//----------------------------------------------------------------------------// // // // 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_TWO_BONE_JOB_H_ #define OZZ_OZZ_ANIMATION_RUNTIME_IK_TWO_BONE_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::IKTwoBoneJob performs inverse kinematic on a three joints // chain (two bones). // The job computes the transformations (rotations) that needs to be applied to // the first two joints of the chain (named start and middle joints) such that // the third joint (named end) reaches the provided target position (if // possible). The job outputs start and middle joint rotation corrections as // quaternions. // The three joints must be ancestors, but don't need to be direct // ancestors (joints in-between will simply remain fixed). // Implementation is inspired by Autodesk Maya 2 bone IK, improved stability // wise and extended with Soften IK. struct IKTwoBoneJob { // Constructor, initializes default values. IKTwoBoneJob(); // Validates job parameters. Returns true for a valid job, or false otherwise: // -if any input pointer is nullptr // -if mid_axis isn't normalized. 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 IK position, in model-space. This is the position the end of the // joint chain will try to reach. math::SimdFloat4 target; // Normalized middle joint rotation axis, in middle joint local-space. Default // value is z axis. This axis is usually fixed for a given skeleton (as it's // in middle joint space). Its direction is defined like this: a positive // rotation around this axis will open the angle between the two bones. This // in turn also to define which side the two joints must bend. Job validation // will fail if mid_axis isn't normalized. math::SimdFloat4 mid_axis; // Pole vector, in model-space. The pole vector defines the direction the // middle joint should point to, allowing to control IK chain orientation. // 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 IK chain around the vector define by start-to-target // vector. Default is 0. float twist_angle; // Soften ratio allows the chain to gradually fall behind the target // position. This prevents the joint chain from snapping into the final // position, softening the final degrees before the joint chain becomes flat. // This ratio represents the distance to the end, from which softening is // starting. float soften; // 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; // Model-space matrices of the start, middle and end joints of the chain. // The 3 joints should be ancestors. They don't need to be direct // ancestors though. const math::Float4x4* start_joint; const math::Float4x4* mid_joint; const math::Float4x4* end_joint; // Job output. // Local-space corrections to apply to start and middle joints in order for // end joint to reach target position. // These quaternions must be multiplied to the local-space quaternion of their // respective joints. math::SimdQuaternion* start_joint_correction; math::SimdQuaternion* mid_joint_correction; // Optional boolean output value, set to true if target can be reached with IK // computations. Reachability is driven by bone chain length, soften ratio and // target distance. Target is considered unreached if weight is less than 1. bool* reached; }; } // namespace animation } // namespace ozz #endif // OZZ_OZZ_ANIMATION_RUNTIME_IK_TWO_BONE_JOB_H_