Inverse Kinematics Completed
This commit is contained in:
parent
900e28c313
commit
cf6c61be32
@ -114,6 +114,7 @@ public partial class Form1 : Form
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private void OnTick(object? sender, EventArgs e)
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private void OnTick(object? sender, EventArgs e)
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{
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{
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elapsedTime += RefreshTimer.Interval * 1e-3;
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elapsedTime += RefreshTimer.Interval * 1e-3;
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//temp += MathE.Sin(elapsedTime * 8) * 0.9;
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if (Mesh is not null)
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if (Mesh is not null)
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{
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{
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DateTime start = DateTime.Now;
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DateTime start = DateTime.Now;
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@ -20,7 +20,7 @@ public static class Program
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Application.SetCompatibleTextRenderingDefault(false);
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Application.SetCompatibleTextRenderingDefault(false);
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Application.SetHighDpiMode(HighDpiMode.PerMonitorV2);
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Application.SetHighDpiMode(HighDpiMode.PerMonitorV2);
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string path = "cube.obj";
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string path = "monkey.obj";
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FileStream fs = new(path, FileMode.Open);
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FileStream fs = new(path, FileMode.Open);
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Mesh obj = Mesh.FromObj(fs);
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Mesh obj = Mesh.FromObj(fs);
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fs.Close();
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fs.Close();
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22
InverseKinematics/InverseKinematics.sln
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22
InverseKinematics/InverseKinematics.sln
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@ -0,0 +1,22 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.12.35506.116 d17.12
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "InverseKinematics", "InverseKinematics\InverseKinematics.csproj", "{74875265-97D7-42EA-A2F2-23D2A890FD85}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{74875265-97D7-42EA-A2F2-23D2A890FD85}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{74875265-97D7-42EA-A2F2-23D2A890FD85}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{74875265-97D7-42EA-A2F2-23D2A890FD85}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{74875265-97D7-42EA-A2F2-23D2A890FD85}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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45
InverseKinematics/InverseKinematics/Form1.Designer.cs
generated
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45
InverseKinematics/InverseKinematics/Form1.Designer.cs
generated
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@ -0,0 +1,45 @@
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namespace InverseKinematics
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{
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partial class Form1
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Windows Form Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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SuspendLayout();
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//
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// Form1
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//
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AutoScaleDimensions = new SizeF(13F, 32F);
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AutoScaleMode = AutoScaleMode.Font;
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ClientSize = new Size(1134, 720);
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Name = "Form1";
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Text = "Form1";
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ResumeLayout(false);
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}
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#endregion
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}
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}
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155
InverseKinematics/InverseKinematics/Form1.cs
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155
InverseKinematics/InverseKinematics/Form1.cs
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@ -0,0 +1,155 @@
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using Nerd_STF.Mathematics;
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using System.Drawing.Drawing2D;
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namespace InverseKinematics;
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public partial class Form1 : Form
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{
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public Float2 DesiredPoint { get; set; }
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public Float2[] Points { get; set; }
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public Float2 ZoomLevel { get; set; } = (3, 3);
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public Float2 ScreenCenter { get; set; } = (0, 0);
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public Form1()
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{
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InitializeComponent();
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Points = new Float2[5];
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for (int i = 0; i < Points.Length; i++)
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{
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Points[i] = (0, i);
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}
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SetStyle(ControlStyles.UserPaint, true);
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SetStyle(ControlStyles.AllPaintingInWmPaint, true);
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SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
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}
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public Int2 ToScreenSpace(Float2 worldPoint)
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{
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float dpi = DeviceDpi;
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worldPoint.y = -worldPoint.y;
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worldPoint.x -= ScreenCenter.x;
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worldPoint.y -= ScreenCenter.y;
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worldPoint.x *= dpi / ZoomLevel.x;
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worldPoint.y *= dpi / ZoomLevel.y;
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worldPoint.x += ClientRectangle.Width * 0.5;
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worldPoint.y += ClientRectangle.Height * 0.5;
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return new((int)worldPoint.x, (int)worldPoint.y);
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}
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public Float2 FromScreenSpace(Int2 screenPoint)
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{
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Float2 result = (screenPoint.x, screenPoint.y);
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result.x -= ClientRectangle.Width / 2.0;
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result.y -= ClientRectangle.Height / 2.0;
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float dpi = DeviceDpi;
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result.x /= dpi / ZoomLevel.x;
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result.y /= dpi / ZoomLevel.y;
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result.x += ScreenCenter.x;
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result.y += ScreenCenter.y;
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result.y = -result.y;
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return result;
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}
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protected override void OnMouseMove(MouseEventArgs e)
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{
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DesiredPoint = FromScreenSpace(e.Location);
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Invalidate();
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}
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protected override void OnPaint(PaintEventArgs e)
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{
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RunFabrik();
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Graphics g = e.Graphics;
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g.SmoothingMode = SmoothingMode.HighQuality;
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float scaleFactor = g.DpiX / 96.0f;
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SolidBrush brush = new(Color.Black);
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Pen pen = new(Color.Black, scaleFactor);
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Float2 radius = (2, 2);
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Int2 prevPointPix = (0, 0);
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for (int i = 0; i < Points.Length; i++)
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{
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Int2 pointPix = ToScreenSpace(Points[i]);
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g.FillEllipse(brush, new RectangleF(pointPix - radius * scaleFactor, radius * scaleFactor * 2));
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if (i > 0)
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{
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g.DrawLine(pen, prevPointPix, pointPix);
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}
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prevPointPix = pointPix;
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}
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Int2 desiredPix = ToScreenSpace(DesiredPoint);
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radius = (5, 5);
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brush.Color = Color.Red;
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g.FillEllipse(brush, new RectangleF(desiredPix - radius * scaleFactor, radius * scaleFactor * 2));
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}
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private void RunFabrik()
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{
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// Initial setup.
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for (int i = 0; i < Points.Length; i++)
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{
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// Reset points to 90 degrees away from goal.
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// This produces a "nice" rotation no matter where
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// you are.
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Float2 dir = (-DesiredPoint.y, DesiredPoint.x);
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dir.Normalize();
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Points[i] = dir * i;
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}
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RunFabrik(true, 16);
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}
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// True = forwards, false = backwards.
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private void RunFabrik(bool direction, int maxIters)
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{
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if (maxIters <= 0) return;
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const double maxLength = 1;
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if (direction)
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{
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Points[^1] = DesiredPoint;
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for (int i = Points.Length - 2; i >= 0; i--)
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{
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Float2 thisPoint = Points[i],
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connected = Points[i + 1],
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diff = connected - thisPoint;
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double step = maxLength - diff.Magnitude;
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Float2 dir = diff.Normalized;
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Points[i] = thisPoint - dir * step;
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}
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}
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else
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{
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Points[0] = (0, 0);
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for (int i = 1; i < Points.Length; i++)
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{
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Float2 thisPoint = Points[i],
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connected = Points[i - 1],
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diff = connected - thisPoint;
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double step = maxLength - diff.Magnitude;
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Float2 dir = diff.Normalized;
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Points[i] = thisPoint - dir * step;
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}
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}
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RunFabrik(!direction, maxIters - 1);
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}
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}
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120
InverseKinematics/InverseKinematics/Form1.resx
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120
InverseKinematics/InverseKinematics/Form1.resx
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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|
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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|
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The mimetype is used for serialized objects, and tells the
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|
ResXResourceReader how to depersist the object. This is currently not
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|
extensible. For a given mimetype the value must be set accordingly:
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|
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|
Note - application/x-microsoft.net.object.binary.base64 is the format
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|
that the ResXResourceWriter will generate, however the reader can
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|
read any of the formats listed below.
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|
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mimetype: application/x-microsoft.net.object.binary.base64
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|
value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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|
: and then encoded with base64 encoding.
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|
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mimetype: application/x-microsoft.net.object.soap.base64
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|
value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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|
: and then encoded with base64 encoding.
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||||||
|
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mimetype: application/x-microsoft.net.object.bytearray.base64
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|
value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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|
: and then encoded with base64 encoding.
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||||||
|
-->
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|
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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|
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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||||||
|
<xsd:element name="root" msdata:IsDataSet="true">
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|
<xsd:complexType>
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||||||
|
<xsd:choice maxOccurs="unbounded">
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|
<xsd:element name="metadata">
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||||||
|
<xsd:complexType>
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||||||
|
<xsd:sequence>
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||||||
|
<xsd:element name="value" type="xsd:string" minOccurs="0" />
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||||||
|
</xsd:sequence>
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|
<xsd:attribute name="name" use="required" type="xsd:string" />
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|
<xsd:attribute name="type" type="xsd:string" />
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|
<xsd:attribute name="mimetype" type="xsd:string" />
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|
<xsd:attribute ref="xml:space" />
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|
</xsd:complexType>
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|
</xsd:element>
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||||||
|
<xsd:element name="assembly">
|
||||||
|
<xsd:complexType>
|
||||||
|
<xsd:attribute name="alias" type="xsd:string" />
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||||||
|
<xsd:attribute name="name" type="xsd:string" />
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|
</xsd:complexType>
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||||||
|
</xsd:element>
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||||||
|
<xsd:element name="data">
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||||||
|
<xsd:complexType>
|
||||||
|
<xsd:sequence>
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||||||
|
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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||||||
|
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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||||||
|
</xsd:sequence>
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||||||
|
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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||||||
|
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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|
</xsd:element>
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|
<xsd:element name="resheader">
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||||||
|
<xsd:complexType>
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|
<xsd:sequence>
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||||||
|
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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||||||
|
</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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|
</xsd:element>
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||||||
|
</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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||||||
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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|
</resheader>
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<resheader name="writer">
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||||||
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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|
</resheader>
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</root>
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||||||
15
InverseKinematics/InverseKinematics/InverseKinematics.csproj
Normal file
15
InverseKinematics/InverseKinematics/InverseKinematics.csproj
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
|
<PropertyGroup>
|
||||||
|
<OutputType>WinExe</OutputType>
|
||||||
|
<TargetFramework>net8.0-windows</TargetFramework>
|
||||||
|
<Nullable>enable</Nullable>
|
||||||
|
<UseWindowsForms>true</UseWindowsForms>
|
||||||
|
<ImplicitUsings>enable</ImplicitUsings>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<ItemGroup>
|
||||||
|
<PackageReference Include="Nerd_STF" Version="3.0.0-beta3" />
|
||||||
|
</ItemGroup>
|
||||||
|
|
||||||
|
</Project>
|
||||||
@ -0,0 +1,8 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<ItemGroup>
|
||||||
|
<Compile Update="Form1.cs">
|
||||||
|
<SubType>Form</SubType>
|
||||||
|
</Compile>
|
||||||
|
</ItemGroup>
|
||||||
|
</Project>
|
||||||
20
InverseKinematics/InverseKinematics/Program.cs
Normal file
20
InverseKinematics/InverseKinematics/Program.cs
Normal file
@ -0,0 +1,20 @@
|
|||||||
|
/**********722871**********
|
||||||
|
* Date: 2/25/2025
|
||||||
|
* Programmer: Kyle Gilbert
|
||||||
|
* Program Name: InverseKinematics
|
||||||
|
* Program Description: Calculates a series of joints with inverse kinematics.
|
||||||
|
**************************/
|
||||||
|
|
||||||
|
namespace InverseKinematics;
|
||||||
|
|
||||||
|
internal static class Program
|
||||||
|
{
|
||||||
|
[STAThread]
|
||||||
|
public static void Main()
|
||||||
|
{
|
||||||
|
Application.EnableVisualStyles();
|
||||||
|
Application.SetCompatibleTextRenderingDefault(false);
|
||||||
|
Application.SetHighDpiMode(HighDpiMode.SystemAware);
|
||||||
|
Application.Run(new Form1());
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -50,3 +50,8 @@ I have about 1-2 weeks for each project. Check the Git commits for specific date
|
|||||||
- Not super optimized, but I've made a few tweaks to speed it up.
|
- Not super optimized, but I've made a few tweaks to speed it up.
|
||||||
- All calculations are my own, from sin and cosine to matrix multiplication.
|
- All calculations are my own, from sin and cosine to matrix multiplication.
|
||||||
- Math code comes from a library I wrote, Nerd_STF.
|
- Math code comes from a library I wrote, Nerd_STF.
|
||||||
|
- InverseKinematics/
|
||||||
|
- A program that calculates inverse kinematics for a series of joints.
|
||||||
|
- Took me less than an hour to write. Faster than I expected.
|
||||||
|
- Handles hundreds of nodes with very little optimization.
|
||||||
|
- Might improve in the future to work around obstacles.
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user