Inverse Kinematics Completed

This commit is contained in:
That-One-Nerd 2025-02-25 12:36:13 -05:00
parent 900e28c313
commit cf6c61be32
10 changed files with 393 additions and 2 deletions

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@ -114,6 +114,7 @@ public partial class Form1 : Form
private void OnTick(object? sender, EventArgs e)
{
elapsedTime += RefreshTimer.Interval * 1e-3;
//temp += MathE.Sin(elapsedTime * 8) * 0.9;
if (Mesh is not null)
{
DateTime start = DateTime.Now;

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@ -20,7 +20,7 @@ public static class Program
Application.SetCompatibleTextRenderingDefault(false);
Application.SetHighDpiMode(HighDpiMode.PerMonitorV2);
string path = "cube.obj";
string path = "monkey.obj";
FileStream fs = new(path, FileMode.Open);
Mesh obj = Mesh.FromObj(fs);
fs.Close();

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@ -0,0 +1,22 @@

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@ -0,0 +1,45 @@
namespace InverseKinematics
{
partial class Form1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
SuspendLayout();
//
// Form1
//
AutoScaleDimensions = new SizeF(13F, 32F);
AutoScaleMode = AutoScaleMode.Font;
ClientSize = new Size(1134, 720);
Name = "Form1";
Text = "Form1";
ResumeLayout(false);
}
#endregion
}
}

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@ -0,0 +1,155 @@
using Nerd_STF.Mathematics;
using System.Drawing.Drawing2D;
namespace InverseKinematics;
public partial class Form1 : Form
{
public Float2 DesiredPoint { get; set; }
public Float2[] Points { get; set; }
public Float2 ZoomLevel { get; set; } = (3, 3);
public Float2 ScreenCenter { get; set; } = (0, 0);
public Form1()
{
InitializeComponent();
Points = new Float2[5];
for (int i = 0; i < Points.Length; i++)
{
Points[i] = (0, i);
}
SetStyle(ControlStyles.UserPaint, true);
SetStyle(ControlStyles.AllPaintingInWmPaint, true);
SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
}
public Int2 ToScreenSpace(Float2 worldPoint)
{
float dpi = DeviceDpi;
worldPoint.y = -worldPoint.y;
worldPoint.x -= ScreenCenter.x;
worldPoint.y -= ScreenCenter.y;
worldPoint.x *= dpi / ZoomLevel.x;
worldPoint.y *= dpi / ZoomLevel.y;
worldPoint.x += ClientRectangle.Width * 0.5;
worldPoint.y += ClientRectangle.Height * 0.5;
return new((int)worldPoint.x, (int)worldPoint.y);
}
public Float2 FromScreenSpace(Int2 screenPoint)
{
Float2 result = (screenPoint.x, screenPoint.y);
result.x -= ClientRectangle.Width / 2.0;
result.y -= ClientRectangle.Height / 2.0;
float dpi = DeviceDpi;
result.x /= dpi / ZoomLevel.x;
result.y /= dpi / ZoomLevel.y;
result.x += ScreenCenter.x;
result.y += ScreenCenter.y;
result.y = -result.y;
return result;
}
protected override void OnMouseMove(MouseEventArgs e)
{
DesiredPoint = FromScreenSpace(e.Location);
Invalidate();
}
protected override void OnPaint(PaintEventArgs e)
{
RunFabrik();
Graphics g = e.Graphics;
g.SmoothingMode = SmoothingMode.HighQuality;
float scaleFactor = g.DpiX / 96.0f;
SolidBrush brush = new(Color.Black);
Pen pen = new(Color.Black, scaleFactor);
Float2 radius = (2, 2);
Int2 prevPointPix = (0, 0);
for (int i = 0; i < Points.Length; i++)
{
Int2 pointPix = ToScreenSpace(Points[i]);
g.FillEllipse(brush, new RectangleF(pointPix - radius * scaleFactor, radius * scaleFactor * 2));
if (i > 0)
{
g.DrawLine(pen, prevPointPix, pointPix);
}
prevPointPix = pointPix;
}
Int2 desiredPix = ToScreenSpace(DesiredPoint);
radius = (5, 5);
brush.Color = Color.Red;
g.FillEllipse(brush, new RectangleF(desiredPix - radius * scaleFactor, radius * scaleFactor * 2));
}
private void RunFabrik()
{
// Initial setup.
for (int i = 0; i < Points.Length; i++)
{
// Reset points to 90 degrees away from goal.
// This produces a "nice" rotation no matter where
// you are.
Float2 dir = (-DesiredPoint.y, DesiredPoint.x);
dir.Normalize();
Points[i] = dir * i;
}
RunFabrik(true, 16);
}
// True = forwards, false = backwards.
private void RunFabrik(bool direction, int maxIters)
{
if (maxIters <= 0) return;
const double maxLength = 1;
if (direction)
{
Points[^1] = DesiredPoint;
for (int i = Points.Length - 2; i >= 0; i--)
{
Float2 thisPoint = Points[i],
connected = Points[i + 1],
diff = connected - thisPoint;
double step = maxLength - diff.Magnitude;
Float2 dir = diff.Normalized;
Points[i] = thisPoint - dir * step;
}
}
else
{
Points[0] = (0, 0);
for (int i = 1; i < Points.Length; i++)
{
Float2 thisPoint = Points[i],
connected = Points[i - 1],
diff = connected - thisPoint;
double step = maxLength - diff.Magnitude;
Float2 dir = diff.Normalized;
Points[i] = thisPoint - dir * step;
}
}
RunFabrik(!direction, maxIters - 1);
}
}

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@ -0,0 +1,120 @@
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@ -0,0 +1,15 @@
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@ -0,0 +1,8 @@
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@ -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());
}
}

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@ -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.
- All calculations are my own, from sin and cosine to matrix multiplication.
- 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.