Merge pull request #11053 from hyperlogic/feature/secondary-pose-support

Improved support for Vive Trackers on biceps
This commit is contained in:
Seth Alves 2017-08-07 13:11:48 -07:00 committed by GitHub
commit af1e27dc36
21 changed files with 762 additions and 524 deletions

View file

@ -126,24 +126,6 @@
"weightVar": "headWeight",
"weight": 4.0,
"flexCoefficients": [1, 0.5, 0.25, 0.2, 0.1]
},
{
"jointName": "LeftArm",
"positionVar": "leftArmPosition",
"rotationVar": "leftArmRotation",
"typeVar": "leftArmType",
"weightVar": "leftArmWeight",
"weight": 0.75,
"flexCoefficients": [1.0, 0.35, 0.2, 0.1, 0.05, 0.0, 0.0, 0.0]
},
{
"jointName": "RightArm",
"positionVar": "rightArmPosition",
"rotationVar": "rightArmRotation",
"typeVar": "rightArmType",
"weightVar": "rightArmWeight",
"weight": 0.75,
"flexCoefficients": [1.0, 0.35, 0.2, 0.1, 0.05, 0.0, 0.0, 0.0]
}
]
},

View file

@ -145,12 +145,13 @@ Rectangle {
visible: headPuckBox.checked
HifiControls.SpinBox {
id: headYOffset
decimals: 4
decimals: 1
width: 112
label: "Y: offset"
label: "Y Offset"
suffix: " cm"
minimumValue: -10
stepSize: 0.0254
value: -0.05
stepSize: 1
value: -5
colorScheme: hifi.colorSchemes.dark
onEditingFinished: {
@ -162,11 +163,12 @@ Rectangle {
HifiControls.SpinBox {
id: headZOffset
width: 112
label: "Z: offset"
label: "Z Offset"
minimumValue: -10
stepSize: 0.0254
decimals: 4
value: -0.05
stepSize: 1
decimals: 1
suffix: " cm"
value: -5
colorScheme: hifi.colorSchemes.dark
onEditingFinished: {
@ -175,7 +177,6 @@ Rectangle {
}
}
RalewayBold {
id: hands
@ -254,11 +255,12 @@ Rectangle {
HifiControls.SpinBox {
id: handYOffset
decimals: 4
decimals: 1
width: 112
label: "Y: offset"
suffix: " cm"
label: "Y Offset"
minimumValue: -10
stepSize: 0.0254
stepSize: 1
colorScheme: hifi.colorSchemes.dark
onEditingFinished: {
@ -270,10 +272,11 @@ Rectangle {
HifiControls.SpinBox {
id: handZOffset
width: 112
label: "Z: offset"
label: "Z Offset"
suffix: " cm"
minimumValue: -10
stepSize: 0.0254
decimals: 4
stepSize: 1
decimals: 1
colorScheme: hifi.colorSchemes.dark
onEditingFinished: {
@ -488,15 +491,55 @@ Rectangle {
}
}
Row {
id: shoulderAdditionalConfig
visible: shoulderBox.checked
anchors.top: shoulderConfig.bottom
anchors.topMargin: 5
anchors.left: openVrConfiguration.left
anchors.leftMargin: leftMargin + 20
spacing: 10
HifiControls.SpinBox {
id: armCircumference
decimals: 1
width: 160
suffix: " cm"
label: "Arm Circumference"
minimumValue: 0
stepSize: 1.0
colorScheme: hifi.colorSchemes.dark
value: 33.0
onEditingFinished: {
sendConfigurationSettings();
}
}
HifiControls.SpinBox {
id: shoulderWidth
width: 160
label: "Shoulder Width"
suffix: " cm"
minimumValue: 0
stepSize: 1.0
decimals: 1
colorScheme: hifi.colorSchemes.dark
value: 48
onEditingFinished: {
sendConfigurationSettings();
}
}
}
Separator {
id: bottomSeperator
width: parent.width
anchors.top: shoulderConfig.bottom
anchors.topMargin: 10
anchors.top: shoulderAdditionalConfig.visible ? shoulderAdditionalConfig.bottom : shoulderConfig.bottom
anchors.topMargin: (shoulderAdditionalConfig.visible ? 25 : 10)
}
Rectangle {
id: calibrationButton
property int color: hifi.buttons.blue
@ -835,6 +878,9 @@ Rectangle {
var viveController = settings["handController"];
var desktopMode = settings["desktopMode"];
armCircumference.value = settings.armCircumference;
shoulderWidth.value = settings.shoulderWidth;
if (HmdHead) {
headBox.checked = true;
headPuckBox.checked = false;
@ -1010,6 +1056,8 @@ Rectangle {
"bodyConfiguration": trackerConfiguration,
"headConfiguration": headObject,
"handConfiguration": handObject,
"armCircumference": armCircumference.value,
"shoulderWidth": shoulderWidth.value,
"desktopMode": viveInDesktop.checked
}

View file

@ -4416,10 +4416,9 @@ void Application::updateMyAvatarLookAtPosition() {
}
} else {
// I am not looking at anyone else, so just look forward
auto headPose = myAvatar->getHeadControllerPoseInSensorFrame();
auto headPose = myAvatar->getControllerPoseInWorldFrame(controller::Action::HEAD);
if (headPose.isValid()) {
glm::mat4 worldHeadMat = myAvatar->getSensorToWorldMatrix() * headPose.getMatrix();
lookAtSpot = transformPoint(worldHeadMat, glm::vec3(0.0f, 0.0f, TREE_SCALE));
lookAtSpot = transformPoint(headPose.getMatrix(), glm::vec3(0.0f, 0.0f, TREE_SCALE));
} else {
lookAtSpot = myAvatar->getHead()->getEyePosition() +
(myAvatar->getHead()->getFinalOrientationInWorldFrame() * glm::vec3(0.0f, 0.0f, -TREE_SCALE));
@ -4833,52 +4832,76 @@ void Application::update(float deltaTime) {
myAvatar->setDriveKey(MyAvatar::ZOOM, userInputMapper->getActionState(controller::Action::TRANSLATE_CAMERA_Z));
}
controller::Pose leftHandPose = userInputMapper->getPoseState(controller::Action::LEFT_HAND);
controller::Pose rightHandPose = userInputMapper->getPoseState(controller::Action::RIGHT_HAND);
auto myAvatarMatrix = createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getPosition());
auto worldToSensorMatrix = glm::inverse(myAvatar->getSensorToWorldMatrix());
auto avatarToSensorMatrix = worldToSensorMatrix * myAvatarMatrix;
myAvatar->setHandControllerPosesInSensorFrame(leftHandPose.transform(avatarToSensorMatrix), rightHandPose.transform(avatarToSensorMatrix));
static const std::vector<controller::Action> avatarControllerActions = {
controller::Action::LEFT_HAND,
controller::Action::RIGHT_HAND,
controller::Action::LEFT_FOOT,
controller::Action::RIGHT_FOOT,
controller::Action::HIPS,
controller::Action::SPINE2,
controller::Action::HEAD,
controller::Action::LEFT_HAND_THUMB1,
controller::Action::LEFT_HAND_THUMB2,
controller::Action::LEFT_HAND_THUMB3,
controller::Action::LEFT_HAND_THUMB4,
controller::Action::LEFT_HAND_INDEX1,
controller::Action::LEFT_HAND_INDEX2,
controller::Action::LEFT_HAND_INDEX3,
controller::Action::LEFT_HAND_INDEX4,
controller::Action::LEFT_HAND_MIDDLE1,
controller::Action::LEFT_HAND_MIDDLE2,
controller::Action::LEFT_HAND_MIDDLE3,
controller::Action::LEFT_HAND_MIDDLE4,
controller::Action::LEFT_HAND_RING1,
controller::Action::LEFT_HAND_RING2,
controller::Action::LEFT_HAND_RING3,
controller::Action::LEFT_HAND_RING4,
controller::Action::LEFT_HAND_PINKY1,
controller::Action::LEFT_HAND_PINKY2,
controller::Action::LEFT_HAND_PINKY3,
controller::Action::LEFT_HAND_PINKY4,
controller::Action::RIGHT_HAND_THUMB1,
controller::Action::RIGHT_HAND_THUMB2,
controller::Action::RIGHT_HAND_THUMB3,
controller::Action::RIGHT_HAND_THUMB4,
controller::Action::RIGHT_HAND_INDEX1,
controller::Action::RIGHT_HAND_INDEX2,
controller::Action::RIGHT_HAND_INDEX3,
controller::Action::RIGHT_HAND_INDEX4,
controller::Action::RIGHT_HAND_MIDDLE1,
controller::Action::RIGHT_HAND_MIDDLE2,
controller::Action::RIGHT_HAND_MIDDLE3,
controller::Action::RIGHT_HAND_MIDDLE4,
controller::Action::RIGHT_HAND_RING1,
controller::Action::RIGHT_HAND_RING2,
controller::Action::RIGHT_HAND_RING3,
controller::Action::RIGHT_HAND_RING4,
controller::Action::RIGHT_HAND_PINKY1,
controller::Action::RIGHT_HAND_PINKY2,
controller::Action::RIGHT_HAND_PINKY3,
controller::Action::RIGHT_HAND_PINKY4,
controller::Action::LEFT_ARM,
controller::Action::RIGHT_ARM,
controller::Action::LEFT_SHOULDER,
controller::Action::RIGHT_SHOULDER,
controller::Action::LEFT_FORE_ARM,
controller::Action::RIGHT_FORE_ARM,
controller::Action::LEFT_LEG,
controller::Action::RIGHT_LEG,
controller::Action::LEFT_UP_LEG,
controller::Action::RIGHT_UP_LEG,
controller::Action::LEFT_TOE_BASE,
controller::Action::RIGHT_TOE_BASE
};
// If have previously done finger poses or there are new valid finger poses, update finger pose values. This so that if
// fingers are not being controlled, finger joints are not updated in MySkeletonModel.
// Assumption: Finger poses are either all present and valid or not present at all; thus can test just one joint.
MyAvatar::FingerPosesMap leftHandFingerPoses;
if (myAvatar->getLeftHandFingerControllerPosesInSensorFrame().size() > 0
|| userInputMapper->getPoseState(controller::Action::LEFT_HAND_THUMB1).isValid()) {
for (int i = (int)controller::Action::LEFT_HAND_THUMB1; i <= (int)controller::Action::LEFT_HAND_PINKY4; i++) {
leftHandFingerPoses[i] = {
userInputMapper->getPoseState((controller::Action)i).transform(avatarToSensorMatrix),
userInputMapper->getActionName((controller::Action)i)
};
}
// copy controller poses from userInputMapper to myAvatar.
glm::mat4 myAvatarMatrix = createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getPosition());
glm::mat4 worldToSensorMatrix = glm::inverse(myAvatar->getSensorToWorldMatrix());
glm::mat4 avatarToSensorMatrix = worldToSensorMatrix * myAvatarMatrix;
for (auto& action : avatarControllerActions) {
controller::Pose pose = userInputMapper->getPoseState(action);
myAvatar->setControllerPoseInSensorFrame(action, pose.transform(avatarToSensorMatrix));
}
MyAvatar::FingerPosesMap rightHandFingerPoses;
if (myAvatar->getRightHandFingerControllerPosesInSensorFrame().size() > 0
|| userInputMapper->getPoseState(controller::Action::RIGHT_HAND_THUMB1).isValid()) {
for (int i = (int)controller::Action::RIGHT_HAND_THUMB1; i <= (int)controller::Action::RIGHT_HAND_PINKY4; i++) {
rightHandFingerPoses[i] = {
userInputMapper->getPoseState((controller::Action)i).transform(avatarToSensorMatrix),
userInputMapper->getActionName((controller::Action)i)
};
}
}
myAvatar->setFingerControllerPosesInSensorFrame(leftHandFingerPoses, rightHandFingerPoses);
controller::Pose leftFootPose = userInputMapper->getPoseState(controller::Action::LEFT_FOOT);
controller::Pose rightFootPose = userInputMapper->getPoseState(controller::Action::RIGHT_FOOT);
myAvatar->setFootControllerPosesInSensorFrame(leftFootPose.transform(avatarToSensorMatrix), rightFootPose.transform(avatarToSensorMatrix));
controller::Pose hipsPose = userInputMapper->getPoseState(controller::Action::HIPS);
controller::Pose spine2Pose = userInputMapper->getPoseState(controller::Action::SPINE2);
myAvatar->setSpineControllerPosesInSensorFrame(hipsPose.transform(avatarToSensorMatrix), spine2Pose.transform(avatarToSensorMatrix));
controller::Pose headPose = userInputMapper->getPoseState(controller::Action::HEAD);
myAvatar->setHeadControllerPoseInSensorFrame(headPose.transform(avatarToSensorMatrix));
controller::Pose leftArmPose = userInputMapper->getPoseState(controller::Action::LEFT_ARM);
controller::Pose rightArmPose = userInputMapper->getPoseState(controller::Action::RIGHT_ARM);
myAvatar->setArmControllerPosesInSensorFrame(leftArmPose.transform(avatarToSensorMatrix), rightArmPose.transform(avatarToSensorMatrix));
updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process...
updateDialogs(deltaTime); // update various stats dialogs if present

View file

@ -134,9 +134,9 @@ bool AvatarActionHold::getTarget(float deltaTimeStep, glm::quat& rotation, glm::
// fetch the hand controller pose
controller::Pose pose;
if (isRightHand) {
pose = myAvatar->getRightHandControllerPoseInWorldFrame();
pose = myAvatar->getControllerPoseInWorldFrame(controller::Action::RIGHT_HAND);
} else {
pose = myAvatar->getLeftHandControllerPoseInWorldFrame();
pose = myAvatar->getControllerPoseInWorldFrame(controller::Action::LEFT_HAND);
}
if (pose.isValid()) {

View file

@ -429,7 +429,7 @@ void MyAvatar::update(float deltaTime) {
}
#ifdef DEBUG_DRAW_HMD_MOVING_AVERAGE
glm::vec3 p = transformPoint(getSensorToWorldMatrix(), getHeadControllerPoseInAvatarFrame() *
glm::vec3 p = transformPoint(getSensorToWorldMatrix(), getControllerPoseInAvatarFrame(controller::Pose::HEAD) *
glm::vec3(_headControllerFacingMovingAverage.x, 0.0f, _headControllerFacingMovingAverage.y));
DebugDraw::getInstance().addMarker("facing-avg", getOrientation(), p, glm::vec4(1.0f));
p = transformPoint(getSensorToWorldMatrix(), getHMDSensorPosition() +
@ -664,7 +664,7 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
_hmdSensorPosition = newHmdSensorPosition;
_hmdSensorOrientation = glm::quat_cast(hmdSensorMatrix);
auto headPose = _headControllerPoseInSensorFrameCache.get();
auto headPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
if (headPose.isValid()) {
_headControllerFacing = getFacingDir2D(headPose.rotation);
} else {
@ -760,37 +760,37 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
}
glm::vec3 MyAvatar::getLeftHandPosition() const {
auto pose = getLeftHandControllerPoseInAvatarFrame();
auto pose = getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND);
return pose.isValid() ? pose.getTranslation() : glm::vec3(0.0f);
}
glm::vec3 MyAvatar::getRightHandPosition() const {
auto pose = getRightHandControllerPoseInAvatarFrame();
auto pose = getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND);
return pose.isValid() ? pose.getTranslation() : glm::vec3(0.0f);
}
glm::vec3 MyAvatar::getLeftHandTipPosition() const {
const float TIP_LENGTH = 0.3f;
auto pose = getLeftHandControllerPoseInAvatarFrame();
auto pose = getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND);
return pose.isValid() ? pose.getTranslation() * pose.getRotation() + glm::vec3(0.0f, TIP_LENGTH, 0.0f) : glm::vec3(0.0f);
}
glm::vec3 MyAvatar::getRightHandTipPosition() const {
const float TIP_LENGTH = 0.3f;
auto pose = getRightHandControllerPoseInAvatarFrame();
auto pose = getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND);
return pose.isValid() ? pose.getTranslation() * pose.getRotation() + glm::vec3(0.0f, TIP_LENGTH, 0.0f) : glm::vec3(0.0f);
}
controller::Pose MyAvatar::getLeftHandPose() const {
return getLeftHandControllerPoseInAvatarFrame();
return getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND);
}
controller::Pose MyAvatar::getRightHandPose() const {
return getRightHandControllerPoseInAvatarFrame();
return getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND);
}
controller::Pose MyAvatar::getLeftHandTipPose() const {
auto pose = getLeftHandControllerPoseInAvatarFrame();
auto pose = getLeftHandPose();
glm::vec3 tipTrans = getLeftHandTipPosition();
pose.velocity += glm::cross(pose.getAngularVelocity(), pose.getTranslation() - tipTrans);
pose.translation = tipTrans;
@ -798,7 +798,7 @@ controller::Pose MyAvatar::getLeftHandTipPose() const {
}
controller::Pose MyAvatar::getRightHandTipPose() const {
auto pose = getRightHandControllerPoseInAvatarFrame();
auto pose = getRightHandPose();
glm::vec3 tipTrans = getRightHandTipPosition();
pose.velocity += glm::cross(pose.getAngularVelocity(), pose.getTranslation() - tipTrans);
pose.translation = tipTrans;
@ -1430,159 +1430,43 @@ void MyAvatar::rebuildCollisionShape() {
_characterController.setLocalBoundingBox(corner, diagonal);
}
void MyAvatar::setHandControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right) {
_leftHandControllerPoseInSensorFrameCache.set(left);
_rightHandControllerPoseInSensorFrameCache.set(right);
void MyAvatar::setControllerPoseInSensorFrame(controller::Action action, const controller::Pose& pose) {
std::lock_guard<std::mutex> guard(_controllerPoseMapMutex);
auto iter = _controllerPoseMap.find(action);
if (iter != _controllerPoseMap.end()) {
iter->second = pose;
} else {
_controllerPoseMap.insert({ action, pose });
}
}
controller::Pose MyAvatar::getLeftHandControllerPoseInSensorFrame() const {
return _leftHandControllerPoseInSensorFrameCache.get();
controller::Pose MyAvatar::getControllerPoseInSensorFrame(controller::Action action) const {
std::lock_guard<std::mutex> guard(_controllerPoseMapMutex);
auto iter = _controllerPoseMap.find(action);
if (iter != _controllerPoseMap.end()) {
return iter->second;
} else {
return controller::Pose(); // invalid pose
}
}
controller::Pose MyAvatar::getRightHandControllerPoseInSensorFrame() const {
return _rightHandControllerPoseInSensorFrameCache.get();
controller::Pose MyAvatar::getControllerPoseInWorldFrame(controller::Action action) const {
auto pose = getControllerPoseInSensorFrame(action);
if (pose.valid) {
return pose.transform(getSensorToWorldMatrix());
} else {
return controller::Pose(); // invalid pose
}
}
controller::Pose MyAvatar::getLeftHandControllerPoseInWorldFrame() const {
return _leftHandControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getRightHandControllerPoseInWorldFrame() const {
return _rightHandControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getLeftHandControllerPoseInAvatarFrame() const {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getLeftHandControllerPoseInWorldFrame().transform(invAvatarMatrix);
}
controller::Pose MyAvatar::getRightHandControllerPoseInAvatarFrame() const {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getRightHandControllerPoseInWorldFrame().transform(invAvatarMatrix);
}
void MyAvatar::setFingerControllerPosesInSensorFrame(const FingerPosesMap& left, const FingerPosesMap& right) {
_leftHandFingerPosesInSensorFramceCache.set(left);
_rightHandFingerPosesInSensorFramceCache.set(right);
}
MyAvatar::FingerPosesMap MyAvatar::getLeftHandFingerControllerPosesInSensorFrame() const {
return _leftHandFingerPosesInSensorFramceCache.get();
}
MyAvatar::FingerPosesMap MyAvatar::getRightHandFingerControllerPosesInSensorFrame() const {
return _rightHandFingerPosesInSensorFramceCache.get();
}
void MyAvatar::setFootControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right) {
_leftFootControllerPoseInSensorFrameCache.set(left);
_rightFootControllerPoseInSensorFrameCache.set(right);
}
controller::Pose MyAvatar::getLeftFootControllerPoseInSensorFrame() const {
return _leftFootControllerPoseInSensorFrameCache.get();
}
controller::Pose MyAvatar::getRightFootControllerPoseInSensorFrame() const {
return _rightFootControllerPoseInSensorFrameCache.get();
}
controller::Pose MyAvatar::getLeftFootControllerPoseInWorldFrame() const {
return _leftFootControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getRightFootControllerPoseInWorldFrame() const {
return _rightFootControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getLeftFootControllerPoseInAvatarFrame() const {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getLeftFootControllerPoseInWorldFrame().transform(invAvatarMatrix);
}
controller::Pose MyAvatar::getRightFootControllerPoseInAvatarFrame() const {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getRightFootControllerPoseInWorldFrame().transform(invAvatarMatrix);
}
void MyAvatar::setSpineControllerPosesInSensorFrame(const controller::Pose& hips, const controller::Pose& spine2) {
_hipsControllerPoseInSensorFrameCache.set(hips);
_spine2ControllerPoseInSensorFrameCache.set(spine2);
}
controller::Pose MyAvatar::getHipsControllerPoseInSensorFrame() const {
return _hipsControllerPoseInSensorFrameCache.get();
}
controller::Pose MyAvatar::getSpine2ControllerPoseInSensorFrame() const {
return _spine2ControllerPoseInSensorFrameCache.get();
}
controller::Pose MyAvatar::getHipsControllerPoseInWorldFrame() const {
return _hipsControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getSpine2ControllerPoseInWorldFrame() const {
return _spine2ControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getHipsControllerPoseInAvatarFrame() const {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getHipsControllerPoseInWorldFrame().transform(invAvatarMatrix);
}
controller::Pose MyAvatar::getSpine2ControllerPoseInAvatarFrame() const {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getSpine2ControllerPoseInWorldFrame().transform(invAvatarMatrix);
}
void MyAvatar::setHeadControllerPoseInSensorFrame(const controller::Pose& head) {
_headControllerPoseInSensorFrameCache.set(head);
}
controller::Pose MyAvatar::getHeadControllerPoseInSensorFrame() const {
return _headControllerPoseInSensorFrameCache.get();
}
controller::Pose MyAvatar::getHeadControllerPoseInWorldFrame() const {
return _headControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getHeadControllerPoseInAvatarFrame() const {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getHeadControllerPoseInWorldFrame().transform(invAvatarMatrix);
}
void MyAvatar::setArmControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right) {
_leftArmControllerPoseInSensorFrameCache.set(left);
_rightArmControllerPoseInSensorFrameCache.set(right);
}
controller::Pose MyAvatar::getLeftArmControllerPoseInSensorFrame() const {
return _leftArmControllerPoseInSensorFrameCache.get();
}
controller::Pose MyAvatar::getRightArmControllerPoseInSensorFrame() const {
return _rightArmControllerPoseInSensorFrameCache.get();
}
controller::Pose MyAvatar::getLeftArmControllerPoseInWorldFrame() const {
return getLeftArmControllerPoseInSensorFrame().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getRightArmControllerPoseInWorldFrame() const {
return getRightArmControllerPoseInSensorFrame().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getLeftArmControllerPoseInAvatarFrame() const {
glm::mat4 worldToAvatarMat = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getLeftArmControllerPoseInWorldFrame().transform(worldToAvatarMat);
}
controller::Pose MyAvatar::getRightArmControllerPoseInAvatarFrame() const {
glm::mat4 worldToAvatarMat = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getRightArmControllerPoseInWorldFrame().transform(worldToAvatarMat);
controller::Pose MyAvatar::getControllerPoseInAvatarFrame(controller::Action action) const {
auto pose = getControllerPoseInWorldFrame(action);
if (pose.valid) {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return pose.transform(invAvatarMatrix);
} else {
return controller::Pose(); // invalid pose
}
}
void MyAvatar::updateMotors() {
@ -1645,7 +1529,7 @@ void MyAvatar::prepareForPhysicsSimulation() {
_characterController.setParentVelocity(parentVelocity);
_characterController.setPositionAndOrientation(getPosition(), getOrientation());
auto headPose = getHeadControllerPoseInAvatarFrame();
auto headPose = getControllerPoseInAvatarFrame(controller::Action::HEAD);
if (headPose.isValid()) {
_follow.prePhysicsUpdate(*this, deriveBodyFromHMDSensor(), _bodySensorMatrix, hasDriveInput());
} else {
@ -1899,8 +1783,8 @@ void MyAvatar::postUpdate(float deltaTime) {
}
if (_enableDebugDrawHandControllers) {
auto leftHandPose = getLeftHandControllerPoseInWorldFrame();
auto rightHandPose = getRightHandControllerPoseInWorldFrame();
auto leftHandPose = getControllerPoseInWorldFrame(controller::Action::LEFT_HAND);
auto rightHandPose = getControllerPoseInWorldFrame(controller::Action::RIGHT_HAND);
if (leftHandPose.isValid()) {
DebugDraw::getInstance().addMarker("leftHandController", leftHandPose.getRotation(), leftHandPose.getTranslation(), glm::vec4(1));
@ -2053,7 +1937,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
getHead()->setBasePitch(getHead()->getBasePitch() + getDriveKey(PITCH) * _pitchSpeed * deltaTime);
auto headPose = getHeadControllerPoseInAvatarFrame();
auto headPose = getControllerPoseInAvatarFrame(controller::Action::HEAD);
if (headPose.isValid()) {
glm::quat localOrientation = headPose.rotation * Quaternions::Y_180;
// these angles will be in radians
@ -2689,10 +2573,10 @@ bool MyAvatar::isDriveKeyDisabled(DriveKeys key) const {
glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
glm::vec3 headPosition;
glm::quat headOrientation;
auto headPose = getHeadControllerPoseInSensorFrame();
auto headPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
if (headPose.isValid()) {
headPosition = getHeadControllerPoseInSensorFrame().translation;
headOrientation = getHeadControllerPoseInSensorFrame().rotation * Quaternions::Y_180;
headPosition = headPose.translation;
headOrientation = headPose.rotation * Quaternions::Y_180;
}
const glm::quat headOrientationYawOnly = cancelOutRollAndPitch(headOrientation);
@ -3002,19 +2886,19 @@ glm::quat MyAvatar::getAbsoluteJointRotationInObjectFrame(int index) const {
switch (index) {
case CONTROLLER_LEFTHAND_INDEX: {
return getLeftHandControllerPoseInAvatarFrame().getRotation();
return getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND).getRotation();
}
case CONTROLLER_RIGHTHAND_INDEX: {
return getRightHandControllerPoseInAvatarFrame().getRotation();
return getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND).getRotation();
}
case CAMERA_RELATIVE_CONTROLLER_LEFTHAND_INDEX: {
auto pose = _leftHandControllerPoseInSensorFrameCache.get();
auto pose = getControllerPoseInSensorFrame(controller::Action::LEFT_HAND);
glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
return glmExtractRotation(result);
}
case CAMERA_RELATIVE_CONTROLLER_RIGHTHAND_INDEX: {
auto pose = _rightHandControllerPoseInSensorFrameCache.get();
auto pose = getControllerPoseInSensorFrame(controller::Action::RIGHT_HAND);
glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
return glmExtractRotation(result);
@ -3039,19 +2923,19 @@ glm::vec3 MyAvatar::getAbsoluteJointTranslationInObjectFrame(int index) const {
switch (index) {
case CONTROLLER_LEFTHAND_INDEX: {
return getLeftHandControllerPoseInAvatarFrame().getTranslation();
return getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND).getTranslation();
}
case CONTROLLER_RIGHTHAND_INDEX: {
return getRightHandControllerPoseInAvatarFrame().getTranslation();
return getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND).getTranslation();
}
case CAMERA_RELATIVE_CONTROLLER_LEFTHAND_INDEX: {
auto pose = _leftHandControllerPoseInSensorFrameCache.get();
auto pose = getControllerPoseInSensorFrame(controller::Action::LEFT_HAND);
glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
return extractTranslation(result);
}
case CAMERA_RELATIVE_CONTROLLER_RIGHTHAND_INDEX: {
auto pose = _rightHandControllerPoseInSensorFrameCache.get();
auto pose = getControllerPoseInSensorFrame(controller::Action::RIGHT_HAND);
glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
return extractTranslation(result);

View file

@ -473,49 +473,12 @@ public:
virtual void rebuildCollisionShape() override;
void setHandControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right);
controller::Pose getLeftHandControllerPoseInSensorFrame() const;
controller::Pose getRightHandControllerPoseInSensorFrame() const;
controller::Pose getLeftHandControllerPoseInWorldFrame() const;
controller::Pose getRightHandControllerPoseInWorldFrame() const;
controller::Pose getLeftHandControllerPoseInAvatarFrame() const;
controller::Pose getRightHandControllerPoseInAvatarFrame() const;
typedef std::map<int, std::pair<controller::Pose, QString>> FingerPosesMap;
void setFingerControllerPosesInSensorFrame(const FingerPosesMap& left, const FingerPosesMap& right);
FingerPosesMap getLeftHandFingerControllerPosesInSensorFrame() const;
FingerPosesMap getRightHandFingerControllerPosesInSensorFrame() const;
void setFootControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right);
controller::Pose getLeftFootControllerPoseInSensorFrame() const;
controller::Pose getRightFootControllerPoseInSensorFrame() const;
controller::Pose getLeftFootControllerPoseInWorldFrame() const;
controller::Pose getRightFootControllerPoseInWorldFrame() const;
controller::Pose getLeftFootControllerPoseInAvatarFrame() const;
controller::Pose getRightFootControllerPoseInAvatarFrame() const;
void setSpineControllerPosesInSensorFrame(const controller::Pose& hips, const controller::Pose& spine2);
controller::Pose getHipsControllerPoseInSensorFrame() const;
controller::Pose getSpine2ControllerPoseInSensorFrame() const;
controller::Pose getHipsControllerPoseInWorldFrame() const;
controller::Pose getSpine2ControllerPoseInWorldFrame() const;
controller::Pose getHipsControllerPoseInAvatarFrame() const;
controller::Pose getSpine2ControllerPoseInAvatarFrame() const;
void setHeadControllerPoseInSensorFrame(const controller::Pose& head);
controller::Pose getHeadControllerPoseInSensorFrame() const;
controller::Pose getHeadControllerPoseInWorldFrame() const;
controller::Pose getHeadControllerPoseInAvatarFrame() const;
const glm::vec2& getHeadControllerFacingMovingAverage() const { return _headControllerFacingMovingAverage; }
void setArmControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right);
controller::Pose getLeftArmControllerPoseInSensorFrame() const;
controller::Pose getRightArmControllerPoseInSensorFrame() const;
controller::Pose getLeftArmControllerPoseInWorldFrame() const;
controller::Pose getRightArmControllerPoseInWorldFrame() const;
controller::Pose getLeftArmControllerPoseInAvatarFrame() const;
controller::Pose getRightArmControllerPoseInAvatarFrame() const;
void setControllerPoseInSensorFrame(controller::Action action, const controller::Pose& pose);
controller::Pose getControllerPoseInSensorFrame(controller::Action action) const;
controller::Pose getControllerPoseInWorldFrame(controller::Action action) const;
controller::Pose getControllerPoseInAvatarFrame(controller::Action action) const;
bool hasDriveInput() const;
@ -804,18 +767,9 @@ private:
bool _hoverReferenceCameraFacingIsCaptured { false };
glm::vec3 _hoverReferenceCameraFacing { 0.0f, 0.0f, -1.0f }; // hmd sensor space
// These are stored in SENSOR frame
ThreadSafeValueCache<controller::Pose> _leftHandControllerPoseInSensorFrameCache { controller::Pose() };
ThreadSafeValueCache<controller::Pose> _rightHandControllerPoseInSensorFrameCache { controller::Pose() };
ThreadSafeValueCache<FingerPosesMap> _leftHandFingerPosesInSensorFramceCache { };
ThreadSafeValueCache<FingerPosesMap> _rightHandFingerPosesInSensorFramceCache { };
ThreadSafeValueCache<controller::Pose> _leftFootControllerPoseInSensorFrameCache { controller::Pose() };
ThreadSafeValueCache<controller::Pose> _rightFootControllerPoseInSensorFrameCache { controller::Pose() };
ThreadSafeValueCache<controller::Pose> _hipsControllerPoseInSensorFrameCache { controller::Pose() };
ThreadSafeValueCache<controller::Pose> _spine2ControllerPoseInSensorFrameCache { controller::Pose() };
ThreadSafeValueCache<controller::Pose> _headControllerPoseInSensorFrameCache { controller::Pose() };
ThreadSafeValueCache<controller::Pose> _leftArmControllerPoseInSensorFrameCache { controller::Pose() };
ThreadSafeValueCache<controller::Pose> _rightArmControllerPoseInSensorFrameCache { controller::Pose() };
// all poses are in sensor-frame
std::map<controller::Action, controller::Pose> _controllerPoseMap;
mutable std::mutex _controllerPoseMapMutex;
bool _hmdLeanRecenterEnabled = true;
AnimPose _prePhysicsRoomPose;

View file

@ -34,7 +34,7 @@ glm::quat MyHead::getHeadOrientation() const {
// always the same.
MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
auto headPose = myAvatar->getHeadControllerPoseInWorldFrame();
auto headPose = myAvatar->getControllerPoseInWorldFrame(controller::Action::HEAD);
if (headPose.isValid()) {
return headPose.rotation * Quaternions::Y_180;
}

View file

@ -46,105 +46,82 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
}
MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
assert(myAvatar);
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();
auto avatarHeadPose = myAvatar->getControllerPoseInAvatarFrame(controller::Action::HEAD);
if (avatarHeadPose.isValid()) {
AnimPose pose(avatarHeadPose.getRotation(), avatarHeadPose.getTranslation());
params.controllerPoses[Rig::ControllerType_Head] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_Head] = true;
params.primaryControllerPoses[Rig::PrimaryControllerType_Head] = avatarToRigPose * pose;
params.primaryControllerActiveFlags[Rig::PrimaryControllerType_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.
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;
params.primaryControllerPoses[Rig::PrimaryControllerType_Head] = AnimPose(glm::vec3(1.0f), headRot, glm::vec3(0.0f));
params.primaryControllerActiveFlags[Rig::PrimaryControllerType_Head] = false;
}
auto avatarHipsPose = myAvatar->getHipsControllerPoseInAvatarFrame();
if (avatarHipsPose.isValid()) {
AnimPose pose(avatarHipsPose.getRotation(), avatarHipsPose.getTranslation());
params.controllerPoses[Rig::ControllerType_Hips] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_Hips] = true;
} else {
params.controllerPoses[Rig::ControllerType_Hips] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_Hips] = false;
//
// primary controller poses, control IK targets directly.
//
static const std::vector<std::pair<controller::Action, Rig::PrimaryControllerType>> primaryControllers = {
{ controller::Action::LEFT_HAND, Rig::PrimaryControllerType_LeftHand },
{ controller::Action::RIGHT_HAND, Rig::PrimaryControllerType_RightHand },
{ controller::Action::HIPS, Rig::PrimaryControllerType_Hips },
{ controller::Action::LEFT_FOOT, Rig::PrimaryControllerType_LeftFoot },
{ controller::Action::RIGHT_FOOT, Rig::PrimaryControllerType_RightFoot },
{ controller::Action::SPINE2, Rig::PrimaryControllerType_Spine2 }
};
for (auto pair : primaryControllers) {
auto controllerPose = myAvatar->getControllerPoseInAvatarFrame(pair.first);
if (controllerPose.isValid()) {
AnimPose pose(controllerPose.getRotation(), controllerPose.getTranslation());
params.primaryControllerPoses[pair.second] = avatarToRigPose * pose;
params.primaryControllerActiveFlags[pair.second] = true;
} else {
params.primaryControllerPoses[pair.second] = AnimPose::identity;
params.primaryControllerActiveFlags[pair.second] = false;
}
}
auto avatarSpine2Pose = myAvatar->getSpine2ControllerPoseInAvatarFrame();
if (avatarSpine2Pose.isValid()) {
AnimPose pose(avatarSpine2Pose.getRotation(), avatarSpine2Pose.getTranslation());
params.controllerPoses[Rig::ControllerType_Spine2] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_Spine2] = true;
} else {
params.controllerPoses[Rig::ControllerType_Spine2] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_Spine2] = false;
}
//
// secondary controller poses, influence the pose of the skeleton indirectly.
//
auto avatarRightArmPose = myAvatar->getRightArmControllerPoseInAvatarFrame();
if (avatarRightArmPose.isValid()) {
AnimPose pose(avatarRightArmPose.getRotation(), avatarRightArmPose.getTranslation());
params.controllerPoses[Rig::ControllerType_RightArm] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_RightArm] = true;
} else {
params.controllerPoses[Rig::ControllerType_RightArm] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_RightArm] = false;
}
auto avatarLeftArmPose = myAvatar->getLeftArmControllerPoseInAvatarFrame();
if (avatarLeftArmPose.isValid()) {
AnimPose pose(avatarLeftArmPose.getRotation(), avatarLeftArmPose.getTranslation());
params.controllerPoses[Rig::ControllerType_LeftArm] = avatarToRigPose * pose;
params.controllerActiveFlags[Rig::ControllerType_LeftArm] = true;
} else {
params.controllerPoses[Rig::ControllerType_LeftArm] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_LeftArm] = false;
}
static const std::vector<std::pair<controller::Action, Rig::SecondaryControllerType>> secondaryControllers = {
{ controller::Action::LEFT_SHOULDER, Rig::SecondaryControllerType_LeftShoulder },
{ controller::Action::RIGHT_SHOULDER, Rig::SecondaryControllerType_RightShoulder },
{ controller::Action::LEFT_ARM, Rig::SecondaryControllerType_LeftArm },
{ controller::Action::RIGHT_ARM, Rig::SecondaryControllerType_RightArm },
{ controller::Action::LEFT_FORE_ARM, Rig::SecondaryControllerType_LeftForeArm },
{ controller::Action::RIGHT_FORE_ARM, Rig::SecondaryControllerType_RightForeArm },
{ controller::Action::LEFT_UP_LEG, Rig::SecondaryControllerType_LeftUpLeg },
{ controller::Action::RIGHT_UP_LEG, Rig::SecondaryControllerType_RightUpLeg },
{ controller::Action::LEFT_LEG, Rig::SecondaryControllerType_LeftLeg },
{ controller::Action::RIGHT_LEG, Rig::SecondaryControllerType_RightLeg },
{ controller::Action::LEFT_TOE_BASE, Rig::SecondaryControllerType_LeftToeBase },
{ controller::Action::RIGHT_TOE_BASE, Rig::SecondaryControllerType_RightToeBase }
};
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 {
params.controllerPoses[Rig::ControllerType_LeftHand] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_LeftHand] = false;
}
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 {
params.controllerPoses[Rig::ControllerType_RightHand] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_RightHand] = false;
}
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 {
params.controllerPoses[Rig::ControllerType_LeftFoot] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_LeftFoot] = false;
}
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 {
params.controllerPoses[Rig::ControllerType_RightFoot] = AnimPose::identity;
params.controllerActiveFlags[Rig::ControllerType_RightFoot] = false;
for (auto pair : secondaryControllers) {
auto controllerPose = myAvatar->getControllerPoseInAvatarFrame(pair.first);
if (controllerPose.isValid()) {
AnimPose pose(controllerPose.getRotation(), controllerPose.getTranslation());
params.secondaryControllerPoses[pair.second] = avatarToRigPose * pose;
params.secondaryControllerActiveFlags[pair.second] = true;
} else {
params.secondaryControllerPoses[pair.second] = AnimPose::identity;
params.secondaryControllerActiveFlags[pair.second] = false;
}
}
params.bodyCapsuleRadius = myAvatar->getCharacterController()->getCapsuleRadius();
@ -175,49 +152,106 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
_rig.updateFromEyeParameters(eyeParams);
updateFingers(myAvatar->getLeftHandFingerControllerPosesInSensorFrame());
updateFingers(myAvatar->getRightHandFingerControllerPosesInSensorFrame());
updateFingers();
}
void MySkeletonModel::updateFingers(const MyAvatar::FingerPosesMap& fingerPoses) {
// Assumes that finger poses are kept in order in the poses map.
if (fingerPoses.size() == 0) {
return;
}
auto posesMapItr = fingerPoses.begin();
bool isLeftHand = posesMapItr->first < (int)controller::Action::RIGHT_HAND_THUMB1;
void MySkeletonModel::updateFingers() {
MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
auto handPose = isLeftHand
? myAvatar->getLeftHandControllerPoseInSensorFrame()
: myAvatar->getRightHandControllerPoseInSensorFrame();
auto handJointRotation = handPose.getRotation();
bool isHandValid = handPose.isValid();
bool isFingerValid = false;
glm::quat previousJointRotation;
while (posesMapItr != fingerPoses.end()) {
auto jointName = posesMapItr->second.second;
if (isHandValid && jointName.right(1) == "1") {
isFingerValid = posesMapItr->second.first.isValid();
previousJointRotation = handJointRotation;
static std::vector<std::vector<std::pair<controller::Action, QString>>> fingerChains = {
{
{ controller::Action::LEFT_HAND, "LeftHand" },
{ controller::Action::LEFT_HAND_THUMB1, "LeftHandThumb1" },
{ controller::Action::LEFT_HAND_THUMB2, "LeftHandThumb2" },
{ controller::Action::LEFT_HAND_THUMB3, "LeftHandThumb3" },
{ controller::Action::LEFT_HAND_THUMB4, "LeftHandThumb4" }
},
{
{ controller::Action::LEFT_HAND, "LeftHand" },
{ controller::Action::LEFT_HAND_INDEX1, "LeftHandIndex1" },
{ controller::Action::LEFT_HAND_INDEX2, "LeftHandIndex2" },
{ controller::Action::LEFT_HAND_INDEX3, "LeftHandIndex3" },
{ controller::Action::LEFT_HAND_INDEX4, "LeftHandIndex4" }
},
{
{ controller::Action::LEFT_HAND, "LeftHand" },
{ controller::Action::LEFT_HAND_MIDDLE1, "LeftHandMiddle1" },
{ controller::Action::LEFT_HAND_MIDDLE2, "LeftHandMiddle2" },
{ controller::Action::LEFT_HAND_MIDDLE3, "LeftHandMiddle3" },
{ controller::Action::LEFT_HAND_MIDDLE4, "LeftHandMiddle4" }
},
{
{ controller::Action::LEFT_HAND, "LeftHand" },
{ controller::Action::LEFT_HAND_RING1, "LeftHandRing1" },
{ controller::Action::LEFT_HAND_RING2, "LeftHandRing2" },
{ controller::Action::LEFT_HAND_RING3, "LeftHandRing3" },
{ controller::Action::LEFT_HAND_RING4, "LeftHandRing4" }
},
{
{ controller::Action::LEFT_HAND, "LeftHand" },
{ controller::Action::LEFT_HAND_PINKY1, "LeftHandPinky1" },
{ controller::Action::LEFT_HAND_PINKY2, "LeftHandPinky2" },
{ controller::Action::LEFT_HAND_PINKY3, "LeftHandPinky3" },
{ controller::Action::LEFT_HAND_PINKY4, "LeftHandPinky4" }
},
{
{ controller::Action::RIGHT_HAND, "RightHand" },
{ controller::Action::RIGHT_HAND_THUMB1, "RightHandThumb1" },
{ controller::Action::RIGHT_HAND_THUMB2, "RightHandThumb2" },
{ controller::Action::RIGHT_HAND_THUMB3, "RightHandThumb3" },
{ controller::Action::RIGHT_HAND_THUMB4, "RightHandThumb4" }
},
{
{ controller::Action::RIGHT_HAND, "RightHand" },
{ controller::Action::RIGHT_HAND_INDEX1, "RightHandIndex1" },
{ controller::Action::RIGHT_HAND_INDEX2, "RightHandIndex2" },
{ controller::Action::RIGHT_HAND_INDEX3, "RightHandIndex3" },
{ controller::Action::RIGHT_HAND_INDEX4, "RightHandIndex4" }
},
{
{ controller::Action::RIGHT_HAND, "RightHand" },
{ controller::Action::RIGHT_HAND_MIDDLE1, "RightHandMiddle1" },
{ controller::Action::RIGHT_HAND_MIDDLE2, "RightHandMiddle2" },
{ controller::Action::RIGHT_HAND_MIDDLE3, "RightHandMiddle3" },
{ controller::Action::RIGHT_HAND_MIDDLE4, "RightHandMiddle4" }
},
{
{ controller::Action::RIGHT_HAND, "RightHand" },
{ controller::Action::RIGHT_HAND_RING1, "RightHandRing1" },
{ controller::Action::RIGHT_HAND_RING2, "RightHandRing2" },
{ controller::Action::RIGHT_HAND_RING3, "RightHandRing3" },
{ controller::Action::RIGHT_HAND_RING4, "RightHandRing4" }
},
{
{ controller::Action::RIGHT_HAND, "RightHand" },
{ controller::Action::RIGHT_HAND_PINKY1, "RightHandPinky1" },
{ controller::Action::RIGHT_HAND_PINKY2, "RightHandPinky2" },
{ controller::Action::RIGHT_HAND_PINKY3, "RightHandPinky3" },
{ controller::Action::RIGHT_HAND_PINKY4, "RightHandPinky4" }
}
};
if (isHandValid && isFingerValid) {
auto thisJointRotation = posesMapItr->second.first.getRotation();
const float CONTROLLER_PRIORITY = 2.0f;
_rig.setJointRotation(_rig.indexOfJoint(jointName), true, glm::inverse(previousJointRotation) * thisJointRotation,
CONTROLLER_PRIORITY);
previousJointRotation = thisJointRotation;
} else {
_rig.clearJointAnimationPriority(_rig.indexOfJoint(jointName));
const float CONTROLLER_PRIORITY = 2.0f;
for (auto& chain : fingerChains) {
glm::quat prevAbsRot = Quaternions::IDENTITY;
for (auto& link : chain) {
int index = _rig.indexOfJoint(link.second);
if (index >= 0) {
auto pose = myAvatar->getControllerPoseInSensorFrame(link.first);
if (pose.valid) {
glm::quat relRot = glm::inverse(prevAbsRot) * pose.getRotation();
// only set the rotation for the finger joints, not the hands.
if (link.first != controller::Action::LEFT_HAND && link.first != controller::Action::RIGHT_HAND) {
_rig.setJointRotation(index, true, relRot, CONTROLLER_PRIORITY);
}
prevAbsRot = pose.getRotation();
} else {
_rig.clearJointAnimationPriority(index);
}
}
}
posesMapItr++;
}
}

View file

@ -24,7 +24,7 @@ public:
void updateRig(float deltaTime, glm::mat4 parentTransform) override;
private:
void updateFingers(const MyAvatar::FingerPosesMap& fingerPoses);
void updateFingers();
};
#endif // hifi_MySkeletonModel_h

View file

@ -23,12 +23,13 @@
#include "CubicHermiteSpline.h"
#include "AnimUtil.h"
static const int MAX_TARGET_MARKERS = 30;
static const float JOINT_CHAIN_INTERP_TIME = 0.25f;
static void lookupJointInfo(const AnimInverseKinematics::JointChainInfo& jointChainInfo,
int indexA, int indexB,
const AnimInverseKinematics::JointInfo** jointInfoA,
const AnimInverseKinematics::JointInfo** jointInfoB) {
int indexA, int indexB,
const AnimInverseKinematics::JointInfo** jointInfoA,
const AnimInverseKinematics::JointInfo** jointInfoB) {
*jointInfoA = nullptr;
*jointInfoB = nullptr;
for (size_t i = 0; i < jointChainInfo.jointInfoVec.size(); i++) {
@ -97,6 +98,12 @@ AnimInverseKinematics::~AnimInverseKinematics() {
_rotationAccumulators.clear();
_translationAccumulators.clear();
_targetVarVec.clear();
// remove markers
for (int i = 0; i < MAX_TARGET_MARKERS; i++) {
QString name = QString("ikTarget%1").arg(i);
DebugDraw::getInstance().removeMyAvatarMarker(name);
}
}
void AnimInverseKinematics::loadDefaultPoses(const AnimPoseVec& poses) {
@ -1015,19 +1022,30 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
// debug render ik targets
if (context.getEnableDebugDrawIKTargets()) {
const vec4 WHITE(1.0f);
const vec4 GREEN(0.0f, 1.0f, 0.0f, 1.0f);
glm::mat4 rigToAvatarMat = createMatFromQuatAndPos(Quaternions::Y_180, glm::vec3());
int targetNum = 0;
for (auto& target : targets) {
glm::mat4 geomTargetMat = createMatFromQuatAndPos(target.getRotation(), target.getTranslation());
glm::mat4 avatarTargetMat = rigToAvatarMat * context.getGeometryToRigMatrix() * geomTargetMat;
QString name = QString("ikTarget%1").arg(target.getIndex());
QString name = QString("ikTarget%1").arg(targetNum);
DebugDraw::getInstance().addMyAvatarMarker(name, glmExtractRotation(avatarTargetMat), extractTranslation(avatarTargetMat), WHITE);
targetNum++;
}
// draw secondary ik targets
for (auto& iter : _secondaryTargetsInRigFrame) {
glm::mat4 avatarTargetMat = rigToAvatarMat * (glm::mat4)iter.second;
QString name = QString("ikTarget%1").arg(targetNum);
DebugDraw::getInstance().addMyAvatarMarker(name, glmExtractRotation(avatarTargetMat), extractTranslation(avatarTargetMat), GREEN);
targetNum++;
}
} else if (context.getEnableDebugDrawIKTargets() != _previousEnableDebugIKTargets) {
// remove markers if they were added last frame.
for (auto& target : targets) {
QString name = QString("ikTarget%1").arg(target.getIndex());
for (int i = 0; i < MAX_TARGET_MARKERS; i++) {
QString name = QString("ikTarget%1").arg(i);
DebugDraw::getInstance().removeMyAvatarMarker(name);
}
}
@ -1038,7 +1056,9 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
{
PROFILE_RANGE_EX(simulation_animation, "ik/ccd", 0xffff00ff, 0);
setSecondaryTargets(context);
preconditionRelativePosesToAvoidLimbLock(context, targets);
solve(context, targets, dt, jointChainInfoVec);
}
@ -1125,6 +1145,22 @@ void AnimInverseKinematics::clearIKJointLimitHistory() {
}
}
void AnimInverseKinematics::setSecondaryTargetInRigFrame(int jointIndex, const AnimPose& pose) {
auto iter = _secondaryTargetsInRigFrame.find(jointIndex);
if (iter != _secondaryTargetsInRigFrame.end()) {
iter->second = pose;
} else {
_secondaryTargetsInRigFrame.insert({ jointIndex, pose });
}
}
void AnimInverseKinematics::clearSecondaryTarget(int jointIndex) {
auto iter = _secondaryTargetsInRigFrame.find(jointIndex);
if (iter != _secondaryTargetsInRigFrame.end()) {
_secondaryTargetsInRigFrame.erase(iter);
}
}
RotationConstraint* AnimInverseKinematics::getConstraint(int index) const {
RotationConstraint* constraint = nullptr;
std::map<int, RotationConstraint*>::const_iterator constraintItr = _constraints.find(index);
@ -1575,7 +1611,7 @@ void AnimInverseKinematics::debugDrawRelativePoses(const AnimContext& context) c
const vec4 GREEN(0.0f, 1.0f, 0.0f, 1.0f);
const vec4 BLUE(0.0f, 0.0f, 1.0f, 1.0f);
const vec4 GRAY(0.2f, 0.2f, 0.2f, 1.0f);
const float AXIS_LENGTH = 2.0f; // cm
const float AXIS_LENGTH = 10.0f; // cm
// draw each pose
for (int i = 0; i < (int)poses.size(); i++) {
@ -1605,8 +1641,10 @@ void AnimInverseKinematics::debugDrawIKChain(const JointChainInfo& jointChainInf
// copy debug joint rotations into the relative poses
for (size_t i = 0; i < jointChainInfo.jointInfoVec.size(); i++) {
const JointInfo& info = jointChainInfo.jointInfoVec[i];
poses[info.jointIndex].rot() = info.rot;
poses[info.jointIndex].trans() = info.trans;
if (info.jointIndex != _hipsIndex) {
poses[info.jointIndex].rot() = info.rot;
poses[info.jointIndex].trans() = info.trans;
}
}
// convert relative poses to absolute
@ -1825,6 +1863,59 @@ void AnimInverseKinematics::preconditionRelativePosesToAvoidLimbLock(const AnimC
}
}
// overwrites _relativePoses with secondary poses.
void AnimInverseKinematics::setSecondaryTargets(const AnimContext& context) {
if (_secondaryTargetsInRigFrame.empty()) {
return;
}
// special case for arm secondary poses.
// determine if shoulder joint should look-at position of arm joint.
bool shoulderShouldLookAtArm = false;
const int leftArmIndex = _skeleton->nameToJointIndex("LeftArm");
const int rightArmIndex = _skeleton->nameToJointIndex("RightArm");
const int leftShoulderIndex = _skeleton->nameToJointIndex("LeftShoulder");
const int rightShoulderIndex = _skeleton->nameToJointIndex("RightShoulder");
for (auto& iter : _secondaryTargetsInRigFrame) {
if (iter.first == leftShoulderIndex || iter.first == rightShoulderIndex) {
shoulderShouldLookAtArm = true;
break;
}
}
AnimPose rigToGeometryPose = AnimPose(glm::inverse(context.getGeometryToRigMatrix()));
for (auto& iter : _secondaryTargetsInRigFrame) {
AnimPose absPose = rigToGeometryPose * iter.second;
absPose.scale() = glm::vec3(1.0f);
AnimPose parentAbsPose;
int parentIndex = _skeleton->getParentIndex(iter.first);
if (parentIndex >= 0) {
parentAbsPose = _skeleton->getAbsolutePose(parentIndex, _relativePoses);
}
// if parent should "look-at" child joint position.
if (shoulderShouldLookAtArm && (iter.first == leftArmIndex || iter.first == rightArmIndex)) {
AnimPose grandParentAbsPose;
int grandParentIndex = _skeleton->getParentIndex(parentIndex);
if (parentIndex >= 0) {
grandParentAbsPose = _skeleton->getAbsolutePose(grandParentIndex, _relativePoses);
}
// the shoulder should rotate toward the arm joint via "look-at" constraint
parentAbsPose = boneLookAt(absPose.trans(), parentAbsPose);
_relativePoses[parentIndex] = grandParentAbsPose.inverse() * parentAbsPose;
}
// Ignore translation on secondary poses, to prevent them from distorting the skeleton.
glm::vec3 origTrans = _relativePoses[iter.first].trans();
_relativePoses[iter.first] = parentAbsPose.inverse() * absPose;
_relativePoses[iter.first].trans() = origTrans;
}
}
void AnimInverseKinematics::initRelativePosesFromSolutionSource(SolutionSource solutionSource, const AnimPoseVec& underPoses) {
const float RELAX_BLEND_FACTOR = (1.0f / 16.0f);
const float COPY_BLEND_FACTOR = 1.0f;

View file

@ -70,6 +70,9 @@ public:
NumSolutionSources,
};
void setSecondaryTargetInRigFrame(int jointIndex, const AnimPose& pose);
void clearSecondaryTarget(int jointIndex);
void setSolutionSource(SolutionSource solutionSource) { _solutionSource = solutionSource; }
void setSolutionSourceVar(const QString& solutionSourceVar) { _solutionSourceVar = solutionSourceVar; }
@ -88,6 +91,7 @@ protected:
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);
void setSecondaryTargets(const AnimContext& context);
AnimPose applyHipsOffset() const;
// used to pre-compute information about each joint influeced by a spline IK target.
@ -142,6 +146,8 @@ protected:
AnimPoseVec _relativePoses; // current relative poses
AnimPoseVec _limitCenterPoses; // relative
std::map<int, AnimPose> _secondaryTargetsInRigFrame;
mutable std::map<int, std::vector<SplineJointInfo>> _splineJointInfoMap;
// experimental data for moving hips during IK

View file

@ -96,3 +96,14 @@ float accumulateTime(float startFrame, float endFrame, float timeScale, float cu
return frame;
}
// rotate bone's y-axis with target.
AnimPose boneLookAt(const glm::vec3& target, const AnimPose& bone) {
glm::vec3 u, v, w;
generateBasisVectors(target - bone.trans(), bone.rot() * Vectors::UNIT_X, u, v, w);
glm::mat4 lookAt(glm::vec4(v, 0.0f),
glm::vec4(u, 0.0f),
// AJT: TODO REVISIT THIS, this could be -w.
glm::vec4(glm::normalize(glm::cross(v, u)), 0.0f),
glm::vec4(bone.trans(), 1.0f));
return AnimPose(lookAt);
}

View file

@ -31,4 +31,6 @@ inline glm::quat safeLerp(const glm::quat& a, const glm::quat& b, float alpha) {
return glm::normalize(glm::lerp(a, bTemp, alpha));
}
AnimPose boneLookAt(const glm::vec3& target, const AnimPose& bone);
#endif

View file

@ -1399,24 +1399,25 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo
_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];
bool headEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_Head];
bool leftHandEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_LeftHand];
bool rightHandEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_RightHand];
bool hipsEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_Hips];
bool leftFootEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_LeftFoot];
bool rightFootEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_RightFoot];
bool spine2Enabled = params.primaryControllerActiveFlags[PrimaryControllerType_Spine2];
updateHead(headEnabled, hipsEnabled, params.controllerPoses[ControllerType_Head]);
bool leftArmEnabled = params.secondaryControllerActiveFlags[SecondaryControllerType_LeftArm];
bool rightArmEnabled = params.secondaryControllerActiveFlags[SecondaryControllerType_RightArm];
updateHead(headEnabled, hipsEnabled, params.primaryControllerPoses[PrimaryControllerType_Head]);
updateHands(leftHandEnabled, rightHandEnabled, hipsEnabled, leftArmEnabled, rightArmEnabled, dt,
params.controllerPoses[ControllerType_LeftHand], params.controllerPoses[ControllerType_RightHand],
params.primaryControllerPoses[PrimaryControllerType_LeftHand], params.primaryControllerPoses[PrimaryControllerType_RightHand],
params.bodyCapsuleRadius, params.bodyCapsuleHalfHeight, params.bodyCapsuleLocalOffset);
updateFeet(leftFootEnabled, rightFootEnabled,
params.controllerPoses[ControllerType_LeftFoot], params.controllerPoses[ControllerType_RightFoot]);
params.primaryControllerPoses[PrimaryControllerType_LeftFoot], params.primaryControllerPoses[PrimaryControllerType_RightFoot]);
// if the hips or the feet are being controlled.
if (hipsEnabled || rightFootEnabled || leftFootEnabled) {
@ -1437,34 +1438,46 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo
if (hipsEnabled) {
_animVars.set("hipsType", (int)IKTarget::Type::RotationAndPosition);
_animVars.set("hipsPosition", params.controllerPoses[ControllerType_Hips].trans());
_animVars.set("hipsRotation", params.controllerPoses[ControllerType_Hips].rot());
_animVars.set("hipsPosition", params.primaryControllerPoses[PrimaryControllerType_Hips].trans());
_animVars.set("hipsRotation", params.primaryControllerPoses[PrimaryControllerType_Hips].rot());
} else {
_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());
_animVars.set("spine2Position", params.primaryControllerPoses[PrimaryControllerType_Spine2].trans());
_animVars.set("spine2Rotation", params.primaryControllerPoses[PrimaryControllerType_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);
}
// set secondary targets
static const std::vector<QString> secondaryControllerJointNames = {
"LeftShoulder",
"RightShoulder",
"LeftArm",
"RightArm",
"LeftForeArm",
"RightForeArm",
"LeftUpLeg",
"RightUpLeg",
"LeftLeg",
"RightLeg",
"LeftToeBase",
"RightToeBase"
};
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);
std::shared_ptr<AnimInverseKinematics> ikNode = getAnimInverseKinematicsNode();
for (int i = 0; i < (int)NumSecondaryControllerTypes; i++) {
int index = indexOfJoint(secondaryControllerJointNames[i]);
if (index >= 0) {
if (params.secondaryControllerActiveFlags[i]) {
ikNode->setSecondaryTargetInRigFrame(index, params.secondaryControllerPoses[i]);
} else {
ikNode->clearSecondaryTarget(index);
}
}
}
}

View file

@ -41,22 +41,39 @@ public:
bool useNames;
};
enum ControllerType {
ControllerType_Head = 0,
ControllerType_LeftHand,
ControllerType_RightHand,
ControllerType_Hips,
ControllerType_LeftFoot,
ControllerType_RightFoot,
ControllerType_LeftArm,
ControllerType_RightArm,
ControllerType_Spine2,
NumControllerTypes
enum PrimaryControllerType {
PrimaryControllerType_Head = 0,
PrimaryControllerType_LeftHand,
PrimaryControllerType_RightHand,
PrimaryControllerType_Hips,
PrimaryControllerType_LeftFoot,
PrimaryControllerType_RightFoot,
PrimaryControllerType_Spine2,
NumPrimaryControllerTypes
};
// NOTE: These should ordered such that joint parents appear before their children.
enum SecondaryControllerType {
SecondaryControllerType_LeftShoulder = 0,
SecondaryControllerType_RightShoulder,
SecondaryControllerType_LeftArm,
SecondaryControllerType_RightArm,
SecondaryControllerType_LeftForeArm,
SecondaryControllerType_RightForeArm,
SecondaryControllerType_LeftUpLeg,
SecondaryControllerType_RightUpLeg,
SecondaryControllerType_LeftLeg,
SecondaryControllerType_RightLeg,
SecondaryControllerType_LeftToeBase,
SecondaryControllerType_RightToeBase,
NumSecondaryControllerTypes
};
struct ControllerParameters {
AnimPose controllerPoses[NumControllerTypes]; // rig space
bool controllerActiveFlags[NumControllerTypes];
AnimPose primaryControllerPoses[NumPrimaryControllerTypes]; // rig space
bool primaryControllerActiveFlags[NumPrimaryControllerTypes];
AnimPose secondaryControllerPoses[NumSecondaryControllerTypes]; // rig space
bool secondaryControllerActiveFlags[NumSecondaryControllerTypes];
bool isTalking;
float bodyCapsuleRadius;
float bodyCapsuleHalfHeight;

View file

@ -101,6 +101,7 @@ enum class Action {
// Bisected aliases for TRANSLATE_CAMERA_Z
BOOM_IN,
BOOM_OUT,
LEFT_ARM,
RIGHT_ARM,
@ -146,6 +147,17 @@ enum class Action {
RIGHT_HAND_PINKY3,
RIGHT_HAND_PINKY4,
LEFT_SHOULDER,
RIGHT_SHOULDER,
LEFT_FORE_ARM,
RIGHT_FORE_ARM,
LEFT_LEG,
RIGHT_LEG,
LEFT_UP_LEG,
RIGHT_UP_LEG,
LEFT_TOE_BASE,
RIGHT_TOE_BASE,
TRACKED_OBJECT_00,
TRACKED_OBJECT_01,
TRACKED_OBJECT_02,
@ -163,7 +175,7 @@ enum class Action {
TRACKED_OBJECT_14,
TRACKED_OBJECT_15,
NUM_ACTIONS,
NUM_ACTIONS
};
template <typename T>

View file

@ -605,3 +605,55 @@ float coneSphereAngle(const glm::vec3& coneCenter, const glm::vec3& coneDirectio
return glm::max(0.0f, theta - phi);
}
// given a set of points, compute a best fit plane that passes as close as possible through all the points.
// http://www.ilikebigbits.com/blog/2015/3/2/plane-from-points
bool findPlaneFromPoints(const glm::vec3* points, size_t numPoints, glm::vec3& planeNormalOut, glm::vec3& pointOnPlaneOut) {
if (numPoints < 3) {
return false;
}
glm::vec3 sum;
for (size_t i = 0; i < numPoints; i++) {
sum += points[i];
}
glm::vec3 centroid = sum * (1.0f / (float)numPoints);
float xx = 0.0f, xy = 0.0f, xz = 0.0f;
float yy = 0.0f, yz = 0.0f, zz = 0.0f;
for (size_t i = 0; i < numPoints; i++) {
glm::vec3 r = points[i] - centroid;
xx += r.x * r.x;
xy += r.x * r.y;
xz += r.x * r.z;
yy += r.y * r.y;
yz += r.y * r.z;
zz += r.z * r.z;
}
float det_x = yy * zz - yz * yz;
float det_y = xx * zz - xz * xz;
float det_z = xx * yy - xy * xy;
float det_max = std::max(std::max(det_x, det_y), det_z);
if (det_max == 0.0f) {
return false; // The points don't span a plane
}
glm::vec3 dir;
if (det_max == det_x) {
float a = (xz * yz - xy * zz) / det_x;
float b = (xy * yz - xz * yy) / det_x;
dir = glm::vec3(1.0f, a, b);
} else if (det_max == det_y) {
float a = (yz * xz - xy * zz) / det_y;
float b = (xy * xz - yz * xx) / det_y;
dir = glm::vec3(a, 1.0f, b);
} else {
float a = (yz * xy - xz * yy) / det_z;
float b = (xz * xy - yz * xx) / det_z;
dir = glm::vec3(a, b, 1.0f);
}
pointOnPlaneOut = centroid;
planeNormalOut = glm::normalize(dir);
return true;
}

View file

@ -163,5 +163,7 @@ private:
static void copyCleanArray(int& lengthA, glm::vec2* vertexArrayA, int& lengthB, glm::vec2* vertexArrayB);
};
// given a set of points, compute a best fit plane that passes as close as possible through all the points.
bool findPlaneFromPoints(const glm::vec3* points, size_t numPoints, glm::vec3& planeNormalOut, glm::vec3& pointOnPlaneOut);
#endif // hifi_GeometryUtil_h

View file

@ -18,6 +18,7 @@ if (WIN32)
include_hifi_library_headers(octree)
add_dependency_external_projects(OpenVR)
find_package(OpenVR REQUIRED)
target_include_directories(${TARGET_NAME} PRIVATE ${OPENVR_INCLUDE_DIRS})
target_link_libraries(${TARGET_NAME} ${OPENVR_LIBRARIES})

View file

@ -35,7 +35,6 @@
#include <Plugins/InputConfiguration.h>
#include <controllers/StandardControls.h>
extern PoseData _nextSimPoseData;
vr::IVRSystem* acquireOpenVrSystem();
@ -168,6 +167,7 @@ void ViveControllerManager::setConfigurationSettings(const QJsonObject configura
}
}
_inputDevice->configureCalibrationSettings(configurationSettings);
saveSettings();
}
}
@ -188,6 +188,8 @@ QString ViveControllerManager::configurationLayout() {
bool ViveControllerManager::activate() {
InputPlugin::activate();
loadSettings();
if (!_system) {
_system = acquireOpenVrSystem();
}
@ -230,6 +232,8 @@ void ViveControllerManager::deactivate() {
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
userInputMapper->removeDevice(_inputDevice->_deviceID);
_registeredWithInputMapper = false;
saveSettings();
}
bool ViveControllerManager::isHeadControllerMounted() const {
@ -282,7 +286,38 @@ void ViveControllerManager::pluginUpdate(float deltaTime, const controller::Inpu
}
}
ViveControllerManager::InputDevice::InputDevice(vr::IVRSystem*& system) : controller::InputDevice("Vive"), _system(system) {
void ViveControllerManager::loadSettings() {
Settings settings;
QString nameString = getName();
settings.beginGroup(nameString);
{
if (_inputDevice) {
const double DEFAULT_ARM_CIRCUMFERENCE = 0.33;
const double DEFAULT_SHOULDER_WIDTH = 0.48;
_inputDevice->_armCircumference = settings.value("armCircumference", QVariant(DEFAULT_ARM_CIRCUMFERENCE)).toDouble();
_inputDevice->_shoulderWidth = settings.value("shoulderWidth", QVariant(DEFAULT_SHOULDER_WIDTH)).toDouble();
}
}
settings.endGroup();
}
void ViveControllerManager::saveSettings() const {
Settings settings;
QString nameString = getName();
settings.beginGroup(nameString);
{
if (_inputDevice) {
settings.setValue(QString("armCircumference"), _inputDevice->_armCircumference);
settings.setValue(QString("shoulderWidth"), _inputDevice->_shoulderWidth);
}
}
settings.endGroup();
}
ViveControllerManager::InputDevice::InputDevice(vr::IVRSystem*& system) :
controller::InputDevice("Vive"),
_system(system) {
_configStringMap[Config::None] = QString("None");
_configStringMap[Config::Feet] = QString("Feet");
@ -371,6 +406,9 @@ void ViveControllerManager::InputDevice::calibrateFromUI(const controller::Input
}
}
static const float CM_TO_M = 0.01f;
static const float M_TO_CM = 100.0f;
void ViveControllerManager::InputDevice::configureCalibrationSettings(const QJsonObject configurationSettings) {
Locker locker(_lock);
if (!configurationSettings.empty()) {
@ -384,8 +422,8 @@ void ViveControllerManager::InputDevice::configureCalibrationSettings(const QJso
bool overrideHead = headObject["override"].toBool();
if (overrideHead) {
_headConfig = HeadConfig::Puck;
_headPuckYOffset = headObject["Y"].toDouble();
_headPuckZOffset = headObject["Z"].toDouble();
_headPuckYOffset = headObject["Y"].toDouble() * CM_TO_M;
_headPuckZOffset = headObject["Z"].toDouble() * CM_TO_M;
} else {
_headConfig = HeadConfig::HMD;
}
@ -394,11 +432,15 @@ void ViveControllerManager::InputDevice::configureCalibrationSettings(const QJso
bool overrideHands = handsObject["override"].toBool();
if (overrideHands) {
_handConfig = HandConfig::Pucks;
_handPuckYOffset = handsObject["Y"].toDouble();
_handPuckZOffset = handsObject["Z"].toDouble();
_handPuckYOffset = handsObject["Y"].toDouble() * CM_TO_M;
_handPuckZOffset = handsObject["Z"].toDouble() * CM_TO_M;
} else {
_handConfig = HandConfig::HandController;
}
} else if (iter.key() == "armCircumference") {
_armCircumference = (float)iter.value().toDouble() * CM_TO_M;
} else if (iter.key() == "shoulderWidth") {
_shoulderWidth = (float)iter.value().toDouble() * CM_TO_M;
}
iter++;
}
@ -417,6 +459,8 @@ QJsonObject ViveControllerManager::InputDevice::configurationSettings() {
configurationSettings["HMDHead"] = (_headConfig == HeadConfig::HMD);
configurationSettings["handController"] = (_handConfig == HandConfig::HandController);
configurationSettings["puckCount"] = (int)_validTrackedObjects.size();
configurationSettings["armCircumference"] = (double)_armCircumference * M_TO_CM;
configurationSettings["shoulderWidth"] = (double)_shoulderWidth * M_TO_CM;
return configurationSettings;
}
@ -534,7 +578,7 @@ void ViveControllerManager::InputDevice::calibrate(const controller::InputCalibr
}
}
bool ViveControllerManager::InputDevice::configureHands(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
bool ViveControllerManager::InputDevice::configureHands(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
std::sort(_validTrackedObjects.begin(), _validTrackedObjects.end(), sortPucksXPosition);
int puckCount = (int)_validTrackedObjects.size();
if (_handConfig == HandConfig::Pucks && puckCount >= MIN_PUCK_COUNT) {
@ -569,7 +613,7 @@ bool ViveControllerManager::InputDevice::configureHands(glm::mat4& defaultToRefe
return false;
}
bool ViveControllerManager::InputDevice::configureHead(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
bool ViveControllerManager::InputDevice::configureHead(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
std::sort(_validTrackedObjects.begin(), _validTrackedObjects.end(), sortPucksYPosition);
int puckCount = (int)_validTrackedObjects.size();
if (_headConfig == HeadConfig::Puck && puckCount >= MIN_HEAD) {
@ -583,7 +627,7 @@ bool ViveControllerManager::InputDevice::configureHead(glm::mat4& defaultToRefer
return false;
}
bool ViveControllerManager::InputDevice::configureBody(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
bool ViveControllerManager::InputDevice::configureBody(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
std::sort(_validTrackedObjects.begin(), _validTrackedObjects.end(), sortPucksYPosition);
int puckCount = (int)_validTrackedObjects.size();
glm::vec3 headXAxis = getReferenceHeadXAxis(defaultToReferenceMat, inputCalibration.defaultHeadMat);
@ -624,7 +668,8 @@ bool ViveControllerManager::InputDevice::configureBody(glm::mat4& defaultToRefer
void ViveControllerManager::InputDevice::uncalibrate() {
_config = Config::None;
_pucksOffset.clear();
_pucksPostOffset.clear();
_pucksPreOffset.clear();
_jointToPuckMap.clear();
_calibrated = false;
_overrideHead = false;
@ -654,10 +699,17 @@ controller::Pose ViveControllerManager::InputDevice::addOffsetToPuckPose(int joi
if (puck != _jointToPuckMap.end()) {
uint32_t puckIndex = puck->second;
auto puckPose = _poseStateMap.find(puckIndex);
auto puckOffset = _pucksOffset.find(puckIndex);
auto puckPostOffset = _pucksPostOffset.find(puckIndex);
auto puckPreOffset = _pucksPreOffset.find(puckIndex);
if ((puckPose != _poseStateMap.end()) && (puckOffset != _pucksOffset.end())) {
return puckPose->second.postTransform(puckOffset->second);
if (puckPose != _poseStateMap.end()) {
if (puckPreOffset != _pucksPreOffset.end() && puckPostOffset != _pucksPostOffset.end()) {
return puckPose->second.postTransform(puckPostOffset->second).transform(puckPreOffset->second);
} else if (puckPostOffset != _pucksPostOffset.end()) {
return puckPose->second.postTransform(puckPostOffset->second);
} else if (puckPreOffset != _pucksPreOffset.end()) {
return puckPose->second.transform(puckPreOffset->second);
}
}
}
return controller::Pose();
@ -708,7 +760,7 @@ void ViveControllerManager::InputDevice::handleHandController(float deltaTime, u
// pseudo buttons the depend on both of the above for-loops
partitionTouchpad(controller::LS, controller::LX, controller::LY, controller::LS_CENTER, controller::LS_X, controller::LS_Y);
partitionTouchpad(controller::RS, controller::RX, controller::RY, controller::RS_CENTER, controller::RS_X, controller::RS_Y);
}
}
}
}
@ -942,7 +994,7 @@ void ViveControllerManager::InputDevice::hapticsHelper(float deltaTime, bool lef
}
}
void ViveControllerManager::InputDevice::calibrateLeftHand(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& handPair) {
void ViveControllerManager::InputDevice::calibrateLeftHand(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& handPair) {
controller::Pose& handPose = handPair.second;
glm::mat4 handPoseAvatarMat = createMatFromQuatAndPos(handPose.getRotation(), handPose.getTranslation());
glm::vec3 handPoseTranslation = extractTranslation(handPoseAvatarMat);
@ -970,10 +1022,10 @@ void ViveControllerManager::InputDevice::calibrateLeftHand(glm::mat4& defaultToR
glm::mat4 offsetMat = createMatFromQuatAndPos(rotationOffset, translationOffset);
_jointToPuckMap[controller::LEFT_HAND] = handPair.first;
_pucksOffset[handPair.first] = offsetMat;
_pucksPostOffset[handPair.first] = offsetMat;
}
void ViveControllerManager::InputDevice::calibrateRightHand(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& handPair) {
void ViveControllerManager::InputDevice::calibrateRightHand(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& handPair) {
controller::Pose& handPose = handPair.second;
glm::mat4 handPoseAvatarMat = createMatFromQuatAndPos(handPose.getRotation(), handPose.getTranslation());
glm::vec3 handPoseTranslation = extractTranslation(handPoseAvatarMat);
@ -1001,11 +1053,11 @@ void ViveControllerManager::InputDevice::calibrateRightHand(glm::mat4& defaultTo
glm::mat4 offsetMat = createMatFromQuatAndPos(rotationOffset, translationOffset);
_jointToPuckMap[controller::RIGHT_HAND] = handPair.first;
_pucksOffset[handPair.first] = offsetMat;
_pucksPostOffset[handPair.first] = offsetMat;
}
void ViveControllerManager::InputDevice::calibrateFeet(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
void ViveControllerManager::InputDevice::calibrateFeet(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
glm::vec3 headXAxis = getReferenceHeadXAxis(defaultToReferenceMat, inputCalibration.defaultHeadMat);
glm::vec3 headPosition = getReferenceHeadPosition(defaultToReferenceMat, inputCalibration.defaultHeadMat);
auto& firstFoot = _validTrackedObjects[FIRST_FOOT];
@ -1022,7 +1074,7 @@ void ViveControllerManager::InputDevice::calibrateFeet(glm::mat4& defaultToRefer
}
}
void ViveControllerManager::InputDevice::calibrateFoot(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& footPair, bool isLeftFoot){
void ViveControllerManager::InputDevice::calibrateFoot(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& footPair, bool isLeftFoot){
controller::Pose footPose = footPair.second;
glm::mat4 puckPoseAvatarMat = createMatFromQuatAndPos(footPose.getRotation(), footPose.getTranslation());
glm::mat4 defaultFoot = isLeftFoot ? inputCalibration.defaultLeftFoot : inputCalibration.defaultRightFoot;
@ -1037,48 +1089,96 @@ void ViveControllerManager::InputDevice::calibrateFoot(glm::mat4& defaultToRefer
if (isLeftFoot) {
_jointToPuckMap[controller::LEFT_FOOT] = footPair.first;
_pucksOffset[footPair.first] = finalOffset;
_pucksPostOffset[footPair.first] = finalOffset;
} else {
_jointToPuckMap[controller::RIGHT_FOOT] = footPair.first;
_pucksOffset[footPair.first] = finalOffset;
_pucksPostOffset[footPair.first] = finalOffset;
}
}
void ViveControllerManager::InputDevice::calibrateHips(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
void ViveControllerManager::InputDevice::calibrateHips(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
_jointToPuckMap[controller::HIPS] = _validTrackedObjects[HIP].first;
_pucksOffset[_validTrackedObjects[HIP].first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultHips, _validTrackedObjects[HIP].second);
_pucksPostOffset[_validTrackedObjects[HIP].first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultHips, _validTrackedObjects[HIP].second);
}
void ViveControllerManager::InputDevice::calibrateChest(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
void ViveControllerManager::InputDevice::calibrateChest(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
_jointToPuckMap[controller::SPINE2] = _validTrackedObjects[CHEST].first;
_pucksOffset[_validTrackedObjects[CHEST].first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultSpine2, _validTrackedObjects[CHEST].second);
_pucksPostOffset[_validTrackedObjects[CHEST].first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultSpine2, _validTrackedObjects[CHEST].second);
}
void ViveControllerManager::InputDevice::calibrateShoulders(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration,
// y axis comes out of puck usb port/green light
// -z axis comes out of puck center/vive logo
static glm::vec3 computeUserShoulderPositionFromMeasurements(float armCirc, float shoulderSpan, const glm::mat4& headMat, const controller::Pose& armPuck, bool isLeftHand) {
float armRadius = armCirc / TWO_PI;
float sign = isLeftHand ? 1.0f : -1.0f;
float localArmX = sign * shoulderSpan / 2.0f;
controller::Pose localPuck = armPuck.transform(glm::inverse(headMat));
glm::mat4 localPuckMat = localPuck.getMatrix();
glm::vec3 localArmCenter = extractTranslation(localPuckMat) + armRadius * transformVectorFast(localPuckMat, Vectors::UNIT_Z);
return transformPoint(headMat, glm::vec3(localArmX, localArmCenter.y, localArmCenter.z));
}
void ViveControllerManager::InputDevice::calibrateShoulders(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration,
int firstShoulderIndex, int secondShoulderIndex) {
const PuckPosePair& firstShoulder = _validTrackedObjects[firstShoulderIndex];
const PuckPosePair& secondShoulder = _validTrackedObjects[secondShoulderIndex];
const controller::Pose& firstShoulderPose = firstShoulder.second;
const controller::Pose& secondShoulderPose = secondShoulder.second;
glm::mat4 refLeftArm = defaultToReferenceMat * inputCalibration.defaultLeftArm;
glm::mat4 refRightArm = defaultToReferenceMat * inputCalibration.defaultRightArm;
glm::mat4 userRefLeftArm = refLeftArm;
glm::mat4 userRefRightArm = refRightArm;
glm::mat4 headMat = defaultToReferenceMat * inputCalibration.defaultHeadMat;
if (firstShoulderPose.translation.x < secondShoulderPose.translation.x) {
_jointToPuckMap[controller::LEFT_ARM] = firstShoulder.first;
_pucksOffset[firstShoulder.first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultLeftArm, firstShoulder.second);
_jointToPuckMap[controller::RIGHT_ARM] = secondShoulder.first;
_pucksOffset[secondShoulder.first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultRightArm, secondShoulder.second);
glm::vec3 leftPos = computeUserShoulderPositionFromMeasurements(_armCircumference, _shoulderWidth, headMat, firstShoulderPose, true);
userRefLeftArm[3] = glm::vec4(leftPos, 1.0f);
glm::vec3 rightPos = computeUserShoulderPositionFromMeasurements(_armCircumference, _shoulderWidth, headMat, secondShoulderPose, false);
userRefRightArm[3] = glm::vec4(rightPos, 1.0f);
// compute the post offset from the userRefArm
_pucksPostOffset[firstShoulder.first] = computeOffset(Matrices::IDENTITY, userRefLeftArm, firstShoulderPose);
_pucksPostOffset[secondShoulder.first] = computeOffset(Matrices::IDENTITY, userRefRightArm, secondShoulderPose);
// compute the pre offset from the diff between userRefArm and refArm transforms.
// as an optimization we don't do a full inverse, but subtract the translations.
_pucksPreOffset[firstShoulder.first] = createMatFromQuatAndPos(glm::quat(), extractTranslation(userRefLeftArm) - extractTranslation(refLeftArm));
_pucksPreOffset[secondShoulder.first] = createMatFromQuatAndPos(glm::quat(), extractTranslation(userRefRightArm) - extractTranslation(refRightArm));
} else {
_jointToPuckMap[controller::LEFT_ARM] = secondShoulder.first;
_pucksOffset[secondShoulder.first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultLeftArm, secondShoulder.second);
_jointToPuckMap[controller::RIGHT_ARM] = firstShoulder.first;
_pucksOffset[firstShoulder.first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultRightArm, firstShoulder.second);
glm::vec3 leftPos = computeUserShoulderPositionFromMeasurements(_armCircumference, _shoulderWidth, headMat, secondShoulderPose, true);
userRefLeftArm[3] = glm::vec4(leftPos, 1.0f);
glm::vec3 rightPos = computeUserShoulderPositionFromMeasurements(_armCircumference, _shoulderWidth, headMat, firstShoulderPose, false);
userRefRightArm[3] = glm::vec4(rightPos, 1.0f);
// compute the post offset from the userRefArm
_pucksPostOffset[secondShoulder.first] = computeOffset(Matrices::IDENTITY, userRefLeftArm, secondShoulderPose);
_pucksPostOffset[firstShoulder.first] = computeOffset(Matrices::IDENTITY, userRefRightArm, firstShoulderPose);
// compute the pre offset from the diff between userRefArm and refArm transforms.
// as an optimization we don't do a full inverse, but subtract the translations.
_pucksPreOffset[secondShoulder.first] = createMatFromQuatAndPos(glm::quat(), extractTranslation(userRefLeftArm) - extractTranslation(refLeftArm));
_pucksPreOffset[firstShoulder.first] = createMatFromQuatAndPos(glm::quat(), extractTranslation(userRefRightArm) - extractTranslation(refRightArm));
}
}
void ViveControllerManager::InputDevice::calibrateHead(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
void ViveControllerManager::InputDevice::calibrateHead(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration) {
size_t headIndex = _validTrackedObjects.size() - 1;
const PuckPosePair& head = _validTrackedObjects[headIndex];
_jointToPuckMap[controller::HEAD] = head.first;
_pucksOffset[head.first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultHeadMat, head.second);
_pucksPostOffset[head.first] = computeOffset(defaultToReferenceMat, inputCalibration.defaultHeadMat, head.second);
}
QString ViveControllerManager::InputDevice::configToString(Config config) {

View file

@ -57,6 +57,9 @@ public:
void setRenderControllers(bool renderControllers) { _renderControllers = renderControllers; }
virtual void saveSettings() const override;
virtual void loadSettings() override;
private:
class InputDevice : public controller::InputDevice {
public:
@ -93,18 +96,18 @@ private:
void partitionTouchpad(int sButton, int xAxis, int yAxis, int centerPsuedoButton, int xPseudoButton, int yPseudoButton);
void printDeviceTrackingResultChange(uint32_t deviceIndex);
void setConfigFromString(const QString& value);
bool configureHead(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
bool configureHands(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
bool configureBody(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
void calibrateLeftHand(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& handPair);
void calibrateRightHand(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& handPair);
void calibrateFeet(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
void calibrateFoot(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& footPair, bool isLeftFoot);
void calibrateHips(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
void calibrateChest(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
void calibrateShoulders(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration,
bool configureHead(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
bool configureHands(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
bool configureBody(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
void calibrateLeftHand(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& handPair);
void calibrateRightHand(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& handPair);
void calibrateFeet(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
void calibrateFoot(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration, PuckPosePair& footPair, bool isLeftFoot);
void calibrateHips(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
void calibrateChest(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
void calibrateShoulders(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration,
int firstShoulderIndex, int secondShoulderIndex);
void calibrateHead(glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
void calibrateHead(const glm::mat4& defaultToReferenceMat, const controller::InputCalibrationData& inputCalibration);
void calibrateFromHandController(const controller::InputCalibrationData& inputCalibrationData);
void calibrateFromUI(const controller::InputCalibrationData& inputCalibrationData);
void emitCalibrationStatus();
@ -161,7 +164,8 @@ private:
FilteredStick _filteredRightStick;
std::vector<PuckPosePair> _validTrackedObjects;
std::map<uint32_t, glm::mat4> _pucksOffset;
std::map<uint32_t, glm::mat4> _pucksPostOffset;
std::map<uint32_t, glm::mat4> _pucksPreOffset;
std::map<int, uint32_t> _jointToPuckMap;
std::map<Config, QString> _configStringMap;
PoseData _lastSimPoseData;
@ -181,6 +185,8 @@ private:
float _headPuckZOffset { -0.05f };
float _handPuckYOffset { 0.0f };
float _handPuckZOffset { 0.0f };
float _armCircumference { 0.33f };
float _shoulderWidth { 0.48f };
bool _triggersPressedHandled { false };
bool _calibrated { false };
bool _timeTilCalibrationSet { false };