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godot-xr-ik-rig/GodotXRIKRig/docs/whitepaper.md
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2024-01-24 02:45:33 +01:00

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# How the inverse kinematics is calculated
The concept uses the following assumptions:
* The degrees-of-freedom are limited to
* Shoulder joint with 3dof and restrictive joint limits
* The elbow with only 1dof
* The wrist with 3dof and restrictive joint limits
* for humans, within the reachable elbow positions, some areas are more likely to be used due to less muscle strain
## Proposal 1 for am pose estimate
Input:
* controller position
* shoulder position estimate
Output:
* Elbow position
* Shoulder backslash (required to improve shoulder position estimate)
### Step 1: Initial elbow position estimate
We try to get a first good estimate using a very simple method: given
* a vector *SpineShoulder*, going from the spine at approx. breast-hight to the shoulder position, and
* a vector *ShoulderWrist*, going from the shoulder to the wrist position, which can be easily inferred from the controller position,
* calculate the cross-product like this for the **right shoulder**:
```var elbow_dir = SpineShoulder.cross(ShoulderWrist)```.
### Step 2: Consider controller orientation
### Step 3: Consider shoulder orientation
### Step 4: Determine shoulder backslash for shoulder position estimation