public void TestCalculateRelaxationBiasAtZeroVelocity()
    {
        var rnd             = new Random(0);
        var relaxedRotation = RandomUtil.UnitQuaternion(rnd);
        var currentRotation = RandomUtil.UnitQuaternion(rnd);

        Assert.AreEqual(1, InverseKinematicsUtilities.CalculateRelaxationBias(relaxedRotation, currentRotation, Vector3.Zero));
    }
コード例 #2
0
    private BonePartialSolution SolveSingleBone(
        RigidBone bone,
        Vector3 worldSource, Vector3 worldTarget, MassMoment[] massMoments, Vector3 figureCenterOverride,
        RigidBoneSystemInputs inputs, RigidTransform[] boneTransforms)
    {
        if (bone.Parent == boneSystem.RootBone)
        {
            //skip the hip bone because it's the same as the root bone but with a different center
            return(BonePartialSolution.Zero);
        }

        var center = bone != boneSystem.RootBone ? boneTransforms[bone.Index].Transform(bone.CenterPoint) : figureCenterOverride;
        var parentTotalRotation      = bone.Parent != null ? boneTransforms[bone.Parent.Index].Rotation : Quaternion.Identity;
        var boneToWorldSpaceRotation = bone.OrientationSpace.Orientation.Chain(parentTotalRotation);
        var worldToBoneSpaceRotation = Quaternion.Invert(boneToWorldSpaceRotation);
        var boneSpaceSource          = Vector3.Transform(worldSource - center, worldToBoneSpaceRotation);
        var boneSpaceTarget          = Vector3.Transform(worldTarget - center, worldToBoneSpaceRotation);

        var     force  = boneSpaceTarget - boneSpaceSource;
        var     torque = Vector3.Cross(boneSpaceSource, force);
        float   mass   = boneAttributes[bone.Index].MassIncludingDescendants;
        Vector3 unnormalizedAxisOfRotation       = Vector3.Cross(worldSource - center, worldTarget - center);
        float   unnormalizedAxisOfRotationLength = unnormalizedAxisOfRotation.Length();

        if (MathUtil.IsZero(unnormalizedAxisOfRotationLength))
        {
            return(BonePartialSolution.Zero);
        }
        Vector3 axisOfRotation  = unnormalizedAxisOfRotation / unnormalizedAxisOfRotationLength;
        float   momentOfInertia = massMoments[bone.Index].GetMomentOfInertia(axisOfRotation, center);

        var angularVelocity = torque / momentOfInertia;

        var   twistAxis        = bone.RotationOrder.TwistAxis;
        var   existingRotation = bone.GetOrientedSpaceRotation(inputs).AsQuaternion(twistAxis);
        var   relaxedRotation  = bone.Constraint.Center.AsQuaternion(twistAxis);
        float relaxationBias   = InverseKinematicsUtilities.CalculateRelaxationBias(relaxedRotation, existingRotation, angularVelocity);

        angularVelocity *= relaxationBias;

        var linearVelocity = Vector3.Cross(angularVelocity, boneSpaceSource);

        var rotation = QuaternionExtensions.RotateBetween(
            Vector3.Normalize(boneSpaceSource),
            Vector3.Normalize(boneSpaceTarget));
        var radius   = boneSpaceSource.Length();
        var distance = rotation.AccurateAngle() * radius;

        float time = distance == 0 ? 0 : distance / linearVelocity.Length();

        DebugUtilities.AssertFinite(angularVelocity);

        return(new BonePartialSolution {
            angularVelocity = angularVelocity,
            time = time
        });
    }
    public void TestCalculateRelaxationBiasAtFullyRelaxed()
    {
        var rnd             = new Random(0);
        var relaxedRotation = RandomUtil.UnitQuaternion(rnd);
        var currentRotation = relaxedRotation;

        Vector3 velocity = RandomUtil.Vector3(rnd);

        Assert.AreEqual(1, InverseKinematicsUtilities.CalculateRelaxationBias(relaxedRotation, currentRotation, velocity));
    }
    public void TestCalculateRelaxationBiasScaleInvariance()
    {
        var rnd             = new Random(0);
        var relaxedRotation = RandomUtil.UnitQuaternion(rnd);
        var currentRotation = RandomUtil.UnitQuaternion(rnd);

        var velocity = RandomUtil.Vector3(rnd);

        var expected = InverseKinematicsUtilities.CalculateRelaxationBias(relaxedRotation, currentRotation, velocity);

        Assert.AreEqual(expected, InverseKinematicsUtilities.CalculateRelaxationBias(relaxedRotation, currentRotation, 2 * velocity), Acc);
        Assert.AreEqual(expected, InverseKinematicsUtilities.CalculateRelaxationBias(relaxedRotation, currentRotation, 0.5f * velocity), Acc);
    }
    public void TestCalculateRelaxationBiasDirectionality()
    {
        var rnd             = new Random(1);
        var relaxedRotation = RandomUtil.UnitQuaternion(rnd);
        var currentRotation = RandomUtil.UnitQuaternion(rnd);

        var towardsRelaxedVelocity = Quaternion.Invert(currentRotation).Chain(relaxedRotation).ToRotationVector();

        Assert.AreEqual(1.5f, InverseKinematicsUtilities.CalculateRelaxationBias(relaxedRotation, currentRotation, towardsRelaxedVelocity), Acc);

        var awayFromRelaxedVelocity = -towardsRelaxedVelocity;

        Assert.AreEqual(0.5f, InverseKinematicsUtilities.CalculateRelaxationBias(relaxedRotation, currentRotation, awayFromRelaxedVelocity), Acc);

        var orthogonalToRelaxedVelocity = Vector3.Cross(Vector3.UnitX, towardsRelaxedVelocity);

        Assert.AreEqual(1f, InverseKinematicsUtilities.CalculateRelaxationBias(relaxedRotation, currentRotation, orthogonalToRelaxedVelocity), Acc);
    }