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@mortennobel
Created March 20, 2018 10:05
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BussIK using SimpleRenderEngine
// Naive port of https://github.com/CreativeInquiry/ofxBussIK
#include <iostream>
#include "sre/Texture.hpp"
#include "sre/Renderer.hpp"
#include "sre/Material.hpp"
#include "LinearR3.h"
#include "Tree.h"
#include "Jacobian.h"
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <sre/SDLRenderer.hpp>
#include <sre/impl/GL.hpp>
#include <sre/Inspector.hpp>
#include <glm/ext.hpp>
using namespace sre;
#define MAX_NUM_NODE 1000
#define MAX_NUM_THETA 1000
#define MAX_NUM_EFFECT 100
#define RADIAN(X) ((X)*RadiansToDegrees)
enum Method {
IK_JACOB_TRANS=0,
IK_PURE_PSEUDO,
IK_DLS,
IK_SDLS ,
IK_DLS_SVD
};
// Make slowdown factor larger to make the simulation take larger, less frequent steps
// Make the constant factor in Tstep larger to make time pass more quickly
//const int SlowdownFactor = 40;
const int SlowdownFactor = 0; // Make higher to take larger steps less frequently
const int SleepsPerStep=SlowdownFactor;
int SleepCounter=0;
//const double Tstep = 0.0005*(double)SlowdownFactor; // Time step
int AxesList; /* list to hold the axes */
int AxesOn; /* ON or OFF */
float Scale, Scale2; /* scaling factors */
int JointLimitsOn;
int RestPositionOn;
int UseJacobianTargets1;
int numIteration = 1;
double error = 0.0;
double errorDLS = 0.0;
double errorSDLS = 0.0;
double sumError = 0.0;
double sumErrorDLS = 0.0;
double sumErrorSDLS = 0.0;
#ifdef _DYNAMIC
bool initMaxDist = true;
extern double Excess[];
extern double dsnorm[];
#endif
class BussIKApp{
public:
BussIKApp(){
r.setWindowSize(glm::ivec2(1024,768));
r.init();
mesh = Mesh::create()
.withSphere()
.build();
worldLights.addLight(Light::create()
.withDirectionalLight(glm::normalize(glm::vec3(1,1,1)))
.build());
mat1 = Shader::getStandardBlinnPhong()->createMaterial();
mat1->setColor({1,1,1,1});
mat1->setSpecularity(Color(1,1,1,50));
mat2 = Shader::getUnlit()->createMaterial();
mat2->setColor({1,1,0,1});
mat2->setSpecularity(Color(0,0,0,0));
r.frameUpdate = [&](float deltaTime){
update(deltaTime);
};
r.frameRender = [&](){
render();
};
BuildKukaIIWAShape();
m_ikJacobian = new Jacobian(&m_ikTree);
Reset(m_ikTree,m_ikJacobian);
camera.setOrthographicProjection(2,0.001,10);
camera.lookAt({0, 0, 1}, {0, 0, -1}, {0,1,0});
// cam.setFarClip(10);
m_ikMethod = IK_JACOB_TRANS;
std::cout << "d for debug" << std::endl;
r.keyEvent = [&](SDL_Event& event){
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_d){
debug = true;
}
};
r.startEventLoop();
}
void UpdateTargets( double T2, Tree & treeY) {
double T3 = T2 / 5.;
targetaa[0].Set(0.6*cos(T3), 0.9*sin(T3/2), 0.15);
target = {0.6*cos(T3), 0.9*sin(T3/2), 0.15};
}
void Reset(Tree &tree, Jacobian* m_ikJacobian)
{
AxesOn = false;
Scale = 1.0;
Scale2 = 0.0; /* because add 1. to it in Display() */
JointLimitsOn = true;
RestPositionOn = false;
UseJacobianTargets1 = false;
tree.Init();
tree.Compute();
m_ikJacobian->Reset();
}
void BuildKukaIIWAShape(){
const VectorR3& unitx = VectorR3::UnitX;
const VectorR3& unity = VectorR3::UnitY;
const VectorR3& unitz = VectorR3::UnitZ;
const VectorR3 unit1(sqrt(14.0) / 8.0, 1.0 / 8.0, 7.0 / 8.0);
const VectorR3& zero = VectorR3::Zero;
float minTheta = -PI;
float maxTheta = PI;
m_ikNodes.resize(7);//6DOF+additional endeffector
m_ikNodes[0] = new Node(VectorR3(0, 0, 0), unitz, 0.08, JOINT, -2*PI, 2*PI, glm::radians(0.));
m_ikTree.InsertRoot(m_ikNodes[0]);
m_ikNodes[1] = new Node(VectorR3(0, -0.072238, 0.083204), -unity, 0.08, JOINT, minTheta, maxTheta, glm::radians(-90.));
m_ikTree.InsertLeftChild(m_ikNodes[0], m_ikNodes[1]);
m_ikNodes[2] = new Node(VectorR3(0,-0.077537,0.51141), -unity, 0.08, JOINT, minTheta, maxTheta, glm::radians(0.));
m_ikTree.InsertLeftChild(m_ikNodes[1], m_ikNodes[2]);
m_ikNodes[3] = new Node(VectorR3(0, -0.070608, 0.903192), -unity, 0.08, JOINT, minTheta, maxTheta, glm::radians(-90.));
m_ikTree.InsertLeftChild(m_ikNodes[2], m_ikNodes[3]);
m_ikNodes[4] = new Node(VectorR3(0, -0.117242, 0.950973), unitz, 0.08, JOINT, minTheta, maxTheta, glm::radians(0.));
m_ikTree.InsertLeftChild(m_ikNodes[3], m_ikNodes[4]);
m_ikNodes[5] = new Node(VectorR3(0, -0.164751, 0.996802), unity, 0.08, JOINT, minTheta, maxTheta, glm::radians(0.));
m_ikTree.InsertLeftChild(m_ikNodes[4], m_ikNodes[5]);
m_ikNodes[6] = new Node(VectorR3(0, -0.164751, 0.996802), zero, 0.08, EFFECTOR, minTheta, maxTheta, glm::radians(0.));
m_ikTree.InsertLeftChild(m_ikNodes[5], m_ikNodes[6]);
}
void update(float deltaTime){
time += deltaTime;
DoUpdateStep(deltaTime, m_ikTree, m_ikJacobian, m_ikMethod);
}
// Does a single update (on one kind of tree)
void DoUpdateStep(double Tstep, Tree & treeY, Jacobian *jacob, int ikMethod) {
if ( SleepCounter==0 ) {
T += Tstep;
UpdateTargets( T , treeY);
}
if ( UseJacobianTargets1 ) {
jacob->SetJtargetActive();
}
else {
jacob->SetJendActive();
}
jacob->ComputeJacobian(targetaa); // Set up Jacobian and deltaS vectors
// Calculate the change in theta values
switch (ikMethod) {
case IK_JACOB_TRANS:
jacob->CalcDeltaThetasTranspose(); // Jacobian transpose method
break;
case IK_DLS:
jacob->CalcDeltaThetasDLS(); // Damped least squares method
break;
case IK_DLS_SVD:
jacob->CalcDeltaThetasDLSwithSVD();
break;
case IK_PURE_PSEUDO:
jacob->CalcDeltaThetasPseudoinverse(); // Pure pseudoinverse method
break;
case IK_SDLS:
jacob->CalcDeltaThetasSDLS(); // Selectively damped least squares method
break;
default:
jacob->ZeroDeltaThetas();
break;
}
if ( SleepCounter==0 ) {
jacob->UpdateThetas(); // Apply the change in the theta values
jacob->UpdatedSClampValue(targetaa);
SleepCounter = SleepsPerStep;
}
else {
SleepCounter--;
}
}
void getNode(const Node* node, RenderPass& rp, glm::vec3& position, glm::quat& orientation)
{
glm::vec3 axis(node->v.x, node->v.y, node->v.z);
std::cout << glm::to_string(axis)<<" "<<node->GetTheta() <<std::endl;
orientation = glm::quat(1, 0, 0, 0);
if (axis.length())
{
orientation = glm::angleAxis ((float)node->GetTheta(), axis);
}
//act.setPosition(node->s.x, node->s.y, node->s.z);
position = {node->s.x, node->s.y, node->s.z};
// draw rotation axis
//ofDrawLine(act.getPosition(), act.getPosition() + axis);
//rp.drawLines({position, position+axis});
}
void drawTree(Node* node, RenderPass& rp)
{
if (node != 0) {
glm::vec3 position;
glm::quat orientation;
getNode(node, rp, position, orientation);
drawNode(rp, position, orientation);
if (node->left) {
drawTree(node->left, rp); // Draw tree of children recursively
rp.drawLines({position, glm::vec3{node->left->s.x, node->left->s.y, node->left->s.z}});
}
}
}
void drawNode(sre::RenderPass & rp, glm::vec3 position,glm::quat orientation, bool alternativeAlt = false){
float scale = 0.01;
rp.draw(mesh, glm::translate(position)*glm::scale(glm::vec3{scale,scale,scale}), alternativeAlt?mat2:mat1);
}
void render(){
auto rp = RenderPass::create()
.withCamera(camera)
.withWorldLights(&worldLights)
.withClearColor(true,{1,0,0,1})
.build();
//ofNode act;
glm::vec3 position;
glm::quat orientation;
getNode(m_ikTree.GetRoot(), rp, position, orientation);
//ofSetColor(255, 255, 255);
drawTree(m_ikTree.GetRoot(), rp);
//ofSetColor(255, 0, 255);
//target.draw();
drawNode(rp, target, glm::quat(1,0,0,0), true);
checkGLError();
if (debug){
static sre::Inspector inspector;
inspector.update();
inspector.gui();
}
checkGLError();
}
private:
float time;
SDLRenderer r;
Camera camera;
std::shared_ptr<Mesh> mesh;
WorldLights worldLights;
std::shared_ptr<Material> mat1;
std::shared_ptr<Material> mat2;
bool debug = false;
glm::mat4 pos1 = glm::translate(glm::mat4(1), {-1,0,0});
glm::mat4 pos2 = glm::translate(glm::mat4(1), {1,0,0});
double T = 0;
VectorR3 targetaa[MAX_NUM_EFFECT];
//ofEasyCam cam;
glm::vec3 target;
int m_ikMethod;
Tree m_ikTree;
vector<Node*> m_ikNodes;
Jacobian* m_ikJacobian;
vector<int> m_movingInstances;
int m_targetInstance;
enum
{
numCubesX = 20,
numCubesY = 20
};
};
int main() {
new BussIKApp();
return 0;
}
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