//----------------------------------------------------------------------------// // // // ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation // // and distributed under the MIT License (MIT). // // // // Copyright (c) Guillaume Blanc // // // // Permission is hereby granted, free of charge, to any person obtaining a // // copy of this software and associated documentation files (the "Software"), // // to deal in the Software without restriction, including without limitation // // the rights to use, copy, modify, merge, publish, distribute, sublicense, // // and/or sell copies of the Software, and to permit persons to whom the // // Software is furnished to do so, subject to the following conditions: // // // // The above copyright notice and this permission notice shall be included in // // all copies or substantial portions of the Software. // // // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL // // THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // // DEALINGS IN THE SOFTWARE. // // // //----------------------------------------------------------------------------// #ifndef OZZ_OZZ_ANIMATION_RUNTIME_IK_AIM_JOB_H_ #define OZZ_OZZ_ANIMATION_RUNTIME_IK_AIM_JOB_H_ #include "ozz/base/platform.h" #include "ozz/base/maths/simd_math.h" namespace ozz { // Forward declaration of math structures. namespace math { struct SimdQuaternion; } namespace animation { // ozz::animation::IKAimJob rotates a joint so it aims at a target. Joint aim // direction and up vectors can be different from joint axis. The job computes // the transformation (rotation) that needs to be applied to the joints such // that a provided forward vector (in joint local-space) aims at the target // position (in skeleton model-space). Up vector (in joint local-space) is also // used to keep the joint oriented in the same direction as the pole vector. // The job also exposes an offset (in joint local-space) from where the forward // vector should aim the target. // Result is unstable if joint-to-target direction is parallel to pole vector, // or if target is too close to joint position. struct IKAimJob { // Default constructor, initializes default values. IKAimJob(); // Validates job parameters. Returns true for a valid job, or false otherwise: // -if output quaternion pointer is nullptr bool Validate() const; // Runs job's execution task. // The job is validated before any operation is performed, see Validate() for // more details. // Returns false if *this job is not valid. bool Run() const; // Job input. // Target position to aim at, in model-space math::SimdFloat4 target; // Joint forward axis, in joint local-space, to be aimed at target position. // This vector shall be normalized, otherwise validation will fail. // Default is x axis. math::SimdFloat4 forward; // Offset position from the joint in local-space, that will aim at target. math::SimdFloat4 offset; // Joint up axis, in joint local-space, used to keep the joint oriented in the // same direction as the pole vector. Default is y axis. math::SimdFloat4 up; // Pole vector, in model-space. The pole vector defines the direction // the up should point to. Note that IK chain orientation will flip when // target vector and the pole vector are aligned/crossing each other. It's // caller responsibility to ensure that this doesn't happen. math::SimdFloat4 pole_vector; // Twist_angle rotates joint around the target vector. // Default is 0. float twist_angle; // Weight given to the IK correction clamped in range [0,1]. This allows to // blend / interpolate from no IK applied (0 weight) to full IK (1). float weight; // Joint model-space matrix. const math::Float4x4* joint; // Job output. // Output local-space joint correction quaternion. It needs to be multiplied // with joint local-space quaternion. math::SimdQuaternion* joint_correction; // Optional boolean output value, set to true if target can be reached with IK // computations. Target is considered not reachable when target is between // joint and offset position. bool* reached; }; } // namespace animation } // namespace ozz #endif // OZZ_OZZ_ANIMATION_RUNTIME_IK_AIM_JOB_H_