone in the chain is at at the same position as the target
        /// </summary>
        /// <param name="bones">An array of bones, the chain to be solved by IK</param>
        /// <param name="target">The target for the chain</param>
        /// <param name="grandparent">the parent of the first bone in the bones chain, is used to ensure constraints</param>
        /// <returns>True if target was reached, false if maximum iteration was reached first   </returns>
        override public bool SolveBoneChain(Bone[] bones, Bone target, Bone grandparent)
        {
            if (!IsReachable(bones, target))
            {
                TargetUnreachable(bones, target.Pos, grandparent);
                bones[bones.Length - 1].Orientation = new Quaternion(target.Orientation.Xyz, target.Orientation.W);
                return(true);
            }

            int   numberOfBones         = bones.Length;
            int   iter                  = 0;
            int   degrees               = degreeStep;
            bool  toggle                = false;
            bool  doneOneLapAroundYAxis = false;
            int   maxdegrees            = 120;
            float lastDistanceToTarget  = float.MaxValue;
            float distanceToTarget      = (bones[bones.Length - 1].Pos - target.Pos).Length;

            // main loop
            while (distanceToTarget > threshold && MaxIterations > ++iter)
            {
                // if CCD is stuck becouse of constraints, we twist the chain
                if (distanceToTarget >= lastDistanceToTarget)
                {
                    if (!doneOneLapAroundYAxis && degrees > maxdegrees)
                    {
                        doneOneLapAroundYAxis = true;
                        degrees = degreeStep;
                    }
                    else if (doneOneLapAroundYAxis && degrees > maxdegrees)
                    {
                        break;
                    }
                    Quaternion q = doneOneLapAroundYAxis ?
                                   QuaternionHelper2.RotationX(MathHelper.DegreesToRadians(toggle ? degrees : -degrees))
                      :
                                   QuaternionHelper2.RotationY(MathHelper.DegreesToRadians(toggle ? degrees : -degrees));
                    ForwardKinematics(ref bones, q);
                    if (toggle)
                    {
                        degrees += degreeStep;
                    }
                    toggle = !toggle;
                }

                // for each bone, starting with the one closest to the end effector
                // (but not the end effector itself)
                Vector3    a, b;
                Quaternion rotation;
                for (int i = numberOfBones - 2; i >= 0; i--)
                {
                    // Get the vectors between the points
                    a = bones[numberOfBones - 1].Pos - bones[i].Pos;
                    b = target.Pos - bones[i].Pos;
                    // Make a rotation quaternion and rotate
                    // - first the endEffector
                    // - then the rest of the affected joints
                    rotation = (a.LengthFast == 0 || b.LengthFast == 0) ? Quaternion.Identity
                        : QuaternionHelper2.GetRotationBetween(a, b, bones[i].Stiffness);

                    if (bones[i].HasConstraints)
                    {
                        Vector3    res;
                        Quaternion rot;
                        if (constraints.CheckRotationalConstraints(
                                bones[i],
                                ((i > 0) ? bones[i - 1] : grandparent).Orientation,                          //Reference
                                bones[i].Pos + Vector3.Transform(bones[i + 1].Pos - bones[i].Pos, rotation), // Target
                                out res, out rot))
                        {
                            rotation = rot * rotation;
                        }
                    }
                    // Move the chain
                    ForwardKinematics(ref bones, rotation, i);
                    // Check for twist constraints
                    if (bones[i].HasTwistConstraints)
                    {
                        Quaternion rotation2;
                        if (constraints.CheckOrientationalConstraint(bones[i], (i > 0) ? bones[i - 1] : grandparent, out rotation2))
                        {
                            ForwardKinematics(ref bones, rotation2, i);
                        }
                    }
                }
                lastDistanceToTarget = distanceToTarget;
                distanceToTarget     = (bones[bones.Length - 1].Pos - target.Pos).LengthFast;
            }
            // Copy the targets rotation so that rotation is consistant
            bones[bones.Length - 1].Orientation = new Quaternion(target.Orientation.Xyz, target.Orientation.W);
            return(distanceToTarget <= threshold);
        }
        public void SetConstraints(BipedSkeleton skeleton)
        {
            #region Cone constraints
            #region Spine too head
            skeleton[Joint.SPINE0].Constraints = (Spine);
            skeleton[Joint.SPINE1].Constraints = (Spine);
            skeleton[Joint.NECK].Constraints   = (Neck);
            #endregion
            #region Legs
            skeleton[Joint.HIP_L].Constraints      = (SwapXZ(Femur));
            skeleton[Joint.HIP_R].Constraints      = (Femur);
            skeleton[Joint.KNEE_L].Constraints     = (SwapXZ(Knee));
            skeleton[Joint.KNEE_R].Constraints     = (Knee);
            skeleton[Joint.ANKLE_L].Constraints    = (SwapXZ(Ankle));
            skeleton[Joint.ANKLE_R].Constraints    = (Ankle);
            skeleton[Joint.FOOTBASE_L].Constraints = (SwapXZ(FootBase));
            skeleton[Joint.FOOTBASE_R].Constraints = (FootBase);
            #endregion
            #region Arms
            skeleton[Joint.CLAVICLE_L].Constraints = (SwapXZ(Clavicula));
            skeleton[Joint.CLAVICLE_R].Constraints = (Clavicula);
            skeleton[Joint.SHOULDER_L].Constraints = (SwapXZ(Shoulder));
            skeleton[Joint.SHOULDER_R].Constraints = (Shoulder);
            skeleton[Joint.ELBOW_L].Constraints    = (SwapXZ(Elbow));
            skeleton[Joint.ELBOW_R].Constraints    = (Elbow);
            skeleton[Joint.WRIST_L].Constraints    = (SwapXZ(Wrist));
            skeleton[Joint.WRIST_R].Constraints    = (Wrist);
            #endregion
            #endregion

            #region ParentPointers
            skeleton[Joint.CLAVICLE_R].ParentPointer = QuaternionHelper2.RotationZ(-MathHelper.PiOver2);
            skeleton[Joint.CLAVICLE_L].ParentPointer = QuaternionHelper2.RotationZ(MathHelper.PiOver2);
            skeleton[Joint.HIP_R].ParentPointer      = QuaternionHelper2.RotationZ(MathHelper.Pi);
            skeleton[Joint.HIP_L].ParentPointer      = QuaternionHelper2.RotationZ(MathHelper.Pi);
            skeleton[Joint.ANKLE_R].ParentPointer    = QuaternionHelper2.RotationX(MathHelper.PiOver4) * QuaternionHelper2.RotationZ(-MathHelper.PiOver4);
            skeleton[Joint.ANKLE_L].ParentPointer    = QuaternionHelper2.RotationX(MathHelper.PiOver4) * QuaternionHelper2.RotationZ(MathHelper.PiOver4);
            skeleton[Joint.FOOTBASE_L].ParentPointer = QuaternionHelper2.RotationX(MathHelper.PiOver4) *
                                                       QuaternionHelper2.RotationZ(-MathHelper.PiOver4);
            skeleton[Joint.FOOTBASE_R].ParentPointer = QuaternionHelper2.RotationX(MathHelper.PiOver4) *
                                                       QuaternionHelper2.RotationZ(MathHelper.PiOver4);
            #endregion

            #region TwistConstraints
            #region Spine
            skeleton[Joint.SPINE0].TwistLimit = (SpineTwist);
            skeleton[Joint.SPINE1].TwistLimit = (SpineTwist);
            skeleton[Joint.SPINE3].TwistLimit = (NoTwist);
            skeleton[Joint.NECK].TwistLimit   = (NeckTwist);
            #endregion
            #region Legs
            skeleton[Joint.HIP_L].TwistLimit   = (FemurTwist);
            skeleton[Joint.HIP_R].TwistLimit   = (FemurTwist);
            skeleton[Joint.KNEE_L].TwistLimit  = (KneeTwist);
            skeleton[Joint.KNEE_R].TwistLimit  = (KneeTwist);
            skeleton[Joint.ANKLE_L].TwistLimit = (AnkleTwist);
            skeleton[Joint.ANKLE_R].TwistLimit = (AnkleTwist);

            skeleton[Joint.FOOTBASE_L].TwistLimit = (FootBaseTwist);
            skeleton[Joint.FOOTBASE_R].TwistLimit = (FootBaseTwist);
            #endregion
            #region Arms
            skeleton[Joint.CLAVICLE_L].TwistLimit = (ClaviculaTwist);
            skeleton[Joint.SHOULDER_L].TwistLimit = (ShoulderTwist);
            skeleton[Joint.ELBOW_L].TwistLimit    = (ElbowTwist);
            skeleton[Joint.WRIST_L].TwistLimit    = (WristTwist);
            skeleton[Joint.CLAVICLE_R].TwistLimit = (ClaviculaTwist);
            skeleton[Joint.SHOULDER_R].TwistLimit = (ShoulderTwist);
            skeleton[Joint.ELBOW_R].TwistLimit    = (ElbowTwist);
            skeleton[Joint.WRIST_R].TwistLimit    = (WristTwist);
            #endregion
            #endregion
            #region stiffness
            #region Arms
            skeleton[Joint.CLAVICLE_L].Stiffness = (verystiff);
            skeleton[Joint.CLAVICLE_R].Stiffness = (verystiff);

            skeleton[Joint.WRIST_L].Stiffness = (barelymoving);
            skeleton[Joint.WRIST_R].Stiffness = (barelymoving);
            #endregion
            #region Legs
            skeleton[Joint.ANKLE_L].Stiffness    = (barelymoving);
            skeleton[Joint.ANKLE_R].Stiffness    = (barelymoving);
            skeleton[Joint.FOOTBASE_L].Stiffness = (barelymoving);
            skeleton[Joint.FOOTBASE_R].Stiffness = (barelymoving);
            #endregion
            #endregion
        }