mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-04 22:31:27 +02:00
Refactor
This commit is contained in:
parent
5eee2d8352
commit
570ec8457d
2 changed files with 41 additions and 28 deletions
|
@ -1165,6 +1165,10 @@ void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, f
|
|||
|
||||
const float RELAX_DURATION = 0.6f;
|
||||
const float CONTROL_DURATION = 0.4f;
|
||||
const bool TO_CONTROLLED = true;
|
||||
const bool FROM_CONTROLLED = false;
|
||||
const bool LEFT_HAND = true;
|
||||
const bool RIGHT_HAND = false;
|
||||
|
||||
if (params.isLeftEnabled) {
|
||||
if (!_isLeftHandControlled) {
|
||||
|
@ -1178,13 +1182,9 @@ void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, f
|
|||
if (_leftHandControlTimeRemaining > 0.0f) {
|
||||
// Move hand from non-controlled position to controlled position.
|
||||
_leftHandControlTimeRemaining = std::max(_leftHandControlTimeRemaining - dt, 0.0f);
|
||||
auto ikNode = getAnimInverseKinematicsNode();
|
||||
if (ikNode) {
|
||||
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
|
||||
float alpha = 1.0f - _leftHandControlTimeRemaining / CONTROL_DURATION;
|
||||
const AnimPose geometryToRigTransform(_geometryToRigTransform);
|
||||
AnimPose uncontrolledHandPose = geometryToRigTransform * ikNode->getUncontrolledLeftHandPose();
|
||||
::blend(1, &uncontrolledHandPose, &handPose, alpha, &handPose);
|
||||
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
|
||||
if (transitionHandPose(_leftHandControlTimeRemaining, CONTROL_DURATION, handPose, LEFT_HAND, TO_CONTROLLED,
|
||||
handPose)) {
|
||||
handPosition = handPose.trans();
|
||||
handRotation = handPose.rot();
|
||||
}
|
||||
|
@ -1212,13 +1212,9 @@ void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, f
|
|||
if (_leftHandRelaxTimeRemaining > 0.0f) {
|
||||
// Move hand from controlled position to non-controlled position.
|
||||
_leftHandRelaxTimeRemaining = std::max(_leftHandRelaxTimeRemaining - dt, 0.0f);
|
||||
auto ikNode = getAnimInverseKinematicsNode();
|
||||
if (ikNode) {
|
||||
float alpha = 1.0f - _leftHandRelaxTimeRemaining / RELAX_DURATION;
|
||||
const AnimPose geometryToRigTransform(_geometryToRigTransform);
|
||||
AnimPose uncontrolledHandPose = geometryToRigTransform * ikNode->getUncontrolledLeftHandPose();
|
||||
AnimPose handPose;
|
||||
::blend(1, &_lastLeftHandControlledPose, &uncontrolledHandPose, alpha, &handPose);
|
||||
AnimPose handPose;
|
||||
if (transitionHandPose(_leftHandRelaxTimeRemaining, RELAX_DURATION, _lastLeftHandControlledPose, LEFT_HAND,
|
||||
FROM_CONTROLLED, handPose)) {
|
||||
_animVars.set("leftHandPosition", handPose.trans());
|
||||
_animVars.set("leftHandRotation", handPose.rot());
|
||||
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||
|
@ -1242,13 +1238,9 @@ void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, f
|
|||
if (_rightHandControlTimeRemaining > 0.0f) {
|
||||
// Move hand from non-controlled position to controlled position.
|
||||
_rightHandControlTimeRemaining = std::max(_rightHandControlTimeRemaining - dt, 0.0f);
|
||||
auto ikNode = getAnimInverseKinematicsNode();
|
||||
if (ikNode) {
|
||||
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
|
||||
float alpha = 1.0f - _rightHandControlTimeRemaining / CONTROL_DURATION;
|
||||
const AnimPose geometryToRigTransform(_geometryToRigTransform);
|
||||
AnimPose uncontrolledHandPose = geometryToRigTransform * ikNode->getUncontrolledRightHandPose();
|
||||
::blend(1, &uncontrolledHandPose, &handPose, alpha, &handPose);
|
||||
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
|
||||
if (transitionHandPose(_rightHandControlTimeRemaining, CONTROL_DURATION, handPose, RIGHT_HAND, TO_CONTROLLED,
|
||||
handPose)) {
|
||||
handPosition = handPose.trans();
|
||||
handRotation = handPose.rot();
|
||||
}
|
||||
|
@ -1276,13 +1268,9 @@ void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, f
|
|||
if (_rightHandRelaxTimeRemaining > 0.0f) {
|
||||
// Move hand from controlled position to non-controlled position.
|
||||
_rightHandRelaxTimeRemaining = std::max(_rightHandRelaxTimeRemaining - dt, 0.0f);
|
||||
auto ikNode = getAnimInverseKinematicsNode();
|
||||
if (ikNode) {
|
||||
float alpha = 1.0f - _rightHandRelaxTimeRemaining / RELAX_DURATION;
|
||||
const AnimPose geometryToRigTransform(_geometryToRigTransform);
|
||||
AnimPose uncontrolledHandPose = geometryToRigTransform * ikNode->getUncontrolledRightHandPose();
|
||||
AnimPose handPose;
|
||||
::blend(1, &_lastRightHandControlledPose, &uncontrolledHandPose, alpha, &handPose);
|
||||
AnimPose handPose;
|
||||
if (transitionHandPose(_rightHandRelaxTimeRemaining, RELAX_DURATION, _lastRightHandControlledPose, RIGHT_HAND,
|
||||
FROM_CONTROLLED, handPose)) {
|
||||
_animVars.set("rightHandPosition", handPose.trans());
|
||||
_animVars.set("rightHandRotation", handPose.rot());
|
||||
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||
|
@ -1588,3 +1576,25 @@ void Rig::computeAvatarBoundingCapsule(
|
|||
glm::vec3 rigCenter = (geometryToRig * (0.5f * (totalExtents.maximum + totalExtents.minimum)));
|
||||
localOffsetOut = rigCenter - (geometryToRig * rootPosition);
|
||||
}
|
||||
|
||||
bool Rig::transitionHandPose(float deltaTime, float totalDuration, AnimPose& controlledHandPose, bool isLeftHand,
|
||||
bool isToControlled, AnimPose& returnHandPose) {
|
||||
auto ikNode = getAnimInverseKinematicsNode();
|
||||
if (ikNode) {
|
||||
float alpha = 1.0f - deltaTime / totalDuration;
|
||||
const AnimPose geometryToRigTransform(_geometryToRigTransform);
|
||||
AnimPose uncontrolledHandPose;
|
||||
if (isLeftHand) {
|
||||
uncontrolledHandPose = geometryToRigTransform * ikNode->getUncontrolledLeftHandPose();
|
||||
} else {
|
||||
uncontrolledHandPose = geometryToRigTransform * ikNode->getUncontrolledRightHandPose();
|
||||
}
|
||||
if (isToControlled) {
|
||||
::blend(1, &uncontrolledHandPose, &controlledHandPose, alpha, &returnHandPose);
|
||||
} else {
|
||||
::blend(1, &controlledHandPose, &uncontrolledHandPose, alpha, &returnHandPose);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -352,6 +352,9 @@ private:
|
|||
int _nextStateHandlerId { 0 };
|
||||
QMutex _stateMutex;
|
||||
|
||||
bool transitionHandPose(float deltaTime, float totalDuration, AnimPose& controlledHandPose, bool isLeftHand,
|
||||
bool isToControlled, AnimPose& returnHandPose);
|
||||
|
||||
bool _isLeftHandControlled { false };
|
||||
bool _isRightHandControlled { false };
|
||||
float _leftHandControlTimeRemaining { 0.0f };
|
||||
|
|
Loading…
Reference in a new issue