Add joint constraint

master
Jeremy Hu 2018-06-30 18:46:23 +08:00
parent 51bf40de01
commit 5001453ce3
15 changed files with 221 additions and 20 deletions

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@ -164,6 +164,9 @@ HEADERS += src/ikjoint.h
SOURCES += src/locomotioncontroller.cpp SOURCES += src/locomotioncontroller.cpp
HEADERS += src/locomotioncontroller.h HEADERS += src/locomotioncontroller.h
SOURCES += src/jointconstraint.cpp
HEADERS += src/jointconstraint.h
HEADERS += src/qtlightmapper.h HEADERS += src/qtlightmapper.h
SOURCES += src/main.cpp SOURCES += src/main.cpp

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@ -114,11 +114,11 @@ void AnimationClipGenerator::generate()
m_locomotionController = new LocomotionController(m_jointNodeTree); m_locomotionController = new LocomotionController(m_jointNodeTree);
m_locomotionController->prepare(); m_locomotionController->prepare();
float duration = 0.05; float duration = 0.025;
float nextBeginTime = 0; float nextBeginTime = 0;
for (float amount = 0.0; amount <= 1; amount += duration) { for (float amount = 0.0; amount <= 1; amount += duration) {
generateFrame(skinnedMesh, amount, nextBeginTime, duration); generateFrame(skinnedMesh, amount, nextBeginTime, duration * 1.5);
nextBeginTime += duration; nextBeginTime += duration * 1.5;
} }
} else if (m_clipName == "Die") { } else if (m_clipName == "Die") {
#if USE_BULLET #if USE_BULLET

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@ -3,6 +3,7 @@
#include <QDebug> #include <QDebug>
#include <cmath> #include <cmath>
#include "ccdikresolver.h" #include "ccdikresolver.h"
#include "dust3dutil.h"
CCDIKSolver::CCDIKSolver() : CCDIKSolver::CCDIKSolver() :
m_maxRound(4), m_maxRound(4),
@ -21,10 +22,14 @@ void CCDIKSolver::setDistanceThreshod(float threshold)
m_distanceThreshold2 = threshold * threshold; m_distanceThreshold2 = threshold * threshold;
} }
int CCDIKSolver::addNodeInOrder(const QVector3D &position) int CCDIKSolver::addNodeInOrder(const QVector3D &position, const JointConstraint *constraint)
{ {
CCDIKNode node; CCDIKNode node;
node.position = position; node.position = position;
if (nullptr != constraint) {
node.constraint = *constraint;
node.hasConstraint = true;
}
int nodeCount = m_nodes.size(); int nodeCount = m_nodes.size();
m_nodes.push_back(node); m_nodes.push_back(node);
return nodeCount; return nodeCount;
@ -66,6 +71,38 @@ void CCDIKSolver::iterate()
const auto &endEffector = m_nodes[m_nodes.size() - 1]; const auto &endEffector = m_nodes[m_nodes.size() - 1];
QVector3D from = (endEffector.position - origin.position).normalized(); QVector3D from = (endEffector.position - origin.position).normalized();
QVector3D to = (m_destination - origin.position).normalized(); QVector3D to = (m_destination - origin.position).normalized();
if (origin.hasConstraint) {
if (origin.constraint.type() == JointConstraintType::Hinge) {
const auto &next = m_nodes[i + 1];
const auto originPointerToChild = projectLineOnPlane(next.position - origin.position, origin.constraint.hingePlaneNormal()).normalized();
const auto originPointerToParent = i - 1 >= 0 ? projectLineOnPlane(m_nodes[i - 1].position - origin.position, origin.constraint.hingePlaneNormal()).normalized() : QVector3D(0, 1, 0);
const auto originPointerToDestination = projectLineOnPlane(m_destination - origin.position, origin.constraint.hingePlaneNormal()).normalized();
const auto originPointerToEndEffector = projectLineOnPlane(endEffector.position - origin.position, origin.constraint.hingePlaneNormal()).normalized();
const auto originPointerToRotatedDestination = QQuaternion::rotationTo(originPointerToEndEffector, originPointerToChild).rotatedVector(originPointerToDestination);
float degrees = angleInRangle360BetweenTwoVectors(originPointerToParent, originPointerToRotatedDestination, origin.constraint.hingePlaneNormal());
float limitToDegrees = degrees;
bool needLimit = false;
if (degrees > origin.constraint.maxHingeDegrees()) {
qDebug() << "Limit degrees:" << degrees << "to max:" << origin.constraint.maxHingeDegrees();
limitToDegrees = origin.constraint.maxHingeDegrees();
needLimit = true;
} else if (degrees < origin.constraint.minHingeDegrees()) {
qDebug() << "Limit degrees:" << degrees << "to min:" << origin.constraint.minHingeDegrees();
limitToDegrees = origin.constraint.minHingeDegrees();
needLimit = true;
}
if (needLimit) {
QQuaternion rotation = QQuaternion::fromAxisAndAngle(origin.constraint.hingePlaneNormal(), limitToDegrees);
auto revisedRotatedDestDirect = rotation.rotatedVector(originPointerToParent);
from = originPointerToEndEffector;
to = QQuaternion::rotationTo(originPointerToChild, originPointerToEndEffector).rotatedVector(revisedRotatedDestDirect);
}
}
}
auto quaternion = QQuaternion::rotationTo(from, to); auto quaternion = QQuaternion::rotationTo(from, to);
for (size_t j = i + 1; j <= m_nodes.size() - 1; j++) { for (size_t j = i + 1; j <= m_nodes.size() - 1; j++) {
auto &next = m_nodes[j]; auto &next = m_nodes[j];

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@ -3,10 +3,13 @@
#include <vector> #include <vector>
#include <QVector3D> #include <QVector3D>
#include <QQuaternion> #include <QQuaternion>
#include "jointconstraint.h"
struct CCDIKNode struct CCDIKNode
{ {
QVector3D position; QVector3D position;
JointConstraint constraint;
bool hasConstraint = false;
}; };
class CCDIKSolver class CCDIKSolver
@ -15,7 +18,7 @@ public:
CCDIKSolver(); CCDIKSolver();
void setMaxRound(int maxRound); void setMaxRound(int maxRound);
void setDistanceThreshod(float threshold); void setDistanceThreshod(float threshold);
int addNodeInOrder(const QVector3D &position); int addNodeInOrder(const QVector3D &position, const JointConstraint *constraint=nullptr);
void solveTo(const QVector3D &position); void solveTo(const QVector3D &position);
const QVector3D &getNodeSolvedPosition(int index); const QVector3D &getNodeSolvedPosition(int index);
int getNodeCount(void); int getNodeCount(void);

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@ -35,3 +35,19 @@ QVector3D pointInHermiteCurve(float t, QVector3D p0, QVector3D m0, QVector3D p1,
+ (-2.0f * t * t * t + 3.0f * t * t) * p1 + (-2.0f * t * t * t + 3.0f * t * t) * p1
+ (t * t * t - t * t) * m1; + (t * t * t - t * t) * m1;
} }
float angleInRangle360BetweenTwoVectors(QVector3D a, QVector3D b, QVector3D planeNormal)
{
float degrees = acos(QVector3D::dotProduct(a, b)) * 180.0 / M_PI;
QVector3D direct = QVector3D::crossProduct(a, b);
if (QVector3D::dotProduct(direct, planeNormal) < 0)
return 180 + degrees;
return degrees;
}
QVector3D projectLineOnPlane(QVector3D line, QVector3D planeNormal)
{
const auto verticalOffset = QVector3D::dotProduct(line, planeNormal) * planeNormal;
return line - verticalOffset;
}

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@ -15,5 +15,7 @@ bool isTrueValueString(const QString &str);
bool isFloatEqual(float a, float b); bool isFloatEqual(float a, float b);
void qNormalizeAngle(int &angle); void qNormalizeAngle(int &angle);
QVector3D pointInHermiteCurve(float t, QVector3D p0, QVector3D m0, QVector3D p1, QVector3D m1); QVector3D pointInHermiteCurve(float t, QVector3D p0, QVector3D m0, QVector3D p1, QVector3D m1);
float angleInRangle360BetweenTwoVectors(QVector3D a, QVector3D b, QVector3D planeNormal);
QVector3D projectLineOnPlane(QVector3D line, QVector3D planeNormal);
#endif #endif

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@ -2,7 +2,7 @@
#include "ccdikresolver.h" #include "ccdikresolver.h"
void moveIkJoints(const JointNodeTree &inputJointNodeTree, JointNodeTree &outputJointNodeTree, void moveIkJoints(const JointNodeTree &inputJointNodeTree, JointNodeTree &outputJointNodeTree,
int startJointIndex, int endJointIndex, QVector3D destination) int startJointIndex, int endJointIndex, QVector3D destination, std::map<int, JointConstraint> *constrants)
{ {
CCDIKSolver ikSolver; CCDIKSolver ikSolver;
ikSolver.setMaxRound(10); ikSolver.setMaxRound(10);
@ -18,7 +18,13 @@ void moveIkJoints(const JointNodeTree &inputJointNodeTree, JointNodeTree &output
} }
std::reverse(std::begin(ikSolvingIndicies), std::end(ikSolvingIndicies)); std::reverse(std::begin(ikSolvingIndicies), std::end(ikSolvingIndicies));
for (const auto &jointIndex: ikSolvingIndicies) { for (const auto &jointIndex: ikSolvingIndicies) {
ikSolver.addNodeInOrder(inputJointNodeTree.joints()[jointIndex].position); const JointConstraint *constraint = nullptr;
if (nullptr != constrants) {
const auto &findResult = constrants->find(jointIndex);
if (findResult != constrants->end())
constraint = &findResult->second;
}
ikSolver.addNodeInOrder(inputJointNodeTree.joints()[jointIndex].position, constraint);
} }
ikSolver.solveTo(destination); ikSolver.solveTo(destination);

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@ -1,8 +1,9 @@
#ifndef IK_JOINT_H #ifndef IK_JOINT_H
#define IK_JOINT_H #define IK_JOINT_H
#include "jointnodetree.h" #include "jointnodetree.h"
#include "jointconstraint.h"
void moveIkJoints(const JointNodeTree &inputJointNodeTree, JointNodeTree &outputJointNodeTree, void moveIkJoints(const JointNodeTree &inputJointNodeTree, JointNodeTree &outputJointNodeTree,
int startJointIndex, int endJointIndex, QVector3D destination); int startJointIndex, int endJointIndex, QVector3D destination, std::map<int, JointConstraint> *constrants=nullptr);
#endif #endif

33
src/jointconstraint.cpp Normal file
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@ -0,0 +1,33 @@
#include "jointconstraint.h"
JointConstraint::JointConstraint(JointConstraintType type) :
m_type(type)
{
}
void JointConstraint::setHingeLimit(float minDegrees, float maxDegrees, const QVector3D &planeNormal)
{
m_minHingeDegrees = minDegrees;
m_maxHingeDegrees = maxDegrees;
m_hingePlaneNormal = planeNormal;
}
JointConstraintType JointConstraint::type() const
{
return m_type;
}
float JointConstraint::minHingeDegrees() const
{
return m_minHingeDegrees;
}
float JointConstraint::maxHingeDegrees() const
{
return m_maxHingeDegrees;
}
const QVector3D &JointConstraint::hingePlaneNormal() const
{
return m_hingePlaneNormal;
}

29
src/jointconstraint.h Normal file
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@ -0,0 +1,29 @@
#ifndef JOINT_CONSTRAINT_H
#define JOINT_CONSTRAINT_H
#include <QVector3D>
// http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints
enum class JointConstraintType
{
Hinge,
ConeTwist
};
class JointConstraint
{
public:
JointConstraint(JointConstraintType type=JointConstraintType::Hinge);
void setHingeLimit(float minDegrees, float maxDegrees, const QVector3D &planeNormal);
JointConstraintType type() const;
float minHingeDegrees() const;
float maxHingeDegrees() const;
const const QVector3D &hingePlaneNormal() const;
private:
JointConstraintType m_type;
float m_minHingeDegrees = 0;
float m_maxHingeDegrees = 0;
QVector3D m_hingePlaneNormal;
};
#endif

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@ -59,7 +59,10 @@ const std::vector<std::pair<int, int>> &JointNodeTree::rightLegs() const
void JointNodeTree::collectParts() void JointNodeTree::collectParts()
{ {
m_legs.clear(); m_legs.clear();
m_leftLegs.clear();
m_rightLegs.clear();
m_spine.clear(); m_spine.clear();
std::map<int, std::vector<int>> legJointsMap;
for (const auto &node: joints()) { for (const auto &node: joints()) {
if (node.boneMark == SkeletonBoneMark::Spine) { if (node.boneMark == SkeletonBoneMark::Spine) {
m_spine.push_back(node.jointIndex); m_spine.push_back(node.jointIndex);
@ -81,6 +84,7 @@ void JointNodeTree::collectParts()
const JointInfo *loopNode = &joints()[node.children[0]]; const JointInfo *loopNode = &joints()[node.children[0]];
while (loopNode->boneMark != SkeletonBoneMark::LegEnd && while (loopNode->boneMark != SkeletonBoneMark::LegEnd &&
loopNode->children.size() == 1) { loopNode->children.size() == 1) {
legJointsMap[legStart].push_back(loopNode->jointIndex);
loopNode = &joints()[loopNode->children[0]]; loopNode = &joints()[loopNode->children[0]];
} }
if (loopNode->boneMark == SkeletonBoneMark::LegEnd) { if (loopNode->boneMark == SkeletonBoneMark::LegEnd) {
@ -93,9 +97,25 @@ void JointNodeTree::collectParts()
} }
sortLegs(m_leftLegs); sortLegs(m_leftLegs);
sortLegs(m_rightLegs); sortLegs(m_rightLegs);
for (const auto &leg: m_leftLegs) {
m_leftLegJoints.push_back(legJointsMap[leg.first]);
}
for (const auto &leg: m_rightLegs) {
m_rightLegJoints.push_back(legJointsMap[leg.first]);
}
sortSpine(m_spine); sortSpine(m_spine);
} }
const std::vector<std::vector<int>> &JointNodeTree::leftLegJoints() const
{
return m_leftLegJoints;
}
const std::vector<std::vector<int>> &JointNodeTree::rightLegJoints() const
{
return m_rightLegJoints;
}
void JointNodeTree::sortLegs(std::vector<std::pair<int, int>> &legs) void JointNodeTree::sortLegs(std::vector<std::pair<int, int>> &legs)
{ {
const auto &that = this; const auto &that = this;

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@ -38,6 +38,8 @@ public:
const std::vector<int> &spine() const; const std::vector<int> &spine() const;
const std::vector<std::pair<int, int>> &leftLegs() const; const std::vector<std::pair<int, int>> &leftLegs() const;
const std::vector<std::pair<int, int>> &rightLegs() const; const std::vector<std::pair<int, int>> &rightLegs() const;
const std::vector<std::vector<int>> &leftLegJoints() const;
const std::vector<std::vector<int>> &rightLegJoints() const;
void diff(const JointNodeTree &another, RigFrame &rigFrame); void diff(const JointNodeTree &another, RigFrame &rigFrame);
int findHubJoint(int jointIndex, std::vector<int> *tracePath=nullptr) const; int findHubJoint(int jointIndex, std::vector<int> *tracePath=nullptr) const;
void collectChildren(int jointIndex, std::vector<int> &children) const; void collectChildren(int jointIndex, std::vector<int> &children) const;
@ -63,6 +65,8 @@ private:
std::vector<std::pair<int, int>> m_legs; std::vector<std::pair<int, int>> m_legs;
std::vector<std::pair<int, int>> m_leftLegs; std::vector<std::pair<int, int>> m_leftLegs;
std::vector<std::pair<int, int>> m_rightLegs; std::vector<std::pair<int, int>> m_rightLegs;
std::vector<std::vector<int>> m_leftLegJoints;
std::vector<std::vector<int>> m_rightLegJoints;
std::vector<int> m_spine; std::vector<int> m_spine;
}; };

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@ -53,7 +53,7 @@ void LocomotionController::prepare()
} }
} }
void LocomotionController::simulateLeg(PogoStick *pogoStick, const std::vector<int> &childrenOfLegEnd, std::pair<int, int> leg, float amount, QVector3D *footDirection, QVector3D *finalLegStartPosition, float *finalLegStartOffsetY) void LocomotionController::simulateLeg(PogoStick *pogoStick, const std::vector<int> &childrenOfLegEnd, std::pair<int, int> leg, std::map<int, JointConstraint> *constrants, float amount, QVector3D *footDirection, QVector3D *finalLegStartPosition, float *finalLegStartOffsetY)
{ {
float time = amount; float time = amount;
@ -62,7 +62,7 @@ void LocomotionController::simulateLeg(PogoStick *pogoStick, const std::vector<i
const auto &legStart = m_outputJointNodeTree.joints()[leg.first]; const auto &legStart = m_outputJointNodeTree.joints()[leg.first];
const auto &legEnd = m_outputJointNodeTree.joints()[leg.second]; const auto &legEnd = m_outputJointNodeTree.joints()[leg.second];
float targetLegStartY = legStart.position.y() + (pogoStick->currentPelvisLocation() - legStart.position.y()) * 0.2; float targetLegStartY = legStart.position.y() + (pogoStick->currentPelvisLocation() - legStart.position.y()) * 0.5;
float targetLegEndY = pogoStick->currentFootLocation(); float targetLegEndY = pogoStick->currentFootLocation();
float targetLegStartZ = legStart.position.z() + pogoStick->currentFootHorizontalOffset() * 0.05; float targetLegStartZ = legStart.position.z() + pogoStick->currentFootHorizontalOffset() * 0.05;
float targetLegEndZ = legEnd.position.z() + pogoStick->currentFootHorizontalOffset(); float targetLegEndZ = legEnd.position.z() + pogoStick->currentFootHorizontalOffset();
@ -80,7 +80,7 @@ void LocomotionController::simulateLeg(PogoStick *pogoStick, const std::vector<i
moveIkJoints(m_outputJointNodeTree, m_outputJointNodeTree, legParentIndex, leg.first, targetLegStartPosition); moveIkJoints(m_outputJointNodeTree, m_outputJointNodeTree, legParentIndex, leg.first, targetLegStartPosition);
} }
moveIkJoints(m_outputJointNodeTree, m_outputJointNodeTree, leg.first, leg.second, targetLegEndPosition); moveIkJoints(m_outputJointNodeTree, m_outputJointNodeTree, leg.first, leg.second, targetLegEndPosition, constrants);
QVector3D finalLegEndTranslation = legEnd.position - initialLegEndPosition; QVector3D finalLegEndTranslation = legEnd.position - initialLegEndPosition;
@ -108,7 +108,7 @@ void LocomotionController::simulate(float amount)
const auto pointerFront = QVector3D(0, 0, 1); const auto pointerFront = QVector3D(0, 0, 1);
const auto pointerOutFromCanvas = QVector3D(1, 0, 0); const auto pointerOutFromCanvas = QVector3D(1, 0, 0);
const auto pointerUp = QVector3D(0, 1, 0); const auto pointerUp = QVector3D(0, 1, 0);
float offset = 0.3; float offsets[2] = {0.5, 0.48};
float delays[2] = {0}; float delays[2] = {0};
m_outputJointNodeTree = m_inputJointNodeTree; m_outputJointNodeTree = m_inputJointNodeTree;
std::vector<QVector3D> leftPitches; std::vector<QVector3D> leftPitches;
@ -124,12 +124,36 @@ void LocomotionController::simulate(float amount)
const auto &leg = m_inputJointNodeTree.leftLegs()[i]; const auto &leg = m_inputJointNodeTree.leftLegs()[i];
auto pogoStick = &m_leftPogoSticks[i]; auto pogoStick = &m_leftPogoSticks[i];
QVector3D footDirection; QVector3D footDirection;
simulateLeg(pogoStick, m_childrenOfLeftLegEnds[i], leg, amount + delays[i % 2], &footDirection, &leftLegStartPositions[i], &leftLegStartOffsetYs[i]); std::map<int, JointConstraint> constrants;
/*
if (2 == m_inputJointNodeTree.leftLegJoints()[i].size()) {
int firstJointIndex = m_inputJointNodeTree.leftLegJoints()[i][0];
int secondJointIndex = m_inputJointNodeTree.leftLegJoints()[i][1];
JointConstraint legStartConstraint;
JointConstraint firstConstraint;
JointConstraint secondConstraint;
const auto pointerOutFromCanvas = QVector3D(1, 0, 0);
if (0 == i) {
legStartConstraint.setHingeLimit(195, 195, pointerOutFromCanvas);
firstConstraint.setHingeLimit(105, 210, pointerOutFromCanvas);
secondConstraint.setHingeLimit(165, 225, pointerOutFromCanvas);
} else {
legStartConstraint.setHingeLimit(185, 185, pointerOutFromCanvas);
firstConstraint.setHingeLimit(120, 240, pointerOutFromCanvas);
secondConstraint.setHingeLimit(145, 150, pointerOutFromCanvas);
}
constrants[leg.first] = legStartConstraint;
constrants[firstJointIndex] = firstConstraint;
constrants[secondJointIndex] = secondConstraint;
}*/
simulateLeg(pogoStick, m_childrenOfLeftLegEnds[i], leg, &constrants, amount + delays[i % 2], &footDirection, &leftLegStartPositions[i], &leftLegStartOffsetYs[i]);
leftPitches[i] = -QVector3D::crossProduct(-footDirection, pointerOutFromCanvas); leftPitches[i] = -QVector3D::crossProduct(-footDirection, pointerOutFromCanvas);
delays[i % 2] += offset; delays[i % 2] += offsets[i % 2];
} }
delays[0] = 0.5; delays[0] = offsets[0] - 0.1;
delays[1] = 0.5; delays[1] = offsets[1] - 0.1;
//delays[0] = 0;
//delays[1] = 0;
rightPitches.resize(m_rightPogoSticks.size()); rightPitches.resize(m_rightPogoSticks.size());
rightLegStartPositions.resize(m_rightPogoSticks.size()); rightLegStartPositions.resize(m_rightPogoSticks.size());
rightLegStartOffsetYs.resize(m_rightPogoSticks.size()); rightLegStartOffsetYs.resize(m_rightPogoSticks.size());
@ -137,9 +161,31 @@ void LocomotionController::simulate(float amount)
const auto &leg = m_inputJointNodeTree.rightLegs()[i]; const auto &leg = m_inputJointNodeTree.rightLegs()[i];
auto pogoStick = &m_rightPogoSticks[i]; auto pogoStick = &m_rightPogoSticks[i];
QVector3D footDirection; QVector3D footDirection;
simulateLeg(pogoStick, m_childrenOfRightLegEnds[i], leg, amount + delays[i % 2], &footDirection, &rightLegStartPositions[i], &rightLegStartOffsetYs[i]); std::map<int, JointConstraint> constrants;
/*
if (2 == m_inputJointNodeTree.rightLegJoints()[i].size()) {
int firstJointIndex = m_inputJointNodeTree.rightLegJoints()[i][0];
int secondJointIndex = m_inputJointNodeTree.rightLegJoints()[i][1];
JointConstraint legStartConstraint;
JointConstraint firstConstraint;
JointConstraint secondConstraint;
const auto pointerOutFromCanvas = QVector3D(1, 0, 0);
if (0 == i) {
legStartConstraint.setHingeLimit(195, 195, pointerOutFromCanvas);
firstConstraint.setHingeLimit(105, 210, pointerOutFromCanvas);
secondConstraint.setHingeLimit(165, 225, pointerOutFromCanvas);
} else {
legStartConstraint.setHingeLimit(185, 185, pointerOutFromCanvas);
firstConstraint.setHingeLimit(120, 240, pointerOutFromCanvas);
secondConstraint.setHingeLimit(145, 150, pointerOutFromCanvas);
}
constrants[leg.first] = legStartConstraint;
constrants[firstJointIndex] = firstConstraint;
constrants[secondJointIndex] = secondConstraint;
}*/
simulateLeg(pogoStick, m_childrenOfRightLegEnds[i], leg, &constrants, amount + delays[i % 2], &footDirection, &rightLegStartPositions[i], &rightLegStartOffsetYs[i]);
rightPitches[i] = -QVector3D::crossProduct(-footDirection, pointerOutFromCanvas); rightPitches[i] = -QVector3D::crossProduct(-footDirection, pointerOutFromCanvas);
delays[i % 2] += offset; delays[i % 2] += offsets[i % 2];
} }
if (m_inputJointNodeTree.spine().empty()) if (m_inputJointNodeTree.spine().empty())

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@ -2,6 +2,7 @@
#define LOCOMOTION_CONTROLLER_H #define LOCOMOTION_CONTROLLER_H
#include "jointnodetree.h" #include "jointnodetree.h"
#include "pogostick.h" #include "pogostick.h"
#include "jointconstraint.h"
class LocomotionController class LocomotionController
{ {
@ -13,7 +14,7 @@ public:
void simulate(float amount); void simulate(float amount);
const JointNodeTree &outputJointNodeTreeOnlyPositions() const; const JointNodeTree &outputJointNodeTreeOnlyPositions() const;
private: private:
void simulateLeg(PogoStick *pogoStick, const std::vector<int> &childrenOfLegEnd, std::pair<int, int> leg, float amount, void simulateLeg(PogoStick *pogoStick, const std::vector<int> &childrenOfLegEnd, std::pair<int, int> leg, std::map<int, JointConstraint> *constrants, float amount,
QVector3D *footDirection, QVector3D *finalLegStartPosition, float *finalLegStartOffsetY); QVector3D *footDirection, QVector3D *finalLegStartPosition, float *finalLegStartOffsetY);
void makeInbetweenNodesInHermiteCurve(int firstJointIndex, QVector3D firstPitch, int secondJointIndex, QVector3D secondPitch); void makeInbetweenNodesInHermiteCurve(int firstJointIndex, QVector3D firstPitch, int secondJointIndex, QVector3D secondPitch);
private: private:

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@ -6,7 +6,7 @@ float PogoStick::m_gravitationalAcceleration = 9.8;
PogoStick::PogoStick() PogoStick::PogoStick()
{ {
setStancePhaseDuration(0.95); setStancePhaseDuration(0.75);
} }
void PogoStick::setGroundLocation(float groundLocation) void PogoStick::setGroundLocation(float groundLocation)