2006/02/06 (月) 15:18:23 ◆ ▼ ◇ [qwerty]Class LinkChain
A LinkChain is a hierarchy of transformations. At the top is the
RootLink and it is followed by a number of Link痴 . Each link, be it a
RootLink or Link, evaluates to a matrix, called the link matrix
(LinkMatrix). This matrix consists of two parts, one is a variable
part (degrees of freedom) and the other is a relatively constant part,
called rigid extend (RigidExtend). It can be graphically represented as:
RootLink
The link variable is a rotation, rotXYZ. The link matrix is defined as
RigidExtend * Rx (rotXYZ.x) * Ry (rotXYZ.y) * Rz (rotXYZ.z)
where Rx (.) stands for rotation about the x-axis, etc.
Link
The variable part of a Link is of one degree of freedom. It can be
translational or rotational. A typical 3 degrees of freedom (xyz)
rotational joint can be decomposed into 3 Links, with the first two being null links:
LinkChain
A LinkChain consists of a RootLink and a number of Link痴. The reason
that the LinkChain can start with rotation, the variable part of the
RootLink, is that the IK system will collapse all the node
transformations from the root of the scene to the parent matrix of the
Start Joint and the translation part of the Start Joint, called the
parent matrix, and transform the node hierarchy of the IK chain into
this space. The author of the plugin solver does not have to be
concerned about parentMatrix. They work on the problem as it is rooted
at the origin of the world. The data structure of LinkChain should be
sufficient for those solvers that DoesOneChainOnly() and UseSwivelAngle().
な、入ってるだろ?