mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-12 22:13:13 +02:00
added safeLerp, shortest angle quat lerp with post normalize
This commit is contained in:
parent
7ed1382ac9
commit
1a24d4d8ec
3 changed files with 18 additions and 11 deletions
|
@ -491,9 +491,8 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
|
|||
glm::quat twistPart;
|
||||
glm::vec3 axis = glm::normalize(deltaRotation * leverArm);
|
||||
swingTwistDecomposition(missingRotation, axis, swingPart, twistPart);
|
||||
float dotSign = copysignf(1.0f, twistPart.w);
|
||||
const float LIMIT_LEAK_FRACTION = 0.1f;
|
||||
deltaRotation = glm::normalize(glm::lerp(glm::quat(), dotSign * twistPart, LIMIT_LEAK_FRACTION)) * deltaRotation;
|
||||
deltaRotation = safeLerp(glm::quat(), twistPart, LIMIT_LEAK_FRACTION);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -502,9 +501,8 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
|
|||
// An HmdHead target slaves the orientation of the end-effector by distributing rotation
|
||||
// deltas up the hierarchy. Its target position is enforced later (by shifting the hips).
|
||||
deltaRotation = target.getRotation() * glm::inverse(tipOrientation);
|
||||
float dotSign = copysignf(1.0f, deltaRotation.w);
|
||||
const float ANGLE_DISTRIBUTION_FACTOR = 0.45f;
|
||||
deltaRotation = glm::normalize(glm::lerp(glm::quat(), dotSign * deltaRotation, ANGLE_DISTRIBUTION_FACTOR));
|
||||
deltaRotation = safeLerp(glm::quat(), deltaRotation, ANGLE_DISTRIBUTION_FACTOR);
|
||||
}
|
||||
|
||||
// compute joint's new parent-relative rotation after swing
|
||||
|
@ -761,7 +759,7 @@ void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, co
|
|||
|
||||
// This prevents the rotation interpolation from rotating the wrong physical way (but correct mathematical way)
|
||||
// when the head is arched backwards very far.
|
||||
glm::quat halfRot = glm::normalize(glm::lerp(basePose.rot(), tipPose.rot(), 0.5f));
|
||||
glm::quat halfRot = safeLerp(basePose.rot(), tipPose.rot(), 0.5f);
|
||||
if (glm::dot(halfRot * Vectors::UNIT_Z, basePose.rot() * Vectors::UNIT_Z) < 0.0f) {
|
||||
tipPose.rot() = -tipPose.rot();
|
||||
}
|
||||
|
@ -784,7 +782,7 @@ void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, co
|
|||
if (target.getIndex() == _headIndex) {
|
||||
rotT = t * t;
|
||||
}
|
||||
glm::quat twistRot = glm::normalize(glm::lerp(basePose.rot(), tipPose.rot(), rotT));
|
||||
glm::quat twistRot = safeLerp(basePose.rot(), tipPose.rot(), rotT);
|
||||
|
||||
// compute the rotation by using the derivative of the spline as the y-axis, and the twistRot x-axis
|
||||
glm::vec3 y = glm::normalize(spline.d(t));
|
||||
|
@ -1682,7 +1680,7 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
|
|||
|
||||
const int NUM_SWING_STEPS = 10;
|
||||
for (int i = 0; i < NUM_SWING_STEPS + 1; i++) {
|
||||
glm::quat rot = glm::normalize(glm::lerp(minRot, maxRot, i * (1.0f / NUM_SWING_STEPS)));
|
||||
glm::quat rot = safeLerp(minRot, maxRot, i * (1.0f / NUM_SWING_STEPS));
|
||||
glm::vec3 axis = transformVectorFast(geomToWorldMatrix, parentAbsRot * rot * refRot * Vectors::UNIT_Y);
|
||||
DebugDraw::getInstance().drawRay(pos, pos + TWIST_LENGTH * axis, CYAN);
|
||||
}
|
||||
|
@ -1700,7 +1698,7 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
|
|||
|
||||
const int NUM_SWING_STEPS = 10;
|
||||
for (int i = 0; i < NUM_SWING_STEPS + 1; i++) {
|
||||
glm::quat rot = glm::normalize(glm::lerp(minRot, maxRot, i * (1.0f / NUM_SWING_STEPS)));
|
||||
glm::quat rot = safeLerp(minRot, maxRot, i * (1.0f / NUM_SWING_STEPS));
|
||||
glm::vec3 axis = transformVectorFast(geomToWorldMatrix, parentAbsRot * rot * refRot * Vectors::UNIT_X);
|
||||
DebugDraw::getInstance().drawRay(pos, pos + TWIST_LENGTH * axis, CYAN);
|
||||
}
|
||||
|
@ -1740,10 +1738,9 @@ void AnimInverseKinematics::blendToPoses(const AnimPoseVec& targetPoses, const A
|
|||
// relax toward poses
|
||||
int numJoints = (int)_relativePoses.size();
|
||||
for (int i = 0; i < numJoints; ++i) {
|
||||
float dotSign = copysignf(1.0f, glm::dot(_relativePoses[i].rot(), targetPoses[i].rot()));
|
||||
if (_rotationAccumulators[i].isDirty()) {
|
||||
// this joint is affected by IK --> blend toward the targetPoses rotation
|
||||
_relativePoses[i].rot() = glm::normalize(glm::lerp(_relativePoses[i].rot(), dotSign * targetPoses[i].rot(), blendFactor));
|
||||
_relativePoses[i].rot() = safeLerp(_relativePoses[i].rot(), targetPoses[i].rot(), blendFactor);
|
||||
} else {
|
||||
// this joint is NOT affected by IK --> slam to underPoses rotation
|
||||
_relativePoses[i].rot() = underPoses[i].rot();
|
||||
|
|
|
@ -28,7 +28,7 @@ void blend(size_t numPoses, const AnimPose* a, const AnimPose* b, float alpha, A
|
|||
}
|
||||
|
||||
result[i].scale() = lerp(aPose.scale(), bPose.scale(), alpha);
|
||||
result[i].rot() = glm::normalize(glm::lerp(aPose.rot(), q2, alpha));
|
||||
result[i].rot() = safeLerp(aPose.rot(), bPose.rot(), alpha);
|
||||
result[i].trans() = lerp(aPose.trans(), bPose.trans(), alpha);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -21,4 +21,14 @@ glm::quat averageQuats(size_t numQuats, const glm::quat* quats);
|
|||
float accumulateTime(float startFrame, float endFrame, float timeScale, float currentFrame, float dt, bool loopFlag,
|
||||
const QString& id, AnimNode::Triggers& triggersOut);
|
||||
|
||||
inline glm::quat safeLerp(const glm::quat& a, const glm::quat& b, float alpha) {
|
||||
// adjust signs if necessary
|
||||
glm::quat bTemp = b;
|
||||
float dot = glm::dot(a, bTemp);
|
||||
if (dot < 0.0f) {
|
||||
bTemp = -bTemp;
|
||||
}
|
||||
return glm::normalize(glm::lerp(a, bTemp, alpha));
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue