/** * @file lljointsolverrp3.cpp * @brief Implementation of LLJointSolverRP3 class. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ //----------------------------------------------------------------------------- // Header Files //----------------------------------------------------------------------------- #include "linden_common.h" #include "lljointsolverrp3.h" #include "llmath.h" #define F_EPSILON 0.00001f //----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- LLJointSolverRP3::LLJointSolverRP3() { mJointA = NULL; mJointB = NULL; mJointC = NULL; mJointGoal = NULL; mLengthAB = 1.0f; mLengthBC = 1.0f; mPoleVector.setVec( 1.0f, 0.0f, 0.0f ); mbUseBAxis = FALSE; mTwist = 0.0f; mFirstTime = TRUE; } //----------------------------------------------------------------------------- // Destructor //----------------------------------------------------------------------------- /*virtual*/ LLJointSolverRP3::~LLJointSolverRP3() { } //----------------------------------------------------------------------------- // setupJoints() //----------------------------------------------------------------------------- void LLJointSolverRP3::setupJoints( LLJoint* jointA, LLJoint* jointB, LLJoint* jointC, LLJoint* jointGoal ) { mJointA = jointA; mJointB = jointB; mJointC = jointC; mJointGoal = jointGoal; mLengthAB = mJointB->getPosition().magVec(); mLengthBC = mJointC->getPosition().magVec(); mJointABaseRotation = jointA->getRotation(); mJointBBaseRotation = jointB->getRotation(); } //----------------------------------------------------------------------------- // getPoleVector() //----------------------------------------------------------------------------- const LLVector3& LLJointSolverRP3::getPoleVector() { return mPoleVector; } //----------------------------------------------------------------------------- // setPoleVector() //----------------------------------------------------------------------------- void LLJointSolverRP3::setPoleVector( const LLVector3& poleVector ) { mPoleVector = poleVector; mPoleVector.normVec(); } //----------------------------------------------------------------------------- // setPoleVector() //----------------------------------------------------------------------------- void LLJointSolverRP3::setBAxis( const LLVector3& bAxis ) { mBAxis = bAxis; mBAxis.normVec(); mbUseBAxis = TRUE; } //----------------------------------------------------------------------------- // getTwist() //----------------------------------------------------------------------------- F32 LLJointSolverRP3::getTwist() { return mTwist; } //----------------------------------------------------------------------------- // setTwist() //----------------------------------------------------------------------------- void LLJointSolverRP3::setTwist( F32 twist ) { mTwist = twist; } //----------------------------------------------------------------------------- // solve() //----------------------------------------------------------------------------- void LLJointSolverRP3::solve() { // llinfos << llendl; // llinfos << "LLJointSolverRP3::solve()" << llendl; //------------------------------------------------------------------------- // setup joints in their base rotations //------------------------------------------------------------------------- mJointA->setRotation( mJointABaseRotation ); mJointB->setRotation( mJointBBaseRotation ); //------------------------------------------------------------------------- // get joint positions in world space //------------------------------------------------------------------------- LLVector3 aPos = mJointA->getWorldPosition(); LLVector3 bPos = mJointB->getWorldPosition(); LLVector3 cPos = mJointC->getWorldPosition(); LLVector3 gPos = mJointGoal->getWorldPosition(); // llinfos << "bPosLocal = " << mJointB->getPosition() << llendl; // llinfos << "cPosLocal = " << mJointC->getPosition() << llendl; // llinfos << "bRotLocal = " << mJointB->getRotation() << llendl; // llinfos << "cRotLocal = " << mJointC->getRotation() << llendl; // llinfos << "aPos : " << aPos << llendl; // llinfos << "bPos : " << bPos << llendl; // llinfos << "cPos : " << cPos << llendl; // llinfos << "gPos : " << gPos << llendl; //------------------------------------------------------------------------- // get the poleVector in world space //------------------------------------------------------------------------- LLMatrix4 worldJointAParentMat; if ( mJointA->getParent() ) { worldJointAParentMat = mJointA->getParent()->getWorldMatrix(); } LLVector3 poleVec = rotate_vector( mPoleVector, worldJointAParentMat ); //------------------------------------------------------------------------- // compute the following: // vector from A to B // vector from B to C // vector from A to C // vector from A to G (goal) //------------------------------------------------------------------------- LLVector3 abVec = bPos - aPos; LLVector3 bcVec = cPos - bPos; LLVector3 acVec = cPos - aPos; LLVector3 agVec = gPos - aPos; // llinfos << "abVec : " << abVec << llendl; // llinfos << "bcVec : " << bcVec << llendl; // llinfos << "acVec : " << acVec << llendl; // llinfos << "agVec : " << agVec << llendl; //------------------------------------------------------------------------- // compute needed lengths of those vectors //------------------------------------------------------------------------- F32 abLen = abVec.magVec(); F32 bcLen = bcVec.magVec(); F32 agLen = agVec.magVec(); // llinfos << "abLen : " << abLen << llendl; // llinfos << "bcLen : " << bcLen << llendl; // llinfos << "agLen : " << agLen << llendl; //------------------------------------------------------------------------- // compute component vector of (A->B) orthogonal to (A->C) //------------------------------------------------------------------------- LLVector3 abacCompOrthoVec = abVec - acVec * ((abVec * acVec)/(acVec * acVec)); // llinfos << "abacCompOrthoVec : " << abacCompOrthoVec << llendl //------------------------------------------------------------------------- // compute the normal of the original ABC plane (and store for later) //------------------------------------------------------------------------- LLVector3 abcNorm; if (!mbUseBAxis) { if( are_parallel(abVec, bcVec, 0.001f) ) { // the current solution is maxed out, so we use the axis that is // orthogonal to both poleVec and A->B if ( are_parallel(poleVec, abVec, 0.001f) ) { // ACK! the problem is singular if ( are_parallel(poleVec, agVec, 0.001f) ) { // the solutions is also singular return; } else { abcNorm = poleVec % agVec; } } else { abcNorm = poleVec % abVec; } } else { abcNorm = abVec % bcVec; } } else { abcNorm = mBAxis * mJointB->getWorldRotation(); } //------------------------------------------------------------------------- // compute rotation of B //------------------------------------------------------------------------- // angle between A->B and B->C F32 abbcAng = angle_between(abVec, bcVec); // vector orthogonal to A->B and B->C LLVector3 abbcOrthoVec = abVec % bcVec; if (abbcOrthoVec.magVecSquared() < 0.001f) { abbcOrthoVec = poleVec % abVec; abacCompOrthoVec = poleVec; } abbcOrthoVec.normVec(); F32 agLenSq = agLen * agLen; // angle arm for extension F32 cosTheta = (agLenSq - abLen*abLen - bcLen*bcLen) / (2.0f * abLen * bcLen); if (cosTheta > 1.0f) cosTheta = 1.0f; else if (cosTheta < -1.0f) cosTheta = -1.0f; F32 theta = acos(cosTheta); LLQuaternion bRot(theta - abbcAng, abbcOrthoVec); // llinfos << "abbcAng : " << abbcAng << llendl; // llinfos << "abbcOrthoVec : " << abbcOrthoVec << llendl; // llinfos << "agLenSq : " << agLenSq << llendl; // llinfos << "cosTheta : " << cosTheta << llendl; // llinfos << "theta : " << theta << llendl; // llinfos << "bRot : " << bRot << llendl; // llinfos << "theta abbcAng theta-abbcAng: " << theta*180.0/F_PI << " " << abbcAng*180.0f/F_PI << " " << (theta - abbcAng)*180.0f/F_PI << llendl; //------------------------------------------------------------------------- // compute rotation that rotates new A->C to A->G //------------------------------------------------------------------------- // rotate B->C by bRot bcVec = bcVec * bRot; // update A->C acVec = abVec + bcVec; LLQuaternion cgRot; cgRot.shortestArc( acVec, agVec ); // llinfos << "bcVec : " << bcVec << llendl; // llinfos << "acVec : " << acVec << llendl; // llinfos << "cgRot : " << cgRot << llendl; // update A->B and B->C with rotation from C to G abVec = abVec * cgRot; bcVec = bcVec * cgRot; abcNorm = abcNorm * cgRot; acVec = abVec + bcVec; //------------------------------------------------------------------------- // compute the normal of the APG plane //------------------------------------------------------------------------- if (are_parallel(agVec, poleVec, 0.001f)) { // the solution plane is undefined ==> we're done return; } LLVector3 apgNorm = poleVec % agVec; apgNorm.normVec(); if (!mbUseBAxis) { //--------------------------------------------------------------------- // compute the normal of the new ABC plane // (only necessary if we're NOT using mBAxis) //--------------------------------------------------------------------- if( are_parallel(abVec, bcVec, 0.001f) ) { // G is either too close or too far away // we'll use the old ABCnormal } else { abcNorm = abVec % bcVec; } abcNorm.normVec(); } //------------------------------------------------------------------------- // calcuate plane rotation //------------------------------------------------------------------------- LLQuaternion pRot; if ( are_parallel( abcNorm, apgNorm, 0.001f) ) { if (abcNorm * apgNorm < 0.0f) { // we must be PI radians off ==> rotate by PI around agVec pRot.setQuat(F_PI, agVec); } else { // we're done } } else { pRot.shortestArc( abcNorm, apgNorm ); } // llinfos << "abcNorm = " << abcNorm << llendl; // llinfos << "apgNorm = " << apgNorm << llendl; // llinfos << "pRot = " << pRot << llendl; //------------------------------------------------------------------------- // compute twist rotation //------------------------------------------------------------------------- LLQuaternion twistRot( mTwist, agVec ); // llinfos << "twist : " << mTwist*180.0/F_PI << llendl; // llinfos << "agNormVec: " << agNormVec << llendl; // llinfos << "twistRot : " << twistRot << llendl; //------------------------------------------------------------------------- // compute rotation of A //------------------------------------------------------------------------- LLQuaternion aRot = cgRot * pRot * twistRot; //------------------------------------------------------------------------- // apply the rotations //------------------------------------------------------------------------- mJointB->setWorldRotation( mJointB->getWorldRotation() * bRot ); mJointA->setWorldRotation( mJointA->getWorldRotation() * aRot ); } // End