Exemplo n.º 1
0
        public static void RotateBone(MyCharacterBone bone, Vector3 planeNormal, double angle)
        {
            Matrix matrix  = Matrix.CreateFromAxisAngle(planeNormal, (float)angle);
            Matrix matrix2 = (bone.Parent != null) ? bone.Parent.AbsoluteTransform : Matrix.Identity;
            Matrix matrix3 = Matrix.Multiply(bone.AbsoluteTransform * matrix, Matrix.Invert(bone.BindTransform * matrix2));

            bone.Rotation = Quaternion.CreateFromRotationMatrix(matrix3);
            bone.ComputeAbsoluteTransform(true);
        }
Exemplo n.º 2
0
        public static bool SolveCCDIk(ref Vector3 desiredEnd, List <MyCharacterBone> bones, float stopDistance, int maxTries, float gain, ref Matrix finalTransform, MyCharacterBone finalBone = null, bool allowFinalBoneTranslation = true)
        {
            MyCharacterBone bone = bones.Last <MyCharacterBone>();
            int             num3 = 0;
            Vector3D        zero = Vector3.Zero;

            while (true)
            {
                foreach (MyCharacterBone bone2 in bones.Reverse <MyCharacterBone>())
                {
                    bone.ComputeAbsoluteTransform(true);
                    Matrix   absoluteTransform = bone2.AbsoluteTransform;
                    Vector3D translation       = absoluteTransform.Translation;
                    Matrix   matrix2           = bone.AbsoluteTransform;
                    zero = matrix2.Translation;
                    if (Vector3D.DistanceSquared(zero, desiredEnd) > stopDistance)
                    {
                        Vector3D vectord4 = zero - translation;
                        Vector3D v        = desiredEnd - translation;
                        vectord4.Normalize();
                        v.Normalize();
                        double d = vectord4.Dot(v);
                        if (d < 1.0)
                        {
                            Vector3D vectord5 = vectord4.Cross(v);
                            vectord5.Normalize();
                            double num2     = Math.Acos(d);
                            Matrix matrix3  = Matrix.CreateFromAxisAngle((Vector3)vectord5, ((float)num2) * gain);
                            Matrix identity = Matrix.Identity;
                            if (bone2.Parent != null)
                            {
                                identity = bone2.Parent.AbsoluteTransform;
                            }
                            identity       = Matrix.Normalize(identity);
                            bone2.Rotation = Quaternion.CreateFromRotationMatrix(Matrix.Multiply(Matrix.Normalize(absoluteTransform).GetOrientation() * matrix3, Matrix.Invert(bone2.BindTransform * identity)));
                            bone2.ComputeAbsoluteTransform(true);
                        }
                    }
                }
                num3++;
                if ((num3 >= maxTries) || (Vector3D.DistanceSquared(zero, desiredEnd) <= stopDistance))
                {
                    if ((finalBone != null) && finalTransform.IsValid())
                    {
                        MatrixD xd = !allowFinalBoneTranslation ? (finalTransform.GetOrientation() * MatrixD.Invert(finalBone.BindTransform * finalBone.Parent.AbsoluteTransform)) : (finalTransform * MatrixD.Invert(finalBone.BindTransform * finalBone.Parent.AbsoluteTransform));
                        finalBone.Rotation = Quaternion.CreateFromRotationMatrix(Matrix.Normalize((Matrix)xd.GetOrientation()));
                        if (allowFinalBoneTranslation)
                        {
                            finalBone.Translation = (Vector3)xd.Translation;
                        }
                        finalBone.ComputeAbsoluteTransform(true);
                    }
                    return(Vector3D.DistanceSquared(zero, desiredEnd) <= stopDistance);
                }
            }
        }
Exemplo n.º 3
0
        public static void RotateBone(MyCharacterBone bone, Vector3 planeNormal, double angle)
        {
            Matrix rotation        = Matrix.CreateFromAxisAngle(planeNormal, (float)angle);
            Matrix finalMatrix     = bone.AbsoluteTransform * rotation;
            Matrix parentTransform = bone.Parent != null ? bone.Parent.AbsoluteTransform : Matrix.Identity;
            Matrix localTransform  = Matrix.Multiply(finalMatrix, Matrix.Invert(bone.BindTransform * parentTransform));

            bone.Rotation = Quaternion.CreateFromRotationMatrix(localTransform);
            bone.ComputeAbsoluteTransform();
        }
Exemplo n.º 4
0
        /// <summary>
        /// Analytic solutions useful fo hands or feet, all in local model space
        /// </summary>
        /// <param name="desiredEnd">in local model space</param>
        /// <param name="firstBone"></param>
        /// <param name="secondBone"></param>
        /// <param name="finalTransform"></param>
        /// <param name="finalBone"></param>
        /// <param name="allowFinalBoneTranslation"></param>
        /// <returns></returns>
        public static bool SolveTwoJointsIk(ref Vector3 desiredEnd, MyCharacterBone firstBone, MyCharacterBone secondBone, MyCharacterBone endBone, ref Matrix finalTransform, Matrix WorldMatrix, MyCharacterBone finalBone = null, bool allowFinalBoneTranslation = true)
        {
            Matrix firstBoneAbsoluteTransform  = firstBone.AbsoluteTransform;
            Matrix secondBoneAbsoluteTransform = secondBone.AbsoluteTransform;
            Matrix endBoneAbsoluteTransform    = endBone.AbsoluteTransform;

            Vector3 origin                   = firstBoneAbsoluteTransform.Translation;
            Vector3 originToCurrentEnd       = endBoneAbsoluteTransform.Translation - origin;
            Vector3 originToDesiredEnd       = desiredEnd - origin;
            Vector3 firstBoneVector          = secondBoneAbsoluteTransform.Translation - origin;
            Vector3 secondBoneVector         = originToCurrentEnd - firstBoneVector;
            float   firstBoneLength          = firstBoneVector.Length();
            float   secondBoneLength         = secondBoneVector.Length();
            float   originToDesiredEndLength = originToDesiredEnd.Length();
            float   originToCurrentEndLength = originToCurrentEnd.Length();

            if (MyDebugDrawSettings.ENABLE_DEBUG_DRAW && MyDebugDrawSettings.DEBUG_DRAW_CHARACTER_IK_IKSOLVERS)
            {
                VRageRender.MyRenderProxy.DebugDrawSphere(Vector3.Transform(desiredEnd, WorldMatrix), 0.01f, Color.Red, 1, false);
                VRageRender.MyRenderProxy.DebugDrawLine3D(Vector3.Transform(origin, WorldMatrix), Vector3.Transform(origin + originToCurrentEnd, WorldMatrix), Color.Yellow, Color.Yellow, false);
                VRageRender.MyRenderProxy.DebugDrawLine3D(Vector3.Transform(origin, WorldMatrix), Vector3.Transform(origin + originToDesiredEnd, WorldMatrix), Color.Red, Color.Red, false);
                VRageRender.MyRenderProxy.DebugDrawLine3D(Vector3.Transform(origin, WorldMatrix), Vector3.Transform(origin + firstBoneVector, WorldMatrix), Color.Green, Color.Green, false);
                VRageRender.MyRenderProxy.DebugDrawLine3D(Vector3.Transform(origin + firstBoneVector, WorldMatrix), Vector3.Transform(origin + firstBoneVector + secondBoneVector, WorldMatrix), Color.Blue, Color.Blue, false);
            }

            // only two cases, the desired position is reachable or not
            bool isDesiredEndReachable = firstBoneLength + secondBoneLength > originToDesiredEndLength;

            // alpha = angle between the first bone and originToDesiredEnd vector
            double finalAlpha = 0;

            // beta = the angle between the first and second bone
            double finalBeta = 0;

            if (isDesiredEndReachable)
            {   // we find proper angles
                // cosine law c^2 = a^2 + b^2 - 2*a*b*cos(gamma)
                // gamma = acos ( - (c^2 - a^2 - b^2) / (2*a*b) )

                // alpha = angle between the first bone and originToDesiredEnd vector
                double cosAlpha = -(secondBoneLength * secondBoneLength - firstBoneLength * firstBoneLength - originToDesiredEndLength * originToDesiredEndLength) /
                                  (2 * firstBoneLength * originToDesiredEndLength);
                cosAlpha   = MathHelper.Clamp(cosAlpha, -1, 1);
                finalAlpha = Math.Acos(cosAlpha);

                // beta = the angle between the first and second bone
                double cosBeta = -(originToDesiredEndLength * originToDesiredEndLength - firstBoneLength * firstBoneLength - secondBoneLength * secondBoneLength) /
                                 (2 * firstBoneLength * secondBoneLength);
                cosBeta   = MathHelper.Clamp(cosBeta, -1, 1);
                finalBeta = Math.Acos(cosBeta);
                // now get it to the root bone axis no
                finalBeta = Math.PI - finalBeta;
            }


            // get the current angles
            double cCosAlpha = -(secondBoneLength * secondBoneLength - firstBoneLength * firstBoneLength - originToCurrentEndLength * originToCurrentEndLength) /
                               (2 * firstBoneLength * originToCurrentEndLength);

            cCosAlpha = MathHelper.Clamp(cCosAlpha, -1, 1);
            double currentAlpha = Math.Acos(cCosAlpha);
            double cCosBeta     = -(originToCurrentEndLength * originToCurrentEndLength - firstBoneLength * firstBoneLength - secondBoneLength * secondBoneLength) /
                                  (2 * firstBoneLength * secondBoneLength);

            cCosBeta = MathHelper.Clamp(cCosBeta, -1, 1);
            double currentBeta = Math.Acos(cCosBeta);

            currentBeta = Math.PI - currentBeta;

            Vector3 currentPlaneNormal = Vector3.Cross(firstBoneVector, originToCurrentEnd);

            currentPlaneNormal.Normalize();

            // we can now rotate the bones in current plane as if the desired end was on the currentEnd axis
            float  alphaDif           = (float)(finalAlpha - currentAlpha);
            float  betaDif            = (float)(finalBeta - currentBeta);
            Matrix firstBoneRotation  = Matrix.CreateFromAxisAngle(-currentPlaneNormal, alphaDif);
            Matrix secondBoneRotation = Matrix.CreateFromAxisAngle(currentPlaneNormal, betaDif);


            // now get the angle between original and final position plane normal
            originToCurrentEnd.Normalize();
            originToDesiredEnd.Normalize();
            double dotProd = originToCurrentEnd.Dot(originToDesiredEnd);

            dotProd = MathHelper.Clamp(dotProd, -1, 1);
            double  delta             = Math.Acos(dotProd);
            Vector3 planeRotationAxis = Vector3.Cross(originToCurrentEnd, originToDesiredEnd);

            planeRotationAxis.Normalize();

            // find the rotation matrices for bones in the original plane
            Matrix planeRotation = Matrix.CreateFromAxisAngle(planeRotationAxis, (float)delta);

            // compute the final rotations
            firstBoneRotation  = planeRotation * firstBoneRotation;
            secondBoneRotation = secondBoneRotation * firstBoneRotation;

            // draw the final positions if debug enabled
            if (MyDebugDrawSettings.ENABLE_DEBUG_DRAW && MyDebugDrawSettings.DEBUG_DRAW_CHARACTER_IK_IKSOLVERS)
            {
                Vector3 rotatedFirst  = Vector3.Transform(firstBoneVector, firstBoneRotation);
                Vector3 rotatedSecond = Vector3.Transform(secondBoneVector, secondBoneRotation);
                VRageRender.MyRenderProxy.DebugDrawLine3D(Vector3.Transform(origin, WorldMatrix), Vector3.Transform(origin + rotatedFirst, WorldMatrix), Color.Purple, Color.Purple, false);
                VRageRender.MyRenderProxy.DebugDrawLine3D(Vector3.Transform(origin + rotatedFirst, WorldMatrix), Vector3.Transform(origin + rotatedFirst + rotatedSecond, WorldMatrix), Color.White, Color.White, false);
            }

            // Now we compute the final absolute transforms for the bones
            Matrix firstBoneFinalAbsoluteTransform  = firstBoneAbsoluteTransform * firstBoneRotation;
            Matrix firstBoneParentAbsoluteTransform = firstBone.Parent.AbsoluteTransform;
            Matrix localFirstBoneTransform          = Matrix.Multiply(firstBoneFinalAbsoluteTransform, Matrix.Invert(firstBone.BindTransform * firstBoneParentAbsoluteTransform));

            firstBone.Rotation = Quaternion.CreateFromRotationMatrix(localFirstBoneTransform);
            firstBone.ComputeAbsoluteTransform();

            Matrix secondBoneFinalAbsoluteTransform  = secondBoneAbsoluteTransform * secondBoneRotation;
            Matrix secondBoneParentAbsoluteTransform = secondBone.Parent.AbsoluteTransform;
            Matrix localSecondBoneTransform          = Matrix.Multiply(secondBoneFinalAbsoluteTransform, Matrix.Invert(secondBone.BindTransform * secondBoneParentAbsoluteTransform));

            secondBone.Rotation = Quaternion.CreateFromRotationMatrix(localSecondBoneTransform);
            secondBone.ComputeAbsoluteTransform();

            // solve the last bone
            if (finalBone != null && finalTransform.IsValid() && isDesiredEndReachable)
            {
                //MatrixD absoluteTransformEnd = finalBone.AbsoluteTransform * finalTransform; // this is our local final transform ( rotation)

                // get the related transformation to original binding pose
                MatrixD localTransformRelated;

                if (allowFinalBoneTranslation)
                {
                    localTransformRelated = finalTransform * MatrixD.Invert((MatrixD)finalBone.BindTransform * finalBone.Parent.AbsoluteTransform);
                }
                else
                {
                    localTransformRelated = finalTransform.GetOrientation() * MatrixD.Invert((MatrixD)finalBone.BindTransform * finalBone.Parent.AbsoluteTransform);
                }

                //localTransformRelated = Matrix.Normalize(localTransformRelated);
                // from there get the rotation and translation
                finalBone.Rotation = Quaternion.CreateFromRotationMatrix(Matrix.Normalize((Matrix)localTransformRelated.GetOrientation()));
                if (allowFinalBoneTranslation)
                {
                    finalBone.Translation = (Vector3)localTransformRelated.Translation;
                }
                finalBone.ComputeAbsoluteTransform();
            }

            return(isDesiredEndReachable);
        }
Exemplo n.º 5
0
        public static bool SolveTwoJointsIkCCD(ref Vector3 desiredEnd, MyCharacterBone firstBone, MyCharacterBone secondBone, MyCharacterBone endBone, ref Matrix finalTransform, Matrix WorldMatrix, MyCharacterBone finalBone = null, bool allowFinalBoneTranslation = true)
        {
            Vector3D rootPos, curEnd, targetVector, curVector, crossResult;
            double   cosAngle, turnAngle;
            List <MyCharacterBone> bones = new List <MyCharacterBone>();

            bones.Add(firstBone);
            bones.Add(secondBone);
            bones.Add(endBone);


            int   tries        = 0;
            int   maxTries     = 50;
            float stopDistance = 0.00001f;
            float gain         = 0.6f;

            curEnd = Vector3.Zero;

            do
            {
                foreach (MyCharacterBone bone in bones.Reverse <MyCharacterBone>())
                {
                    // first recalculate current final transformation
                    endBone.ComputeAbsoluteTransform();

                    // compute the position of the root
                    Matrix currentMatrix = bone.AbsoluteTransform;
                    rootPos = (Vector3D)currentMatrix.Translation;             // this is this bone root position
                    curEnd  = (Vector3D)endBone.AbsoluteTransform.Translation; // this is our current end of the final bone

                    // get the difference from desired and and current final position
                    double distance = Vector3D.DistanceSquared(curEnd, desiredEnd);

                    // see if i'm already close enough
                    if (distance > stopDistance)
                    {
                        // create the vector to the current effector posm this is the difference vector
                        curVector = curEnd - rootPos;
                        // create the desired effector position vector
                        targetVector = desiredEnd - rootPos;

                        // normalize the vectors (expensive, requires a sqrt)
                        curVector.Normalize();
                        targetVector.Normalize();

                        // the dot product gives me the cosine of the desired angle
                        cosAngle = curVector.Dot(targetVector);

                        // if the dot product returns 1.0, i don't need to rotate as it is 0 degrees
                        if (cosAngle < 1.0)
                        {
                            // use the cross product to check which way to rotate
                            crossResult = curVector.Cross(targetVector);
                            crossResult.Normalize();
                            turnAngle = System.Math.Acos(cosAngle);     // get the angle

                            // get the matrix needed to rotate to the desired position
                            Matrix rotation = Matrix.CreateFromAxisAngle((Vector3)crossResult, (float)turnAngle * gain);

                            // get the absolute matrix rotation ie - rotation including all the bones before
                            Matrix absoluteTransform = Matrix.Normalize(currentMatrix).GetOrientation() * rotation;

                            // compute just the local matrix for the bone - need to multiply with inversion ot its parent matrix and original bind transform

                            Matrix parentMatrix = Matrix.Identity;
                            if (bone.Parent != null)
                            {
                                parentMatrix = bone.Parent.AbsoluteTransform;
                            }
                            parentMatrix = Matrix.Normalize(parentMatrix); // may have different scale

                            Matrix localTransform = Matrix.Multiply(absoluteTransform, Matrix.Invert(bone.BindTransform * parentMatrix));

                            // now change the current matrix rotation
                            bone.Rotation = Quaternion.CreateFromRotationMatrix(localTransform);

                            // and recompute the transformation
                            bone.ComputeAbsoluteTransform();
                        }
                    }
                }

                // quit if i am close enough or been running long enough
            } while (tries++ < maxTries &&
                     Vector3D.DistanceSquared(curEnd, desiredEnd) > stopDistance);

            // solve the last bone
            if (finalBone != null && finalTransform.IsValid())
            {
                //MatrixD absoluteTransformEnd = finalBone.AbsoluteTransform * finalTransform; // this is our local final transform ( rotation)

                // get the related transformation to original binding posefirstBoneAbsoluteTransform
                MatrixD localTransformRelated;

                if (allowFinalBoneTranslation)
                {
                    localTransformRelated = finalTransform * MatrixD.Invert((MatrixD)finalBone.BindTransform * finalBone.Parent.AbsoluteTransform);
                }
                else
                {
                    localTransformRelated = finalTransform.GetOrientation() * MatrixD.Invert((MatrixD)finalBone.BindTransform * finalBone.Parent.AbsoluteTransform);
                }

                //localTransformRelated = Matrix.Normalize(localTransformRelated);
                // from there get the rotation and translation
                finalBone.Rotation = Quaternion.CreateFromRotationMatrix(Matrix.Normalize((Matrix)localTransformRelated.GetOrientation()));
                if (allowFinalBoneTranslation)
                {
                    finalBone.Translation = (Vector3)localTransformRelated.Translation;
                }
                finalBone.ComputeAbsoluteTransform();
            }

            return(Vector3D.DistanceSquared(curEnd, desiredEnd) <= stopDistance);
        }
Exemplo n.º 6
0
        public static bool SolveTwoJointsIkCCD(MyCharacterBone[] characterBones, int firstBoneIndex, int secondBoneIndex, int endBoneIndex,
                                               ref Matrix finalTransform, ref MatrixD worldMatrix, MyCharacterBone finalBone = null, bool allowFinalBoneTranslation = true)
        {
            if (finalBone == null)
            {
                return(false);
            }

            Vector3 desiredEnd = finalTransform.Translation;
            //VRageRender.MyRenderProxy.DebugDrawSphere(Vector3D.Transform(desiredEnd, worldMatrix), 0.015f, Color.LightGoldenrodYellow, 1, false);
            Vector3 rootPos, curEnd;
            Vector3 curVector;
            double  cosAngle, turnAngle;

            int   tries          = 0;
            int   maxTries       = 50;
            float stopDistanceSq = 0.005f * 0.005f;
            float gain           = 0.65f;

            MyCharacterBone firstBone  = characterBones[firstBoneIndex];
            MyCharacterBone secondBone = characterBones[secondBoneIndex];
            MyCharacterBone endBone    = characterBones[endBoneIndex];

            //unsafe
            {
                //int* boneIndices = stackalloc int[3];
                int[] boneIndices = new int[3];
                boneIndices[2] = firstBoneIndex;
                boneIndices[1] = secondBoneIndex;
                boneIndices[0] = endBoneIndex;
                curEnd         = Vector3.Zero;

                for (int i = 0; i < 3; i++)
                {
                    var        bone            = characterBones[boneIndices[i]];
                    Vector3    tempTranslation = bone.BindTransform.Translation;
                    Quaternion tempRotation    = Quaternion.CreateFromRotationMatrix(bone.BindTransform);
                    bone.SetCompleteTransform(ref tempTranslation, ref tempRotation);
                    bone.ComputeAbsoluteTransform();
                }

                endBone.ComputeAbsoluteTransform();
                curEnd = endBone.AbsoluteTransform.Translation;
                float initialDistSqInv = 1 / (float)Vector3D.DistanceSquared(curEnd, desiredEnd);

                do
                {
                    for (int i = 0; i < 3; i++)
                    {
                        var bone = characterBones[boneIndices[i]];

                        // first recalculate current final transformation
                        endBone.ComputeAbsoluteTransform();

                        // compute the position of the root
                        Matrix currentMatrix = bone.AbsoluteTransform;
                        rootPos = currentMatrix.Translation; // this is this bone root position
                        Vector3 lastEnd = curEnd;
                        curEnd = endBone.AbsoluteTransform.Translation;
                        // this is our current end of the final bone

                        // get the difference from desired and and current final position
                        double distanceSq = Vector3D.DistanceSquared(curEnd, desiredEnd);

                        //{
                        //    Color c = Color.FromNonPremultiplied(new Vector4(4 * (float) (distanceSq),
                        //        1 - 4 * (float) (distanceSq), 0, 1));
                        //    VRageRender.MyRenderProxy.DebugDrawLine3D(
                        //        Vector3D.Transform(lastEnd, worldMatrix),
                        //        Vector3D.Transform(curEnd, worldMatrix), c, c, false);
                        //}

                        // see if i'm already close enough
                        if (distanceSq > stopDistanceSq)
                        {
                            // create the vector to the current effector posm this is the difference vector
                            curVector = curEnd - rootPos;
                            // create the desired effector position vector
                            var targetVector = desiredEnd - rootPos;

                            // normalize the vectors (expensive, requires a sqrt)
                            // MZ: we don't need to do that
                            // curVector.Normalize();
                            // targetVector.Normalize();

                            double curVectorLenSq    = curVector.LengthSquared();
                            double targetVectorLenSq = targetVector.LengthSquared();

                            // the dot product gives me the cosine of the desired angle
                            // cosAngle = curVector.Dot(targetVector);

                            double dotCurTarget = curVector.Dot(targetVector);

                            // if the dot product returns 1.0, i don't need to rotate as it is 0 degrees
                            // MZ: yes, but when does this happen to be exactly 1???
                            // if (cosAngle < 1.0)
                            if (dotCurTarget < 0 || dotCurTarget * dotCurTarget < curVectorLenSq * targetVectorLenSq * (1 - MyMathConstants.EPSILON))
                            {
                                // use the cross product to check which way to rotate
                                //var rotationAxis = curVector.Cross(targetVector);
                                //rotationAxis.Normalize();
                                //turnAngle = System.Math.Acos(cosAngle); // get the angle

                                // get the matrix needed to rotate to the desired position
                                //Matrix rotation = Matrix.CreateFromAxisAngle((Vector3) rotationAxis,
                                //    (float) turnAngle * gain);

                                // get the absolute matrix rotation ie - rotation including all the bones before
                                Matrix  rotation;
                                float   weight         = 1 / (initialDistSqInv * (float)distanceSq + 1);
                                Vector3 weightedTarget = Vector3.Lerp(curVector, targetVector, weight);
                                Matrix.CreateRotationFromTwoVectors(ref curVector, ref weightedTarget, out rotation);
                                Matrix absoluteTransform = Matrix.Normalize(currentMatrix).GetOrientation() * rotation;

                                // MZ: faster

                                // compute just the local matrix for the bone - need to multiply with inversion ot its parent matrix and original bind transform

                                Matrix parentMatrix = Matrix.Identity;
                                if (bone.Parent != null)
                                {
                                    parentMatrix = bone.Parent.AbsoluteTransform;
                                }
                                parentMatrix = Matrix.Normalize(parentMatrix); // may have different scale

                                Matrix localTransform = Matrix.Multiply(absoluteTransform,
                                                                        Matrix.Invert(bone.BindTransform * parentMatrix));

                                // now change the current matrix rotation
                                bone.Rotation = Quaternion.CreateFromRotationMatrix(localTransform);

                                // and recompute the transformation
                                bone.ComputeAbsoluteTransform();
                            }
                        }
                    }

                    // quit if i am close enough or been running long enough
                } while (tries++ < maxTries &&
                         Vector3D.DistanceSquared(curEnd, desiredEnd) > stopDistanceSq);
            }

            // solve the last bone
            if (finalTransform.IsValid())
            {
                // get the related transformation to original binding posefirstBoneAbsoluteTransform
                MatrixD localTransformRelated;

                if (allowFinalBoneTranslation)
                {
                    localTransformRelated = finalTransform * MatrixD.Invert((MatrixD)finalBone.BindTransform * finalBone.Parent.AbsoluteTransform);
                }
                else
                {
                    localTransformRelated = finalTransform.GetOrientation() * MatrixD.Invert((MatrixD)finalBone.BindTransform * finalBone.Parent.AbsoluteTransform);
                }

                // localTransformRelated = Matrix.Normalize(localTransformRelated);
                // from there get the rotation and translation
                finalBone.Rotation = Quaternion.CreateFromRotationMatrix(Matrix.Normalize((Matrix)localTransformRelated.GetOrientation()));
                if (allowFinalBoneTranslation)
                {
                    finalBone.Translation = (Vector3)localTransformRelated.Translation;
                }

                finalBone.ComputeAbsoluteTransform();
            }

            return(true);//Vector3D.DistanceSquared(curEnd, desiredEnd) <= stopDistanceSq;
        }
Exemplo n.º 7
0
        public static bool SolveTwoJointsIkCCD(MyCharacterBone[] characterBones, int firstBoneIndex, int secondBoneIndex, int endBoneIndex, ref Matrix finalTransform, ref MatrixD worldMatrix, MyCharacterBone finalBone = null, bool allowFinalBoneTranslation = true)
        {
            Matrix bindTransform;

            if (finalBone == null)
            {
                return(false);
            }
            Vector3         translation = finalTransform.Translation;
            int             num         = 0;
            int             num2        = 50;
            float           num3        = 2.5E-05f;
            MyCharacterBone bone1       = characterBones[firstBoneIndex];
            MyCharacterBone bone3       = characterBones[secondBoneIndex];
            MyCharacterBone bone        = characterBones[endBoneIndex];

            int[] numArray = new int[] { endBoneIndex };
            numArray[2] = firstBoneIndex;
            numArray[1] = secondBoneIndex;
            Vector3 zero = Vector3.Zero;

            for (int i = 0; i < 3; i++)
            {
                MyCharacterBone bone4 = characterBones[numArray[i]];
                bindTransform = bone4.BindTransform;
                Vector3    vector5  = bindTransform.Translation;
                Quaternion rotation = Quaternion.CreateFromRotationMatrix(bone4.BindTransform);
                bone4.SetCompleteTransform(ref vector5, ref rotation);
                bone4.ComputeAbsoluteTransform(true);
            }
            bone.ComputeAbsoluteTransform(true);
            zero = bone.AbsoluteTransform.Translation;
            float num4 = 1f / ((float)Vector3D.DistanceSquared(zero, translation));

            while (true)
            {
                int index = 0;
                while (true)
                {
                    if (index >= 3)
                    {
                        num++;
                        if ((num < num2) && (Vector3D.DistanceSquared(zero, translation) > num3))
                        {
                            break;
                        }
                        if (finalTransform.IsValid())
                        {
                            MatrixD xd = !allowFinalBoneTranslation ? (finalTransform.GetOrientation() * MatrixD.Invert(finalBone.BindTransform * finalBone.Parent.AbsoluteTransform)) : (finalTransform * MatrixD.Invert(finalBone.BindTransform * finalBone.Parent.AbsoluteTransform));
                            finalBone.Rotation = Quaternion.CreateFromRotationMatrix(Matrix.Normalize((Matrix)xd.GetOrientation()));
                            if (allowFinalBoneTranslation)
                            {
                                finalBone.Translation = (Vector3)xd.Translation;
                            }
                            finalBone.ComputeAbsoluteTransform(true);
                        }
                        return(true);
                    }
                    MyCharacterBone bone2 = characterBones[numArray[index]];
                    bone.ComputeAbsoluteTransform(true);
                    Matrix  absoluteTransform = bone2.AbsoluteTransform;
                    Vector3 vector2           = absoluteTransform.Translation;
                    zero = bone.AbsoluteTransform.Translation;
                    double num7 = Vector3D.DistanceSquared(zero, translation);
                    if (num7 > num3)
                    {
                        Vector3 vector4 = zero - vector2;
                        Vector3 v       = translation - vector2;
                        double  num8    = vector4.LengthSquared();
                        double  num9    = v.LengthSquared();
                        double  num10   = vector4.Dot(v);
                        if ((num10 < 0.0) || ((num10 * num10) < ((num8 * num9) * 0.99998998641967773)))
                        {
                            Matrix  matrix3;
                            Vector3 toVector = Vector3.Lerp(vector4, v, 1f / ((num4 * ((float)num7)) + 1f));
                            Matrix.CreateRotationFromTwoVectors(ref vector4, ref toVector, out matrix3);
                            bindTransform = Matrix.Normalize(absoluteTransform);
                            Matrix identity = Matrix.Identity;
                            if (bone2.Parent != null)
                            {
                                identity = bone2.Parent.AbsoluteTransform;
                            }
                            identity       = Matrix.Normalize(identity);
                            bone2.Rotation = Quaternion.CreateFromRotationMatrix(Matrix.Multiply(bindTransform.GetOrientation() * matrix3, Matrix.Invert(bone2.BindTransform * identity)));
                            bone2.ComputeAbsoluteTransform(true);
                        }
                    }
                    index++;
                }
            }
        }
Exemplo n.º 8
0
        public static bool SolveTwoJointsIk(ref Vector3 desiredEnd, MyCharacterBone firstBone, MyCharacterBone secondBone, MyCharacterBone endBone, ref Matrix finalTransform, Matrix WorldMatrix, MyCharacterBone finalBone = null, bool allowFinalBoneTranslation = true)
        {
            Matrix  absoluteTransform = firstBone.AbsoluteTransform;
            Matrix  matrix2           = secondBone.AbsoluteTransform;
            Matrix  matrix3           = endBone.AbsoluteTransform;
            Vector3 translation       = absoluteTransform.Translation;
            Vector3 vector2           = matrix3.Translation - translation;
            Vector3 vector3           = desiredEnd - translation;
            Vector3 vector4           = matrix2.Translation - translation;
            Vector3 position          = vector2 - vector4;
            float   num  = vector4.Length();
            float   num2 = position.Length();
            float   num3 = vector3.Length();
            float   num4 = vector2.Length();

            if (MyDebugDrawSettings.ENABLE_DEBUG_DRAW && MyDebugDrawSettings.DEBUG_DRAW_CHARACTER_IK_IKSOLVERS)
            {
                MyRenderProxy.DebugDrawSphere(Vector3.Transform(desiredEnd, WorldMatrix), 0.01f, Color.Red, 1f, false, false, true, false);
                MyRenderProxy.DebugDrawLine3D(Vector3.Transform(translation, WorldMatrix), Vector3.Transform(translation + vector2, WorldMatrix), Color.Yellow, Color.Yellow, false, false);
                MyRenderProxy.DebugDrawLine3D(Vector3.Transform(translation, WorldMatrix), Vector3.Transform(translation + vector3, WorldMatrix), Color.Red, Color.Red, false, false);
                MyRenderProxy.DebugDrawLine3D(Vector3.Transform(translation, WorldMatrix), Vector3.Transform(translation + vector4, WorldMatrix), Color.Green, Color.Green, false, false);
                MyRenderProxy.DebugDrawLine3D(Vector3.Transform(translation + vector4, WorldMatrix), Vector3.Transform((translation + vector4) + position, WorldMatrix), Color.Blue, Color.Blue, false, false);
            }
            bool   flag = (num + num2) > num3;
            double num5 = 0.0;
            double num6 = 0.0;

            if (flag)
            {
                num5 = Math.Acos(MathHelper.Clamp((double)(-(((num2 * num2) - (num * num)) - (num3 * num3)) / ((2f * num) * num3)), -1.0, 1.0));
                num6 = 3.1415926535897931 - Math.Acos(MathHelper.Clamp((double)(-(((num3 * num3) - (num * num)) - (num2 * num2)) / ((2f * num) * num2)), -1.0, 1.0));
            }
            Vector3 axis = Vector3.Cross(vector4, vector2);

            axis.Normalize();
            float  angle  = (float)(num5 - Math.Acos(MathHelper.Clamp((double)(-(((num2 * num2) - (num * num)) - (num4 * num4)) / ((2f * num) * num4)), -1.0, 1.0)));
            Matrix matrix = Matrix.CreateFromAxisAngle(-axis, angle);

            vector2.Normalize();
            vector3.Normalize();
            Vector3 vector7 = Vector3.Cross(vector2, vector3);

            vector7.Normalize();
            matrix = Matrix.CreateFromAxisAngle(vector7, (float)Math.Acos(MathHelper.Clamp((double)vector2.Dot(vector3), -1.0, 1.0))) * matrix;
            Matrix matrix5 = Matrix.CreateFromAxisAngle(axis, (float)(num6 - (3.1415926535897931 - Math.Acos(MathHelper.Clamp((double)(-(((num4 * num4) - (num * num)) - (num2 * num2)) / ((2f * num) * num2)), -1.0, 1.0))))) * matrix;

            if (MyDebugDrawSettings.ENABLE_DEBUG_DRAW && MyDebugDrawSettings.DEBUG_DRAW_CHARACTER_IK_IKSOLVERS)
            {
                Vector3 vector8 = Vector3.Transform(vector4, matrix);
                Vector3 vector9 = Vector3.Transform(position, matrix5);
                MyRenderProxy.DebugDrawLine3D(Vector3.Transform(translation, WorldMatrix), Vector3.Transform(translation + vector8, WorldMatrix), Color.Purple, Color.Purple, false, false);
                MyRenderProxy.DebugDrawLine3D(Vector3.Transform(translation + vector8, WorldMatrix), Vector3.Transform((translation + vector8) + vector9, WorldMatrix), Color.White, Color.White, false, false);
            }
            Matrix matrix6 = firstBone.Parent.AbsoluteTransform;
            Matrix matrix7 = Matrix.Multiply(absoluteTransform * matrix, Matrix.Invert(firstBone.BindTransform * matrix6));

            firstBone.Rotation = Quaternion.CreateFromRotationMatrix(matrix7);
            firstBone.ComputeAbsoluteTransform(true);
            Matrix matrix8 = secondBone.Parent.AbsoluteTransform;
            Matrix matrix9 = Matrix.Multiply(matrix2 * matrix5, Matrix.Invert(secondBone.BindTransform * matrix8));

            secondBone.Rotation = Quaternion.CreateFromRotationMatrix(matrix9);
            secondBone.ComputeAbsoluteTransform(true);
            if (((finalBone != null) && finalTransform.IsValid()) & flag)
            {
                MatrixD xd = !allowFinalBoneTranslation ? (finalTransform.GetOrientation() * MatrixD.Invert(finalBone.BindTransform * finalBone.Parent.AbsoluteTransform)) : (finalTransform * MatrixD.Invert(finalBone.BindTransform * finalBone.Parent.AbsoluteTransform));
                finalBone.Rotation = Quaternion.CreateFromRotationMatrix(Matrix.Normalize((Matrix)xd.GetOrientation()));
                if (allowFinalBoneTranslation)
                {
                    finalBone.Translation = (Vector3)xd.Translation;
                }
                finalBone.ComputeAbsoluteTransform(true);
            }
            return(flag);
        }
        /// <summary>
        /// Analytic solutions useful fo hands or feet, all in local model space
        /// </summary>
        /// <param name="desiredEnd">in local model space</param>
        /// <param name="firstBone"></param>
        /// <param name="secondBone"></param>
        /// <param name="finalTransform"></param>
        /// <param name="finalBone"></param>
        /// <param name="allowFinalBoneTranslation"></param>
        /// <returns></returns>
        public static bool SolveTwoJointsIk(ref Vector3 desiredEnd, MyCharacterBone firstBone, MyCharacterBone secondBone, MyCharacterBone endBone, ref Matrix finalTransform, Matrix WorldMatrix, MyCharacterBone finalBone = null, bool allowFinalBoneTranslation = true)
        {
            Matrix firstBoneAbsoluteTransform = firstBone.AbsoluteTransform;
            Matrix secondBoneAbsoluteTransform = secondBone.AbsoluteTransform;
            Matrix endBoneAbsoluteTransform = endBone.AbsoluteTransform;

            Vector3 origin = firstBoneAbsoluteTransform.Translation;
            Vector3 originToCurrentEnd = endBoneAbsoluteTransform.Translation - origin;
            Vector3 originToDesiredEnd = desiredEnd - origin;
            Vector3 firstBoneVector = secondBoneAbsoluteTransform.Translation - origin;
            Vector3 secondBoneVector = originToCurrentEnd - firstBoneVector;
            float firstBoneLength = firstBoneVector.Length();
            float secondBoneLength = secondBoneVector.Length();
            float originToDesiredEndLength = originToDesiredEnd.Length();
            float originToCurrentEndLength = originToCurrentEnd.Length();

            if (MyDebugDrawSettings.ENABLE_DEBUG_DRAW && MyDebugDrawSettings.DEBUG_DRAW_CHARACTER_IK_IKSOLVERS)
            {
                VRageRender.MyRenderProxy.DebugDrawSphere(Vector3.Transform(desiredEnd, WorldMatrix), 0.01f, Color.Red, 1, false);
                VRageRender.MyRenderProxy.DebugDrawLine3D(Vector3.Transform(origin, WorldMatrix), Vector3.Transform(origin + originToCurrentEnd, WorldMatrix), Color.Yellow, Color.Yellow, false);
                VRageRender.MyRenderProxy.DebugDrawLine3D(Vector3.Transform(origin, WorldMatrix), Vector3.Transform(origin + originToDesiredEnd, WorldMatrix), Color.Red, Color.Red, false);
                VRageRender.MyRenderProxy.DebugDrawLine3D(Vector3.Transform(origin, WorldMatrix), Vector3.Transform(origin + firstBoneVector, WorldMatrix), Color.Green, Color.Green, false);
                VRageRender.MyRenderProxy.DebugDrawLine3D(Vector3.Transform(origin + firstBoneVector, WorldMatrix), Vector3.Transform(origin + firstBoneVector + secondBoneVector, WorldMatrix), Color.Blue, Color.Blue, false);
            }

            // only two cases, the desired position is reachable or not
            bool isDesiredEndReachable = firstBoneLength + secondBoneLength > originToDesiredEndLength;

            // alpha = angle between the first bone and originToDesiredEnd vector
            double finalAlpha = 0;

            // beta = the angle between the first and second bone
            double finalBeta = 0;

            if (isDesiredEndReachable)
            {   // we find proper angles 
                // cosine law c^2 = a^2 + b^2 - 2*a*b*cos(gamma)
                // gamma = acos ( - (c^2 - a^2 - b^2) / (2*a*b) )

                // alpha = angle between the first bone and originToDesiredEnd vector
                double cosAlpha = -(secondBoneLength * secondBoneLength - firstBoneLength * firstBoneLength - originToDesiredEndLength * originToDesiredEndLength) /
                    (2 * firstBoneLength * originToDesiredEndLength);
                cosAlpha = MathHelper.Clamp(cosAlpha, -1, 1);
                finalAlpha = Math.Acos(cosAlpha);

                // beta = the angle between the first and second bone
                double cosBeta = -(originToDesiredEndLength * originToDesiredEndLength - firstBoneLength * firstBoneLength - secondBoneLength * secondBoneLength) /
                    (2 * firstBoneLength * secondBoneLength);
                cosBeta = MathHelper.Clamp(cosBeta, -1, 1);
                finalBeta = Math.Acos(cosBeta);
                // now get it to the root bone axis no
                finalBeta = Math.PI - finalBeta;
            }


            // get the current angles
            double cCosAlpha = -(secondBoneLength * secondBoneLength - firstBoneLength * firstBoneLength - originToCurrentEndLength * originToCurrentEndLength) /
                (2 * firstBoneLength * originToCurrentEndLength);
            cCosAlpha = MathHelper.Clamp(cCosAlpha, -1, 1);
            double currentAlpha = Math.Acos(cCosAlpha);
            double cCosBeta = -(originToCurrentEndLength * originToCurrentEndLength - firstBoneLength * firstBoneLength - secondBoneLength * secondBoneLength) /
                (2 * firstBoneLength * secondBoneLength);
            cCosBeta = MathHelper.Clamp(cCosBeta, -1, 1);
            double currentBeta = Math.Acos(cCosBeta);
            currentBeta = Math.PI - currentBeta;

            Vector3 currentPlaneNormal = Vector3.Cross(firstBoneVector, originToCurrentEnd);
            currentPlaneNormal.Normalize();

            // we can now rotate the bones in current plane as if the desired end was on the currentEnd axis
            float alphaDif = (float)(finalAlpha - currentAlpha);
            float betaDif = (float)(finalBeta - currentBeta);
            Matrix firstBoneRotation = Matrix.CreateFromAxisAngle(-currentPlaneNormal, alphaDif);
            Matrix secondBoneRotation = Matrix.CreateFromAxisAngle(currentPlaneNormal, betaDif);


            // now get the angle between original and final position plane normal
            originToCurrentEnd.Normalize();
            originToDesiredEnd.Normalize();
            double dotProd = originToCurrentEnd.Dot(originToDesiredEnd);

            dotProd = MathHelper.Clamp(dotProd, -1, 1);
            double delta = Math.Acos(dotProd);
            Vector3 planeRotationAxis = Vector3.Cross(originToCurrentEnd, originToDesiredEnd);
            planeRotationAxis.Normalize();

            // find the rotation matrices for bones in the original plane
            Matrix planeRotation = Matrix.CreateFromAxisAngle(planeRotationAxis, (float)delta);

            // compute the final rotations
            firstBoneRotation = planeRotation * firstBoneRotation;
            secondBoneRotation = secondBoneRotation * firstBoneRotation;

            // draw the final positions if debug enabled
            if (MyDebugDrawSettings.ENABLE_DEBUG_DRAW && MyDebugDrawSettings.DEBUG_DRAW_CHARACTER_IK_IKSOLVERS)
            {
                Vector3 rotatedFirst = Vector3.Transform(firstBoneVector, firstBoneRotation);
                Vector3 rotatedSecond = Vector3.Transform(secondBoneVector, secondBoneRotation);
                VRageRender.MyRenderProxy.DebugDrawLine3D(Vector3.Transform(origin, WorldMatrix), Vector3.Transform(origin + rotatedFirst, WorldMatrix), Color.Purple, Color.Purple, false);
                VRageRender.MyRenderProxy.DebugDrawLine3D(Vector3.Transform(origin + rotatedFirst, WorldMatrix), Vector3.Transform(origin + rotatedFirst + rotatedSecond, WorldMatrix), Color.White, Color.White, false);
            }

            // Now we compute the final absolute transforms for the bones
            Matrix firstBoneFinalAbsoluteTransform = firstBoneAbsoluteTransform * firstBoneRotation;
            Matrix firstBoneParentAbsoluteTransform = firstBone.Parent.AbsoluteTransform;
            Matrix localFirstBoneTransform = Matrix.Multiply(firstBoneFinalAbsoluteTransform, Matrix.Invert(firstBone.BindTransform * firstBoneParentAbsoluteTransform));
            firstBone.Rotation = Quaternion.CreateFromRotationMatrix(localFirstBoneTransform);
            firstBone.ComputeAbsoluteTransform();

            Matrix secondBoneFinalAbsoluteTransform = secondBoneAbsoluteTransform * secondBoneRotation;
            Matrix secondBoneParentAbsoluteTransform = secondBone.Parent.AbsoluteTransform;
            Matrix localSecondBoneTransform = Matrix.Multiply(secondBoneFinalAbsoluteTransform, Matrix.Invert(secondBone.BindTransform * secondBoneParentAbsoluteTransform));

            secondBone.Rotation = Quaternion.CreateFromRotationMatrix(localSecondBoneTransform);
            secondBone.ComputeAbsoluteTransform();

            // solve the last bone 
            if (finalBone != null && finalTransform.IsValid() && isDesiredEndReachable)
            {
                //MatrixD absoluteTransformEnd = finalBone.AbsoluteTransform * finalTransform; // this is our local final transform ( rotation)

                // get the related transformation to original binding pose
                MatrixD localTransformRelated;

                if (allowFinalBoneTranslation) localTransformRelated = finalTransform * MatrixD.Invert((MatrixD)finalBone.BindTransform * finalBone.Parent.AbsoluteTransform);
                else localTransformRelated = finalTransform.GetOrientation() * MatrixD.Invert((MatrixD)finalBone.BindTransform * finalBone.Parent.AbsoluteTransform);

                //localTransformRelated = Matrix.Normalize(localTransformRelated);
                // from there get the rotation and translation
                finalBone.Rotation = Quaternion.CreateFromRotationMatrix(Matrix.Normalize((Matrix)localTransformRelated.GetOrientation()));
                if (allowFinalBoneTranslation) finalBone.Translation = (Vector3)localTransformRelated.Translation;
                finalBone.ComputeAbsoluteTransform();
            }

            return isDesiredEndReachable;
        }
 public static void RotateBone(MyCharacterBone bone, Vector3 planeNormal, double angle)
 {
     Matrix rotation = Matrix.CreateFromAxisAngle(planeNormal, (float)angle);
     Matrix finalMatrix = bone.AbsoluteTransform * rotation;
     Matrix parentTransform = bone.Parent != null ? bone.Parent.AbsoluteTransform : Matrix.Identity;
     Matrix localTransform = Matrix.Multiply(finalMatrix, Matrix.Invert(bone.BindTransform * parentTransform));
     bone.Rotation = Quaternion.CreateFromRotationMatrix(localTransform);
     bone.ComputeAbsoluteTransform();        
 }
        public static bool SolveTwoJointsIkCCD(ref Vector3 desiredEnd, MyCharacterBone firstBone, MyCharacterBone secondBone, MyCharacterBone endBone, ref Matrix finalTransform, Matrix WorldMatrix, MyCharacterBone finalBone = null, bool allowFinalBoneTranslation = true)
        {
            Vector3D rootPos, curEnd, targetVector, curVector, crossResult;
            double cosAngle, turnAngle;
            List<MyCharacterBone> bones = new List<MyCharacterBone>();
            bones.Add(firstBone);
            bones.Add(secondBone);
            bones.Add(endBone);

          
            int tries = 0;
            int maxTries = 50;
            float stopDistance = 0.00001f;
            float gain = 0.6f;

            curEnd = Vector3.Zero;

            do
            {
                foreach (MyCharacterBone bone in bones.Reverse<MyCharacterBone>())
                {
                    // first recalculate current final transformation
                    endBone.ComputeAbsoluteTransform();

                    // compute the position of the root
                    Matrix currentMatrix = bone.AbsoluteTransform;
                    rootPos = (Vector3D)currentMatrix.Translation;  // this is this bone root position
                    curEnd = (Vector3D)endBone.AbsoluteTransform.Translation;   // this is our current end of the final bone                  

                    // get the difference from desired and and current final position
                    double distance = Vector3D.DistanceSquared(curEnd, desiredEnd);

                    // see if i'm already close enough
                    if (distance > stopDistance)
                    {
                        // create the vector to the current effector posm this is the difference vector
                        curVector = curEnd - rootPos;
                        // create the desired effector position vector
                        targetVector = desiredEnd - rootPos;

                        // normalize the vectors (expensive, requires a sqrt)
                        curVector.Normalize();
                        targetVector.Normalize();

                        // the dot product gives me the cosine of the desired angle
                        cosAngle = curVector.Dot(targetVector);

                        // if the dot product returns 1.0, i don't need to rotate as it is 0 degrees
                        if (cosAngle < 1.0)
                        {
                            // use the cross product to check which way to rotate
                            crossResult = curVector.Cross(targetVector);
                            crossResult.Normalize();
                            turnAngle = System.Math.Acos(cosAngle);	// get the angle

                            // get the matrix needed to rotate to the desired position
                            Matrix rotation = Matrix.CreateFromAxisAngle((Vector3)crossResult, (float)turnAngle * gain);

                            // get the absolute matrix rotation ie - rotation including all the bones before
                            Matrix absoluteTransform = Matrix.Normalize(currentMatrix).GetOrientation() * rotation;

                            // compute just the local matrix for the bone - need to multiply with inversion ot its parent matrix and original bind transform      

                            Matrix parentMatrix = Matrix.Identity;
                            if (bone.Parent != null) parentMatrix = bone.Parent.AbsoluteTransform;
                            parentMatrix = Matrix.Normalize(parentMatrix); // may have different scale

                            Matrix localTransform = Matrix.Multiply(absoluteTransform, Matrix.Invert(bone.BindTransform * parentMatrix));

                            // now change the current matrix rotation                           
                            bone.Rotation = Quaternion.CreateFromRotationMatrix(localTransform);

                            // and recompute the transformation
                            bone.ComputeAbsoluteTransform();
                        }
                    }

                }

                // quit if i am close enough or been running long enough
            } while (tries++ < maxTries &&
                Vector3D.DistanceSquared(curEnd, desiredEnd) > stopDistance);

            // solve the last bone
            if (finalBone != null && finalTransform.IsValid())
            {
                //MatrixD absoluteTransformEnd = finalBone.AbsoluteTransform * finalTransform; // this is our local final transform ( rotation)

                // get the related transformation to original binding posefirstBoneAbsoluteTransform
                MatrixD localTransformRelated;

                if (allowFinalBoneTranslation) localTransformRelated = finalTransform * MatrixD.Invert((MatrixD)finalBone.BindTransform * finalBone.Parent.AbsoluteTransform);
                else localTransformRelated = finalTransform.GetOrientation() * MatrixD.Invert((MatrixD)finalBone.BindTransform * finalBone.Parent.AbsoluteTransform);

                //localTransformRelated = Matrix.Normalize(localTransformRelated);
                // from there get the rotation and translation
                finalBone.Rotation = Quaternion.CreateFromRotationMatrix(Matrix.Normalize((Matrix)localTransformRelated.GetOrientation()));
                if (allowFinalBoneTranslation) finalBone.Translation = (Vector3)localTransformRelated.Translation;
                finalBone.ComputeAbsoluteTransform();
            }

            return Vector3D.DistanceSquared(curEnd, desiredEnd) <= stopDistance;
        }