コード例 #1
0
ファイル: HolonomicPathNode.cpp プロジェクト: dtbinh/SGMP
void CHolonomicPathNode::getAllValues(C3Vector& pos, C4Vector& orient) {
  pos.clear();
  orient.setIdentity();
  if (_nodeType == sim_holonomicpathplanning_xy) {
    pos(0) = values[0];
    pos(1) = values[1];
  }
  if (_nodeType == sim_holonomicpathplanning_xg) {
    pos(0) = values[0];
    orient = _rotAxisRot * (C4Vector(C3Vector(0.0f, 0.0f, values[1])) * _rotAxisRotInv);
  }
  if (_nodeType == sim_holonomicpathplanning_xyz) {
    pos(0) = values[0];
    pos(1) = values[1];
    pos(2) = values[2];
  }
  if (_nodeType == sim_holonomicpathplanning_xyg) {
    pos(0) = values[0];
    pos(1) = values[1];
    orient = _rotAxisRot * (C4Vector(C3Vector(0.0f, 0.0f, values[2])) * _rotAxisRotInv);
  }
  if (_nodeType == sim_holonomicpathplanning_abg) {
    orient(0) = values[0];
    orient(1) = values[1];
    orient(2) = values[2];
    orient(3) = values[3];
  }
  if (_nodeType == sim_holonomicpathplanning_xyzg) {
    pos(0) = values[0];
    pos(1) = values[1];
    pos(2) = values[2];
    orient = _rotAxisRot * (C4Vector(C3Vector(0.0f, 0.0f, values[3])) * _rotAxisRotInv);
  }
  if (_nodeType == sim_holonomicpathplanning_xabg) {
    pos(0) = values[0];
    orient(0) = values[1];
    orient(1) = values[2];
    orient(2) = values[3];
    orient(3) = values[4];
  }
  if (_nodeType == sim_holonomicpathplanning_xyabg) {
    pos(0) = values[0];
    pos(1) = values[1];
    orient(0) = values[2];
    orient(1) = values[3];
    orient(2) = values[4];
    orient(3) = values[5];
  }
  if (_nodeType == sim_holonomicpathplanning_xyzabg) {
    pos(0) = values[0];
    pos(1) = values[1];
    pos(2) = values[2];
    orient(0) = values[3];
    orient(1) = values[4];
    orient(2) = values[5];
    orient(3) = values[6];
  }
}
コード例 #2
0
void executeRenderCommands(bool windowed,int message,void* data)
{
	if (message==sim_message_eventcallback_extrenderer_start)
	{
		// Collect camera and environment data from V-REP:
		void** valPtr=(void**)data;
		resolutionX=((int*)valPtr[0])[0];
		resolutionY=((int*)valPtr[1])[0];
		float* backgroundColor=((float*)valPtr[2]);
		float viewAngle=((float*)valPtr[8])[0];
		perspectiveOperation=(((int*)valPtr[5])[0]==0);
		nearClippingPlane=((float*)valPtr[9])[0];
		farClippingPlane=((float*)valPtr[10])[0];
		float* amb=(float*)valPtr[11];
		C7Vector cameraTranformation(C4Vector((float*)valPtr[4]),C3Vector((float*)valPtr[3]));
		C4X4Matrix m4(cameraTranformation.getMatrix());
		float* fogBackgroundColor=(float*)valPtr[12];
		int fogType=((int*)valPtr[13])[0];
		float fogStart=((float*)valPtr[14])[0];
		float fogEnd=((float*)valPtr[15])[0];
		float fogDensity=((float*)valPtr[16])[0];
		bool fogEnabled=((bool*)valPtr[17])[0];
		float orthoViewSize=((float*)valPtr[18])[0];
		visionSensorOrCameraId=((int*)valPtr[19])[0];
		int posX=0;
		int posY=0;
		if ((valPtr[20]!=NULL)&&(valPtr[21]!=NULL))
		{
			posX=((int*)valPtr[20])[0];
			posY=((int*)valPtr[21])[0];
		}
		float fogDistance=((float*)valPtr[22])[0]; // pov-ray
		float fogTransp=((float*)valPtr[23])[0]; // pov-ray
		bool povFocalBlurEnabled=((bool*)valPtr[24])[0]; // pov-ray
		float povFocalDistance=((float*)valPtr[25])[0]; // pov-ray
		float povAperture=((float*)valPtr[26])[0]; // pov-ray
		int povBlurSamples=((int*)valPtr[27])[0]; // pov-ray

		COpenglBase* oglItem=NULL;
		if (windowed&&_simulationRunning)
		{
			COpenglWidget* oglWidget=getWidget(visionSensorOrCameraId);
			if (oglWidget==NULL)
			{
				oglWidget=new COpenglWidget(visionSensorOrCameraId);
				oglWidgets.push_back(oglWidget);

				oglWidget->initGL();
				oglWidget->showAtGivenSizeAndPos(resolutionX,resolutionY,posX,posY);
			}

			// the window size can change, we return those values:
			oglWidget->getWindowResolution(resolutionX,resolutionY);
			((int*)valPtr[0])[0]=resolutionX;
			((int*)valPtr[1])[0]=resolutionY;

			oglItem=oglWidget;
		}
		else
		{ // non-windowed
			COpenglOffscreen* oglOffscreen=getOffscreen(visionSensorOrCameraId);
			if (oglOffscreen!=NULL)
			{
				if (!oglOffscreen->isResolutionSame(resolutionX,resolutionY))
				{
					removeOffscreen(visionSensorOrCameraId);
					oglOffscreen=NULL;
				}
			}
			if (oglOffscreen==NULL)
			{
				oglOffscreen=new COpenglOffscreen(visionSensorOrCameraId,resolutionX,resolutionY);
				oglOffscreens.push_back(oglOffscreen);

				oglOffscreen->initGL();
			}
			oglItem=oglOffscreen;
		}

		if (oglItem!=NULL)
		{
			oglItem->makeContextCurrent();
			oglItem->clearBuffers(viewAngle,orthoViewSize,nearClippingPlane,farClippingPlane,perspectiveOperation,backgroundColor);

			if (meshContainer==NULL)
			{
				meshContainer=new COcMeshContainer();
				textureContainer=new COcTextureContainer();
			}

			// The following instructions have the same effect as gluLookAt()
			m4.inverse();
			m4.rotateAroundY(3.14159265359f);
			float m4_[4][4];
			m4.copyTo(m4_);
			#define SWAP(a,b) {temp=(a);(a)=(b);(b)=temp;}
			float temp;
			SWAP(m4_[0][1],m4_[1][0]);
			SWAP(m4_[0][2],m4_[2][0]);
			SWAP(m4_[0][3],m4_[3][0]);
			SWAP(m4_[1][2],m4_[2][1]);
			SWAP(m4_[1][3],m4_[3][1]);
			SWAP(m4_[2][3],m4_[3][2]);
			#undef SWAP
			glLoadMatrixf((float*)m4_);

			GLfloat ambient[4]={amb[0],amb[1],amb[2],1.0f};
			glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient);

			if (fogEnabled)
			{
				float fog_color[4]={fogBackgroundColor[0],fogBackgroundColor[1],fogBackgroundColor[2],1.0f};
				GLenum fogTypeEnum[3]={GL_LINEAR,GL_EXP,GL_EXP2};
				glFogfv(GL_FOG_COLOR,fog_color);
				glFogi(GL_FOG_MODE,fogTypeEnum[fogType]);
				glFogf(GL_FOG_START,fogStart);
				glFogf(GL_FOG_END,fogEnd);
				glFogf(GL_FOG_DENSITY,fogDensity);
				glEnable(GL_FOG);
			}
			activeLightCounter=0;
		}
	}

	if (message==sim_message_eventcallback_extrenderer_light)
	{
		// Collect light data from V-REP (one light at a time):
		void** valPtr=(void**)data;
		int lightType=((int*)valPtr[0])[0];
		float cutoffAngle=((float*)valPtr[1])[0];
		int spotExponent=((int*)valPtr[2])[0];
		float* colors=((float*)valPtr[3]);
		float constAttenuation=((float*)valPtr[4])[0];
		float linAttenuation=((float*)valPtr[5])[0];
		float quadAttenuation=((float*)valPtr[6])[0];
		C7Vector lightTranformation(C4Vector((float*)valPtr[8]),C3Vector((float*)valPtr[7]));
		float lightSize=((float*)valPtr[9])[0];
		float FadeXDistance=((float*)valPtr[10])[0]; // Pov-ray
		bool lightIsVisible=((bool*)valPtr[11])[0];
		bool noShadow=((bool*)valPtr[12])[0]; // Pov-ray

		if (_simulationRunning||(!windowed))
		{ // Now set-up that light in OpenGl:
			C4X4Matrix m(lightTranformation.getMatrix());
			GLfloat lightPos[]={0.0f,0.0f,0.0f,1.0f};
			GLfloat lightDir[3];
			if (lightType==sim_light_directional_subtype)
			{
				lightPos[0]=-m.M.axis[2](0);
				lightPos[1]=-m.M.axis[2](1);
				lightPos[2]=-m.M.axis[2](2);
				lightPos[3]=0.0f;
			}
			else
			{
				lightPos[0]=m.X(0);
				lightPos[1]=m.X(1);
				lightPos[2]=m.X(2);
				lightPos[3]=1.0f;
			}
			lightDir[0]=m.M.axis[2](0);
			lightDir[1]=m.M.axis[2](1);
			lightDir[2]=m.M.axis[2](2);
			glLightfv(GL_LIGHT0+activeLightCounter,GL_POSITION,lightPos);
			glLightfv(GL_LIGHT0+activeLightCounter,GL_SPOT_DIRECTION,lightDir);
			if (lightType==sim_light_omnidirectional_subtype)
				glLightf(GL_LIGHT0+activeLightCounter,GL_SPOT_CUTOFF,180.0f);
			if (lightType==sim_light_directional_subtype)
				glLightf(GL_LIGHT0+activeLightCounter,GL_SPOT_CUTOFF,90.0f);
			if (lightType==sim_light_spot_subtype)
			{
				float coa=cutoffAngle*radToDeg;
				if (coa>89.0f) // 90.0f causes problems on MacOS!!!
				coa=89.0f;
				glLightf(GL_LIGHT0+activeLightCounter,GL_SPOT_CUTOFF,coa);
			}
			glLightf(GL_LIGHT0+activeLightCounter,GL_SPOT_EXPONENT,float(spotExponent)); // glLighti & GL_SPOT_EXPONENT causes problems on MacOS!!!
			float black[4]={0.0f,0.0f,0.0f,1.0f};
			glLightfv(GL_LIGHT0+activeLightCounter,GL_AMBIENT,black);
			float diffuseLight[4]={colors[3],colors[4],colors[5],1.0f};
			glLightfv(GL_LIGHT0+activeLightCounter,GL_DIFFUSE,diffuseLight);
			float specularLight[4]={colors[6],colors[7],colors[8],1.0f};
			glLightfv(GL_LIGHT0+activeLightCounter,GL_SPECULAR,specularLight);
			glLightf(GL_LIGHT0+activeLightCounter,GL_CONSTANT_ATTENUATION,constAttenuation);
			glLightf(GL_LIGHT0+activeLightCounter,GL_LINEAR_ATTENUATION,linAttenuation);
			glLightf(GL_LIGHT0+activeLightCounter,GL_QUADRATIC_ATTENUATION,quadAttenuation);
			glEnable(GL_LIGHT0+activeLightCounter);
			activeLightCounter++;
		}
	}

	if (message==sim_message_eventcallback_extrenderer_mesh)
	{
		// Collect mesh data from V-REP:
		void** valPtr=(void**)data;
		float* vertices=((float*)valPtr[0]);
		int verticesCnt=((int*)valPtr[1])[0];
		int* indices=((int*)valPtr[2]);
		int triangleCnt=((int*)valPtr[3])[0];
		float* normals=((float*)valPtr[4]);
		int normalsCnt=((int*)valPtr[5])[0];
		float* colors=((float*)valPtr[8]);
		C7Vector tr(C4Vector((float*)valPtr[7]),C3Vector((float*)valPtr[6]));
		bool textured=((bool*)valPtr[18])[0];
		float shadingAngle=((float*)valPtr[19])[0];
		unsigned int meshId=((unsigned int*)valPtr[20])[0];
		bool translucid=((bool*)valPtr[21])[0];
		float opacityFactor=((float*)valPtr[22])[0];
		bool backfaceCulling=((bool*)valPtr[23])[0];
		int geomId=((int*)valPtr[24])[0];
		int texId=((int*)valPtr[25])[0];
		unsigned char* edges=((unsigned char*)valPtr[26]);
		bool visibleEdges=((bool*)valPtr[27])[0];
		// valPtr[28] is reserved
		int povPatternType=((int*)valPtr[29])[0]; // pov-ray
		int displayAttrib=((int*)valPtr[30])[0];
		const char* colorName=((char*)valPtr[31]);

		if (_simulationRunning||(!windowed))
		{
			float* texCoords=NULL;
			int texCoordCnt=0;
			bool repeatU=false;
			bool repeatV=false;
			bool interpolateColors=false;
			int applyMode=0;
			COcTexture* theTexture=NULL;
			if (textured)
			{
				// Read some additional data from V-REP (i.e. texture data):
				texCoords=((float*)valPtr[9]);
				texCoordCnt=((int*)valPtr[10])[0];
				unsigned char* textureBuff=((unsigned char*)valPtr[11]); // RGBA
				int textureSizeX=((int*)valPtr[12])[0];
				int textureSizeY=((int*)valPtr[13])[0];
				repeatU=((bool*)valPtr[14])[0];
				repeatV=((bool*)valPtr[15])[0];
				interpolateColors=((bool*)valPtr[16])[0];
				applyMode=((int*)valPtr[17])[0];

				theTexture=textureContainer->getFromId(texId);
				if (theTexture==NULL)
				{
					theTexture=new COcTexture(texId,textureBuff,textureSizeX,textureSizeY);
					textureContainer->add(theTexture);
				}
			}
			COcMesh* mesh=meshContainer->getFromId(geomId);
			if (mesh==NULL)
			{
				mesh=new COcMesh(geomId,vertices,verticesCnt*3,indices,triangleCnt*3,normals,normalsCnt*3,texCoords,texCoordCnt*2, edges);
				meshContainer->add(mesh);
			}

			mesh->render(tr,colors,textured,shadingAngle,translucid,opacityFactor,backfaceCulling,repeatU,repeatV,interpolateColors,applyMode,theTexture,visibleEdges);
		}
	}

	if (message==sim_message_eventcallback_extrenderer_triangles)
	{
		// Collect mesh data from V-REP:
		void** valPtr=(void**)data;
		float* vertices=((float*)valPtr[0]);
		int verticesCnt=((int*)valPtr[1])[0];
		float* normals=((float*)valPtr[2]);
		float* colors=((float*)valPtr[3]);
		bool translucid=((bool*)valPtr[4])[0];
		float opacityFactor=((float*)valPtr[5])[0];
		int povPatternType=((int*)valPtr[6])[0]; // pov-ray

		if (_simulationRunning||(!windowed))
		{ // Now display the mesh with above data:
			glMateriali(GL_FRONT_AND_BACK,GL_SHININESS,48);
			float ambientDiffuse[4]={colors[0],colors[1],colors[2],opacityFactor};
			glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,ambientDiffuse);
			float specular[4]={colors[6],colors[7],colors[8],1.0f};
			glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,specular);
			float emission[4]={colors[9],colors[10],colors[11],1.0f};
			glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,emission);

			if (translucid)
			{
				glEnable(GL_BLEND);
				glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
			}

			glBegin(GL_TRIANGLES);
			for (int i=0;i<verticesCnt/3;i++)
			{
				glNormal3fv(normals+3*i);
				glVertex3fv(vertices+9*i+0);
				glVertex3fv(vertices+9*i+3);
				glVertex3fv(vertices+9*i+6);
			}
			glEnd();
			glDisable(GL_BLEND);
		}
	}

	if (message==sim_message_eventcallback_extrenderer_stop)
	{
		void** valPtr=(void**)data;
		unsigned char* rgbBuffer=((unsigned char*)valPtr[0]);
		float* depthBuffer=((float*)valPtr[1]);
		bool readRgb=((bool*)valPtr[2])[0];
		bool readDepth=((bool*)valPtr[3])[0];

		if (windowed)
		{
			if (_simulationRunning)
			{
				COpenglWidget* oglWidget=getWidget(visionSensorOrCameraId);
				if (oglWidget!=NULL)
				{
					oglWidget->swapBuffers();
					oglWidget->doneCurrentContext();
				}
			}
		}
		else
		{
			COpenglOffscreen* oglOffscreen=getOffscreen(visionSensorOrCameraId);
			if (oglOffscreen!=NULL)
			{
				if (readRgb)
				{
					glPixelStorei(GL_PACK_ALIGNMENT,1);
					glReadPixels(0,0,resolutionX,resolutionY,GL_RGB,GL_UNSIGNED_BYTE,rgbBuffer);
					glPixelStorei(GL_PACK_ALIGNMENT,4);
				}
				if (readDepth)
				{
					glReadPixels(0,0,resolutionX,resolutionY,GL_DEPTH_COMPONENT,GL_FLOAT,depthBuffer);
					// Convert this depth info into values corresponding to linear depths (if perspective mode):
					if (perspectiveOperation)
					{
						float farMinusNear= farClippingPlane-nearClippingPlane;
						float farDivFarMinusNear=farClippingPlane/farMinusNear;
						float nearTimesFar=nearClippingPlane*farClippingPlane;
						int v=resolutionX*resolutionY;
						for (int i=0;i<v;i++)
							depthBuffer[i]=((nearTimesFar/(farMinusNear*(farDivFarMinusNear-depthBuffer[i])))-nearClippingPlane)/farMinusNear;
					}
				}
				oglOffscreen->doneCurrentContext();
			}
		}

		if (_simulationRunning||(!windowed))
		{
			meshContainer->decrementAllUsedCount();
			meshContainer->removeAllUnused();
			textureContainer->decrementAllUsedCount();
			textureContainer->removeAllUnused();
		}
	}
}
コード例 #3
0
ファイル: 7Vector.cpp プロジェクト: ehsan1384/Vrep
{ 
	X+=(Q*v.X);
	Q*=v.Q;
}

C3Vector C7Vector::operator* (const C3Vector& v) const
{ // Vector transformation
	return(X+(Q*v)); 
}

void C7Vector::inverse()
{
	(*this)=getInverse();
}

C7Vector C7Vector::getInverse() const
{
	C7Vector retV;
	retV.Q=Q.getInverse();
	retV.X=(retV.Q*X)*-1.0f;
	return(retV);
}

void C7Vector::buildInterpolation(const C7Vector& fromThis,const C7Vector& toThat,float t)
{	// Builds the interpolation (based on t) from 'fromThis' to 'toThat'
	Q.buildInterpolation(fromThis.Q,toThat.Q,t);
	X.buildInterpolation(fromThis.X,toThat.X,t);
}

const C7Vector C7Vector::identityTransformation(C4Vector(1.0f,0.0f,0.0f,0.0f),C3Vector(0.0f,0.0f,0.0f));
コード例 #4
0
bool CGeometricConstraintSolver::solve(CIKGraphObjCont& graphContainer,SGeomConstrSolverParam& parameters)
{
	if (graphContainer.identifyElements()==0)
		return(false); // Nothing to solve (no active joint in the mechanism)
	graphContainer.putElementsInPlace();

// We create a branched tree, where each extremity has a tip dummy
// (which will later be constrained to its respective target dummy)
	
	CIKGraphObject* baseIKGraphObject=graphContainer.getBaseObject();
	CIKGraphNode* graphIterator=baseIKGraphObject;
	CIKGraphNode* previousPosition=NULL;
	CIKGraphNode* nextPosition=NULL;
	C7Vector localTransformation;
	localTransformation.setIdentity();
	CIKObjCont ikObjs;
	CIKJoint* lastJoint=NULL;
	CIKJoint* treeHandle=NULL;

// Some precalculations of some fixed rotations:
	C4X4Matrix tmpRot;
	tmpRot.setIdentity();
	tmpRot.M(0,0)=-1.0f;
	tmpRot.M(2,2)=-1.0f;
	C7Vector rotY180(tmpRot.getTransformation());
	tmpRot.M.clear();
	tmpRot.M(0,0)=1.0f;
	tmpRot.M(2,1)=1.0f;
	tmpRot.M(1,2)=-1.0f;
	C7Vector rotX90(tmpRot.getTransformation().Q,C3Vector(0.0f,0.0f,0.0f));
	tmpRot.M.clear();
	tmpRot.M(2,0)=-1.0f;
	tmpRot.M(1,1)=1.0f;
	tmpRot.M(0,2)=1.0f;
	C7Vector rotY90(tmpRot.getTransformation().Q,C3Vector(0.0f,0.0f,0.0f));
	tmpRot.M.clear();
	tmpRot.M(1,0)=1.0f;
	tmpRot.M(0,1)=-1.0f;
	tmpRot.M(2,2)=1.0f;
	C7Vector rotZ90(tmpRot.getTransformation().Q,C3Vector(0.0f,0.0f,0.0f));
	

	std::vector<CIKGraphNode*> graphObjectsToBeExplored;
	graphObjectsToBeExplored.push_back(baseIKGraphObject);
	std::vector<CIKJoint*> lastJoints;
	lastJoints.push_back(NULL);
	std::vector<CIKGraphNode*> previousPositions;
	previousPositions.push_back(NULL);
	std::vector<C7Vector> localTransformations;
	localTransformations.push_back(localTransformation);

	int explorationID=0;
	while (graphObjectsToBeExplored.size()!=0)
	{
		graphIterator=graphObjectsToBeExplored.back();
		graphObjectsToBeExplored.pop_back();
		lastJoint=lastJoints.back();
		lastJoints.pop_back();
		previousPosition=previousPositions.back();
		previousPositions.pop_back();
		localTransformation=localTransformations.back();
		localTransformations.pop_back();
		bool doIt=(graphIterator->explorationID==-1);
		bool goingDown=false;
		bool closeComplexLoop=false;
		while (doIt)
		{
			if (graphIterator->explorationID==-1)
				graphIterator->explorationID=explorationID;
			explorationID++;
			C7Vector previousCT;
			if (previousPosition!=NULL)
			{
				if (previousPosition->type==IK_GRAPH_JOINT_TYPE)
					previousCT=((CIKGraphObject*)graphIterator)->cumulativeTransformation;
				else
					previousCT=((CIKGraphObject*)previousPosition)->cumulativeTransformation;
			}
			else
			{
				previousCT=baseIKGraphObject->cumulativeTransformation;
				localTransformation=previousCT;
			}

			if (graphIterator->type==IK_GRAPH_JOINT_TYPE)
			{ // Joint: we have to introduce a joint
				CIKGraphJoint* graphJoint=(CIKGraphJoint*)graphIterator;

				if (!graphJoint->disabled)
				{
					C7Vector sphTr;
					sphTr.setIdentity();
					sphTr.Q=graphJoint->sphericalTransformation;
					CIKJoint* newIKJoint;
					if (graphJoint->jointType==IK_GRAPH_SPHERICAL_JOINT_TYPE)
					{
						int dataValueBase=10*graphJoint->nodeID;
						CIKJoint* avatarParent;
						if (graphJoint->topObject==(CIKGraphObject*)previousPosition)
						{ // From tip to base
							C7Vector rel(localTransformation*rotY180);
							newIKJoint=new CIKJoint(graphJoint,rel,false,false);
							if (lastJoint==NULL)
							{
								treeHandle=newIKJoint;
								lastJoint=treeHandle;
								ikObjs.addRoot(lastJoint);
							}
							else
							{
								ikObjs.addChild(lastJoint,newIKJoint);
								lastJoint=newIKJoint;
							}
							avatarParent=ikObjs.getJointWithData(dataValueBase+3);
							if (avatarParent!=NULL) // This joint is used twice (going up and going down)
								avatarParent->addAvatar(lastJoint);
							lastJoint->data=dataValueBase+3;
						
							rel=rotX90;
							newIKJoint=new CIKJoint(graphJoint,rel,false,false);
							ikObjs.addChild(lastJoint,newIKJoint);
							lastJoint=newIKJoint;
							avatarParent=ikObjs.getJointWithData(dataValueBase+2);
							if (avatarParent!=NULL) // This joint is used twice (going up and going down)
								avatarParent->addAvatar(lastJoint);
							lastJoint->data=dataValueBase+2;	

							rel=rotY90;
							newIKJoint=new CIKJoint(graphJoint,rel,false,false);
							ikObjs.addChild(lastJoint,newIKJoint);
							lastJoint=newIKJoint;
							avatarParent=ikObjs.getJointWithData(dataValueBase+1);
							if (avatarParent!=NULL) // This joint is used twice (going up and going down)
								avatarParent->addAvatar(lastJoint);
							lastJoint->data=dataValueBase+1;
							
								rel=rotX90*rotZ90.getInverse()*sphTr.getInverse()*rotY180;
								newIKJoint=new CIKJoint(graphJoint,rel,true,false);
								lastJoint->topJoint=newIKJoint; // This is mainly needed by the joint-limitation part!
								ikObjs.addChild(lastJoint,newIKJoint);
								lastJoint=newIKJoint;
								lastJoint->active=false; // Inactive for now (we can activate it later)
								avatarParent=ikObjs.getJointWithData(dataValueBase+0);
								if (avatarParent!=NULL) // This joint is used twice (going up and going down)
									avatarParent->addAvatar(lastJoint);
								lastJoint->data=dataValueBase+0;
								localTransformation=rotY180;
						}
						else
						{ // From base to tip
							C7Vector rel(localTransformation);
							newIKJoint=new CIKJoint(graphJoint,rel,false,true);
							if (lastJoint==NULL)
							{
								treeHandle=newIKJoint;
								lastJoint=treeHandle;
								ikObjs.addRoot(lastJoint);
							}
							else
							{
								ikObjs.addChild(lastJoint,newIKJoint);
								lastJoint=newIKJoint;
							}
							lastJoint->active=false; // Inactive for now (we can activate it later)
							avatarParent=ikObjs.getJointWithData(dataValueBase+0);
							if (avatarParent!=NULL) // This joint is used twice (going up and going down)
								avatarParent->addAvatar(lastJoint);
							lastJoint->data=dataValueBase+0;

							rel=sphTr*rotY90;
							newIKJoint=new CIKJoint(graphJoint,rel,false,true);
							ikObjs.addChild(lastJoint,newIKJoint);
							lastJoint=newIKJoint;
							avatarParent=ikObjs.getJointWithData(dataValueBase+1);
							if (avatarParent!=NULL) // This joint is used twice (going up and going down)
								avatarParent->addAvatar(lastJoint);
							lastJoint->data=dataValueBase+1;
							
							rel=rotX90.getInverse();
							newIKJoint=new CIKJoint(graphJoint,rel,false,true);
							ikObjs.addChild(lastJoint,newIKJoint);
							lastJoint=newIKJoint;
							avatarParent=ikObjs.getJointWithData(dataValueBase+2);
							if (avatarParent!=NULL) // This joint is used twice (going up and going down)
								avatarParent->addAvatar(lastJoint);
							lastJoint->data=dataValueBase+2;

							rel=rotY90.getInverse()*rotZ90.getInverse();
							newIKJoint=new CIKJoint(graphJoint,rel,true,true);
							newIKJoint->topJoint=newIKJoint; // Top-joint is itself!
							ikObjs.addChild(lastJoint,newIKJoint);
							lastJoint=newIKJoint;
							avatarParent=ikObjs.getJointWithData(dataValueBase+3);
							if (avatarParent!=NULL) // This joint is used twice (going up and going down)
								avatarParent->addAvatar(lastJoint);
							lastJoint->data=dataValueBase+3;

							localTransformation.setIdentity();
						}
					}
					else
					{
						if (graphJoint->topObject==(CIKGraphObject*)previousPosition)
						{ // From tip to base
							C7Vector rel(localTransformation*rotY180);
							newIKJoint=new CIKJoint(graphJoint,rel,false,false);
							localTransformation=rotY180;
						}
						else
						{ // From base to tip
							C7Vector rel(localTransformation);
							newIKJoint=new CIKJoint(graphJoint,rel,false,false);
							localTransformation.setIdentity();
						}
						if (lastJoint==NULL)
						{
							treeHandle=newIKJoint;
							lastJoint=treeHandle;
							ikObjs.addRoot(lastJoint);
						}
						else
						{
							ikObjs.addChild(lastJoint,newIKJoint);
							lastJoint=newIKJoint;
						}
						int dataValue=10*graphJoint->nodeID+0;
						CIKJoint* avatarParent=ikObjs.getJointWithData(dataValue);
						if (avatarParent!=NULL) // This joint is used twice (going up and going down)
							avatarParent->addAvatar(lastJoint);
						lastJoint->data=dataValue;
					}
				}
				else
				{ // In case a graph-joint is disabled: 
					if (graphJoint->topObject==(CIKGraphObject*)previousPosition)
					{ // From tip to base
						localTransformation=localTransformation*graphJoint->getDownToTopTransformation().getInverse();
					}
					else
					{ // From base to tip
						localTransformation=localTransformation*graphJoint->getDownToTopTransformation();
					}
				}
			}
			else
			{
				CIKGraphObject* theObject=(CIKGraphObject*)graphIterator;
				if (theObject->objectType==IK_GRAPH_LINK_OBJECT_TYPE)
				{ // Link
					if (previousPosition!=NULL)
					{
						if (theObject->linkPartner!=previousPosition)
							localTransformation=localTransformation*previousCT.getInverse()*theObject->cumulativeTransformation;
						// If (theObject->linkPartner==previousPosition) then we don't do anything!
					}
				}
				else
				{ // Here we have a dummy we have to assign to a configuration or a passive object
					// We treat all cases first as passive objects:
					if (previousPosition!=NULL)
					{
						localTransformation=localTransformation*previousCT.getInverse()*theObject->cumulativeTransformation;
						if ( (theObject->objectType==IK_GRAPH_TIP_OBJECT_TYPE)&&(lastJoint!=NULL) )
						{ // This is a valid dummy-tip!
							CIKDummy* newIKDummy=new CIKDummy(localTransformation,theObject->targetCumulativeTransformation);
							ikObjs.addChild(lastJoint,newIKDummy);
							newIKDummy->constraints=(IK_X_CONSTRAINT|IK_Y_CONSTRAINT|IK_Z_CONSTRAINT);
							newIKDummy->dampingFactor=1.0f;
							newIKDummy->loopClosureDummy=false;
							if (graphIterator->getConnectionNumber()==1)
								break;
						}
					}
				}
			}
			int unexploredSize=graphIterator->getNumberOfUnexplored();
			if ( (unexploredSize==0)||goingDown||closeComplexLoop )
			{
				if ( (graphIterator->getConnectionNumber()==1)&&(!closeComplexLoop) )
					break; // This is a rare case where we have an endpoint without a tip-dummy mobile-part
				if (closeComplexLoop)
				{
					CIKDummy* tipDummy=new CIKDummy(localTransformation,baseIKGraphObject->cumulativeTransformation);
					ikObjs.addChild(lastJoint,tipDummy);
					break;
				}
				nextPosition=graphIterator->getExploredWithSmallestExplorationID();
				if ( (nextPosition->explorationID==0)&&(!goingDown) )
				{ // The loop can now be closed (simple loop with each joint present at most once)
					previousCT=((CIKGraphObject*)graphIterator)->cumulativeTransformation;
					localTransformation=localTransformation*previousCT.getInverse()*((CIKGraphObject*)nextPosition)->cumulativeTransformation;
					CIKDummy* tipDummy=new CIKDummy(localTransformation,baseIKGraphObject->cumulativeTransformation);
					ikObjs.addChild(lastJoint,tipDummy);
					break;
				}
				if ( (nextPosition->explorationID==0)&&goingDown )
					closeComplexLoop=true;
				goingDown=true;
			}
			else if ((graphIterator->getNeighbourWithExplorationID(0)!=NULL)&&(!goingDown)&&(previousPosition->explorationID!=0))
			{ // Here we have to close the loop too!
				// We first put unexplored paths onto the stack:
				for (int i=0;i<unexploredSize;i++)
				{ // We throw unexplored nodes onto the exploration stack:
					graphObjectsToBeExplored.push_back(graphIterator->getUnexplored(i));
					lastJoints.push_back(lastJoint);
					previousPositions.push_back(graphIterator);
					localTransformations.push_back(localTransformation);
				}
				nextPosition=graphIterator->getExploredWithSmallestExplorationID();
				previousCT=((CIKGraphObject*)previousPosition)->cumulativeTransformation;
				localTransformation=localTransformation*previousCT.getInverse()*((CIKGraphObject*)nextPosition)->cumulativeTransformation;
				CIKDummy* tipDummy=new CIKDummy(localTransformation,baseIKGraphObject->cumulativeTransformation);
				ikObjs.addChild(lastJoint,tipDummy);
				break;
			}
			else
			{
				if (previousPosition==NULL)
				{ // This is the start.	We should always explore first two links which belong together
					// or the 3 objects making up a joint!
					nextPosition=NULL;
					for (int i=0;i<unexploredSize;i++)
					{
						CIKGraphNode* nextPositionTmp=graphIterator->getUnexplored(i);
						if ( (((CIKGraphObject*)graphIterator)->linkPartner==nextPositionTmp)||
							(nextPositionTmp->type==IK_GRAPH_JOINT_TYPE) )
							nextPosition=nextPositionTmp;
						else
						{
							graphObjectsToBeExplored.push_back(graphIterator->getUnexplored(i));
							lastJoints.push_back(lastJoint);
							previousPositions.push_back(graphIterator);
							localTransformations.push_back(localTransformation);
							if (nextPosition==NULL)
								nextPosition=graphIterator->getUnexplored(i);
						}
					}
				}
				else
				{	
					nextPosition=graphIterator->getUnexplored(0);
					for (int i=1;i<unexploredSize;i++)
					{ // We throw unexplored nodes onto the exploration stack:
						graphObjectsToBeExplored.push_back(graphIterator->getUnexplored(i));
						lastJoints.push_back(lastJoint);
						previousPositions.push_back(graphIterator);
						localTransformations.push_back(localTransformation);
					}
				}
			}
			previousPosition=graphIterator;
			graphIterator=nextPosition;
		}

	}

	solveHierarchy(&ikObjs,parameters);

	for (int i=0;i<int(ikObjs.allObjects.size());i++)
	{
		CIKObject* it=ikObjs.allObjects[i];
		if (it->objectType==IK_JOINT_TYPE)
		{
			CIKJoint* theJoint=(CIKJoint*)it;
			if (theJoint->avatarParent==NULL)
			{
				if (theJoint->spherical)
				{
					if (theJoint->topSpherical)
					{
						float a0=theJoint->parameter;
						float a1=((CIKJoint*)theJoint->parent)->parameter;
						float a2=((CIKJoint*)theJoint->parent->parent)->parameter;
						float a3=((CIKJoint*)theJoint->parent->parent->parent)->parameter;
						if (theJoint->sphericalUp)
						{
							theJoint->graphJoint->sphericalTransformation=C4Vector(a3,C3Vector(0.0f,0.0f,1.0f))*theJoint->graphJoint->sphericalTransformation*C4Vector(C3Vector(a2,a1,a0));
						}
						else
						{
							theJoint->graphJoint->sphericalTransformation=C4Vector(a0,C3Vector(0.0f,0.0f,1.0f))*theJoint->graphJoint->sphericalTransformation*C4Vector(C3Vector(a1,a2,a3));
						}
					}
				}
				else
					theJoint->graphJoint->parameter=theJoint->parameter;
			}
		}
	}
	graphContainer.actualizeAllTransformations();
	graphContainer.putElementsInPlace();
	return(true);
}