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inverse_kinematics.cpp
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inverse_kinematics.cpp
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#include "lib/cameras/camera_tp.h"
#include "lib/kinematics/bone.h"
#include "lib/kinematics/inverse.h"
#include "lib/program.h"
#include "ozz/animation/runtime/animation.h"
#include "ozz/animation/runtime/local_to_model_job.h"
#include "ozz/animation/runtime/sampling_job.h"
#include "ozz/animation/runtime/skeleton.h"
#include "ozz/base/containers/vector.h"
#include "ozz/base/io/archive.h"
#include "ozz/base/maths/simd_math.h"
#include "ozz/base/maths/soa_transform.h"
#include "ozz/base/maths/vec_float.h"
class InverseKinematicsProgram : public Program {
public:
InverseKinematicsProgram() {
delete (FirstPersonCamera *)camera_;
camera_ = new ThirdPersonCamera(50.0f, 100.f, 150.0f, -20.0f, 270.0f);
}
bool Initialize(const std::string &window_title) {
if (!Program::Initialize(window_title, false)) {
return false;
}
shader_ = new ShaderProgram("shaders/phong.vert", "shaders/cook-torrance.frag");
if (!shader_->IsReady()) {
printf("FATAL: Failed to initialize shaders.\n");
return false;
}
shaders_.push_back(shader_);
if (!Scene::CreateFromFile("resources/models/robotic_arm/scene.gltf", arm_, textures_) ||
!Scene::CreateFromFile("resources/models/table/scene.gltf", table_, textures_) ||
!Scene::CreateFromFile("resources/models/axis/scene.gltf", axis_, textures_) ||
!Scene::CreateFromFile("resources/models/crate/scene.gltf", crate_, textures_)) {
std::cerr << "FATAL: Failed to load scene" << std::endl;
return false;
}
arm_->Initialize();
arm_->Scale(1.0f);
if (!arm_->FindByName("Shoulder", base_node_) || !arm_->FindByName("UpperArm", upper_arm_) ||
!arm_->FindByName("ForeArm", fore_arm_) || !arm_->FindByName("Hand", hand_) ||
!arm_->FindByName("Finger", finger_)) {
std::cerr << "FATAL: Failed to find animation objects" << std::endl;
return false;
}
table_->Initialize();
table_->Scale(1.0f);
table_->Translate(-4.0f, 0.0f, 1.0f);
axis_->Initialize();
axis_->Scale(0.005f);
crate_->Initialize();
crate_->Scale(10.0f);
crate_->Translate(100.0f, 0.0f, 0.0f);
SetLightCount(4);
SetLight(0, glm::vec3(0.0f, 100.0f, 150.0f), glm::vec3(0.0f));
SetLight(1, glm::vec3(-50.0f, 50.0f, 50.0f), glm::vec3(0.0f));
SetLight(2, glm::vec3(50.0f, 50.0f, -50.0f), glm::vec3(0.0f));
SetLight(3, glm::vec3(-50.0f, 50.0f, -50.0f), glm::vec3(0.0f));
InitializeKinematics();
if (!InitializeAnimation()) {
return false;
}
return glCheckError() == GL_NO_ERROR;
};
private:
Scene *arm_, *table_, *axis_, *crate_;
Node *base_node_, *upper_arm_, *fore_arm_, *hand_, *finger_;
BoneChain *chain_;
std::vector<Bone *> joints_;
BoneChain *chain_locked_;
std::vector<Bone *> joints_locked_;
bool two_bones_ = false;
ozz::animation::Animation animation_;
ozz::animation::Skeleton skeleton_;
ozz::animation::SamplingJob sampling_job_;
ozz::animation::SamplingJob::Context sampling_context_;
ozz::vector<ozz::math::SoaTransform> animation_transforms_;
ozz::animation::LocalToModelJob local_to_model_job_;
ozz::vector<ozz::math::Float4x4> animation_models_;
bool enable_animation_ = false;
float animation_speed_ = 7.5f;
float target_x = 25.0f, target_y = 50.0f, target_z = 0.0f;
bool enable_solver_ = true;
float velocity_ = 0.005f;
bool track_crate_ = false;
bool track_sine_ = false;
bool draw_end_position_ = true;
bool draw_model_ = true;
bool draw_target_ = true;
ShaderProgram *shader_;
TextureManager textures_;
void Draw() override {
Program::Draw();
// sine function animation
if (track_sine_) {
auto pi = 3.1415926535897932384626433832795;
auto t = fmod(current_frame_clock_ * 1.0f, 2.0 * pi) - pi;
target_y = float(-abs(t) * cos(pi * sin(t) / t) * 25.0f) + 100.0f;
target_z = float(t * sin(pi * .872 * sin(t) / t) * 25.0f);
}
// scripted animation
sampling_job_.ratio =
enable_animation_
? float(fmod(current_frame_clock_ / animation_speed_, animation_.duration())) / animation_.duration()
: 0.0f;
if (sampling_job_.Run() && local_to_model_job_.Run() && enable_animation_) {
ozz::math::SimdFloat4 base_position{0.0f, 0.0f, 0.0f, 1.0f};
auto position = TransformPoint(animation_models_[animation_models_.size() - 1], base_position);
auto x = position.x * 10.0f + 50.0f;
auto y = position.y * 15.0f + 25.0f;
auto z = position.z * -15.0f + 75.0f;
crate_->SetPosition(x, y - 25.0f, z);
if (track_crate_) {
target_x = x;
target_y = y;
target_z = z;
}
}
// draw
shader_->Use();
if (draw_model_) {
arm_->Draw(shader_);
}
crate_->Draw(shader_);
table_->Draw(shader_);
if (draw_end_position_) {
for (auto &joint : joints_) {
auto end = joint->GetEndPosition();
axis_->SetPosition(end.x, end.y, end.z);
float x, y, z;
glm::extractEulerAngleXYZ(joint->GetWorldTransform(), x, y, z);
axis_->SetRotation(glm::vec3(x, y, z));
axis_->Draw(shader_);
}
}
if (draw_target_) {
axis_->SetPosition(target_x, target_y, target_z);
axis_->Draw(shader_);
}
if (enable_solver_) {
if (two_bones_) {
chain_locked_->Solve(glm::vec3(target_x, target_y, target_z), float(last_frame_time_) * velocity_);
} else {
chain_->Solve(glm::vec3(target_x, target_y, target_z), float(last_frame_time_) * velocity_);
}
}
glCheckError();
}
void DrawImGui() override {
Program::DrawImGui();
ImGui::Begin("Inverse Kinematics: Settings");
ImGui::TreeNode("Solver");
ImGui::SliderFloat("Velocity", &velocity_, 0.005f, 0.01f);
ImGui::Checkbox("Enable Solver", &enable_solver_);
ImGui::Checkbox("Simple 2-bone only", &two_bones_);
ImGui::Checkbox("Track Crate", &track_crate_);
ImGui::Checkbox("Track Sine Function", &track_sine_);
ImGui::TreeNode("Target");
ImGui::SliderFloat("Target X", &target_x, -150.0f, 150.0f);
ImGui::SliderFloat("Target Y", &target_y, 0.0f, 150.0f);
ImGui::SliderFloat("Target Z", &target_z, -150.0f, 150.0f);
ImGui::TreeNode("Animation");
ImGui::Checkbox("Enable Animation", &enable_animation_);
ImGui::SliderFloat("Animation Speed", &animation_speed_, 1.0f, 10.0f);
ImGui::TreeNode("Rendering");
ImGui::Checkbox("Draw End Position", &draw_end_position_);
ImGui::Checkbox("Draw Model", &draw_model_);
ImGui::Checkbox("Draw Target", &draw_target_);
ImGui::End();
}
bool InitializeAnimation() {
if (!LoadOzzArchive("resources/models/crate/CrateAction.001.ozz", animation_)) {
std::cerr << "FATAL: Failed to load animation" << std::endl;
return false;
}
if (!LoadOzzArchive("resources/models/crate/skeleton.ozz", skeleton_)) {
std::cerr << "FATAL: Failed to load skeleton" << std::endl;
return false;
}
sampling_context_.Resize(skeleton_.num_joints());
animation_transforms_.resize(skeleton_.num_soa_joints());
sampling_job_.animation = &animation_;
sampling_job_.context = &sampling_context_;
sampling_job_.output = ozz::make_span(animation_transforms_);
sampling_job_.ratio = 1.0f;
animation_models_.resize(skeleton_.num_joints());
local_to_model_job_.skeleton = &skeleton_;
local_to_model_job_.input = ozz::make_span(animation_transforms_);
local_to_model_job_.output = ozz::make_span(animation_models_);
return true;
}
void InitializeKinematics() {
auto disabled = glm::vec2(0.0f, 0.0f);
auto speed = glm::radians(0.5f);
auto base_origin = glm::vec3(0.0f, 0.0f, 0.0f);
auto base_length = glm::vec3(0.0f, 0.0f, 5.0f);
auto base_rot_z = glm::vec2(-114514.0f, 114514.0f);
auto base = new Bone(base_origin, base_length, disabled, disabled, base_rot_z, speed, base_node_);
auto base_locked = new Bone(base_origin, base_length, disabled, disabled, disabled, speed, base_node_);
auto upper = new Bone(glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 48.5f),
disabled,
glm::vec2(glm::radians(-45.0f), glm::radians(90.0f)),
disabled,
speed,
upper_arm_);
auto fore_origin = glm::vec3(0.0f, 0.0f, 0.0f);
auto fore_length = glm::vec3(40.0f, 0.0f, 8.0f);
auto fore = new Bone(fore_origin,
fore_length,
disabled,
glm::vec2(glm::radians(-180.0f), glm::radians(0.0f)),
disabled,
speed,
fore_arm_);
auto hand_origin = glm::vec3(0.0f, 0.0f, 0.0f);
auto hand_length = glm::vec3(12.5f, 0.0f, 0.0f);
auto hand_rot_x = glm::vec2(-114514.0f, 114514.0f);
auto hand = new Bone(hand_origin, hand_length, hand_rot_x, disabled, disabled, speed, hand_);
auto hand_locked = new Bone(hand_origin, hand_length, disabled, disabled, disabled, speed, hand_);
auto finger_origin = glm::vec3(0.0f, -3.5f, 0.0f);
auto finger_length = glm::vec3(0.0f, 0.0f, -20.0f);
auto finger = new Bone(finger_origin,
finger_length,
disabled,
glm::vec2(glm::radians(-180.0f), glm::radians(0.0f)),
disabled,
speed,
finger_);
auto finger_locked = new Bone(finger_origin, finger_length, disabled, disabled, disabled, speed, finger_);
joints_.push_back(base);
joints_.push_back(upper);
joints_.push_back(fore);
joints_.push_back(hand);
joints_.push_back(finger);
chain_ = new BoneChain(joints_);
joints_locked_.push_back(base_locked);
joints_locked_.push_back(upper);
joints_locked_.push_back(fore);
joints_locked_.push_back(hand_locked);
joints_locked_.push_back(finger_locked);
chain_locked_ = new BoneChain(joints_locked_);
}
template <typename T> static bool LoadOzzArchive(const std::string &path, T &output) {
ozz::io::File file(path.c_str(), "rb");
if (!file.opened()) {
std::cerr << "FATAL: Failed to open archive file " << path << std::endl;
return false;
}
ozz::io::IArchive archive(&file);
if (!archive.TestTag<T>()) {
return false;
}
archive >> output;
return true;
}
};
int main() {
InverseKinematicsProgram program;
if (!program.Initialize("CS7GV5: Inverse Kinematics")) {
return -1;
}
program.Run();
}