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C++代写|HW3 – Inverse Kinematics

这是一篇台湾的C++ OpenGL含报告代码代写

 

Overview

  • Use different bones to touch the ball
  • Start bone

○The last movable bone

  • End bone

○The bone that touches the ball

Objective

  • Everything you need to implement is in kinematics.cpp (in src folder)
  • There are three functions you need to implement in this homework

○ void forwardKinematics(…)

○Eigen::VectorXf leastSquareSolver(…)

○ void inverseKinematics(…)

  • Bonus

○ Take rotation limit of bones into consideration in void inverseKinematics

  • void forwardKinematics(…)

○Goal

■Implement forward kinematics, which is similiar to HW2

  • Eigen::VectorXf leastSquareSolver(…)

○Goal

■Find solution of linear least squares system, which will be needed for inverse kinematics

○Hint

■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::Matrix3Xf m(3, 10); // A matrix with 3 rows and 10 columns

■Eigen::VectorXf means a vector with unknown size

  • Eigen::VectorXf v(10); // A vector with 10 elements
  • void inverseKinematics(…)

○Goal

■Implement inverse kinematics

■We use inverse-Jacobain method in this homework

○Hint

■Review “kinematics.pptx” from p.20 – p.50

■Review “acclaim_FK_IKnote.pdf” Inverse Kinematics part

■Traverse from end bone to start bone

  • Make end bone touch the ball (target)
  • Start bone is the last movable bone, so you should stop at this bone

■You can check struct Bone in bone.h (in include folder)

Report

  • Suggested outline

○ 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


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