void Vec3f::rotate (const Vec3f &around, float angle) { Transform3f matr; matr.rotation(around.x, around.y, around.z, angle); transformVector(matr); }
CMUK_ERROR_CODE cmuk::computeFootIK( LegIndex leg, const vec3f& pos, vec3f* q_bent_forward, vec3f* q_bent_rearward ) const { if ((int)leg < 0 || (int)leg >= NUM_LEGS) { return CMUK_BAD_LEG_INDEX; } else if (!q_bent_forward || !q_bent_rearward) { return CMUK_INSUFFICIENT_ARGUMENTS; } debug << "*** computing IK...\n"; int hipflags = 0; // subtract off hip position vec3f p = pos - jo(_kc, leg, HIP_RX_OFFSET, _centeredFootIK); vec3f orig = pos; // get dist from hip rx joint to y rotation plane const float& d = jo(_kc, leg, HIP_RY_OFFSET, _centeredFootIK)[1]; // get the squared length of the distance on the plane float yz = p[1]*p[1] + p[2]*p[2]; // alpha is the angle of the foot in the YZ plane with respect to the Y axis float alpha = atan2(p[2], p[1]); // h is the distance of foot from hip in YZ plane float h = sqrt(yz); // beta is the angle between the foot-hip vector (projected in YZ // plane) and the top hip link. float cosbeta = d / h; debug << "p = " << p << ", d = " << d << ", yz = " << yz << "\nalpha = " << alpha << ", h = " << h << ", cosbeta=" << cosbeta << "\n"; if (fabs(cosbeta) > 1) { debug << "violated triangle inequality when calculating hip_rx_angle!\n" ; if (fabs(cosbeta) - 1 > 1e-4) { hipflags = hipflags | IK_UPPER_DISTANCE; } cosbeta = (cosbeta < 0) ? -1 : 1; if (yz < 1e-4) { p[1] = d; p[2] = 0; } else { float scl = fabs(d) / h; p[1] *= scl; p[2] *= scl; orig = p + jo(_kc, leg, HIP_RX_OFFSET, _centeredFootIK); } } float beta = acos(cosbeta); // Now compute the two possible hip angles float hip_rx_angles[2], badness[2]; int flags[2]; flags[0] = hipflags; flags[1] = hipflags; hip_rx_angles[0] = fix_angle(alpha - beta, -M_PI, M_PI); hip_rx_angles[1] = fix_angle(alpha + beta, -M_PI, M_PI); const float& min = jl(_kc, leg, HIP_RX, 0); const float& max = jl(_kc, leg, HIP_RX, 1); // See how badly we violate the joint limits for this hip angles for (int i=0; i<2; ++i) { float& angle = hip_rx_angles[i]; badness[i] = fabs(compute_badness(angle, min, max)); if (badness[i]) { flags[i] = flags[i] | IK_UPPER_ANGLE_RANGE; } } // Put the least bad (and smallest) hip angle first bool swap = false; if ( badness[1] <= badness[0] ) { // We want the less bad solution for hip angle swap = true; } else if (badness[0] == 0 && badness[1] == 0) { // We want the solution for hip angle that leaves the hip up. if ((leg == FL || leg == HL) && hip_rx_angles[0] > hip_rx_angles[1]) { swap = true; } else if ((leg == FR || leg == HR) && hip_rx_angles[0] < hip_rx_angles[1]) { swap = true; } } if (swap) { std::swap(hip_rx_angles[0], hip_rx_angles[1]); std::swap(badness[0], badness[1]); std::swap(flags[0], flags[1]); } int hip_solution_cnt = 2; if (badness[0] == 0 && badness[1] != 0) { hip_solution_cnt = 1; } debug << "hip_rx_angles[0]=" << hip_rx_angles[0] << ", badness=" << badness[0] << ", flags=" << flags[0] << "\n"; debug << "hip_rx_angles[1]=" << hip_rx_angles[1] << ", badness=" << badness[1] << ", flags=" << flags[1] << "\n"; debug << "hip_solution_cnt = " << hip_solution_cnt << "\n"; vec3f qfwd[2], qrear[2]; for (int i=0; i<hip_solution_cnt; ++i) { debug << "** computing ll solution " << (i+1) << " of " << (hip_solution_cnt) << "\n"; float hip_rx = hip_rx_angles[i]; // now make inv. transform to get rid of hip rotation Transform3f tx = Transform3f::rx(hip_rx, jo(_kc, leg, HIP_RX_OFFSET, _centeredFootIK)); vec3f ptx = tx.transformInv(orig); debug << "tx=[" << tx.translation() << ", " << tx.rotation() << "], ptx = " << ptx << "\n"; // calculate lengths for cosine law float l1sqr = ol2(_kc, leg, KNEE_RY_OFFSET, _centeredFootIK); float l2sqr = ol2(_kc, leg, FOOT_OFFSET, _centeredFootIK); float l1 = ol(_kc, leg, KNEE_RY_OFFSET, _centeredFootIK); float l2 = ol(_kc, leg, FOOT_OFFSET, _centeredFootIK); float ksqr = ptx[0]*ptx[0] + ptx[2]*ptx[2]; float k = sqrt(ksqr); debug << "l1=" << l1 << ", l2=" << l2 << ", k=" << k << "\n"; // check triangle inequality if (k > l1 + l2) { debug << "oops, violated the triangle inequality for lower segments: " << "k = " << k << ", " << "l1 + l2 = " << l1 + l2 << "\n"; if (k - (l1 + l2) > 1e-4) { flags[i] = flags[i] | IK_LOWER_DISTANCE; } k = l1 + l2; ksqr = k * k; } // 2*theta is the acute angle formed by the spread // of the two hip rotations... float costheta = (l1sqr + ksqr - l2sqr) / (2 * l1 * k); if (fabs(costheta) > 1) { debug << "costheta = " << costheta << " > 1\n"; if (fabs(costheta) - 1 > 1e-4) { flags[i] = flags[i] | IK_LOWER_DISTANCE; } costheta = (costheta < 0) ? -1 : 1; } float theta = acos(costheta); // gamma is the angle of the foot with respect to the z axis float gamma = atan2(-ptx[0], -ptx[2]); // hip angles are just offsets off of gamma now float hip_ry_1 = gamma - theta; float hip_ry_2 = gamma + theta; // phi is the obtuse angle of the parallelogram float cosphi = (l1sqr + l2sqr - ksqr) / (2 * l1 * l2); if (fabs(cosphi) > 1) { debug << "cosphi = " << cosphi << " > 1\n"; if (fabs(cosphi) - 1 > 1e-4) { flags[i] = flags[i] | IK_LOWER_DISTANCE; } cosphi = (cosphi < 0) ? -1 : 1; } float phi = acos(cosphi); // epsilon is the "error" caused by not having feet offset directly // along the z-axis (if they were, epsilon would equal zero) float epsilon = le(_kc, leg, _centeredFootIK); // now we can directly solve for knee angles float knee_ry_1 = M_PI - phi - epsilon; float knee_ry_2 = -M_PI + phi - epsilon; // now fill out angle structs and check limits qfwd[i] = vec3f(hip_rx, hip_ry_1, knee_ry_1); qrear[i] = vec3f(hip_rx, hip_ry_2, knee_ry_2); debug << "before wrap, qfwd = " << qfwd[i] << "\n"; debug << "before wrap, qrear = " << qrear[i] << "\n"; check_wrap(_kc, qfwd[i], leg); check_wrap(_kc, qrear[i], leg); debug << "after wrap, qfwd = " << qfwd[i] << "\n"; debug << "after wrap, qrear = " << qrear[i] << "\n"; if (!check_limits(_kc, qfwd[i], leg)) { debug << "violated limits forward!\n"; flags[i] = flags[i] | IK_LOWER_ANGLE_RANGE_FWD; } if (!check_limits(_kc, qrear[i], leg)) { debug << "violated limits rearward!\n"; flags[i] = flags[i] | IK_LOWER_ANGLE_RANGE_REAR; } } // for each viable hip solution int best = 0; if (hip_solution_cnt == 2) { if (howbad(flags[0]) > howbad(flags[1])) { best = 1; } debug << "best overall solution is " << (best+1) << "\n"; } *q_bent_forward = qfwd[best]; *q_bent_rearward = qrear[best]; return flags_to_errcode(flags[best]); }
bool EdgeRotationMatcher::match (float rms_threshold, float eps) { if (cb_get_xyz == 0) throw Error("cb_get_xyz not specified"); if (_subgraph.vertexCount() < 2 || _subgraph.edgeCount() < 1) return true; QS_DEF(Array<int>, in_cycle); QS_DEF(Array<_DirEdge>, edge_queue); QS_DEF(Array<int>, vertex_queue); QS_DEF(Array<int>, states); in_cycle.clear_resize(_subgraph.edgeEnd()); edge_queue.clear(); states.clear_resize(__max(_subgraph.edgeEnd(), _subgraph.vertexEnd() + 1)); int i, j, k, bottom; // Find all subgraph bridges SpanningTree spt(_subgraph, 0); in_cycle.zerofill(); spt.markAllEdgesInCycles(in_cycle.ptr(), 1); // Find the first bridge, put it to the queue 2 times for (i = _subgraph.edgeBegin(); i < _subgraph.edgeEnd(); i = _subgraph.edgeNext(i)) if (!in_cycle[i] && (cb_can_rotate == 0 || cb_can_rotate(_subgraph, i))) { const Edge &edge = _subgraph.getEdge(i); if (_mapping[edge.beg] < 0 || _mapping[edge.end] < 0) continue; edge_queue.push(); edge_queue.top().idx = i; edge_queue.top().beg = edge.beg; edge_queue.top().end = edge.end; edge_queue.push(); edge_queue.top().idx = i; edge_queue.top().beg = edge.end; edge_queue.top().end = edge.beg; break; } // If the queue is empty, then we have no bridge if (edge_queue.size() == 0) { GraphAffineMatcher afm(_subgraph, _supergraph, _mapping); afm.cb_get_xyz = cb_get_xyz; return afm.match(rms_threshold); } float scale = 1.f; // detect scaling factor by average bond length if (equalize_edges) { float sum_sub = 0.f, sum_super = 0.f; for (i = _subgraph.edgeBegin(); i < _subgraph.edgeEnd(); i = _subgraph.edgeNext(i)) { const Edge &edge = _subgraph.getEdge(i); Vec3f beg, end; cb_get_xyz(_subgraph, edge.beg, beg); cb_get_xyz(_subgraph, edge.end, end); sum_sub += Vec3f::dist(beg, end); } for (i = _supergraph.edgeBegin(); i < _supergraph.edgeEnd(); i = _supergraph.edgeNext(i)) { const Edge &edge = _supergraph.getEdge(i); Vec3f beg, end; cb_get_xyz(_supergraph, edge.beg, beg); cb_get_xyz(_supergraph, edge.end, end); sum_super += Vec3f::dist(beg, end); } if (sum_sub > EPSILON && sum_super > EPSILON) { sum_sub /= _subgraph.edgeCount(); sum_super /= _supergraph.edgeCount(); scale = sum_super / sum_sub; } } // save vertex positions QS_DEF(Array<Vec3f>, xyz_sub); QS_DEF(Array<Vec3f>, xyz_super); QS_DEF(Array<int>, xyzmap); xyzmap.clear_resize(_supergraph.vertexEnd()); xyz_sub.clear(); xyz_super.clear(); for (i = _subgraph.vertexBegin(); i != _subgraph.vertexEnd(); i = _subgraph.vertexNext(i)) { if (_mapping[i] < 0) continue; Vec3f &pos_sub = xyz_sub.push(); Vec3f &pos_super = xyz_super.push(); cb_get_xyz(_subgraph, i, pos_sub); cb_get_xyz(_supergraph, _mapping[i], pos_super); pos_sub.scale(scale); xyzmap[_mapping[i]] = xyz_sub.size() - 1; } // Make queue of edges states.zerofill(); bottom = 0; while (edge_queue.size() != bottom) { // extract edge from queue int edge_end = edge_queue[bottom].end; int edge_idx = edge_queue[bottom].idx; bottom++; // mark it as 'completed' states[edge_idx] = 2; // look for neighbors const Vertex &end_vertex = _subgraph.getVertex(edge_end); for (i = end_vertex.neiBegin(); i != end_vertex.neiEnd(); i = end_vertex.neiNext(i)) { int nei_edge_idx = end_vertex.neiEdge(i); // check that neighbor have 'untouched' status if (states[nei_edge_idx] != 0) continue; const Edge &nei_edge = _subgraph.getEdge(nei_edge_idx); int other_end = nei_edge.findOtherEnd(edge_end); if (_mapping[other_end] < 0) continue; // set status 'in process' states[nei_edge_idx] = 1; // push the neighbor edge to the queue edge_queue.push(); edge_queue.top().idx = nei_edge_idx; edge_queue.top().beg = edge_end; edge_queue.top().end = other_end; } } // do initial transform (impose first subgraph edge in the queue on corresponding one in the graph) int beg2 = edge_queue[0].beg; int end2 = edge_queue[0].end; int beg1 = _mapping[beg2]; int end1 = _mapping[end2]; Vec3f g1_v1, g1_v2, g2_v1, g2_v2, diff1, diff2; Transform3f matr; cb_get_xyz(_supergraph, beg1, g1_v1); cb_get_xyz(_supergraph, end1, g1_v2); cb_get_xyz(_subgraph, beg2, g2_v1); cb_get_xyz(_subgraph, end2, g2_v2); g2_v1.scale(scale); g2_v2.scale(scale); diff1.diff(g1_v2, g1_v1); diff2.diff(g2_v2, g2_v1); matr.identity(); if (!matr.rotationVecVec(diff2, diff1)) throw Error("error calling RotationVecVec()"); matr.translateLocal(-g2_v1.x, -g2_v1.y, -g2_v1.z); matr.translate(g1_v1); for (k = 0; k < xyz_sub.size(); k++) xyz_sub[k].transformPoint(matr); // for all edges in queue that are subject to rotate... for (i = 0; i < edge_queue.size(); i++) { int edge_beg = edge_queue[i].beg; int edge_end = edge_queue[i].end; int edge_idx = edge_queue[i].idx; if (in_cycle[edge_idx]) continue; if (cb_can_rotate != 0 && !cb_can_rotate(_subgraph, edge_idx)) continue; // start BFS from the end of the edge states.zerofill(); states[edge_end] = 1; vertex_queue.clear(); vertex_queue.push(edge_end); bottom = 0; while (vertex_queue.size() != bottom) { // extract vertex from queue const Vertex &vertex = _subgraph.getVertex(vertex_queue[bottom]); states[vertex_queue[bottom]] = 2; bottom++; // look over neighbors for (int j = vertex.neiBegin(); j != vertex.neiEnd(); j = vertex.neiNext(j)) { int nei_idx = vertex.neiVertex(j); if (nei_idx == edge_beg) continue; if (states[nei_idx] != 0) continue; states[nei_idx] = 1; vertex_queue.push(nei_idx); } } // now states[j] == 0 if j-th vertex shound not be moved Vec3f edge_beg_pos, edge_end_pos, rot_axis; // get rotation axis edge_beg_pos.copy(xyz_sub[xyzmap[_mapping[edge_beg]]]); edge_end_pos.copy(xyz_sub[xyzmap[_mapping[edge_end]]]); rot_axis.diff(edge_end_pos, edge_beg_pos); if (!rot_axis.normalize()) continue; const Vertex &edge_end_vertex = _subgraph.getVertex(edge_end); float max_sum_len = -1; for (j = edge_end_vertex.neiBegin(); j != edge_end_vertex.neiEnd(); j = edge_end_vertex.neiNext(j)) { int nei_idx_2 = edge_end_vertex.neiVertex(j); int nei_idx_1 = _mapping[nei_idx_2]; if (nei_idx_2 == edge_beg) continue; if (nei_idx_1 == -1) continue; Vec3f nei1_pos; Vec3f nei2_pos; nei1_pos.copy(xyz_super[xyzmap[nei_idx_1]]); nei2_pos.copy(xyz_sub[xyzmap[_mapping[nei_idx_2]]]); nei1_pos.sub(edge_end_pos); nei2_pos.sub(edge_end_pos); float dot1 = Vec3f::dot(nei1_pos, rot_axis); float dot2 = Vec3f::dot(nei2_pos, rot_axis); nei1_pos.addScaled(rot_axis, -dot1); nei2_pos.addScaled(rot_axis, -dot2); if (max_sum_len > nei1_pos.length() + nei1_pos.length()) continue; max_sum_len = nei1_pos.length() + nei1_pos.length(); if (!nei1_pos.normalize() || !nei2_pos.normalize()) continue; double dp = Vec3f::dot(nei1_pos, nei2_pos); if (dp > 1 - EPSILON) dp = 1 - EPSILON; if (dp < -1 + EPSILON) dp = -1 + EPSILON; double ang = acos(dp); Vec3f cross; cross.cross(nei1_pos, nei2_pos); if (Vec3f::dot(cross, rot_axis) < 0) ang = -ang; matr.rotation(rot_axis.x, rot_axis.y, rot_axis.z, (float)ang); matr.translateLocalInv(edge_end_pos); matr.translate(edge_end_pos); } if (max_sum_len > 0) { for (j = _subgraph.vertexBegin(); j < _subgraph.vertexEnd(); j = _subgraph.vertexNext(j)) if (_mapping[j] >= 0 && states[j] != 0) xyz_sub[xyzmap[_mapping[j]]].transformPoint(matr); } } float sqsum = 0; for (k = 0; k < xyz_sub.size(); k++) sqsum += Vec3f::distSqr(xyz_sub[k], xyz_super[k]); sqsum = sqrt(sqsum / xyz_sub.size()); if (sqsum > rms_threshold + eps) return false; return true; }