我正在尝试实现here所示的示例。
但在运行代码并使用调试模式时,没有返回值。我假设我没有使用正确的旋转轴。
额外的Unity详细信息:
关节变量是一个GameObjects数组(由4个组成)。
目标是单个GameObject。
当我检查调试数据时,我已经检查过了,并且似乎正在工作。
private void Update()
{
if (Input.GetKeyDown(KeyCode.F))
{
//JacobianIK();
float angleA = Vector3.Angle(joints[0].transform.up, (joints[1].transform.position - joints[0].transform.position).normalized);
float angleB = Vector3.Angle((joints[1].transform.position - joints[0].transform.position).normalized, (joints[2].transform.position - joints[1].transform.position).normalized);
float angleC = Vector3.Angle((joints[2].transform.position - joints[1].transform.position).normalized, (joints[3].transform.position - joints[2].transform.position).normalized);
Vector3 angles = new Vector3(angleA, angleB, angleC);
JacobianIK(angles);
}
}
private void JacobianIK(Vector3 O) {
int count = 0;
Vector3 dO = Vector3.zero;
while (Mathf.Abs(Vector3.Distance(joints[3].transform.position, target.transform.position)) > EPS && count < 100)
{
dO = GetDeltaOrientation();
O += dO * step;
// update angles
updateLinks(new float[] { O.x, O.y, O.z });
Debug.Log("Angles: " + O.ToString());
count++;
}
}
private Vector3 GetDeltaOrientation() {
float[,] Jt = GetJacobianTranspose();
Vector3 V = (target.transform.position - joints[joints.Length - 1].transform.position);
//dO = Jt * V;
float[,] dO = Tools.M_Multiply(Jt, new float[,] { { V.x }, { V.y }, { V.z } });
return new Vector3(dO[0, 0], dO[1, 0], dO[2, 0]);
}
private float[,] GetJacobianTranspose() {
Vector3 J_A = Vector3.Cross(joints[0].transform.up, (joints[joints.Length - 1].transform.position - joints[0].transform.position));
Vector3 J_B = Vector3.Cross((joints[1].transform.position - joints[0].transform.position), (joints[joints.Length - 1].transform.position - joints[1].transform.position));
Vector3 J_C = Vector3.Cross((joints[2].transform.position - joints[1].transform.position), (joints[joints.Length - 1].transform.position - joints[2].transform.position));
float[,] matrix = new float[3, 3];
matrix = Tools.M_Populate(matrix, new Vector3[] { J_A, J_B, J_C });
return Tools.M_Transpose(matrix);
}我希望每个关节都有一个角度矢量。
发布于 2019-07-13 01:29:46
经过一点试验和错误,我相信我得到了一个答案。我遇到了旋转轴的问题。使用目前的代码,它不能解决XY平面(同一个平面,我有游戏对象的位置)。我已经将当前版本上传到GitHub upload。
为了更正问题中的代码,我首先更改了两个关键区域:
float angleA = Vector3.Angle(joints[0].transform.up, (joints[1].transform.position - joints[0].transform.position).normalized);
float angleB = Vector3.Angle((joints[1].transform.position - joints[0].transform.position).normalized, (joints[2].transform.position - joints[1].transform.position).normalized);
float angleC = Vector3.Angle((joints[2].transform.position - joints[1].transform.position).normalized, (joints[3].transform.position - joints[2].transform.position).normalized);至:
float angleA = calculateAngle(Vector3.up, joints[1].transform.position, joints[0].transform.position);
float angleB = calculateAngle(Vector3.up, joints[2].transform.position, joints[1].transform.position);
float angleC = calculateAngle(Vector3.up, joints[3].transform.position, joints[2].transform.position);
...
}
private float calculateAngle(Vector3 axis, Vector3 pos1, Vector3 pos2)
{
float value = 0f;
value = Vector3.Angle(axis, (pos1 - pos2).normalized);
Vector3 cross = Vector3.Cross(axis, (pos1 - pos2).normalized);
if (cross.z < 0)
value = -value;
return value;
}第二个将GetJacobianTranspose()方法中的代码从:
private float[,] GetJacobianTranspose() {
Vector3 J_A = Vector3.Cross(joints[0].transform.up, (joints[joints.Length - 1].transform.position - joints[0].transform.position));
Vector3 J_B = Vector3.Cross((joints[1].transform.position - joints[0].transform.position), (joints[joints.Length - 1].transform.position - joints[1].transform.position));
Vector3 J_C = Vector3.Cross((joints[2].transform.position - joints[1].transform.position), (joints[joints.Length - 1].transform.position - joints[2].transform.position));
...至:
private float[,] GetJacobianTranspose() {
Vector3 J_A = Vector3.Cross(joints[0].transform.forward, (joints[joints.Length - 1].transform.position - joints[0].transform.position));
Vector3 J_B = Vector3.Cross(joints[1].transform.forward, (joints[joints.Length - 1].transform.position - joints[1].transform.position));
Vector3 J_C = Vector3.Cross(joints[2].transform.forward, (joints[joints.Length - 1].transform.position - joints[2].transform.position));
...使用jointsi.transform.forward用于确定链接将朝向目标位置移动的旋转轴,从而可以为XY平面解算IK。
https://stackoverflow.com/questions/56905951
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