Rewrite how joints are stored
- Use array to store joints as it is easier to managemaster
parent
95376cffab
commit
2a0bc4764b
111
joints.c
111
joints.c
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@ -2,14 +2,15 @@
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#include "raymath.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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Body* init_body(unsigned int N, int total_length, float root_x, float root_y){
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Body *body = (Body *)malloc(sizeof(Body));
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body->N = N;
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body->total_length = 0;
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body->links_lengths = (float *)calloc(N - 1, sizeof(float));
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float link_len = total_length * 1.0f / ((N - 1)*1.0f);
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body->links_lengths = (float *)calloc(N - 1, sizeof(float));
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body->total_length = link_len * (N - 1);
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body->current_length = link_len * (N - 1);
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body->target = (Vector2){root_x, body->total_length};
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@ -17,28 +18,17 @@ Body* init_body(unsigned int N, int total_length, float root_x, float root_y){
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body->angle_limit = PI/6;
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body->root_pos = (Vector2){root_x, root_y};
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body->root = (Joint *)malloc(sizeof(Joint));
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body->root->pos = (Vector2){root_x, root_y};
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body->root->parent = NULL;
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Joint* prev_joint = body->root;
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body->joints = (Joint *)calloc(N, sizeof(Joint));
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body->joints[0].pos = body->root_pos;
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for (int i = 1; i<N;++i){
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body->links_lengths[i-1] = link_len;
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Joint* new_joint = (Joint *)malloc(sizeof(Joint));
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new_joint->pos = (Vector2){root_x, root_y - link_len * i};
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new_joint->parent = prev_joint;
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new_joint->child = NULL;
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prev_joint->child = new_joint;
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prev_joint = new_joint;
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if (i == N-1){
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body->end = new_joint;
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}
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body->joints[i].pos = (Vector2){root_x, root_y - link_len * i};
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}
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#ifdef DEBUG
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Joint* current_joint = body->root;
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for (Joint* jt = body->root;jt != NULL; jt = jt->child){
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printf("x %.2f, y %.2f\n", jt->pos.x, jt->pos.y);
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for (int i = 0; i<N;++i){
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printf("x %.2f, y %.2f\n", body->joints[i].pos.x, body->joints[i].pos.y);
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}
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#endif
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return body;
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@ -46,9 +36,8 @@ Body* init_body(unsigned int N, int total_length, float root_x, float root_y){
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void set_body_root(Body* body, Vector2 new_pos){
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Vector2 offset = Vector2Subtract(new_pos, body->root_pos);
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set_body_target(body, Vector2Add(body->final_target, offset));
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body->root_pos = new_pos;
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set_body_target(body, Vector2Add(body->final_target, offset));
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}
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void set_body_target(Body* body, Vector2 new_target){
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@ -90,12 +79,10 @@ void update_body(Body *body){
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body->target = Vector2Lerp(body->target, body->final_target, 0.2);
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// Check distance
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float dist = Vector2Distance(body->root->pos, body->target);
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unsigned int i = 0;
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float dist = Vector2Distance(body->joints[0].pos, body->target);
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if (dist >= body->total_length){
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for (Joint *jt=body->root->child;jt != NULL; jt= jt->child){
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jt->pos = _get_new_pos(body->target, jt->parent->pos, body->links_lengths[i]);
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++i;
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for(unsigned int i = 1; i< body->N; ++i){
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body->joints[i].pos = _get_new_pos(body->target, body->joints[i-1].pos, body->links_lengths[i]);
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}
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return;
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}
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@ -103,61 +90,59 @@ void update_body(Body *body){
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double error = 1;
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Vector2 prev_pos;
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while (error > 1e-2){
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prev_pos = body->end->pos;
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prev_pos = body->joints[body->N-1].pos;
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// Backward Pass
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body->end->pos = body->target;
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i = body->N - 2;
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for (Joint *jt = body->end->parent; jt != NULL; jt = jt->parent){
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body->joints[body->N-1].pos = body->target;
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body->joints[body->N-2].pos = _get_new_pos(
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body->joints[body->N-2].pos,
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body->joints[body->N-1].pos,
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body->links_lengths[body->N-2]
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);
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for(int i = body->N - 3; i >= 0; --i){
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// Do regular calc for the one after the end
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if (jt->child->child == NULL){
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jt->pos = _get_new_pos(jt->pos, jt->child->pos, body->links_lengths[i]);
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}
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else {
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jt->pos = _limit_new_pos(jt->child->child->pos, jt->child->pos, jt->pos, body->links_lengths[i], body->angle_limit);
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}
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--i;
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body->joints[i].pos = _limit_new_pos(
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body->joints[i+2].pos,
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body->joints[i+1].pos,
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body->joints[i].pos,
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body->links_lengths[i],
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body->angle_limit
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);
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}
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// Forward Pass
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body->root->pos.x = body->root_pos.x;
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body->root->pos.y = body->root_pos.y;
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i = 0;
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for (Joint *jt = body->root->child; jt != NULL; jt = jt->child){
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if (jt->parent->parent == NULL){
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jt->pos = _get_new_pos(jt->pos, jt->parent->pos, body->links_lengths[i]);
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}
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else {
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jt->pos = _limit_new_pos(jt->parent->parent->pos, jt->parent->pos, jt->pos, body->links_lengths[i], body->angle_limit);
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}
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++i;
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body->joints[0].pos = body->root_pos;
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body->joints[1].pos = _get_new_pos(
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body->joints[1].pos,
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body->joints[0].pos,
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body->links_lengths[1]
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);
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for(int i = 2; i < body->N; ++i){
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body->joints[i].pos = _limit_new_pos(
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body->joints[i-2].pos,
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body->joints[i-1].pos,
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body->joints[i].pos,
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body->links_lengths[i-1],
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body->angle_limit
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);
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}
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error = Vector2Distance(prev_pos, body->end->pos);
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error = Vector2Distance(prev_pos, body->joints[body->N-1].pos);
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}
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}
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void draw_body(Body* body){
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for (Joint* jt = body->root; jt != NULL; jt = jt->child){
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if (jt->child != NULL)
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DrawLineV(jt->pos, jt->child->pos, BLACK);
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if (jt == body->root)
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DrawCircleV(jt->pos, 5, BLACK);
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DrawCircleV(body->joints[0].pos, 5, BLACK);
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DrawLineV(body->joints[0].pos, body->joints[1].pos, BLACK);
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for(int i = 1; i < body->N-1; ++i){
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DrawLineV(body->joints[i].pos, body->joints[i+1].pos, BLACK);
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#ifdef DEBUG
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else
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DrawCircleV(jt->pos, 5, BLUE);
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DrawCircleV(body->joints[i].pos, 5, BLUE);
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#endif
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}
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DrawCircleV(body->target, 3, RED);
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}
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void free_body(Body *body){
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Joint* current_joint = body->root;
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Joint* next_joint = body->root;
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while (current_joint != NULL){
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current_joint->parent = NULL;
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next_joint = current_joint->child;
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current_joint->child = NULL;
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free(current_joint);
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current_joint = next_joint;
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}
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free(body->joints);
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free(body->links_lengths);
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}
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