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func.cpp
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153 lines (146 loc) · 3.34 KB
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#include "func.h"
void __matrixMultiXYZ(FLOAT *rs,const FLOAT *a,const FLOAT *b,const int X,const int Y,const int Z)
{
FLOAT *tmp = new FLOAT[X*Z];
for(int i = 0;i < X*Z;i++)
{
tmp[i] = 0.0f;
}
for(int i = 0;i < X;i++)
{
for(int j = 0;j < Z;j++)
{
for(int k = 0;k < Y;k++)
{
tmp[i*Z + j] += a[i*Y+k]*b[k*Z+j];
}
}
}
memcpy(rs,tmp,sizeof(FLOAT)*X*Z);
delete [] tmp; tmp = 0;
}
void Pitch(CVector3f tarVec,CVector3f curVec,FLOAT &pitch)//x
{
tarVec.x = 0;
tarVec.normalize();
curVec.x =0;
curVec.normalize();
if( (curVec.y == 0 && curVec.z == 0)
|| (tarVec.y == 0 && tarVec.z == 0))//if curVec or tarVec is zero-vector
{
pitch = 0;return;
}
FLOAT dot = dotpdut(tarVec,curVec);
if (dot < 0.9999 && dot > -0.9999)
{
CVector3f axis = cropdut(curVec,tarVec);
if(axis.x > 0)
{
pitch = acos(dot) * H3DMath::M_RAD2DEG;
}
else
{
pitch = -acos(dot) * H3DMath::M_RAD2DEG;
}
}
else
{
pitch = 0;
}
}
void Yaw(CVector3f tarVec,CVector3f curVec,FLOAT &yaw)//y
{
tarVec.y = 0;
tarVec.normalize();
curVec.y =0;
curVec.normalize();
if((curVec.x == 0 && curVec.z == 0)
|| (tarVec.x == 0 && tarVec.z == 0))
{
yaw = 0;return;
}
FLOAT dot = dotpdut(tarVec,curVec);
if (dot < 0.9999 && dot > -0.9999)
{
CVector3f axis = cropdut(tarVec,curVec);
if(axis.y > 0)
{
yaw = acos(dot) * H3DMath::M_RAD2DEG;
}
else
{
yaw = -acos(dot) * H3DMath::M_RAD2DEG;
}
}
else
{
yaw = 0;
}
}
void Roll(CVector3f tarVec,CVector3f curVec,FLOAT &roll)//z
{
tarVec.z = 0;
tarVec.normalize();
curVec.z =0;
curVec.normalize();
if((curVec.x == 0 && curVec.y == 0)
|| (tarVec.x == 0 && tarVec.y == 0))
{
roll = 0;return;
}
FLOAT dot = dotpdut(tarVec,curVec);
if (dot < 0.9999 && dot > -0.9999)
{
CVector3f axis = cropdut(tarVec,curVec);
if(axis.z > 0)
{
roll = acos(dot) * H3DMath::M_RAD2DEG;
}
else
{
roll = -acos(dot) * H3DMath::M_RAD2DEG;
}
}
else
{
roll = 0;
}
}
CQuaternion CCD(CVector3f root,CVector3f curEnd,CVector3f desireEnd)
{
//Local Variables
FLOAT cosAngle,turnAngle;
CVector3f curVector,targetVector;
CQuaternion quat(0,0,0,1);
FLOAT IK_POS_THRESH = 0.0000029403;
// SEE IF I AM ALREADY CLOSE ENOUGH
if (euclideanDist(curEnd, desireEnd) > IK_POS_THRESH){
// CREATE THE VECTOR TO THE CURRENT EFFECTOR POS
curVector = curEnd - root;
// CREATE THE DESIRED EFFECTOR POSITION VECTOR
targetVector= desireEnd - root;
// NORMALIZE THE VECTORS (EXPENSIVE, REQUIRES A SQRT)
curVector.normalize();
targetVector.normalize();
// THE DOT PRODUCT GIVES ME THE COSINE OF THE DESIRED ANGLE
cosAngle = dotpdut(targetVector,curVector);
assert(! (fabs(cosAngle)-0.0000001 > 1));//fabscosAngle = [0,1]
// IF THE DOT PRODUCT RETURNS 1.0, I DON'T NEED TO ROTATE AS IT IS 0 DEGREES
if(cosAngle < 0.99999999999)
{
// USE THE CROSS PRODUCT TO CHECK WHICH WAY TO ROTATE
CVector3f crossResult = cropdut(curVector,targetVector);
crossResult.normalize(); //normalize the vector
turnAngle = acos((FLOAT)cosAngle); // GET THE ANGLE
//calculate quaternion
CQuaternion quat(\
crossResult.x*sin(turnAngle/2),\
crossResult.y*sin(turnAngle/2),\
crossResult.z*sin(turnAngle/2),\
cos(turnAngle/2));
quat.normalize();
return quat;
}
}
return quat;
}