Implement varying length body
- Change init input to take link length - Add function to recompute link lengths - Fix potential division-by-zero error due to integer math - Add keys to change lengthmaster
parent
d9646390d5
commit
4ee7208651
29
joints.c
29
joints.c
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@ -4,15 +4,15 @@
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#include <stdio.h>
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#include <stdio.h>
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#include <string.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* init_body(int N, float link_length, float root_x, float root_y){
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Body *body = (Body *)malloc(sizeof(Body));
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Body *body = (Body *)malloc(sizeof(Body));
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body->N = N;
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body->N = N;
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body->total_length = 0;
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body->total_length = 0;
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float link_len = total_length * 1.0f / ((N - 1)*1.0f);
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body->link_length = link_length;
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body->links_lengths = (float *)calloc(N - 1, sizeof(float));
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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->total_length = link_length * (N - 1);
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body->current_length = link_len * (N - 1);
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body->current_length = link_length * (N - 1);
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body->target = (Vector2){root_x, body->total_length};
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body->target = (Vector2){root_x, body->total_length};
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body->final_target = (Vector2){root_x, body->total_length};
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body->final_target = (Vector2){root_x, body->total_length};
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body->angle_limit = PI/6;
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body->angle_limit = PI/6;
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@ -22,8 +22,8 @@ Body* init_body(unsigned int N, int total_length, float root_x, float root_y){
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body->joints = (Joint *)calloc(N, sizeof(Joint));
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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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body->joints[0].pos = body->root_pos;
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for (int i = 1; i<N;++i){
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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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body->links_lengths[i-1] = link_length;
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body->joints[i].pos = (Vector2){root_x, root_y - link_len * i};
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body->joints[i].pos = (Vector2){root_x, root_y - link_length * i};
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}
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}
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#ifdef DEBUG
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#ifdef DEBUG
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@ -45,11 +45,26 @@ void set_body_target(Body* body, Vector2 new_target){
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}
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}
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void set_current_length(Body* body, float new_length){
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void set_current_length(Body* body, float new_length){
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body->current_length = Clamp(new_length, 0, body->total_length);
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body->N = (int)(body->current_length / body->link_length);
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for (int i=0; i< body->N; ++i)
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body->links_lengths[i] = body->link_length;
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float remainder = body->current_length - body->N * body->link_length;
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if (remainder >= 1) {
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body->links_lengths[body->N] = remainder;
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body->N += 1;
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}
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body->N += 1;
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}
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}
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Vector2 _get_new_pos(Vector2 p1, Vector2 p2, float length){
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Vector2 _get_new_pos(Vector2 p1, Vector2 p2, float length){
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float dist = Vector2Distance(p1, p2);
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float dist = Vector2Distance(p1, p2);
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// Ensure it's not zero. Due to integer math, this is possible
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// Just set it to 1 and let it settle
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dist = (dist == 0) ? 1 : dist;
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float lambda = length / dist;
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float lambda = length / dist;
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return Vector2Add(
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return Vector2Add(
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Vector2Scale(p2,1-lambda),
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Vector2Scale(p2,1-lambda),
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@ -80,7 +95,7 @@ void update_body(Body *body){
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// Check distance
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// Check distance
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float dist = Vector2Distance(body->joints[0].pos, body->target);
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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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if (dist >= body->current_length){
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for(int i = 0; i< body->N-1; ++i){
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for(int i = 0; i< body->N-1; ++i){
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body->joints[i+1].pos = _get_new_pos(
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body->joints[i+1].pos = _get_new_pos(
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body->target,
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body->target,
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11
joints.h
11
joints.h
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@ -6,21 +6,22 @@ typedef struct _Joint {
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typedef struct _Body {
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typedef struct _Body {
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Vector2 final_target;
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Vector2 final_target;
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int N;
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float total_length;
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float angle_limit;
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Vector2 target;
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Vector2 target;
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Vector2 root_pos;
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Vector2 root_pos;
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unsigned int N;
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float link_length;
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float* links_lengths;
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float* links_lengths;
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float total_length;
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float current_length;
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float current_length;
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float angle_limit;
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Joint* joints;
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Joint* joints;
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} Body;
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} Body;
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Body* init_body(unsigned int N, int total_length, float root_x, float root_y);
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Body* init_body(int N, float link_length, float root_x, float root_y);
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void set_body_root(Body* body, Vector2 new_pos);
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void set_body_root(Body* body, Vector2 new_pos);
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void set_body_target(Body* body, Vector2 new_target);
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void set_body_target(Body* body, Vector2 new_target);
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void set_link_length(Body* body, unsigned int idx, double length);
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void set_current_length(Body* body, float new_length);
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void update_body(Body* body);
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void update_body(Body* body);
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void draw_body(Body* body);
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void draw_body(Body* body);
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void free_body(Body* body);
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void free_body(Body* body);
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6
main.c
6
main.c
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@ -8,10 +8,14 @@ int main(int argc, char** argv) {
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InitWindow(scrnWidth, scrnHeight, "FABRIK");
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InitWindow(scrnWidth, scrnHeight, "FABRIK");
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SetTargetFPS(30);
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SetTargetFPS(30);
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Body* body = init_body(15, 300, 400, 500);
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Body* body = init_body(15, 20, 400, 500);
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bool follow_mode = false;
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bool follow_mode = false;
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while(!WindowShouldClose()){
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while(!WindowShouldClose()){
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if (IsKeyReleased(KEY_O))
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set_current_length(body, body->current_length - 10);
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if (IsKeyReleased(KEY_P))
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set_current_length(body, body->current_length + 10);
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if (IsKeyReleased(KEY_F))
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if (IsKeyReleased(KEY_F))
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follow_mode = !follow_mode;
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follow_mode = !follow_mode;
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