C++代写|HW3 – Inverse Kinematics
这是一篇台湾的C++ OpenGL含报告代码代写
○The last movable bone
○The bone that touches the ball
Objective
○ void forwardKinematics(…)
○Eigen::VectorXf leastSquareSolver(…)
○ void inverseKinematics(…)
○ Take rotation limit of bones into consideration in void inverseKinematics
■Implement forward kinematics, which is similiar to HW2
■Find solution of linear least squares system, which will be needed for inverse kinematics
■You might use some pseudo-inverse methods such as SVD
■There are some built-in functions in Eigen that you can use
■Eigen::Matrix3Xf means a matrix with 3 rows and unknown columns
■Eigen::VectorXf means a vector with unknown size
■Implement inverse kinematics
■We use inverse-Jacobain method in this homework
■Review “kinematics.pptx” from p.20 – p.50
■Review “acclaim_FK_IKnote.pdf” Inverse Kinematics part
■Traverse from end bone to start bone
■You can check struct Bone in bone.h (in include folder)
○ Introduction/Motivation
○ Fundamentals
○ Implementation
○ Result and Discussion
■How different step and epsilon affect the result
■Touch the target or not
■Least square solver
○ Bonus (Optional)
○ Conclusion