I'm writing my own Inverse Kinematics and working on joint constraints currently. It's mostly fine but I want to remove all discontinuities from the resulting animation, and constraints are the biggest problem.
For example let's say you're looking at a ball rotating around your head. It rotates right and you look right, up to your neck twisting limit. The ball still moves and when it passes your back then your head will suddenly be clipped against opposite limit, looking left. This is what we get with typical clamping and it gives me frame-to-frame discontinuity.
What I need is that your head will get from right to left during few frames. My first idea is to reflect the source direction with my X axis (between shoulders) and if the reflected direction meets constraint limits - return it. If it doesn't meet the limits - clip the reflected direction instead of the source one.
This should give me the nice and continuous movement and it's not a rocket science but there're a lot of details to take care of. My limits may be like min < max
but also max < min
, they may pass through switching angle value (like 360->0
, or 180->-180
) or not. Besides, when my allowed range is bigger than 180deg then the logic should be slightly different.
The amount of different cases build up very fast so I'm wondering if I could find it already done somewhere?
BTW: I'm using Unreal engine if it makes any diffference.
EDIT:
I'm sorry if I've misguided you with my head example - it was just an analogy to visualize my needs. I'm not going to use this code to orient a head bone (nor any other) in a final animation. I'm planning to use it as a very basic operation in solving IK. It's going to be used in every iteration in every IK chain, for every bone, many times. So it need to be as fast as possible. All the higher level concepts, like movement planning, dynamics, etc. will be added on another layer, if needed.
For now I'm just asking for a function like:
float clampAngle( float angle, float min, float max )
that would return a continuous value for changing inputs.
I'm working on different issues currently, but I'll post my code when I get back to this one.
one approach: