Merge branch 'master' of https://github.com/highfidelity/hifi into orange

This commit is contained in:
Sam Gateau 2017-06-26 10:05:04 +02:00
commit 75e457ce7c
45 changed files with 1327 additions and 419 deletions

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@ -7,6 +7,8 @@ if (APPLE)
set_target_properties(${TARGET_NAME} PROPERTIES INSTALL_RPATH "@executable_path/../Frameworks")
endif ()
setup_memory_debugger()
# link in the shared libraries
link_hifi_libraries(
audio avatars octree gpu model fbx entities

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@ -14,6 +14,8 @@ if (APPLE)
set_target_properties(${TARGET_NAME} PROPERTIES INSTALL_RPATH "@executable_path/../Frameworks")
endif ()
setup_memory_debugger()
# TODO: find a solution that will handle web file changes in resources on windows without a re-build.
# Currently the resources are only copied on post-build. If one is changed but the domain-server is not, they will
# not be re-copied. This is worked-around on OS X/UNIX by using a symlink.

View file

@ -18,5 +18,7 @@ endif ()
include_directories(SYSTEM "${OPENSSL_INCLUDE_DIR}")
setup_memory_debugger()
# append OpenSSL to our list of libraries to link
target_link_libraries(${TARGET_NAME} ${OPENSSL_LIBRARIES})

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@ -4,6 +4,8 @@ project(${TARGET_NAME})
# set a default root dir for each of our optional externals if it was not passed
set(OPTIONAL_EXTERNALS "LeapMotion")
setup_memory_debugger()
foreach(EXTERNAL ${OPTIONAL_EXTERNALS})
string(TOUPPER ${EXTERNAL} ${EXTERNAL}_UPPERCASE)
if (NOT ${${EXTERNAL}_UPPERCASE}_ROOT_DIR)

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@ -68,7 +68,10 @@
"typeVar": "rightHandType",
"weightVar": "rightHandWeight",
"weight": 1.0,
"flexCoefficients": [1, 0.5, 0.5, 0.2, 0.01, 0.005, 0.001, 0.0, 0.0]
"flexCoefficients": [1, 0.5, 0.5, 0.2, 0.01, 0.005, 0.001, 0.0, 0.0],
"poleVectorEnabledVar": "rightHandPoleVectorEnabled",
"poleReferenceVectorVar": "rightHandPoleReferenceVector",
"poleVectorVar": "rightHandPoleVector"
},
{
"jointName": "LeftHand",
@ -77,7 +80,10 @@
"typeVar": "leftHandType",
"weightVar": "leftHandWeight",
"weight": 1.0,
"flexCoefficients": [1, 0.5, 0.5, 0.2, 0.01, 0.005, 0.001, 0.0, 0.0]
"flexCoefficients": [1, 0.5, 0.5, 0.2, 0.01, 0.005, 0.001, 0.0, 0.0],
"poleVectorEnabledVar": "leftHandPoleVectorEnabled",
"poleReferenceVectorVar": "leftHandPoleReferenceVector",
"poleVectorVar": "leftHandPoleVector"
},
{
"jointName": "RightFoot",
@ -86,7 +92,10 @@
"typeVar": "rightFootType",
"weightVar": "rightFootWeight",
"weight": 1.0,
"flexCoefficients": [1, 0.45, 0.45]
"flexCoefficients": [1, 0.45, 0.45],
"poleVectorEnabledVar": "rightFootPoleVectorEnabled",
"poleReferenceVectorVar": "rightFootPoleReferenceVector",
"poleVectorVar": "rightFootPoleVector"
},
{
"jointName": "LeftFoot",
@ -95,7 +104,10 @@
"typeVar": "leftFootType",
"weightVar": "leftFootWeight",
"weight": 1.0,
"flexCoefficients": [1, 0.45, 0.45]
"flexCoefficients": [1, 0.45, 0.45],
"poleVectorEnabledVar": "leftFootPoleVectorEnabled",
"poleReferenceVectorVar": "leftFootPoleReferenceVector",
"poleVectorVar": "leftFootPoleVector"
},
{
"jointName": "Spine2",

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@ -483,11 +483,11 @@ bool setupEssentials(int& argc, char** argv, bool runningMarkerExisted) {
Setting::init();
// Tell the plugin manager about our statically linked plugins
PluginManager::setInputPluginProvider([] { return getInputPlugins(); });
PluginManager::setDisplayPluginProvider([] { return getDisplayPlugins(); });
PluginManager::setInputPluginSettingsPersister([](const InputPluginList& plugins) { saveInputPluginSettings(plugins); });
if (auto steamClient = PluginManager::getInstance()->getSteamClientPlugin()) {
auto pluginManager = PluginManager::getInstance();
pluginManager->setInputPluginProvider([] { return getInputPlugins(); });
pluginManager->setDisplayPluginProvider([] { return getDisplayPlugins(); });
pluginManager->setInputPluginSettingsPersister([](const InputPluginList& plugins) { saveInputPluginSettings(plugins); });
if (auto steamClient = pluginManager->getSteamClientPlugin()) {
steamClient->init();
}

View file

@ -47,110 +47,113 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
Rig::HeadParameters headParams;
Rig::ControllerParameters params;
AnimPose avatarToRigPose(glm::vec3(1.0f), Quaternions::Y_180, glm::vec3(0.0f));
// input action is the highest priority source for head orientation.
auto avatarHeadPose = myAvatar->getHeadControllerPoseInAvatarFrame();
if (avatarHeadPose.isValid()) {
glm::mat4 rigHeadMat = Matrices::Y_180 *
createMatFromQuatAndPos(avatarHeadPose.getRotation(), avatarHeadPose.getTranslation());
headParams.rigHeadPosition = extractTranslation(rigHeadMat);
headParams.rigHeadOrientation = glmExtractRotation(rigHeadMat);
headParams.headEnabled = true;
AnimPose pose(avatarHeadPose.getRotation(), avatarHeadPose.getTranslation());
params.controllerPoses[Rig::ControllerType_Head] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_Head] = true;
} else {
// even though full head IK is disabled, the rig still needs the head orientation to rotate the head up and
// down in desktop mode.
// preMult 180 is necessary to convert from avatar to rig coordinates.
// postMult 180 is necessary to convert head from -z forward to z forward.
headParams.rigHeadOrientation = Quaternions::Y_180 * head->getFinalOrientationInLocalFrame() * Quaternions::Y_180;
headParams.headEnabled = false;
glm::quat headRot = Quaternions::Y_180 * head->getFinalOrientationInLocalFrame() * Quaternions::Y_180;
params.controllerPoses[Rig::ControllerType_Head] = AnimPose(glm::vec3(1.0f), headRot, glm::vec3(0.0f));
params.controllerActiveFlags[Rig::ControllerType_Head] = false;
}
auto avatarHipsPose = myAvatar->getHipsControllerPoseInAvatarFrame();
if (avatarHipsPose.isValid()) {
glm::mat4 rigHipsMat = Matrices::Y_180 * createMatFromQuatAndPos(avatarHipsPose.getRotation(), avatarHipsPose.getTranslation());
headParams.hipsMatrix = rigHipsMat;
headParams.hipsEnabled = true;
AnimPose pose(avatarHipsPose.getRotation(), avatarHipsPose.getTranslation());
params.controllerPoses[Rig::ControllerType_Hips] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_Hips] = true;
} else {
headParams.hipsEnabled = false;
params.controllerPoses[Rig::ControllerType_Hips] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_Hips] = false;
}
auto avatarSpine2Pose = myAvatar->getSpine2ControllerPoseInAvatarFrame();
if (avatarSpine2Pose.isValid()) {
glm::mat4 rigSpine2Mat = Matrices::Y_180 * createMatFromQuatAndPos(avatarSpine2Pose.getRotation(), avatarSpine2Pose.getTranslation());
headParams.spine2Matrix = rigSpine2Mat;
headParams.spine2Enabled = true;
AnimPose pose(avatarSpine2Pose.getRotation(), avatarSpine2Pose.getTranslation());
params.controllerPoses[Rig::ControllerType_Spine2] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_Spine2] = true;
} else {
headParams.spine2Enabled = false;
params.controllerPoses[Rig::ControllerType_Spine2] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_Spine2] = false;
}
auto avatarRightArmPose = myAvatar->getRightArmControllerPoseInAvatarFrame();
if (avatarRightArmPose.isValid()) {
glm::mat4 rightArmMat = Matrices::Y_180 * createMatFromQuatAndPos(avatarRightArmPose.getRotation(), avatarRightArmPose.getTranslation());
headParams.rightArmPosition = extractTranslation(rightArmMat);
headParams.rightArmRotation = glmExtractRotation(rightArmMat);
headParams.rightArmEnabled = true;
AnimPose pose(avatarRightArmPose.getRotation(), avatarRightArmPose.getTranslation());
params.controllerPoses[Rig::ControllerType_RightArm] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_RightArm] = true;
} else {
headParams.rightArmEnabled = false;
params.controllerPoses[Rig::ControllerType_RightArm] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_RightArm] = false;
}
auto avatarLeftArmPose = myAvatar->getLeftArmControllerPoseInAvatarFrame();
if (avatarLeftArmPose.isValid()) {
glm::mat4 leftArmMat = Matrices::Y_180 * createMatFromQuatAndPos(avatarLeftArmPose.getRotation(), avatarLeftArmPose.getTranslation());
headParams.leftArmPosition = extractTranslation(leftArmMat);
headParams.leftArmRotation = glmExtractRotation(leftArmMat);
headParams.leftArmEnabled = true;
AnimPose pose(avatarLeftArmPose.getRotation(), avatarLeftArmPose.getTranslation());
params.controllerPoses[Rig::ControllerType_LeftArm] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_LeftArm] = true;
} else {
headParams.leftArmEnabled = false;
params.controllerPoses[Rig::ControllerType_LeftArm] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_LeftArm] = false;
}
headParams.isTalking = head->getTimeWithoutTalking() <= 1.5f;
_rig.updateFromHeadParameters(headParams, deltaTime);
Rig::HandAndFeetParameters handAndFeetParams;
auto leftPose = myAvatar->getLeftHandControllerPoseInAvatarFrame();
if (leftPose.isValid()) {
handAndFeetParams.isLeftEnabled = true;
handAndFeetParams.leftPosition = Quaternions::Y_180 * leftPose.getTranslation();
handAndFeetParams.leftOrientation = Quaternions::Y_180 * leftPose.getRotation();
auto avatarLeftHandPose = myAvatar->getLeftHandControllerPoseInAvatarFrame();
if (avatarLeftHandPose.isValid()) {
AnimPose pose(avatarLeftHandPose.getRotation(), avatarLeftHandPose.getTranslation());
params.controllerPoses[Rig::ControllerType_LeftHand] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_LeftHand] = true;
} else {
handAndFeetParams.isLeftEnabled = false;
params.controllerPoses[Rig::ControllerType_LeftHand] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_LeftHand] = false;
}
auto rightPose = myAvatar->getRightHandControllerPoseInAvatarFrame();
if (rightPose.isValid()) {
handAndFeetParams.isRightEnabled = true;
handAndFeetParams.rightPosition = Quaternions::Y_180 * rightPose.getTranslation();
handAndFeetParams.rightOrientation = Quaternions::Y_180 * rightPose.getRotation();
auto avatarRightHandPose = myAvatar->getRightHandControllerPoseInAvatarFrame();
if (avatarRightHandPose.isValid()) {
AnimPose pose(avatarRightHandPose.getRotation(), avatarRightHandPose.getTranslation());
params.controllerPoses[Rig::ControllerType_RightHand] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_RightHand] = true;
} else {
handAndFeetParams.isRightEnabled = false;
params.controllerPoses[Rig::ControllerType_RightHand] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_RightHand] = false;
}
auto leftFootPose = myAvatar->getLeftFootControllerPoseInAvatarFrame();
if (leftFootPose.isValid()) {
handAndFeetParams.isLeftFootEnabled = true;
handAndFeetParams.leftFootPosition = Quaternions::Y_180 * leftFootPose.getTranslation();
handAndFeetParams.leftFootOrientation = Quaternions::Y_180 * leftFootPose.getRotation();
auto avatarLeftFootPose = myAvatar->getLeftFootControllerPoseInAvatarFrame();
if (avatarLeftFootPose.isValid()) {
AnimPose pose(avatarLeftFootPose.getRotation(), avatarLeftFootPose.getTranslation());
params.controllerPoses[Rig::ControllerType_LeftFoot] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_LeftFoot] = true;
} else {
handAndFeetParams.isLeftFootEnabled = false;
params.controllerPoses[Rig::ControllerType_LeftFoot] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_LeftFoot] = false;
}
auto rightFootPose = myAvatar->getRightFootControllerPoseInAvatarFrame();
if (rightFootPose.isValid()) {
handAndFeetParams.isRightFootEnabled = true;
handAndFeetParams.rightFootPosition = Quaternions::Y_180 * rightFootPose.getTranslation();
handAndFeetParams.rightFootOrientation = Quaternions::Y_180 * rightFootPose.getRotation();
auto avatarRightFootPose = myAvatar->getRightFootControllerPoseInAvatarFrame();
if (avatarRightFootPose.isValid()) {
AnimPose pose(avatarRightFootPose.getRotation(), avatarRightFootPose.getTranslation());
params.controllerPoses[Rig::ControllerType_RightFoot] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_RightFoot] = true;
} else {
handAndFeetParams.isRightFootEnabled = false;
params.controllerPoses[Rig::ControllerType_RightFoot] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_RightFoot] = false;
}
handAndFeetParams.bodyCapsuleRadius = myAvatar->getCharacterController()->getCapsuleRadius();
handAndFeetParams.bodyCapsuleHalfHeight = myAvatar->getCharacterController()->getCapsuleHalfHeight();
handAndFeetParams.bodyCapsuleLocalOffset = myAvatar->getCharacterController()->getCapsuleLocalOffset();
params.bodyCapsuleRadius = myAvatar->getCharacterController()->getCapsuleRadius();
params.bodyCapsuleHalfHeight = myAvatar->getCharacterController()->getCapsuleHalfHeight();
params.bodyCapsuleLocalOffset = myAvatar->getCharacterController()->getCapsuleLocalOffset();
_rig.updateFromHandAndFeetParameters(handAndFeetParams, deltaTime);
params.isTalking = head->getTimeWithoutTalking() <= 1.5f;
_rig.updateFromControllerParameters(params, deltaTime);
Rig::CharacterControllerState ccState = convertCharacterControllerState(myAvatar->getCharacterController()->getState());

View file

@ -23,13 +23,40 @@
#include "CubicHermiteSpline.h"
#include "AnimUtil.h"
static void lookupJointChainInfo(AnimInverseKinematics::JointChainInfo* jointChainInfos, size_t numJointChainInfos,
int indexA, int indexB,
AnimInverseKinematics::JointChainInfo** jointChainInfoA,
AnimInverseKinematics::JointChainInfo** jointChainInfoB) {
*jointChainInfoA = nullptr;
*jointChainInfoB = nullptr;
for (size_t i = 0; i < numJointChainInfos; i++) {
if (jointChainInfos[i].jointIndex == indexA) {
*jointChainInfoA = jointChainInfos + i;
}
if (jointChainInfos[i].jointIndex == indexB) {
*jointChainInfoB = jointChainInfos + i;
}
if (*jointChainInfoA && *jointChainInfoB) {
break;
}
}
}
static float easeOutExpo(float t) {
return 1.0f - powf(2, -10.0f * t);
}
AnimInverseKinematics::IKTargetVar::IKTargetVar(const QString& jointNameIn, const QString& positionVarIn, const QString& rotationVarIn,
const QString& typeVarIn, const QString& weightVarIn, float weightIn, const std::vector<float>& flexCoefficientsIn) :
const QString& typeVarIn, const QString& weightVarIn, float weightIn, const std::vector<float>& flexCoefficientsIn,
const QString& poleVectorEnabledVarIn, const QString& poleReferenceVectorVarIn, const QString& poleVectorVarIn) :
jointName(jointNameIn),
positionVar(positionVarIn),
rotationVar(rotationVarIn),
typeVar(typeVarIn),
weightVar(weightVarIn),
poleVectorEnabledVar(poleVectorEnabledVarIn),
poleReferenceVectorVar(poleReferenceVectorVarIn),
poleVectorVar(poleVectorVarIn),
weight(weightIn),
numFlexCoefficients(flexCoefficientsIn.size()),
jointIndex(-1)
@ -46,6 +73,9 @@ AnimInverseKinematics::IKTargetVar::IKTargetVar(const IKTargetVar& orig) :
rotationVar(orig.rotationVar),
typeVar(orig.typeVar),
weightVar(orig.weightVar),
poleVectorEnabledVar(orig.poleVectorEnabledVar),
poleReferenceVectorVar(orig.poleReferenceVectorVar),
poleVectorVar(orig.poleVectorVar),
weight(orig.weight),
numFlexCoefficients(orig.numFlexCoefficients),
jointIndex(orig.jointIndex)
@ -99,8 +129,9 @@ void AnimInverseKinematics::computeAbsolutePoses(AnimPoseVec& absolutePoses) con
}
void AnimInverseKinematics::setTargetVars(const QString& jointName, const QString& positionVar, const QString& rotationVar,
const QString& typeVar, const QString& weightVar, float weight, const std::vector<float>& flexCoefficients) {
IKTargetVar targetVar(jointName, positionVar, rotationVar, typeVar, weightVar, weight, flexCoefficients);
const QString& typeVar, const QString& weightVar, float weight, const std::vector<float>& flexCoefficients,
const QString& poleVectorEnabledVar, const QString& poleReferenceVectorVar, const QString& poleVectorVar) {
IKTargetVar targetVar(jointName, positionVar, rotationVar, typeVar, weightVar, weight, flexCoefficients, poleVectorEnabledVar, poleReferenceVectorVar, poleVectorVar);
// if there are dups, last one wins.
bool found = false;
@ -138,9 +169,9 @@ void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::
IKTarget target;
target.setType(animVars.lookup(targetVar.typeVar, (int)IKTarget::Type::RotationAndPosition));
if (target.getType() != IKTarget::Type::Unknown) {
AnimPose defaultPose = _skeleton->getAbsolutePose(targetVar.jointIndex, underPoses);
glm::quat rotation = animVars.lookupRigToGeometry(targetVar.rotationVar, defaultPose.rot());
glm::vec3 translation = animVars.lookupRigToGeometry(targetVar.positionVar, defaultPose.trans());
AnimPose absPose = _skeleton->getAbsolutePose(targetVar.jointIndex, underPoses);
glm::quat rotation = animVars.lookupRigToGeometry(targetVar.rotationVar, absPose.rot());
glm::vec3 translation = animVars.lookupRigToGeometry(targetVar.positionVar, absPose.trans());
float weight = animVars.lookup(targetVar.weightVar, targetVar.weight);
target.setPose(rotation, translation);
@ -148,6 +179,15 @@ void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::
target.setWeight(weight);
target.setFlexCoefficients(targetVar.numFlexCoefficients, targetVar.flexCoefficients);
bool poleVectorEnabled = animVars.lookup(targetVar.poleVectorEnabledVar, false);
target.setPoleVectorEnabled(poleVectorEnabled);
glm::vec3 poleVector = animVars.lookupRigToGeometryVector(targetVar.poleVectorVar, Vectors::UNIT_Z);
target.setPoleVector(glm::normalize(poleVector));
glm::vec3 poleReferenceVector = animVars.lookupRigToGeometryVector(targetVar.poleReferenceVectorVar, Vectors::UNIT_Z);
target.setPoleReferenceVector(glm::normalize(poleReferenceVector));
targets.push_back(target);
if (targetVar.jointIndex > _maxTargetIndex) {
@ -298,7 +338,8 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
// the tip's parent-relative as we proceed up the chain
glm::quat tipParentOrientation = absolutePoses[pivotIndex].rot();
std::map<int, DebugJoint> debugJointMap;
const size_t MAX_CHAIN_DEPTH = 30;
JointChainInfo jointChainInfos[MAX_CHAIN_DEPTH];
// NOTE: if this code is removed, the head will remain rigid, causing the spine/hips to thrust forward backward
// as the head is nodded.
@ -326,15 +367,8 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
}
}
// store the relative rotation change in the accumulator
_rotationAccumulators[tipIndex].add(tipRelativeRotation, target.getWeight());
glm::vec3 tipRelativeTranslation = _relativePoses[target.getIndex()].trans();
_translationAccumulators[tipIndex].add(tipRelativeTranslation);
if (debug) {
debugJointMap[tipIndex] = DebugJoint(tipRelativeRotation, tipRelativeTranslation, constrained);
}
jointChainInfos[chainDepth] = { tipRelativeRotation, tipRelativeTranslation, target.getWeight(), tipIndex, constrained };
}
// cache tip absolute position
@ -344,6 +378,9 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
// descend toward root, pivoting each joint to get tip closer to target position
while (pivotIndex != _hipsIndex && pivotsParentIndex != -1) {
assert(chainDepth < MAX_CHAIN_DEPTH);
// compute the two lines that should be aligned
glm::vec3 jointPosition = absolutePoses[pivotIndex].trans();
glm::vec3 leverArm = tipPosition - jointPosition;
@ -357,6 +394,7 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
const float MIN_AXIS_LENGTH = 1.0e-4f;
RotationConstraint* constraint = getConstraint(pivotIndex);
// only allow swing on lowerSpine if there is a hips IK target.
if (_hipsTargetIndex < 0 && constraint && constraint->isLowerSpine() && tipIndex != _headIndex) {
// for these types of targets we only allow twist at the lower-spine
@ -382,6 +420,7 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
float cosAngle = glm::clamp(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)), -1.0f, 1.0f);
float angle = acosf(cosAngle);
const float MIN_ADJUSTMENT_ANGLE = 1.0e-4f;
if (angle > MIN_ADJUSTMENT_ANGLE) {
// reduce angle by a flexCoefficient
angle *= target.getFlexCoefficient(chainDepth);
@ -440,15 +479,8 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
}
}
// store the relative rotation change in the accumulator
_rotationAccumulators[pivotIndex].add(newRot, target.getWeight());
glm::vec3 newTrans = _relativePoses[pivotIndex].trans();
_translationAccumulators[pivotIndex].add(newTrans);
if (debug) {
debugJointMap[pivotIndex] = DebugJoint(newRot, newTrans, constrained);
}
jointChainInfos[chainDepth] = { newRot, newTrans, target.getWeight(), pivotIndex, constrained };
// keep track of tip's new transform as we descend towards root
tipPosition = jointPosition + deltaRotation * (tipPosition - jointPosition);
@ -461,8 +493,127 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
chainDepth++;
}
if (target.getPoleVectorEnabled()) {
int topJointIndex = target.getIndex();
int midJointIndex = _skeleton->getParentIndex(topJointIndex);
if (midJointIndex != -1) {
int baseJointIndex = _skeleton->getParentIndex(midJointIndex);
if (baseJointIndex != -1) {
int baseParentJointIndex = _skeleton->getParentIndex(baseJointIndex);
AnimPose topPose, midPose, basePose;
int topChainIndex = -1, baseChainIndex = -1;
AnimPose postAbsPoses[MAX_CHAIN_DEPTH];
AnimPose accum = absolutePoses[_hipsIndex];
AnimPose baseParentPose = absolutePoses[_hipsIndex];
for (int i = (int)chainDepth - 1; i >= 0; i--) {
accum = accum * AnimPose(glm::vec3(1.0f), jointChainInfos[i].relRot, jointChainInfos[i].relTrans);
postAbsPoses[i] = accum;
if (jointChainInfos[i].jointIndex == topJointIndex) {
topChainIndex = i;
topPose = accum;
}
if (jointChainInfos[i].jointIndex == midJointIndex) {
midPose = accum;
}
if (jointChainInfos[i].jointIndex == baseJointIndex) {
baseChainIndex = i;
basePose = accum;
}
if (jointChainInfos[i].jointIndex == baseParentJointIndex) {
baseParentPose = accum;
}
}
glm::quat poleRot = Quaternions::IDENTITY;
glm::vec3 d = basePose.trans() - topPose.trans();
float dLen = glm::length(d);
if (dLen > EPSILON) {
glm::vec3 dUnit = d / dLen;
glm::vec3 e = midPose.xformVector(target.getPoleReferenceVector());
glm::vec3 eProj = e - glm::dot(e, dUnit) * dUnit;
float eProjLen = glm::length(eProj);
const float MIN_EPROJ_LEN = 0.5f;
if (eProjLen < MIN_EPROJ_LEN) {
glm::vec3 midPoint = topPose.trans() + d * 0.5f;
e = midPose.trans() - midPoint;
eProj = e - glm::dot(e, dUnit) * dUnit;
eProjLen = glm::length(eProj);
}
glm::vec3 p = target.getPoleVector();
glm::vec3 pProj = p - glm::dot(p, dUnit) * dUnit;
float pProjLen = glm::length(pProj);
if (eProjLen > EPSILON && pProjLen > EPSILON) {
// as pProjLen become orthognal to d, reduce the amount of rotation.
float magnitude = easeOutExpo(pProjLen);
float dot = glm::clamp(glm::dot(eProj / eProjLen, pProj / pProjLen), 0.0f, 1.0f);
float theta = acosf(dot);
glm::vec3 cross = glm::cross(eProj, pProj);
const float MIN_ADJUSTMENT_ANGLE = 0.001745f; // 0.1 degree
if (theta > MIN_ADJUSTMENT_ANGLE) {
glm::vec3 axis = dUnit;
if (glm::dot(cross, dUnit) < 0) {
axis = -dUnit;
}
poleRot = glm::angleAxis(magnitude * theta, axis);
}
}
}
if (debug) {
const vec4 RED(1.0f, 0.0f, 0.0f, 1.0f);
const vec4 GREEN(0.0f, 1.0f, 0.0f, 1.0f);
const vec4 BLUE(0.0f, 0.0f, 1.0f, 1.0f);
const vec4 YELLOW(1.0f, 1.0f, 0.0f, 1.0f);
const vec4 WHITE(1.0f, 1.0f, 1.0f, 1.0f);
AnimPose geomToWorldPose = AnimPose(context.getRigToWorldMatrix() * context.getGeometryToRigMatrix());
glm::vec3 dUnit = d / dLen;
glm::vec3 e = midPose.xformVector(target.getPoleReferenceVector());
glm::vec3 eProj = e - glm::dot(e, dUnit) * dUnit;
float eProjLen = glm::length(eProj);
const float MIN_EPROJ_LEN = 0.5f;
if (eProjLen < MIN_EPROJ_LEN) {
glm::vec3 midPoint = topPose.trans() + d * 0.5f;
e = midPose.trans() - midPoint;
eProj = e - glm::dot(e, dUnit) * dUnit;
eProjLen = glm::length(eProj);
}
glm::vec3 p = target.getPoleVector();
const float PROJ_VECTOR_LEN = 10.0f;
const float POLE_VECTOR_LEN = 100.0f;
glm::vec3 midPoint = (basePose.trans() + topPose.trans()) * 0.5f;
DebugDraw::getInstance().drawRay(geomToWorldPose.xformPoint(basePose.trans()),
geomToWorldPose.xformPoint(topPose.trans()),
YELLOW);
DebugDraw::getInstance().drawRay(geomToWorldPose.xformPoint(midPoint),
geomToWorldPose.xformPoint(midPoint + PROJ_VECTOR_LEN * glm::normalize(e)),
RED);
DebugDraw::getInstance().drawRay(geomToWorldPose.xformPoint(midPoint),
geomToWorldPose.xformPoint(midPoint + POLE_VECTOR_LEN * glm::normalize(p)),
BLUE);
}
glm::quat newBaseRelRot = glm::inverse(baseParentPose.rot()) * poleRot * basePose.rot();
jointChainInfos[baseChainIndex].relRot = newBaseRelRot;
glm::quat newTopRelRot = glm::inverse(midPose.rot()) * glm::inverse(poleRot) * topPose.rot();
jointChainInfos[topChainIndex].relRot = newTopRelRot;
}
}
}
for (size_t i = 0; i < chainDepth; i++) {
_rotationAccumulators[jointChainInfos[i].jointIndex].add(jointChainInfos[i].relRot, jointChainInfos[i].weight);
_translationAccumulators[jointChainInfos[i].jointIndex].add(jointChainInfos[i].relTrans, jointChainInfos[i].weight);
}
if (debug) {
debugDrawIKChain(debugJointMap, context);
debugDrawIKChain(jointChainInfos, chainDepth, context);
}
}
@ -548,7 +699,8 @@ const std::vector<AnimInverseKinematics::SplineJointInfo>* AnimInverseKinematics
void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug) {
std::map<int, DebugJoint> debugJointMap;
const size_t MAX_CHAIN_DEPTH = 30;
JointChainInfo jointChainInfos[MAX_CHAIN_DEPTH];
const int baseIndex = _hipsIndex;
@ -608,7 +760,6 @@ void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, co
::blend(1, &absolutePoses[splineJointInfo.jointIndex], &desiredAbsPose, target.getFlexCoefficient(i), &flexedAbsPose);
AnimPose relPose = parentAbsPose.inverse() * flexedAbsPose;
_rotationAccumulators[splineJointInfo.jointIndex].add(relPose.rot(), target.getWeight());
bool constrained = false;
if (splineJointInfo.jointIndex != _hipsIndex) {
@ -632,18 +783,19 @@ void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, co
}
}
_translationAccumulators[splineJointInfo.jointIndex].add(relPose.trans(), target.getWeight());
if (debug) {
debugJointMap[splineJointInfo.jointIndex] = DebugJoint(relPose.rot(), relPose.trans(), constrained);
}
jointChainInfos[i] = { relPose.rot(), relPose.trans(), target.getWeight(), splineJointInfo.jointIndex, constrained };
parentAbsPose = flexedAbsPose;
}
}
for (size_t i = 0; i < splineJointInfoVec->size(); i++) {
_rotationAccumulators[jointChainInfos[i].jointIndex].add(jointChainInfos[i].relRot, jointChainInfos[i].weight);
_translationAccumulators[jointChainInfos[i].jointIndex].add(jointChainInfos[i].relTrans, jointChainInfos[i].weight);
}
if (debug) {
debugDrawIKChain(debugJointMap, context);
debugDrawIKChain(jointChainInfos, splineJointInfoVec->size(), context);
}
}
@ -654,6 +806,7 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
return _relativePoses;
}
//virtual
const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) {
// allows solutionSource to be overridden by an animVar
@ -767,6 +920,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
{
PROFILE_RANGE_EX(simulation_animation, "ik/ccd", 0xffff00ff, 0);
preconditionRelativePosesToAvoidLimbLock(context, targets);
solve(context, targets);
}
@ -921,7 +1075,7 @@ void AnimInverseKinematics::initConstraints() {
// y |
// | |
// | O---O---O RightUpLeg
// z | | Hips2 |
// z | | Hips |
// \ | | |
// \| | |
// x -----+ O O RightLeg
@ -966,7 +1120,9 @@ void AnimInverseKinematics::initConstraints() {
if (0 == baseName.compare("Arm", Qt::CaseSensitive)) {
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
stConstraint->setTwistLimits(-PI / 2.0f, PI / 2.0f);
//stConstraint->setTwistLimits(-PI / 2.0f, PI / 2.0f);
const float TWIST_LIMIT = 5.0f * PI / 8.0f;
stConstraint->setTwistLimits(-TWIST_LIMIT, TWIST_LIMIT);
/* KEEP THIS CODE for future experimentation
// these directions are approximate swing limits in root-frame
@ -992,7 +1148,7 @@ void AnimInverseKinematics::initConstraints() {
// simple cone
std::vector<float> minDots;
const float MAX_HAND_SWING = PI / 2.0f;
const float MAX_HAND_SWING = 5.0f * PI / 8.0f;
minDots.push_back(cosf(MAX_HAND_SWING));
stConstraint->setSwingLimits(minDots);
@ -1000,7 +1156,7 @@ void AnimInverseKinematics::initConstraints() {
} else if (0 == baseName.compare("UpLeg", Qt::CaseSensitive)) {
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
stConstraint->setTwistLimits(-PI / 4.0f, PI / 4.0f);
stConstraint->setTwistLimits(-PI / 2.0f, PI / 2.0f);
std::vector<glm::vec3> swungDirections;
float deltaTheta = PI / 4.0f;
@ -1142,7 +1298,7 @@ void AnimInverseKinematics::initConstraints() {
// we determine the max/min angles by rotating the swing limit lines from parent- to child-frame
// then measure the angles to swing the yAxis into alignment
glm::vec3 hingeAxis = - mirror * Vectors::UNIT_Z;
const float MIN_ELBOW_ANGLE = 0.05f;
const float MIN_ELBOW_ANGLE = 0.0f;
const float MAX_ELBOW_ANGLE = 11.0f * PI / 12.0f;
glm::quat invReferenceRotation = glm::inverse(referenceRotation);
glm::vec3 minSwingAxis = invReferenceRotation * glm::angleAxis(MIN_ELBOW_ANGLE, hingeAxis) * Vectors::UNIT_Y;
@ -1173,8 +1329,8 @@ void AnimInverseKinematics::initConstraints() {
// we determine the max/min angles by rotating the swing limit lines from parent- to child-frame
// then measure the angles to swing the yAxis into alignment
const float MIN_KNEE_ANGLE = 0.097f; // ~5 deg
const float MAX_KNEE_ANGLE = 7.0f * PI / 8.0f;
const float MIN_KNEE_ANGLE = 0.0f;
const float MAX_KNEE_ANGLE = 7.0f * PI / 8.0f; // 157.5 deg
glm::quat invReferenceRotation = glm::inverse(referenceRotation);
glm::vec3 minSwingAxis = invReferenceRotation * glm::angleAxis(MIN_KNEE_ANGLE, hingeAxis) * Vectors::UNIT_Y;
glm::vec3 maxSwingAxis = invReferenceRotation * glm::angleAxis(MAX_KNEE_ANGLE, hingeAxis) * Vectors::UNIT_Y;
@ -1308,6 +1464,7 @@ void AnimInverseKinematics::debugDrawRelativePoses(const AnimContext& context) c
// convert relative poses to absolute
_skeleton->convertRelativePosesToAbsolute(poses);
mat4 geomToWorldMatrix = context.getRigToWorldMatrix() * context.getGeometryToRigMatrix();
const vec4 RED(1.0f, 0.0f, 0.0f, 1.0f);
@ -1338,13 +1495,14 @@ void AnimInverseKinematics::debugDrawRelativePoses(const AnimContext& context) c
}
}
void AnimInverseKinematics::debugDrawIKChain(std::map<int, DebugJoint>& debugJointMap, const AnimContext& context) const {
void AnimInverseKinematics::debugDrawIKChain(JointChainInfo* jointChainInfos, size_t numJointChainInfos, const AnimContext& context) const {
AnimPoseVec poses = _relativePoses;
// copy debug joint rotations into the relative poses
for (auto& debugJoint : debugJointMap) {
poses[debugJoint.first].rot() = debugJoint.second.relRot;
poses[debugJoint.first].trans() = debugJoint.second.relTrans;
for (size_t i = 0; i < numJointChainInfos; i++) {
const JointChainInfo& info = jointChainInfos[i];
poses[info.jointIndex].rot() = info.relRot;
poses[info.jointIndex].trans() = info.relTrans;
}
// convert relative poses to absolute
@ -1360,11 +1518,11 @@ void AnimInverseKinematics::debugDrawIKChain(std::map<int, DebugJoint>& debugJoi
// draw each pose
for (int i = 0; i < (int)poses.size(); i++) {
// only draw joints that are actually in debugJointMap, or their parents
auto iter = debugJointMap.find(i);
auto parentIter = debugJointMap.find(_skeleton->getParentIndex(i));
if (iter != debugJointMap.end() || parentIter != debugJointMap.end()) {
int parentIndex = _skeleton->getParentIndex(i);
JointChainInfo* jointInfo = nullptr;
JointChainInfo* parentJointInfo = nullptr;
lookupJointChainInfo(jointChainInfos, numJointChainInfos, i, parentIndex, &jointInfo, &parentJointInfo);
if (jointInfo && parentJointInfo) {
// transform local axes into world space.
auto pose = poses[i];
@ -1377,13 +1535,12 @@ void AnimInverseKinematics::debugDrawIKChain(std::map<int, DebugJoint>& debugJoi
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * zAxis, BLUE);
// draw line to parent
int parentIndex = _skeleton->getParentIndex(i);
if (parentIndex != -1) {
glm::vec3 parentPos = transformPoint(geomToWorldMatrix, poses[parentIndex].trans());
glm::vec4 color = GRAY;
// draw constrained joints with a RED link to their parent.
if (parentIter != debugJointMap.end() && parentIter->second.constrained) {
if (parentJointInfo->constrained) {
color = RED;
}
DebugDraw::getInstance().drawRay(pos, parentPos, color);
@ -1486,7 +1643,7 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
glm::vec3 worldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * swungAxis);
glm::vec3 swingTip = pos + SWING_LENGTH * worldSwungAxis;
float prevPhi = acos(swingTwistConstraint->getMinDots()[j]);
float prevPhi = acosf(swingTwistConstraint->getMinDots()[j]);
float prevTheta = theta - D_THETA;
glm::vec3 prevSwungAxis = sphericalToCartesian(prevPhi, prevTheta - PI_2);
glm::vec3 prevWorldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * prevSwungAxis);
@ -1521,6 +1678,50 @@ void AnimInverseKinematics::blendToPoses(const AnimPoseVec& targetPoses, const A
}
}
void AnimInverseKinematics::preconditionRelativePosesToAvoidLimbLock(const AnimContext& context, const std::vector<IKTarget>& targets) {
const int NUM_LIMBS = 4;
std::pair<int, int> limbs[NUM_LIMBS] = {
{_skeleton->nameToJointIndex("LeftHand"), _skeleton->nameToJointIndex("LeftArm")},
{_skeleton->nameToJointIndex("RightHand"), _skeleton->nameToJointIndex("RightArm")},
{_skeleton->nameToJointIndex("LeftFoot"), _skeleton->nameToJointIndex("LeftUpLeg")},
{_skeleton->nameToJointIndex("RightFoot"), _skeleton->nameToJointIndex("RightUpLeg")}
};
const float MIN_AXIS_LENGTH = 1.0e-4f;
for (auto& target : targets) {
if (target.getIndex() != -1) {
for (int i = 0; i < NUM_LIMBS; i++) {
if (limbs[i].first == target.getIndex()) {
int tipIndex = limbs[i].first;
int baseIndex = limbs[i].second;
// TODO: as an optimization, these poses can be computed in one pass down the chain, instead of three.
AnimPose tipPose = _skeleton->getAbsolutePose(tipIndex, _relativePoses);
AnimPose basePose = _skeleton->getAbsolutePose(baseIndex, _relativePoses);
AnimPose baseParentPose = _skeleton->getAbsolutePose(_skeleton->getParentIndex(baseIndex), _relativePoses);
// to help reduce limb locking, and to help the CCD solver converge faster
// rotate the limbs leverArm over the targetLine.
glm::vec3 targetLine = target.getTranslation() - basePose.trans();
glm::vec3 leverArm = tipPose.trans() - basePose.trans();
glm::vec3 axis = glm::cross(leverArm, targetLine);
float axisLength = glm::length(axis);
if (axisLength > MIN_AXIS_LENGTH) {
// compute angle of rotation that brings tip to target
axis /= axisLength;
float cosAngle = glm::clamp(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)), -1.0f, 1.0f);
float angle = acosf(cosAngle);
glm::quat newBaseRotation = glm::angleAxis(angle, axis) * basePose.rot();
// convert base rotation into relative space of base.
_relativePoses[baseIndex].rot() = glm::inverse(baseParentPose.rot()) * newBaseRotation;
}
}
}
}
}
}
void AnimInverseKinematics::initRelativePosesFromSolutionSource(SolutionSource solutionSource, const AnimPoseVec& underPoses) {
const float RELAX_BLEND_FACTOR = (1.0f / 16.0f);
const float COPY_BLEND_FACTOR = 1.0f;
@ -1540,7 +1741,7 @@ void AnimInverseKinematics::initRelativePosesFromSolutionSource(SolutionSource s
break;
case SolutionSource::LimitCenterPoses:
// essentially copy limitCenterPoses over to _relativePoses.
blendToPoses(_limitCenterPoses, underPoses, COPY_BLEND_FACTOR);
blendToPoses(underPoses, _limitCenterPoses, COPY_BLEND_FACTOR);
break;
}
}

View file

@ -26,6 +26,14 @@ class RotationConstraint;
class AnimInverseKinematics : public AnimNode {
public:
struct JointChainInfo {
glm::quat relRot;
glm::vec3 relTrans;
float weight;
int jointIndex;
bool constrained;
};
explicit AnimInverseKinematics(const QString& id);
virtual ~AnimInverseKinematics() override;
@ -34,7 +42,8 @@ public:
void computeAbsolutePoses(AnimPoseVec& absolutePoses) const;
void setTargetVars(const QString& jointName, const QString& positionVar, const QString& rotationVar,
const QString& typeVar, const QString& weightVar, float weight, const std::vector<float>& flexCoefficients);
const QString& typeVar, const QString& weightVar, float weight, const std::vector<float>& flexCoefficients,
const QString& poleVectorEnabledVar, const QString& poleReferenceVectorVar, const QString& poleVectorVar);
virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimNode::Triggers& triggersOut) override;
virtual const AnimPoseVec& overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) override;
@ -67,19 +76,13 @@ protected:
void solveTargetWithCCD(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug);
void solveTargetWithSpline(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug);
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) override;
struct DebugJoint {
DebugJoint() : relRot(), constrained(false) {}
DebugJoint(const glm::quat& relRotIn, const glm::vec3& relTransIn, bool constrainedIn) : relRot(relRotIn), relTrans(relTransIn), constrained(constrainedIn) {}
glm::quat relRot;
glm::vec3 relTrans;
bool constrained;
};
void debugDrawIKChain(std::map<int, DebugJoint>& debugJointMap, const AnimContext& context) const;
void debugDrawIKChain(JointChainInfo* jointChainInfos, size_t numJointChainInfos, const AnimContext& context) const;
void debugDrawRelativePoses(const AnimContext& context) const;
void debugDrawConstraints(const AnimContext& context) const;
void debugDrawSpineSplines(const AnimContext& context, const std::vector<IKTarget>& targets) const;
void initRelativePosesFromSolutionSource(SolutionSource solutionSource, const AnimPoseVec& underPose);
void blendToPoses(const AnimPoseVec& targetPoses, const AnimPoseVec& underPose, float blendFactor);
void preconditionRelativePosesToAvoidLimbLock(const AnimContext& context, const std::vector<IKTarget>& targets);
// used to pre-compute information about each joint influeced by a spline IK target.
struct SplineJointInfo {
@ -107,7 +110,8 @@ protected:
enum FlexCoefficients { MAX_FLEX_COEFFICIENTS = 10 };
struct IKTargetVar {
IKTargetVar(const QString& jointNameIn, const QString& positionVarIn, const QString& rotationVarIn,
const QString& typeVarIn, const QString& weightVarIn, float weightIn, const std::vector<float>& flexCoefficientsIn);
const QString& typeVarIn, const QString& weightVarIn, float weightIn, const std::vector<float>& flexCoefficientsIn,
const QString& poleVectorEnabledVar, const QString& poleReferenceVectorVar, const QString& poleVectorVar);
IKTargetVar(const IKTargetVar& orig);
QString jointName;
@ -115,6 +119,9 @@ protected:
QString rotationVar;
QString typeVar;
QString weightVar;
QString poleVectorEnabledVar;
QString poleReferenceVectorVar;
QString poleVectorVar;
float weight;
float flexCoefficients[MAX_FLEX_COEFFICIENTS];
size_t numFlexCoefficients;

View file

@ -479,6 +479,9 @@ AnimNode::Pointer loadInverseKinematicsNode(const QJsonObject& jsonObj, const QS
READ_OPTIONAL_STRING(typeVar, targetObj);
READ_OPTIONAL_STRING(weightVar, targetObj);
READ_OPTIONAL_FLOAT(weight, targetObj, 1.0f);
READ_OPTIONAL_STRING(poleVectorEnabledVar, targetObj);
READ_OPTIONAL_STRING(poleReferenceVectorVar, targetObj);
READ_OPTIONAL_STRING(poleVectorVar, targetObj);
auto flexCoefficientsValue = targetObj.value("flexCoefficients");
if (!flexCoefficientsValue.isArray()) {
@ -491,7 +494,7 @@ AnimNode::Pointer loadInverseKinematicsNode(const QJsonObject& jsonObj, const QS
flexCoefficients.push_back((float)value.toDouble());
}
node->setTargetVars(jointName, positionVar, rotationVar, typeVar, weightVar, weight, flexCoefficients);
node->setTargetVars(jointName, positionVar, rotationVar, typeVar, weightVar, weight, flexCoefficients, poleVectorEnabledVar, poleReferenceVectorVar, poleVectorVar);
};
READ_OPTIONAL_STRING(solutionSource, jsonObj);

View file

@ -21,6 +21,8 @@ class AnimPose {
public:
AnimPose() {}
explicit AnimPose(const glm::mat4& mat);
explicit AnimPose(const glm::quat& rotIn) : _scale(1.0f), _rot(rotIn), _trans(0.0f) {}
AnimPose(const glm::quat& rotIn, const glm::vec3& transIn) : _scale(1.0f), _rot(rotIn), _trans(transIn) {}
AnimPose(const glm::vec3& scaleIn, const glm::quat& rotIn, const glm::vec3& transIn) : _scale(scaleIn), _rot(rotIn), _trans(transIn) {}
static const AnimPose identity;

View file

@ -76,11 +76,11 @@ const QString& AnimSkeleton::getJointName(int jointIndex) const {
return _joints[jointIndex].name;
}
AnimPose AnimSkeleton::getAbsolutePose(int jointIndex, const AnimPoseVec& poses) const {
if (jointIndex < 0 || jointIndex >= (int)poses.size() || jointIndex >= _jointsSize) {
AnimPose AnimSkeleton::getAbsolutePose(int jointIndex, const AnimPoseVec& relativePoses) const {
if (jointIndex < 0 || jointIndex >= (int)relativePoses.size() || jointIndex >= _jointsSize) {
return AnimPose::identity;
} else {
return getAbsolutePose(_joints[jointIndex].parentIndex, poses) * poses[jointIndex];
return getAbsolutePose(_joints[jointIndex].parentIndex, relativePoses) * relativePoses[jointIndex];
}
}

View file

@ -50,7 +50,7 @@ public:
int getParentIndex(int jointIndex) const;
AnimPose getAbsolutePose(int jointIndex, const AnimPoseVec& poses) const;
AnimPose getAbsolutePose(int jointIndex, const AnimPoseVec& relativePoses) const;
void convertRelativePosesToAbsolute(AnimPoseVec& poses) const;
void convertAbsolutePosesToRelative(AnimPoseVec& poses) const;

View file

@ -30,10 +30,16 @@ public:
const glm::vec3& getTranslation() const { return _pose.trans(); }
const glm::quat& getRotation() const { return _pose.rot(); }
const AnimPose& getPose() const { return _pose; }
glm::vec3 getPoleVector() const { return _poleVector; }
glm::vec3 getPoleReferenceVector() const { return _poleReferenceVector; }
bool getPoleVectorEnabled() const { return _poleVectorEnabled; }
int getIndex() const { return _index; }
Type getType() const { return _type; }
void setPose(const glm::quat& rotation, const glm::vec3& translation);
void setPoleVector(const glm::vec3& poleVector) { _poleVector = poleVector; }
void setPoleReferenceVector(const glm::vec3& poleReferenceVector) { _poleReferenceVector = poleReferenceVector; }
void setPoleVectorEnabled(bool poleVectorEnabled) { _poleVectorEnabled = poleVectorEnabled; }
void setIndex(int index) { _index = index; }
void setType(int);
void setFlexCoefficients(size_t numFlexCoefficientsIn, const float* flexCoefficientsIn);
@ -46,8 +52,11 @@ public:
private:
AnimPose _pose;
int _index{-1};
Type _type{Type::RotationAndPosition};
glm::vec3 _poleVector;
glm::vec3 _poleReferenceVector;
bool _poleVectorEnabled { false };
int _index { -1 };
Type _type { Type::RotationAndPosition };
float _weight;
float _flexCoefficients[MAX_FLEX_COEFFICIENTS];
size_t _numFlexCoefficients;

View file

@ -479,12 +479,6 @@ bool Rig::getAbsoluteJointPoseInRigFrame(int jointIndex, AnimPose& returnPose) c
}
}
bool Rig::getJointCombinedRotation(int jointIndex, glm::quat& result, const glm::quat& rotation) const {
// AJT: TODO: used by attachments
ASSERT(false);
return false;
}
void Rig::calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const {
ASSERT(referenceSpeeds.size() > 0);
@ -950,6 +944,7 @@ void Rig::updateAnimations(float deltaTime, const glm::mat4& rootTransform, cons
// evaluate the animation
AnimNode::Triggers triggersOut;
_internalPoseSet._relativePoses = _animNode->evaluate(_animVars, context, deltaTime, triggersOut);
if ((int)_internalPoseSet._relativePoses.size() != _animSkeleton->getNumJoints()) {
// animations haven't fully loaded yet.
@ -1015,46 +1010,6 @@ glm::quat Rig::getJointDefaultRotationInParentFrame(int jointIndex) {
return glm::quat();
}
void Rig::updateFromHeadParameters(const HeadParameters& params, float dt) {
updateHeadAnimVars(params);
_animVars.set("isTalking", params.isTalking);
_animVars.set("notIsTalking", !params.isTalking);
if (params.hipsEnabled) {
_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToLimitCenterPoses);
_animVars.set("hipsType", (int)IKTarget::Type::RotationAndPosition);
_animVars.set("hipsPosition", extractTranslation(params.hipsMatrix));
_animVars.set("hipsRotation", glmExtractRotation(params.hipsMatrix));
} else {
_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToUnderPoses);
_animVars.set("hipsType", (int)IKTarget::Type::Unknown);
}
if (params.hipsEnabled && params.spine2Enabled) {
_animVars.set("spine2Type", (int)IKTarget::Type::Spline);
_animVars.set("spine2Position", extractTranslation(params.spine2Matrix));
_animVars.set("spine2Rotation", glmExtractRotation(params.spine2Matrix));
} else {
_animVars.set("spine2Type", (int)IKTarget::Type::Unknown);
}
if (params.leftArmEnabled) {
_animVars.set("leftArmType", (int)IKTarget::Type::RotationAndPosition);
_animVars.set("leftArmPosition", params.leftArmPosition);
_animVars.set("leftArmRotation", params.leftArmRotation);
} else {
_animVars.set("leftArmType", (int)IKTarget::Type::Unknown);
}
if (params.rightArmEnabled) {
_animVars.set("rightArmType", (int)IKTarget::Type::RotationAndPosition);
_animVars.set("rightArmPosition", params.rightArmPosition);
_animVars.set("rightArmRotation", params.rightArmRotation);
} else {
_animVars.set("rightArmType", (int)IKTarget::Type::Unknown);
}
}
void Rig::updateFromEyeParameters(const EyeParameters& params) {
updateEyeJoint(params.leftEyeJointIndex, params.modelTranslation, params.modelRotation, params.eyeLookAt, params.eyeSaccade);
@ -1086,12 +1041,12 @@ void Rig::computeHeadFromHMD(const AnimPose& hmdPose, glm::vec3& headPositionOut
headOrientationOut = hmdOrientation;
}
void Rig::updateHeadAnimVars(const HeadParameters& params) {
void Rig::updateHead(bool headEnabled, bool hipsEnabled, const AnimPose& headPose) {
if (_animSkeleton) {
if (params.headEnabled) {
_animVars.set("headPosition", params.rigHeadPosition);
_animVars.set("headRotation", params.rigHeadOrientation);
if (params.hipsEnabled) {
if (headEnabled) {
_animVars.set("headPosition", headPose.trans());
_animVars.set("headRotation", headPose.rot());
if (hipsEnabled) {
// Since there is an explicit hips ik target, switch the head to use the more flexible Spline IK chain type.
// this will allow the spine to compress/expand and bend more natrually, ensuring that it can reach the head target position.
_animVars.set("headType", (int)IKTarget::Type::Spline);
@ -1104,12 +1059,271 @@ void Rig::updateHeadAnimVars(const HeadParameters& params) {
}
} else {
_animVars.unset("headPosition");
_animVars.set("headRotation", params.rigHeadOrientation);
_animVars.set("headRotation", headPose.rot());
_animVars.set("headType", (int)IKTarget::Type::RotationOnly);
}
}
}
void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool leftArmEnabled, bool rightArmEnabled, float dt,
const AnimPose& leftHandPose, const AnimPose& rightHandPose,
float bodyCapsuleRadius, float bodyCapsuleHalfHeight, const glm::vec3& bodyCapsuleLocalOffset) {
// Use this capsule to represent the avatar body.
int hipsIndex = indexOfJoint("Hips");
glm::vec3 hipsTrans;
if (hipsIndex >= 0) {
hipsTrans = _internalPoseSet._absolutePoses[hipsIndex].trans();
}
const glm::vec3 bodyCapsuleCenter = hipsTrans - bodyCapsuleLocalOffset;
const glm::vec3 bodyCapsuleStart = bodyCapsuleCenter - glm::vec3(0, bodyCapsuleHalfHeight, 0);
const glm::vec3 bodyCapsuleEnd = bodyCapsuleCenter + glm::vec3(0, bodyCapsuleHalfHeight, 0);
const float HAND_RADIUS = 0.05f;
const float RELAX_DURATION = 0.6f;
const float CONTROL_DURATION = 0.4f;
const bool TO_CONTROLLED = true;
const bool FROM_CONTROLLED = false;
const bool LEFT_HAND = true;
const bool RIGHT_HAND = false;
const float ELBOW_POLE_VECTOR_BLEND_FACTOR = 0.95f;
if (leftHandEnabled) {
if (!_isLeftHandControlled) {
_leftHandControlTimeRemaining = CONTROL_DURATION;
_isLeftHandControlled = true;
}
glm::vec3 handPosition = leftHandPose.trans();
glm::quat handRotation = leftHandPose.rot();
if (_leftHandControlTimeRemaining > 0.0f) {
// Move hand from non-controlled position to controlled position.
_leftHandControlTimeRemaining = std::max(_leftHandControlTimeRemaining - dt, 0.0f);
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
if (transitionHandPose(_leftHandControlTimeRemaining, CONTROL_DURATION, handPose,
LEFT_HAND, TO_CONTROLLED, handPose)) {
handPosition = handPose.trans();
handRotation = handPose.rot();
}
}
if (!hipsEnabled) {
// prevent the hand IK targets from intersecting the body capsule
glm::vec3 displacement;
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
handPosition -= displacement;
}
}
_animVars.set("leftHandPosition", handPosition);
_animVars.set("leftHandRotation", handRotation);
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
_lastLeftHandControlledPose = AnimPose(Vectors::ONE, handRotation, handPosition);
_isLeftHandControlled = true;
// compute pole vector
int handJointIndex = _animSkeleton->nameToJointIndex("LeftHand");
int armJointIndex = _animSkeleton->nameToJointIndex("LeftArm");
int elbowJointIndex = _animSkeleton->nameToJointIndex("LeftForeArm");
if (!leftArmEnabled && elbowJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, true);
// smooth toward desired pole vector from previous pole vector... to reduce jitter
if (!_prevLeftHandPoleVectorValid) {
_prevLeftHandPoleVectorValid = true;
_prevLeftHandPoleVector = poleVector;
}
glm::quat deltaRot = rotationBetween(_prevLeftHandPoleVector, poleVector);
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, ELBOW_POLE_VECTOR_BLEND_FACTOR);
_prevLeftHandPoleVector = smoothDeltaRot * _prevLeftHandPoleVector;
_animVars.set("leftHandPoleVectorEnabled", true);
_animVars.set("leftHandPoleReferenceVector", Vectors::UNIT_X);
_animVars.set("leftHandPoleVector", _prevLeftHandPoleVector);
} else {
_prevLeftHandPoleVectorValid = false;
_animVars.set("leftHandPoleVectorEnabled", false);
}
} else {
_prevLeftHandPoleVectorValid = false;
_animVars.set("leftHandPoleVectorEnabled", false);
if (_isLeftHandControlled) {
_leftHandRelaxTimeRemaining = RELAX_DURATION;
_isLeftHandControlled = false;
}
if (_leftHandRelaxTimeRemaining > 0.0f) {
// Move hand from controlled position to non-controlled position.
_leftHandRelaxTimeRemaining = std::max(_leftHandRelaxTimeRemaining - dt, 0.0f);
AnimPose handPose;
if (transitionHandPose(_leftHandRelaxTimeRemaining, RELAX_DURATION, _lastLeftHandControlledPose,
LEFT_HAND, FROM_CONTROLLED, handPose)) {
_animVars.set("leftHandPosition", handPose.trans());
_animVars.set("leftHandRotation", handPose.rot());
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
}
} else {
_animVars.unset("leftHandPosition");
_animVars.unset("leftHandRotation");
_animVars.set("leftHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
}
}
if (rightHandEnabled) {
if (!_isRightHandControlled) {
_rightHandControlTimeRemaining = CONTROL_DURATION;
_isRightHandControlled = true;
}
glm::vec3 handPosition = rightHandPose.trans();
glm::quat handRotation = rightHandPose.rot();
if (_rightHandControlTimeRemaining > 0.0f) {
// Move hand from non-controlled position to controlled position.
_rightHandControlTimeRemaining = std::max(_rightHandControlTimeRemaining - dt, 0.0f);
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
if (transitionHandPose(_rightHandControlTimeRemaining, CONTROL_DURATION, handPose, RIGHT_HAND, TO_CONTROLLED, handPose)) {
handPosition = handPose.trans();
handRotation = handPose.rot();
}
}
if (!hipsEnabled) {
// prevent the hand IK targets from intersecting the body capsule
glm::vec3 displacement;
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
handPosition -= displacement;
}
}
_animVars.set("rightHandPosition", handPosition);
_animVars.set("rightHandRotation", handRotation);
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
_lastRightHandControlledPose = AnimPose(Vectors::ONE, handRotation, handPosition);
_isRightHandControlled = true;
// compute pole vector
int handJointIndex = _animSkeleton->nameToJointIndex("RightHand");
int armJointIndex = _animSkeleton->nameToJointIndex("RightArm");
int elbowJointIndex = _animSkeleton->nameToJointIndex("RightForeArm");
if (!rightArmEnabled && elbowJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, false);
// smooth toward desired pole vector from previous pole vector... to reduce jitter
if (!_prevRightHandPoleVectorValid) {
_prevRightHandPoleVectorValid = true;
_prevRightHandPoleVector = poleVector;
}
glm::quat deltaRot = rotationBetween(_prevRightHandPoleVector, poleVector);
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, ELBOW_POLE_VECTOR_BLEND_FACTOR);
_prevRightHandPoleVector = smoothDeltaRot * _prevRightHandPoleVector;
_animVars.set("rightHandPoleVectorEnabled", true);
_animVars.set("rightHandPoleReferenceVector", -Vectors::UNIT_X);
_animVars.set("rightHandPoleVector", _prevRightHandPoleVector);
} else {
_prevRightHandPoleVectorValid = false;
_animVars.set("rightHandPoleVectorEnabled", false);
}
} else {
_prevRightHandPoleVectorValid = false;
_animVars.set("rightHandPoleVectorEnabled", false);
if (_isRightHandControlled) {
_rightHandRelaxTimeRemaining = RELAX_DURATION;
_isRightHandControlled = false;
}
if (_rightHandRelaxTimeRemaining > 0.0f) {
// Move hand from controlled position to non-controlled position.
_rightHandRelaxTimeRemaining = std::max(_rightHandRelaxTimeRemaining - dt, 0.0f);
AnimPose handPose;
if (transitionHandPose(_rightHandRelaxTimeRemaining, RELAX_DURATION, _lastRightHandControlledPose, RIGHT_HAND, FROM_CONTROLLED, handPose)) {
_animVars.set("rightHandPosition", handPose.trans());
_animVars.set("rightHandRotation", handPose.rot());
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
}
} else {
_animVars.unset("rightHandPosition");
_animVars.unset("rightHandRotation");
_animVars.set("rightHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
}
}
}
void Rig::updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose& leftFootPose, const AnimPose& rightFootPose) {
const float KNEE_POLE_VECTOR_BLEND_FACTOR = 0.95f;
int hipsIndex = indexOfJoint("Hips");
if (leftFootEnabled) {
_animVars.set("leftFootPosition", leftFootPose.trans());
_animVars.set("leftFootRotation", leftFootPose.rot());
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
int footJointIndex = _animSkeleton->nameToJointIndex("LeftFoot");
int kneeJointIndex = _animSkeleton->nameToJointIndex("LeftLeg");
int upLegJointIndex = _animSkeleton->nameToJointIndex("LeftUpLeg");
glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, kneeJointIndex, upLegJointIndex, hipsIndex, leftFootPose);
// smooth toward desired pole vector from previous pole vector... to reduce jitter
if (!_prevLeftFootPoleVectorValid) {
_prevLeftFootPoleVectorValid = true;
_prevLeftFootPoleVector = poleVector;
}
glm::quat deltaRot = rotationBetween(_prevLeftFootPoleVector, poleVector);
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, KNEE_POLE_VECTOR_BLEND_FACTOR);
_prevLeftFootPoleVector = smoothDeltaRot * _prevLeftFootPoleVector;
_animVars.set("leftFootPoleVectorEnabled", true);
_animVars.set("leftFootPoleReferenceVector", Vectors::UNIT_Z);
_animVars.set("leftFootPoleVector", _prevLeftFootPoleVector);
} else {
_animVars.unset("leftFootPosition");
_animVars.unset("leftFootRotation");
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
_animVars.set("leftFootPoleVectorEnabled", false);
_prevLeftFootPoleVectorValid = false;
}
if (rightFootEnabled) {
_animVars.set("rightFootPosition", rightFootPose.trans());
_animVars.set("rightFootRotation", rightFootPose.rot());
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
int footJointIndex = _animSkeleton->nameToJointIndex("RightFoot");
int kneeJointIndex = _animSkeleton->nameToJointIndex("RightLeg");
int upLegJointIndex = _animSkeleton->nameToJointIndex("RightUpLeg");
glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, kneeJointIndex, upLegJointIndex, hipsIndex, rightFootPose);
// smooth toward desired pole vector from previous pole vector... to reduce jitter
if (!_prevRightFootPoleVectorValid) {
_prevRightFootPoleVectorValid = true;
_prevRightFootPoleVector = poleVector;
}
glm::quat deltaRot = rotationBetween(_prevRightFootPoleVector, poleVector);
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, KNEE_POLE_VECTOR_BLEND_FACTOR);
_prevRightFootPoleVector = smoothDeltaRot * _prevRightFootPoleVector;
_animVars.set("rightFootPoleVectorEnabled", true);
_animVars.set("rightFootPoleReferenceVector", Vectors::UNIT_Z);
_animVars.set("rightFootPoleVector", _prevRightFootPoleVector);
} else {
_animVars.unset("rightFootPosition");
_animVars.unset("rightFootRotation");
_animVars.set("rightFootPoleVectorEnabled", false);
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
}
}
void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::vec3& lookAtSpot, const glm::vec3& saccade) {
// TODO: does not properly handle avatar scale.
@ -1145,162 +1359,138 @@ void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm
}
}
void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, float dt) {
if (_animSkeleton && _animNode) {
const float HAND_RADIUS = 0.05f;
int hipsIndex = indexOfJoint("Hips");
glm::vec3 hipsTrans;
if (hipsIndex >= 0) {
hipsTrans = _internalPoseSet._absolutePoses[hipsIndex].trans();
}
static glm::quat quatLerp(const glm::quat& q1, const glm::quat& q2, float alpha) {
float dot = glm::dot(q1, q2);
glm::quat temp;
if (dot < 0.0f) {
temp = -q2;
} else {
temp = q2;
}
return glm::normalize(glm::lerp(q1, temp, alpha));
}
// Use this capsule to represent the avatar body.
const float bodyCapsuleRadius = params.bodyCapsuleRadius;
const glm::vec3 bodyCapsuleCenter = hipsTrans - params.bodyCapsuleLocalOffset;
const glm::vec3 bodyCapsuleStart = bodyCapsuleCenter - glm::vec3(0, params.bodyCapsuleHalfHeight, 0);
const glm::vec3 bodyCapsuleEnd = bodyCapsuleCenter + glm::vec3(0, params.bodyCapsuleHalfHeight, 0);
glm::vec3 Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex, int hipsIndex, bool isLeft) const {
AnimPose hipsPose = _externalPoseSet._absolutePoses[hipsIndex];
AnimPose handPose = _externalPoseSet._absolutePoses[handIndex];
AnimPose elbowPose = _externalPoseSet._absolutePoses[elbowIndex];
AnimPose armPose = _externalPoseSet._absolutePoses[armIndex];
// TODO: add isHipsEnabled
bool bodySensorTrackingEnabled = params.isLeftFootEnabled || params.isRightFootEnabled;
// ray from hand to arm.
glm::vec3 d = glm::normalize(handPose.trans() - armPose.trans());
const float RELAX_DURATION = 0.6f;
const float CONTROL_DURATION = 0.4f;
const bool TO_CONTROLLED = true;
const bool FROM_CONTROLLED = false;
const bool LEFT_HAND = true;
const bool RIGHT_HAND = false;
float sign = isLeft ? 1.0f : -1.0f;
if (params.isLeftEnabled) {
if (!_isLeftHandControlled) {
_leftHandControlTimeRemaining = CONTROL_DURATION;
_isLeftHandControlled = true;
}
// form a plane normal to the hips x-axis.
glm::vec3 n = hipsPose.rot() * Vectors::UNIT_X;
glm::vec3 y = hipsPose.rot() * Vectors::UNIT_Y;
glm::vec3 handPosition = params.leftPosition;
glm::quat handRotation = params.leftOrientation;
// project d onto this plane
glm::vec3 dProj = d - glm::dot(d, n) * n;
if (_leftHandControlTimeRemaining > 0.0f) {
// Move hand from non-controlled position to controlled position.
_leftHandControlTimeRemaining = std::max(_leftHandControlTimeRemaining - dt, 0.0f);
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
if (transitionHandPose(_leftHandControlTimeRemaining, CONTROL_DURATION, handPose, LEFT_HAND, TO_CONTROLLED,
handPose)) {
handPosition = handPose.trans();
handRotation = handPose.rot();
}
}
// give dProj a bit of offset away from the body.
float avatarScale = extractUniformScale(_modelOffset);
const float LATERAL_OFFSET = 1.0f * avatarScale;
const float VERTICAL_OFFSET = -0.333f * avatarScale;
glm::vec3 dProjWithOffset = dProj + sign * LATERAL_OFFSET * n + y * VERTICAL_OFFSET;
if (!bodySensorTrackingEnabled) {
// prevent the hand IK targets from intersecting the body capsule
glm::vec3 displacement;
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
handPosition -= displacement;
}
}
// rotate dProj by 90 degrees to get the poleVector.
glm::vec3 poleVector = glm::angleAxis(PI / 2.0f, n) * dProjWithOffset;
_animVars.set("leftHandPosition", handPosition);
_animVars.set("leftHandRotation", handRotation);
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
// blend the wrist oreintation into the pole vector to reduce the painfully bent wrist problem.
glm::quat elbowToHandDelta = handPose.rot() * glm::inverse(elbowPose.rot());
const float WRIST_POLE_ADJUST_FACTOR = 0.5f;
glm::quat poleAdjust = quatLerp(Quaternions::IDENTITY, elbowToHandDelta, WRIST_POLE_ADJUST_FACTOR);
_lastLeftHandControlledPose = AnimPose(Vectors::ONE, handRotation, handPosition);
} else {
if (_isLeftHandControlled) {
_leftHandRelaxTimeRemaining = RELAX_DURATION;
_isLeftHandControlled = false;
}
return glm::normalize(poleAdjust * poleVector);
}
if (_leftHandRelaxTimeRemaining > 0.0f) {
// Move hand from controlled position to non-controlled position.
_leftHandRelaxTimeRemaining = std::max(_leftHandRelaxTimeRemaining - dt, 0.0f);
AnimPose handPose;
if (transitionHandPose(_leftHandRelaxTimeRemaining, RELAX_DURATION, _lastLeftHandControlledPose, LEFT_HAND,
FROM_CONTROLLED, handPose)) {
_animVars.set("leftHandPosition", handPose.trans());
_animVars.set("leftHandRotation", handPose.rot());
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
}
} else {
_animVars.unset("leftHandPosition");
_animVars.unset("leftHandRotation");
_animVars.set("leftHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
}
}
glm::vec3 Rig::calculateKneePoleVector(int footJointIndex, int kneeIndex, int upLegIndex, int hipsIndex, const AnimPose& targetFootPose) const {
if (params.isRightEnabled) {
if (!_isRightHandControlled) {
_rightHandControlTimeRemaining = CONTROL_DURATION;
_isRightHandControlled = true;
}
AnimPose hipsPose = _externalPoseSet._absolutePoses[hipsIndex];
AnimPose footPose = targetFootPose;
AnimPose kneePose = _externalPoseSet._absolutePoses[kneeIndex];
AnimPose upLegPose = _externalPoseSet._absolutePoses[upLegIndex];
glm::vec3 handPosition = params.rightPosition;
glm::quat handRotation = params.rightOrientation;
// ray from foot to upLeg
glm::vec3 d = glm::normalize(footPose.trans() - upLegPose.trans());
if (_rightHandControlTimeRemaining > 0.0f) {
// Move hand from non-controlled position to controlled position.
_rightHandControlTimeRemaining = std::max(_rightHandControlTimeRemaining - dt, 0.0f);
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
if (transitionHandPose(_rightHandControlTimeRemaining, CONTROL_DURATION, handPose, RIGHT_HAND, TO_CONTROLLED,
handPose)) {
handPosition = handPose.trans();
handRotation = handPose.rot();
}
}
// form a plane normal to the hips x-axis
glm::vec3 n = hipsPose.rot() * Vectors::UNIT_X;
if (!bodySensorTrackingEnabled) {
// prevent the hand IK targets from intersecting the body capsule
glm::vec3 displacement;
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
handPosition -= displacement;
}
}
// project d onto this plane
glm::vec3 dProj = d - glm::dot(d, n) * n;
_animVars.set("rightHandPosition", handPosition);
_animVars.set("rightHandRotation", handRotation);
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
// rotate dProj by 90 degrees to get the poleVector.
glm::vec3 poleVector = glm::angleAxis(-PI / 2.0f, n) * dProj;
_lastRightHandControlledPose = AnimPose(Vectors::ONE, handRotation, handPosition);
} else {
if (_isRightHandControlled) {
_rightHandRelaxTimeRemaining = RELAX_DURATION;
_isRightHandControlled = false;
}
// blend the foot oreintation into the pole vector
glm::quat kneeToFootDelta = footPose.rot() * glm::inverse(kneePose.rot());
const float WRIST_POLE_ADJUST_FACTOR = 0.5f;
glm::quat poleAdjust = quatLerp(Quaternions::IDENTITY, kneeToFootDelta, WRIST_POLE_ADJUST_FACTOR);
if (_rightHandRelaxTimeRemaining > 0.0f) {
// Move hand from controlled position to non-controlled position.
_rightHandRelaxTimeRemaining = std::max(_rightHandRelaxTimeRemaining - dt, 0.0f);
AnimPose handPose;
if (transitionHandPose(_rightHandRelaxTimeRemaining, RELAX_DURATION, _lastRightHandControlledPose, RIGHT_HAND,
FROM_CONTROLLED, handPose)) {
_animVars.set("rightHandPosition", handPose.trans());
_animVars.set("rightHandRotation", handPose.rot());
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
}
} else {
_animVars.unset("rightHandPosition");
_animVars.unset("rightHandRotation");
_animVars.set("rightHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
}
}
return glm::normalize(poleAdjust * poleVector);
}
if (params.isLeftFootEnabled) {
_animVars.set("leftFootPosition", params.leftFootPosition);
_animVars.set("leftFootRotation", params.leftFootOrientation);
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
} else {
_animVars.unset("leftFootPosition");
_animVars.unset("leftFootRotation");
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
}
void Rig::updateFromControllerParameters(const ControllerParameters& params, float dt) {
if (!_animSkeleton || !_animNode) {
return;
}
if (params.isRightFootEnabled) {
_animVars.set("rightFootPosition", params.rightFootPosition);
_animVars.set("rightFootRotation", params.rightFootOrientation);
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
} else {
_animVars.unset("rightFootPosition");
_animVars.unset("rightFootRotation");
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
}
_animVars.set("isTalking", params.isTalking);
_animVars.set("notIsTalking", !params.isTalking);
bool headEnabled = params.controllerActiveFlags[ControllerType_Head];
bool leftHandEnabled = params.controllerActiveFlags[ControllerType_LeftHand];
bool rightHandEnabled = params.controllerActiveFlags[ControllerType_RightHand];
bool hipsEnabled = params.controllerActiveFlags[ControllerType_Hips];
bool leftFootEnabled = params.controllerActiveFlags[ControllerType_LeftFoot];
bool rightFootEnabled = params.controllerActiveFlags[ControllerType_RightFoot];
bool leftArmEnabled = params.controllerActiveFlags[ControllerType_LeftArm];
bool rightArmEnabled = params.controllerActiveFlags[ControllerType_RightArm];
bool spine2Enabled = params.controllerActiveFlags[ControllerType_Spine2];
updateHead(headEnabled, hipsEnabled, params.controllerPoses[ControllerType_Head]);
updateHands(leftHandEnabled, rightHandEnabled, hipsEnabled, leftArmEnabled, rightArmEnabled, dt,
params.controllerPoses[ControllerType_LeftHand], params.controllerPoses[ControllerType_RightHand],
params.bodyCapsuleRadius, params.bodyCapsuleHalfHeight, params.bodyCapsuleLocalOffset);
updateFeet(leftFootEnabled, rightFootEnabled,
params.controllerPoses[ControllerType_LeftFoot], params.controllerPoses[ControllerType_RightFoot]);
if (hipsEnabled) {
_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToLimitCenterPoses);
_animVars.set("hipsType", (int)IKTarget::Type::RotationAndPosition);
_animVars.set("hipsPosition", params.controllerPoses[ControllerType_Hips].trans());
_animVars.set("hipsRotation", params.controllerPoses[ControllerType_Hips].rot());
} else {
_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToUnderPoses);
_animVars.set("hipsType", (int)IKTarget::Type::Unknown);
}
if (hipsEnabled && spine2Enabled) {
_animVars.set("spine2Type", (int)IKTarget::Type::Spline);
_animVars.set("spine2Position", params.controllerPoses[ControllerType_Spine2].trans());
_animVars.set("spine2Rotation", params.controllerPoses[ControllerType_Spine2].rot());
} else {
_animVars.set("spine2Type", (int)IKTarget::Type::Unknown);
}
if (leftArmEnabled) {
_animVars.set("leftArmType", (int)IKTarget::Type::RotationAndPosition);
_animVars.set("leftArmPosition", params.controllerPoses[ControllerType_LeftArm].trans());
_animVars.set("leftArmRotation", params.controllerPoses[ControllerType_LeftArm].rot());
} else {
_animVars.set("leftArmType", (int)IKTarget::Type::Unknown);
}
if (rightArmEnabled) {
_animVars.set("rightArmType", (int)IKTarget::Type::RotationAndPosition);
_animVars.set("rightArmPosition", params.controllerPoses[ControllerType_RightArm].trans());
_animVars.set("rightArmRotation", params.controllerPoses[ControllerType_RightArm].rot());
} else {
_animVars.set("rightArmType", (int)IKTarget::Type::Unknown);
}
}
@ -1486,22 +1676,18 @@ void Rig::computeAvatarBoundingCapsule(
AnimInverseKinematics ikNode("boundingShape");
ikNode.setSkeleton(_animSkeleton);
ikNode.setTargetVars("LeftHand",
"leftHandPosition",
"leftHandRotation",
"leftHandType", "leftHandWeight", 1.0f, {});
ikNode.setTargetVars("RightHand",
"rightHandPosition",
"rightHandRotation",
"rightHandType", "rightHandWeight", 1.0f, {});
ikNode.setTargetVars("LeftFoot",
"leftFootPosition",
"leftFootRotation",
"leftFootType", "leftFootWeight", 1.0f, {});
ikNode.setTargetVars("RightFoot",
"rightFootPosition",
"rightFootRotation",
"rightFootType", "rightFootWeight", 1.0f, {});
ikNode.setTargetVars("LeftHand", "leftHandPosition", "leftHandRotation",
"leftHandType", "leftHandWeight", 1.0f, {},
QString(), QString(), QString());
ikNode.setTargetVars("RightHand", "rightHandPosition", "rightHandRotation",
"rightHandType", "rightHandWeight", 1.0f, {},
QString(), QString(), QString());
ikNode.setTargetVars("LeftFoot", "leftFootPosition", "leftFootRotation",
"leftFootType", "leftFootWeight", 1.0f, {},
QString(), QString(), QString());
ikNode.setTargetVars("RightFoot", "rightFootPosition", "rightFootRotation",
"rightFootType", "rightFootWeight", 1.0f, {},
QString(), QString(), QString());
AnimPose geometryToRig = _modelOffset * _geometryOffset;

View file

@ -41,21 +41,26 @@ public:
bool useNames;
};
struct HeadParameters {
glm::mat4 hipsMatrix = glm::mat4(); // rig space
glm::mat4 spine2Matrix = glm::mat4(); // rig space
glm::quat rigHeadOrientation = glm::quat(); // rig space (-z forward)
glm::vec3 rigHeadPosition = glm::vec3(); // rig space
glm::vec3 rightArmPosition = glm::vec3(); // rig space
glm::quat rightArmRotation = glm::quat(); // rig space
glm::vec3 leftArmPosition = glm::vec3(); // rig space
glm::quat leftArmRotation = glm::quat(); // rig space
bool hipsEnabled = false;
bool headEnabled = false;
bool spine2Enabled = false;
bool leftArmEnabled = false;
bool rightArmEnabled = false;
bool isTalking = false;
enum ControllerType {
ControllerType_Head = 0,
ControllerType_LeftHand,
ControllerType_RightHand,
ControllerType_Hips,
ControllerType_LeftFoot,
ControllerType_RightFoot,
ControllerType_LeftArm,
ControllerType_RightArm,
ControllerType_Spine2,
NumControllerTypes
};
struct ControllerParameters {
AnimPose controllerPoses[NumControllerTypes]; // rig space
bool controllerActiveFlags[NumControllerTypes];
bool isTalking;
float bodyCapsuleRadius;
float bodyCapsuleHalfHeight;
glm::vec3 bodyCapsuleLocalOffset;
};
struct EyeParameters {
@ -67,25 +72,6 @@ public:
int rightEyeJointIndex = -1;
};
struct HandAndFeetParameters {
bool isLeftEnabled;
bool isRightEnabled;
float bodyCapsuleRadius;
float bodyCapsuleHalfHeight;
glm::vec3 bodyCapsuleLocalOffset;
glm::vec3 leftPosition = glm::vec3(); // rig space
glm::quat leftOrientation = glm::quat(); // rig space (z forward)
glm::vec3 rightPosition = glm::vec3(); // rig space
glm::quat rightOrientation = glm::quat(); // rig space (z forward)
bool isLeftFootEnabled;
bool isRightFootEnabled;
glm::vec3 leftFootPosition = glm::vec3(); // rig space
glm::quat leftFootOrientation = glm::quat(); // rig space (z forward)
glm::vec3 rightFootPosition = glm::vec3(); // rig space
glm::quat rightFootOrientation = glm::quat(); // rig space (z forward)
};
enum class CharacterControllerState {
Ground = 0,
Takeoff,
@ -153,9 +139,6 @@ public:
bool getAbsoluteJointTranslationInRigFrame(int jointIndex, glm::vec3& translation) const;
bool getAbsoluteJointPoseInRigFrame(int jointIndex, AnimPose& returnPose) const;
// legacy
bool getJointCombinedRotation(int jointIndex, glm::quat& result, const glm::quat& rotation) const;
// rig space
glm::mat4 getJointTransform(int jointIndex) const;
@ -195,9 +178,8 @@ public:
// legacy
void clearJointStatePriorities();
void updateFromHeadParameters(const HeadParameters& params, float dt);
void updateFromControllerParameters(const ControllerParameters& params, float dt);
void updateFromEyeParameters(const EyeParameters& params);
void updateFromHandAndFeetParameters(const HandAndFeetParameters& params, float dt);
void initAnimGraph(const QUrl& url);
@ -247,11 +229,18 @@ protected:
void applyOverridePoses();
void buildAbsoluteRigPoses(const AnimPoseVec& relativePoses, AnimPoseVec& absolutePosesOut);
void updateHeadAnimVars(const HeadParameters& params);
void updateHead(bool headEnabled, bool hipsEnabled, const AnimPose& headMatrix);
void updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool leftArmEnabled, bool rightArmEnabled, float dt,
const AnimPose& leftHandPose, const AnimPose& rightHandPose,
float bodyCapsuleRadius, float bodyCapsuleHalfHeight, const glm::vec3& bodyCapsuleLocalOffset);
void updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose& leftFootPose, const AnimPose& rightFootPose);
void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::vec3& lookAt, const glm::vec3& saccade);
void calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const;
glm::vec3 calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex, int hipsIndex, bool isLeft) const;
glm::vec3 calculateKneePoleVector(int footJointIndex, int kneeJoint, int upLegIndex, int hipsIndex, const AnimPose& targetFootPose) const;
AnimPose _modelOffset; // model to rig space
AnimPose _geometryOffset; // geometry to model space (includes unit offset & fst offsets)
AnimPose _invGeometryOffset;
@ -347,13 +336,12 @@ protected:
bool _enableDebugDrawIKConstraints { false };
bool _enableDebugDrawIKChains { false };
private:
QMap<int, StateHandler> _stateHandlers;
int _nextStateHandlerId { 0 };
QMutex _stateMutex;
bool transitionHandPose(float deltaTime, float totalDuration, AnimPose& controlledHandPose, bool isLeftHand,
bool isToControlled, AnimPose& returnHandPose);
bool transitionHandPose(float deltaTime, float totalDuration, AnimPose& controlledHandPose, bool isLeftHand,
bool isToControlled, AnimPose& returnHandPose);
bool _isLeftHandControlled { false };
bool _isRightHandControlled { false };
@ -363,6 +351,18 @@ private:
float _rightHandRelaxTimeRemaining { 0.0f };
AnimPose _lastLeftHandControlledPose;
AnimPose _lastRightHandControlledPose;
glm::vec3 _prevRightFootPoleVector { Vectors::UNIT_Z };
bool _prevRightFootPoleVectorValid { false };
glm::vec3 _prevLeftFootPoleVector { Vectors::UNIT_Z };
bool _prevLeftFootPoleVectorValid { false };
glm::vec3 _prevRightHandPoleVector { -Vectors::UNIT_Z };
bool _prevRightHandPoleVectorValid { false };
glm::vec3 _prevLeftHandPoleVector { -Vectors::UNIT_Z };
bool _prevLeftHandPoleVectorValid { false };
};
#endif /* defined(__hifi__Rig__) */

View file

@ -9,9 +9,14 @@
#include "Input.h"
namespace controller {
const Input Input::INVALID_INPUT = Input(0x7fffffff);
const Input Input::INVALID_INPUT = invalidInput();
const uint16_t Input::INVALID_DEVICE = Input::INVALID_INPUT.device;
const uint16_t Input::INVALID_CHANNEL = Input::INVALID_INPUT.channel;
const uint16_t Input::INVALID_TYPE = Input::INVALID_INPUT.type;
const Input& Input::invalidInput() {
static const Input INVALID_INPUT = Input(0x7fffffff);
return INVALID_INPUT;
}
}

View file

@ -83,6 +83,8 @@ struct Input {
using NamedPair = QPair<Input, QString>;
using NamedVector = QVector<NamedPair>;
static const Input& invalidInput();
};
}

View file

@ -47,8 +47,8 @@
namespace controller {
const uint16_t UserInputMapper::STANDARD_DEVICE = 0;
const uint16_t UserInputMapper::ACTIONS_DEVICE = Input::INVALID_DEVICE - 0x00FF;
const uint16_t UserInputMapper::STATE_DEVICE = Input::INVALID_DEVICE - 0x0100;
const uint16_t UserInputMapper::ACTIONS_DEVICE = Input::invalidInput().device - 0x00FF;
const uint16_t UserInputMapper::STATE_DEVICE = Input::invalidInput().device - 0x0100;
}
// Default contruct allocate the poutput size with the current hardcoded action channels

View file

@ -23,10 +23,6 @@
#include "InputPlugin.h"
#include "PluginLogging.h"
DisplayPluginProvider PluginManager::_displayPluginProvider = []()->DisplayPluginList { return {}; };
InputPluginProvider PluginManager::_inputPluginProvider = []()->InputPluginList { return {}; };
CodecPluginProvider PluginManager::_codecPluginProvider = []()->CodecPluginList { return {}; };
InputPluginSettingsPersister PluginManager::_inputSettingsPersister = [](const InputPluginList& list) {};
void PluginManager::setDisplayPluginProvider(const DisplayPluginProvider& provider) {
_displayPluginProvider = provider;

View file

@ -33,16 +33,15 @@ public:
void shutdown();
// Application that have statically linked plugins can expose them to the plugin manager with these function
static void setDisplayPluginProvider(const DisplayPluginProvider& provider);
static void setInputPluginProvider(const InputPluginProvider& provider);
static void setCodecPluginProvider(const CodecPluginProvider& provider);
static void setInputPluginSettingsPersister(const InputPluginSettingsPersister& persister);
void setDisplayPluginProvider(const DisplayPluginProvider& provider);
void setInputPluginProvider(const InputPluginProvider& provider);
void setCodecPluginProvider(const CodecPluginProvider& provider);
void setInputPluginSettingsPersister(const InputPluginSettingsPersister& persister);
private:
static DisplayPluginProvider _displayPluginProvider;
static InputPluginProvider _inputPluginProvider;
static CodecPluginProvider _codecPluginProvider;
static InputPluginSettingsPersister _inputSettingsPersister;
DisplayPluginProvider _displayPluginProvider { []()->DisplayPluginList { return {}; } };
InputPluginProvider _inputPluginProvider { []()->InputPluginList { return {}; } };
CodecPluginProvider _codecPluginProvider { []()->CodecPluginList { return {}; } };
InputPluginSettingsPersister _inputSettingsPersister { [](const InputPluginList& list) {} };
PluginContainer* _container { nullptr };
};

View file

@ -867,10 +867,6 @@ bool Model::getRelativeDefaultJointTranslation(int jointIndex, glm::vec3& transl
return _rig.getRelativeDefaultJointTranslation(jointIndex, translationOut);
}
bool Model::getJointCombinedRotation(int jointIndex, glm::quat& rotation) const {
return _rig.getJointCombinedRotation(jointIndex, rotation, _rotation);
}
QStringList Model::getJointNames() const {
if (QThread::currentThread() != thread()) {
QStringList result;

View file

@ -177,7 +177,6 @@ public:
int getJointStateCount() const { return (int)_rig.getJointStateCount(); }
bool getJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const;
bool getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const;
bool getJointCombinedRotation(int jointIndex, glm::quat& rotation) const;
/// \param jointIndex index of joint in model structure
/// \param rotation[out] rotation of joint in model-frame

View file

@ -8,9 +8,17 @@
#include "RecordingScriptingInterface.h"
#include <QStandardPaths>
#include <QtCore/QThread>
#include <QtCore/QUrl>
#include <QtScript/QScriptValue>
#include <QtWidgets/QFileDialog>
#include <AssetClient.h>
#include <AssetUpload.h>
#include <BuildInfo.h>
#include <NumericalConstants.h>
#include <PathUtils.h>
#include <Transform.h>
#include <recording/Deck.h>
#include <recording/Recorder.h>
@ -18,13 +26,6 @@
#include <recording/Frame.h>
#include <recording/ClipCache.h>
#include <QtScript/QScriptValue>
#include <AssetClient.h>
#include <AssetUpload.h>
#include <QtCore/QUrl>
#include <QtWidgets/QFileDialog>
#include "ScriptEngineLogging.h"
using namespace recording;
@ -188,6 +189,14 @@ void RecordingScriptingInterface::stopRecording() {
_lastClip->seek(0);
}
QString RecordingScriptingInterface::getDefaultRecordingSaveDirectory() {
QString directory = PathUtils::getAppLocalDataPath() + "Avatar Recordings/";
if (!QDir(directory).exists()) {
QDir().mkdir(directory);
}
return directory;
}
void RecordingScriptingInterface::saveRecording(const QString& filename) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "saveRecording", Qt::BlockingQueuedConnection,

View file

@ -65,6 +65,7 @@ public slots:
float recorderElapsed() const;
QString getDefaultRecordingSaveDirectory();
void saveRecording(const QString& filename);
bool saveRecordingToAsset(QScriptValue getClipAtpUrl);
void loadLastRecording();

View file

@ -623,7 +623,8 @@ TabletButtonProxy* TabletProxy::addButton(const QVariant& properties) {
auto toolbarProxy = DependencyManager::get<TabletScriptingInterface>()->getSystemToolbarProxy();
if (toolbarProxy) {
// copy properties from tablet button proxy to toolbar button proxy.
toolbarProxy->addButton(tabletButtonProxy->getProperties());
auto toolbarButtonProxy = toolbarProxy->addButton(tabletButtonProxy->getProperties());
tabletButtonProxy->setToolbarButtonProxy(toolbarButtonProxy);
}
}
return tabletButtonProxy.data();

View file

@ -0,0 +1,275 @@
"use strict";
//
// EZrecord.js
//
// Created by David Rowe on 24 Jun 2017.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function () {
var APP_NAME = "EZRECORD",
APP_ICON_INACTIVE = "icons/tablet-icons/avatar-record-i.svg",
APP_ICON_ACTIVE = "icons/tablet-icons/avatar-record-a.svg",
SHORTCUT_KEY = "r", // Alt modifier is assumed.
tablet,
button,
RecordingIndicator,
Recorder;
function log(message) {
print(APP_NAME + ": " + message);
}
function logDetails() {
return {
current_domain: location.placename
};
}
RecordingIndicator = (function () {
// Displays "recording" overlay.
var hmdOverlay,
HMD_FONT_SIZE = 0.08,
desktopOverlay,
DESKTOP_FONT_SIZE = 24;
function show() {
// Create both overlays in case user switches desktop/HMD mode.
var screenSize = Controller.getViewportDimensions(),
recordingText = "REC", // Unicode circle \u25cf doesn't render in HMD.
CAMERA_JOINT_INDEX = -7;
if (HMD.active) {
// 3D overlay attached to avatar.
hmdOverlay = Overlays.addOverlay("text3d", {
text: recordingText,
dimensions: { x: 3 * HMD_FONT_SIZE, y: HMD_FONT_SIZE },
parentID: MyAvatar.sessionUUID,
parentJointIndex: CAMERA_JOINT_INDEX,
localPosition: { x: 0.95, y: 0.95, z: -2.0 },
color: { red: 255, green: 0, blue: 0 },
alpha: 0.9,
lineHeight: HMD_FONT_SIZE,
backgroundAlpha: 0,
ignoreRayIntersection: true,
isFacingAvatar: true,
drawInFront: true,
visible: true
});
} else {
// 2D overlay on desktop.
desktopOverlay = Overlays.addOverlay("text", {
text: recordingText,
width: 3 * DESKTOP_FONT_SIZE,
height: DESKTOP_FONT_SIZE,
x: screenSize.x - 4 * DESKTOP_FONT_SIZE,
y: DESKTOP_FONT_SIZE,
font: { size: DESKTOP_FONT_SIZE },
color: { red: 255, green: 8, blue: 8 },
alpha: 1.0,
backgroundAlpha: 0,
visible: true
});
}
}
function hide() {
if (desktopOverlay) {
Overlays.deleteOverlay(desktopOverlay);
}
if (hmdOverlay) {
Overlays.deleteOverlay(hmdOverlay);
}
}
return {
show: show,
hide: hide
};
}());
Recorder = (function () {
var IDLE = 0,
COUNTING_DOWN = 1,
RECORDING = 2,
recordingState = IDLE,
countdownTimer,
countdownSeconds,
COUNTDOWN_SECONDS = 3,
tickSound,
startRecordingSound,
finishRecordingSound,
TICK_SOUND = "../system/assets/sounds/countdown-tick.wav",
START_RECORDING_SOUND = "../system/assets/sounds/start-recording.wav",
FINISH_RECORDING_SOUND = "../system/assets/sounds/finish-recording.wav",
START_RECORDING_SOUND_DURATION = 1200,
SOUND_VOLUME = 0.2;
function playSound(sound) {
Audio.playSound(sound, {
position: MyAvatar.position,
localOnly: true,
volume: SOUND_VOLUME
});
}
function isRecording() {
return recordingState === COUNTING_DOWN || recordingState === RECORDING;
}
function startRecording() {
if (recordingState !== IDLE) {
return;
}
log("Start countdown");
countdownSeconds = COUNTDOWN_SECONDS;
playSound(tickSound);
countdownTimer = Script.setInterval(function () {
countdownSeconds -= 1;
if (countdownSeconds <= 0) {
Script.clearInterval(countdownTimer);
playSound(startRecordingSound);
log("Start recording");
Script.setTimeout(function () {
// Delay start so that start beep is not included in recorded sound.
Recording.startRecording();
RecordingIndicator.show();
}, START_RECORDING_SOUND_DURATION);
recordingState = RECORDING;
} else {
playSound(tickSound);
}
}, 1000);
recordingState = COUNTING_DOWN;
}
function cancelRecording() {
log("Cancel recording");
if (recordingState === COUNTING_DOWN) {
Script.clearInterval(countdownTimer);
} else {
Recording.stopRecording();
RecordingIndicator.hide();
}
recordingState = IDLE;
}
function finishRecording() {
playSound(finishRecordingSound);
Recording.stopRecording();
RecordingIndicator.hide();
var filename = (new Date()).toISOString(); // yyyy-mm-ddThh:mm:ss.sssZ
filename = filename.replace(/[\-:]|\.\d*Z$/g, "").replace("T", "-") + ".hfr"; // yyyymmmdd-hhmmss.hfr
filename = Recording.getDefaultRecordingSaveDirectory() + filename;
log("Finish recording: " + filename);
Recording.saveRecording(filename);
recordingState = IDLE;
UserActivityLogger.logAction("ezrecord_finish_recording", logDetails());
}
function stopRecording() {
if (recordingState === COUNTING_DOWN) {
cancelRecording();
} else if (recordingState === RECORDING) {
finishRecording();
}
}
function setUp() {
tickSound = SoundCache.getSound(Script.resolvePath(TICK_SOUND));
startRecordingSound = SoundCache.getSound(Script.resolvePath(START_RECORDING_SOUND));
finishRecordingSound = SoundCache.getSound(Script.resolvePath(FINISH_RECORDING_SOUND));
}
function tearDown() {
if (recordingState !== IDLE) {
cancelRecording();
}
}
return {
isRecording: isRecording,
startRecording: startRecording,
stopRecording: stopRecording,
setUp: setUp,
tearDown: tearDown
};
}());
function toggleRecording() {
if (Recorder.isRecording()) {
Recorder.stopRecording();
} else {
Recorder.startRecording();
}
button.editProperties({ isActive: Recorder.isRecording() });
}
function onKeyPressEvent(event) {
if (event.isAlt && event.text === SHORTCUT_KEY && !event.isControl && !event.isMeta && !event.isAutoRepeat) {
toggleRecording();
}
}
function onButtonClicked() {
toggleRecording();
}
function setUp() {
tablet = Tablet.getTablet("com.highfidelity.interface.tablet.system");
if (!tablet) {
return;
}
Recorder.setUp();
// Tablet/toolbar button.
button = tablet.addButton({
icon: APP_ICON_INACTIVE,
activeIcon: APP_ICON_ACTIVE,
text: APP_NAME,
isActive: false
});
if (button) {
button.clicked.connect(onButtonClicked);
}
Controller.keyPressEvent.connect(onKeyPressEvent);
UserActivityLogger.logAction("ezrecord_run_script", logDetails());
}
function tearDown() {
Controller.keyPressEvent.disconnect(onKeyPressEvent);
Recorder.tearDown();
if (!tablet) {
return;
}
if (button) {
button.clicked.disconnect(onButtonClicked);
tablet.removeButton(button);
button = null;
}
tablet = null;
}
setUp();
Script.scriptEnding.connect(tearDown);
}());

View file

@ -0,0 +1,174 @@
//
// Created by Anthony J. Thibault on 2017/06/20
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// When this script is running, a new app button, named "PUCKTACH", will be added to the toolbar/tablet.
// Click this app to bring up the puck attachment panel. This panel contains the following fields.
//
// * Tracked Object - A drop down list of all the available pucks found. If no pucks are found this list will only have a single NONE entry.
// Closing and re-opening the app will refresh this list.
// * Model URL - A model url of the model you wish to be attached to the specified puck.
// * Position X, Y, Z - used to apply an offset between the puck and the attached model.
// * Rot X, Y, Z - used to apply euler angle offsets, in degrees, between the puck and the attached model.
// * Create Attachment - when this button is pressed a new Entity will be created at the specified puck's location.
// If a puck atttachment already exists, it will be destroyed before the new entity is created.
// * Destroy Attachmetn - destroies the entity attached to the puck.
//
/* eslint indent: ["error", 4, { "outerIIFEBody": 0 }] */
/* global Xform */
Script.include("/~/system/libraries/Xform.js");
(function() { // BEGIN LOCAL_SCOPE
var TABLET_BUTTON_NAME = "PUCKTACH";
var HTML_URL = "https://s3.amazonaws.com/hifi-public/tony/html/puck-attach.html";
var tablet = Tablet.getTablet("com.highfidelity.interface.tablet.system");
var tabletButton = tablet.addButton({
text: TABLET_BUTTON_NAME,
icon: "https://s3.amazonaws.com/hifi-public/tony/icons/puck-i.svg",
activeIcon: "https://s3.amazonaws.com/hifi-public/tony/icons/puck-a.svg"
});
tabletButton.clicked.connect(function () {
if (shown) {
tablet.gotoHomeScreen();
} else {
tablet.gotoWebScreen(HTML_URL);
}
});
var shown = false;
var attachedEntity;
var attachedObj;
function onScreenChanged(type, url) {
if (type === "Web" && url === HTML_URL) {
tabletButton.editProperties({isActive: true});
if (!shown) {
// hook up to event bridge
tablet.webEventReceived.connect(onWebEventReceived);
Script.setTimeout(function () {
// send available tracked objects to the html running in the tablet.
var availableTrackedObjects = getAvailableTrackedObjects();
tablet.emitScriptEvent(JSON.stringify(availableTrackedObjects));
// print("PUCK-ATTACH: availableTrackedObjects = " + JSON.stringify(availableTrackedObjects));
}, 1000); // wait 1 sec before sending..
}
shown = true;
} else {
tabletButton.editProperties({isActive: false});
if (shown) {
// disconnect from event bridge
tablet.webEventReceived.disconnect(onWebEventReceived);
}
shown = false;
}
}
tablet.screenChanged.connect(onScreenChanged);
function indexToTrackedObjectName(index) {
return "TrackedObject" + pad(index, 2);
}
function getAvailableTrackedObjects() {
var available = [];
var NUM_TRACKED_OBJECTS = 16;
var i;
for (i = 0; i < NUM_TRACKED_OBJECTS; i++) {
var key = indexToTrackedObjectName(i);
var pose = Controller.getPoseValue(Controller.Hardware.Vive[key]);
if (pose && pose.valid) {
available.push(i);
}
}
return available;
}
function attach(obj) {
attachedEntity = Entities.addEntity({
type: "Model",
name: "puck-attach-entity",
modelURL: obj.modelurl
});
attachedObj = obj;
var localPos = {x: Number(obj.posx), y: Number(obj.posy), z: Number(obj.posz)};
var localRot = Quat.fromVec3Degrees({x: Number(obj.rotx), y: Number(obj.roty), z: Number(obj.rotz)});
attachedObj.localXform = new Xform(localRot, localPos);
var key = indexToTrackedObjectName(Number(attachedObj.puckno));
attachedObj.key = key;
// print("PUCK-ATTACH: attachedObj = " + JSON.stringify(attachedObj));
Script.update.connect(update);
update();
}
function remove() {
if (attachedEntity) {
Script.update.disconnect(update);
Entities.deleteEntity(attachedEntity);
attachedEntity = undefined;
}
attachedObj = undefined;
}
function pad(num, size) {
var tempString = "000000000" + num;
return tempString.substr(tempString.length - size);
}
function update() {
if (attachedEntity && attachedObj && Controller.Hardware.Vive) {
var pose = Controller.getPoseValue(Controller.Hardware.Vive[attachedObj.key]);
var avatarXform = new Xform(MyAvatar.orientation, MyAvatar.position);
var puckXform = new Xform(pose.rotation, pose.translation);
var finalXform = Xform.mul(avatarXform, Xform.mul(puckXform, attachedObj.localXform));
if (pose && pose.valid) {
Entities.editEntity(attachedEntity, {
position: finalXform.pos,
rotation: finalXform.rot
});
} else {
if (pose) {
print("PUCK-ATTACH: WARNING: invalid pose for " + attachedObj.key);
} else {
print("PUCK-ATTACH: WARNING: could not find key " + attachedObj.key);
}
}
}
}
function onWebEventReceived(msg) {
var obj = {};
try {
obj = JSON.parse(msg);
} catch (err) {
return;
}
if (obj.cmd === "attach") {
remove();
attach(obj);
} else if (obj.cmd === "detach") {
remove();
}
}
Script.scriptEnding.connect(function () {
remove();
tablet.removeButton(tabletButton);
if (shown) {
tablet.webEventReceived.disconnect(onWebEventReceived);
tablet.gotoHomeScreen();
}
tablet.screenChanged.disconnect(onScreenChanged);
});
}()); // END LOCAL_SCOPE

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@ -5,6 +5,8 @@ set(TARGET_NAME controllers-test)
setup_hifi_project(Script Qml)
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
setup_memory_debugger()
# link in the shared libraries
link_hifi_libraries(shared gl script-engine plugins render-utils ui-plugins input-plugins display-plugins controllers)
@ -16,4 +18,4 @@ if (WIN32)
target_link_libraries(${TARGET_NAME} ${OPENVR_LIBRARIES})
endif()
package_libraries_for_deployment()
package_libraries_for_deployment()

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@ -3,7 +3,7 @@ set(TARGET_NAME "entities-test")
# This is not a testcase -- just set it up as a regular hifi project
setup_hifi_project(Network Script)
setup_memory_debugger()
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
# link in the shared libraries

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@ -2,6 +2,7 @@ set(TARGET_NAME gpu-test)
AUTOSCRIBE_SHADER_LIB(gpu model render-utils)
# This is not a testcase -- just set it up as a regular hifi project
setup_hifi_project(Quick Gui OpenGL Script Widgets)
setup_memory_debugger()
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
link_hifi_libraries(networking gl gpu gpu-gl procedural shared fbx model model-networking animation script-engine render render-utils octree image ktx)
package_libraries_for_deployment()

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@ -1,10 +1,12 @@
set(TARGET_NAME qt59)
if (WIN32)
SET(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /ignore:4049 /ignore:4217")
endif()
setup_memory_debugger()
# This is not a testcase -- just set it up as a regular hifi project
setup_hifi_project(Gui)
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")

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@ -2,6 +2,7 @@ set(TARGET_NAME recording-test)
# This is not a testcase -- just set it up as a regular hifi project
setup_hifi_project(Test)
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
setup_memory_debugger()
link_hifi_libraries(shared recording)
package_libraries_for_deployment()

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@ -5,6 +5,8 @@ if (WIN32)
SET(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /ignore:4049 /ignore:4217")
endif()
setup_memory_debugger()
# This is not a testcase -- just set it up as a regular hifi project
setup_hifi_project(Quick Gui OpenGL)
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")

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@ -5,6 +5,8 @@ if (WIN32)
SET(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /ignore:4049 /ignore:4217")
endif()
setup_memory_debugger()
# This is not a testcase -- just set it up as a regular hifi project
setup_hifi_project(Quick Gui OpenGL)
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")

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@ -5,6 +5,8 @@ set(TARGET_NAME render-utils-test)
setup_hifi_project(Quick Gui OpenGL)
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
setup_memory_debugger()
# link in the shared libraries
link_hifi_libraries(render-utils gl gpu gpu-gl shared)
target_link_libraries(${TARGET_NAME} ${CMAKE_THREAD_LIBS_INIT})

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@ -5,6 +5,8 @@ set(TARGET_NAME shaders-test)
setup_hifi_project(Quick Gui OpenGL)
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
setup_memory_debugger()
# link in the shared libraries
link_hifi_libraries(shared octree gl gpu gpu-gl model render fbx networking entities
script-engine physics

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@ -1,3 +1,4 @@
set(TARGET_NAME ac-client)
setup_hifi_project(Core Widgets)
setup_memory_debugger()
link_hifi_libraries(shared networking)

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@ -1,3 +1,4 @@
set(TARGET_NAME atp-get)
setup_hifi_project(Core Widgets)
setup_memory_debugger()
link_hifi_libraries(shared networking)

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@ -1,3 +1,4 @@
set(TARGET_NAME ice-client)
setup_hifi_project(Core Widgets)
setup_memory_debugger()
link_hifi_libraries(shared networking)

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@ -1,4 +1,5 @@
set(TARGET_NAME skeleton-dump)
setup_hifi_project(Core Widgets)
setup_memory_debugger()
link_hifi_libraries(shared fbx model gpu gl animation)

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@ -8,6 +8,8 @@ find_package(VHACD REQUIRED)
target_include_directories(${TARGET_NAME} PUBLIC ${VHACD_INCLUDE_DIRS})
target_link_libraries(${TARGET_NAME} ${VHACD_LIBRARIES})
setup_memory_debugger()
if (UNIX AND NOT APPLE)
include(FindOpenMP)
if(OPENMP_FOUND)