mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-04 10:13:12 +02:00
First pass at having an explicit Hips IK target.
Also, AnimManipulator nodes support setting position and rotation on a single joint.
This commit is contained in:
parent
6a6800b8c3
commit
a10b157aff
13 changed files with 205 additions and 148 deletions
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@ -50,6 +50,12 @@
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"type": "inverseKinematics",
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"data": {
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"targets": [
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{
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"jointName": "Hips",
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"positionVar": "hipsPosition",
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"rotationVar": "hipsRotation",
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"typeVar": "hipsType"
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},
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{
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"jointName": "RightHand",
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"positionVar": "rightHandPosition",
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@ -91,20 +97,27 @@
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"children": []
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},
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{
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"id": "manipulatorOverlay",
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"id": "hipsManipulatorOverlay",
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"type": "overlay",
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"data": {
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"alpha": 1.0,
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"boneSet": "spineOnly"
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"alpha": 0.0,
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"boneSet": "hipsOnly"
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},
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"children": [
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{
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"id": "spineLean",
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"id": "hipsManipulator",
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"type": "manipulator",
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"data": {
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"alpha": 0.0,
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"alphaVar": "hipsManipulatorAlpha",
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"joints": [
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{ "type": "absoluteRotation", "jointName": "Spine", "var": "lean" }
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{
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"jointName": "Hips",
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"rotationType": "absolute",
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"translationType": "absolute",
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"rotationVar": "hipsManipulatorRotation",
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"translationVar": "hipsManipulatorPosition"
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}
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]
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},
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"children": []
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@ -553,9 +553,12 @@ private:
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void setVisibleInSceneIfReady(Model* model, render::ScenePointer scene, bool visiblity);
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// AJT: FIX ME... reorder this
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public:
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// derive avatar body position and orientation from the current HMD Sensor location.
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// results are in HMD frame
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glm::mat4 deriveBodyFromHMDSensor() const;
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private:
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virtual void updatePalms() override {}
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void lateUpdatePalms();
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@ -119,7 +119,11 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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headParams.rigHeadPosition = extractTranslation(rigHMDMat);
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headParams.rigHeadOrientation = extractRotation(rigHMDMat);
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headParams.worldHeadOrientation = extractRotation(worldHMDMat);
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headParams.hipsMatrix = worldToRig * myAvatar->getSensorToWorldMatrix() * myAvatar->deriveBodyFromHMDSensor();
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headParams.hipsEnabled = true;
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} else {
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headParams.hipsEnabled = false;
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headParams.isInHMD = false;
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// We don't have a valid localHeadPosition.
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@ -87,6 +87,7 @@ void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::
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// build a list of valid targets from _targetVarVec and animVars
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_maxTargetIndex = -1;
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bool removeUnfoundJoints = false;
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for (auto& targetVar : _targetVarVec) {
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if (targetVar.jointIndex == -1) {
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// this targetVar hasn't been validated yet...
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@ -105,9 +106,8 @@ void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::
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AnimPose defaultPose = _skeleton->getAbsolutePose(targetVar.jointIndex, underPoses);
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glm::quat rotation = animVars.lookupRigToGeometry(targetVar.rotationVar, defaultPose.rot());
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glm::vec3 translation = animVars.lookupRigToGeometry(targetVar.positionVar, defaultPose.trans());
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if (target.getType() == IKTarget::Type::HipsRelativeRotationAndPosition) {
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translation += _hipsOffset;
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}
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AnimPose absPose(glm::vec3(1.0f), rotation, translation);
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target.setPose(rotation, translation);
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target.setIndex(targetVar.jointIndex);
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targets.push_back(target);
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@ -441,26 +441,6 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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computeTargets(animVars, targets, underPoses);
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}
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// debug render ik targets
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if (context.getEnableDebugDrawIKTargets()) {
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const vec4 WHITE(1.0f);
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glm::mat4 rigToAvatarMat = createMatFromQuatAndPos(Quaternions::Y_180, glm::vec3());
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for (auto& target : targets) {
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glm::mat4 geomTargetMat = createMatFromQuatAndPos(target.getRotation(), target.getTranslation());
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glm::mat4 avatarTargetMat = rigToAvatarMat * context.getGeometryToRigMatrix() * geomTargetMat;
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QString name = QString("ikTarget%1").arg(target.getIndex());
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DebugDraw::getInstance().addMyAvatarMarker(name, glmExtractRotation(avatarTargetMat), extractTranslation(avatarTargetMat), WHITE);
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}
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} else if (context.getEnableDebugDrawIKTargets() != _previousEnableDebugIKTargets) {
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// remove markers if they were added last frame.
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for (auto& target : targets) {
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QString name = QString("ikTarget%1").arg(target.getIndex());
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DebugDraw::getInstance().removeMyAvatarMarker(name);
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}
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}
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_previousEnableDebugIKTargets = context.getEnableDebugDrawIKTargets();
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if (targets.empty()) {
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@ -478,25 +458,52 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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{
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PROFILE_RANGE_EX(simulation_animation, "ik/shiftHips", 0xffff00ff, 0);
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// shift hips according to the _hipsOffset from the previous frame
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float offsetLength = glm::length(_hipsOffset);
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const float MIN_HIPS_OFFSET_LENGTH = 0.03f;
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if (offsetLength > MIN_HIPS_OFFSET_LENGTH && _hipsIndex >= 0) {
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// but only if offset is long enough
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float scaleFactor = ((offsetLength - MIN_HIPS_OFFSET_LENGTH) / offsetLength);
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if (_hipsParentIndex == -1) {
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// the hips are the root so _hipsOffset is in the correct frame
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_relativePoses[_hipsIndex].trans() = underPoses[_hipsIndex].trans() + scaleFactor * _hipsOffset;
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} else {
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// the hips are NOT the root so we need to transform _hipsOffset into hips local-frame
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glm::quat hipsFrameRotation = _relativePoses[_hipsParentIndex].rot();
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int index = _skeleton->getParentIndex(_hipsParentIndex);
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while (index != -1) {
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hipsFrameRotation *= _relativePoses[index].rot();
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index = _skeleton->getParentIndex(index);
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// AJT: TODO only need abs poses below hips.
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AnimPoseVec absolutePoses;
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absolutePoses.resize(_relativePoses.size());
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computeAbsolutePoses(absolutePoses);
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for (auto& target: targets) {
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if (target.getType() == IKTarget::Type::RotationAndPosition && target.getIndex() == _hipsIndex) {
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AnimPose absPose = target.getPose();
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int parentIndex = _skeleton->getParentIndex(target.getIndex());
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if (parentIndex != -1) {
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_relativePoses[_hipsIndex] = absolutePoses[parentIndex].inverse() * absPose;
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} else {
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_relativePoses[_hipsIndex] = absPose;
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}
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_relativePoses[_hipsIndex].trans() = underPoses[_hipsIndex].trans()
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+ glm::inverse(glm::normalize(hipsFrameRotation)) * (scaleFactor * _hipsOffset);
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}
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}
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for (auto& target: targets) {
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if (target.getType() == IKTarget::Type::HipsRelativeRotationAndPosition) {
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AnimPose pose = target.getPose();
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pose.trans() = pose.trans() + (_relativePoses[_hipsIndex].trans() - underPoses[_hipsIndex].trans());
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target.setPose(pose.rot(), pose.trans());
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}
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}
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}
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{
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PROFILE_RANGE_EX(simulation_animation, "ik/debugDraw", 0xffff00ff, 0);
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// debug render ik targets
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if (context.getEnableDebugDrawIKTargets()) {
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const vec4 WHITE(1.0f);
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glm::mat4 rigToAvatarMat = createMatFromQuatAndPos(Quaternions::Y_180, glm::vec3());
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for (auto& target : targets) {
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glm::mat4 geomTargetMat = createMatFromQuatAndPos(target.getRotation(), target.getTranslation());
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glm::mat4 avatarTargetMat = rigToAvatarMat * context.getGeometryToRigMatrix() * geomTargetMat;
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QString name = QString("ikTarget%1").arg(target.getIndex());
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DebugDraw::getInstance().addMyAvatarMarker(name, glmExtractRotation(avatarTargetMat), extractTranslation(avatarTargetMat), WHITE);
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}
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} else if (context.getEnableDebugDrawIKTargets() != _previousEnableDebugIKTargets) {
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// remove markers if they were added last frame.
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for (auto& target : targets) {
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QString name = QString("ikTarget%1").arg(target.getIndex());
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DebugDraw::getInstance().removeMyAvatarMarker(name);
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}
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}
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}
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@ -505,60 +512,6 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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PROFILE_RANGE_EX(simulation_animation, "ik/ccd", 0xffff00ff, 0);
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solveWithCyclicCoordinateDescent(targets);
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}
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{
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PROFILE_RANGE_EX(simulation_animation, "ik/measureHipsOffset", 0xffff00ff, 0);
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// measure new _hipsOffset for next frame
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// by looking for discrepancies between where a targeted endEffector is
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// and where it wants to be (after IK solutions are done)
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glm::vec3 newHipsOffset = Vectors::ZERO;
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for (auto& target: targets) {
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int targetIndex = target.getIndex();
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if (targetIndex == _headIndex && _headIndex != -1) {
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// special handling for headTarget
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if (target.getType() == IKTarget::Type::RotationOnly) {
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// we want to shift the hips to bring the underPose closer
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// to where the head happens to be (overpose)
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glm::vec3 under = _skeleton->getAbsolutePose(_headIndex, underPoses).trans();
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
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const float HEAD_OFFSET_SLAVE_FACTOR = 0.65f;
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newHipsOffset += HEAD_OFFSET_SLAVE_FACTOR * (actual - under);
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} else if (target.getType() == IKTarget::Type::HmdHead) {
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// we want to shift the hips to bring the head to its designated position
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
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_hipsOffset += target.getTranslation() - actual;
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// and ignore all other targets
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newHipsOffset = _hipsOffset;
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break;
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} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
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glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans();
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glm::vec3 targetPosition = target.getTranslation();
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newHipsOffset += targetPosition - actualPosition;
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// Add downward pressure on the hips
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newHipsOffset *= 0.95f;
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newHipsOffset -= 1.0f;
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}
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} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
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glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans();
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glm::vec3 targetPosition = target.getTranslation();
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newHipsOffset += targetPosition - actualPosition;
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}
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}
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// smooth transitions by relaxing _hipsOffset toward the new value
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const float HIPS_OFFSET_SLAVE_TIMESCALE = 0.10f;
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float tau = dt < HIPS_OFFSET_SLAVE_TIMESCALE ? dt / HIPS_OFFSET_SLAVE_TIMESCALE : 1.0f;
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_hipsOffset += (newHipsOffset - _hipsOffset) * tau;
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// clamp the hips offset
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float hipsOffsetLength = glm::length(_hipsOffset);
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if (hipsOffsetLength > _maxHipsOffsetLength) {
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_hipsOffset *= _maxHipsOffsetLength / hipsOffsetLength;
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}
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}
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}
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}
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return _relativePoses;
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@ -12,6 +12,16 @@
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#include "AnimUtil.h"
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#include "AnimationLogging.h"
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AnimManipulator::JointVar::JointVar(const QString& jointNameIn, Type rotationTypeIn, Type translationTypeIn,
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const QString& rotationVarIn, const QString& translationVarIn) :
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jointName(jointNameIn),
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rotationType(rotationTypeIn),
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translationType(translationTypeIn),
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rotationVar(rotationVarIn),
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translationVar(translationVarIn),
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jointIndex(-1),
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hasPerformedJointLookup(false) {}
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AnimManipulator::AnimManipulator(const QString& id, float alpha) :
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AnimNode(AnimNode::Type::Manipulator, id),
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_alpha(alpha) {
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@ -36,7 +46,10 @@ const AnimPoseVec& AnimManipulator::overlay(const AnimVariantMap& animVars, cons
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}
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for (auto& jointVar : _jointVars) {
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if (!jointVar.hasPerformedJointLookup) {
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// map from joint name to joint index and cache the result.
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jointVar.jointIndex = _skeleton->nameToJointIndex(jointVar.jointName);
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if (jointVar.jointIndex < 0) {
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qCWarning(animation) << "AnimManipulator could not find jointName" << jointVar.jointName << "in skeleton";
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@ -100,34 +113,62 @@ AnimPose AnimManipulator::computeRelativePoseFromJointVar(const AnimVariantMap&
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AnimPose defaultAbsPose = _skeleton->getAbsolutePose(jointVar.jointIndex, underPoses);
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if (jointVar.type == JointVar::Type::AbsoluteRotation || jointVar.type == JointVar::Type::AbsolutePosition) {
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// compute relative translation
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glm::vec3 relTrans;
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switch (jointVar.translationType) {
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case JointVar::Type::Absolute: {
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glm::vec3 absTrans = animVars.lookupRigToGeometry(jointVar.translationVar, defaultAbsPose.trans());
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if (jointVar.type == JointVar::Type::AbsoluteRotation) {
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defaultAbsPose.rot() = animVars.lookupRigToGeometry(jointVar.var, defaultAbsPose.rot());
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} else if (jointVar.type == JointVar::Type::AbsolutePosition) {
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defaultAbsPose.trans() = animVars.lookupRigToGeometry(jointVar.var, defaultAbsPose.trans());
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// convert to from absolute to relative.
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AnimPose parentAbsPose;
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int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex);
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if (parentIndex >= 0) {
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parentAbsPose = _skeleton->getAbsolutePose(parentIndex, underPoses);
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}
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// convert from absolute to relative
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relTrans = transformPoint(parentAbsPose.inverse(), absTrans);
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break;
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}
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// because jointVar is absolute, we must use an absolute parent frame to convert into a relative pose.
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AnimPose parentAbsPose = AnimPose::identity;
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int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex);
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if (parentIndex >= 0) {
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parentAbsPose = _skeleton->getAbsolutePose(parentIndex, underPoses);
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}
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// convert from absolute to relative
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return parentAbsPose.inverse() * defaultAbsPose;
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} else {
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// override the default rel pose
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AnimPose relPose = defaultRelPose;
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if (jointVar.type == JointVar::Type::RelativeRotation) {
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relPose.rot() = animVars.lookupRigToGeometry(jointVar.var, defaultRelPose.rot());
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} else if (jointVar.type == JointVar::Type::RelativePosition) {
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relPose.trans() = animVars.lookupRigToGeometry(jointVar.var, defaultRelPose.trans());
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}
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return relPose;
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case JointVar::Type::Relative:
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relTrans = animVars.lookupRigToGeometryVector(jointVar.translationVar, defaultRelPose.trans());
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break;
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case JointVar::Type::UnderPose:
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relTrans = underPoses[jointVar.jointIndex].trans();
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break;
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case JointVar::Type::Default:
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default:
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relTrans = defaultRelPose.trans();
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break;
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}
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glm::quat relRot;
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switch (jointVar.rotationType) {
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case JointVar::Type::Absolute: {
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glm::quat absRot = animVars.lookupRigToGeometry(jointVar.translationVar, defaultAbsPose.rot());
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// convert to from absolute to relative.
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AnimPose parentAbsPose;
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int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex);
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if (parentIndex >= 0) {
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parentAbsPose = _skeleton->getAbsolutePose(parentIndex, underPoses);
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}
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// convert from absolute to relative
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relRot = glm::inverse(parentAbsPose.rot()) * absRot;
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break;
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}
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case JointVar::Type::Relative:
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relRot = animVars.lookupRigToGeometry(jointVar.translationVar, defaultRelPose.rot());
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break;
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case JointVar::Type::UnderPose:
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relRot = underPoses[jointVar.jointIndex].rot();
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break;
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case JointVar::Type::Default:
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default:
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relRot = defaultRelPose.rot();
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break;
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}
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return AnimPose(glm::vec3(1), relRot, relTrans);
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}
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@ -31,17 +31,20 @@ public:
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struct JointVar {
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enum class Type {
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AbsoluteRotation = 0,
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AbsolutePosition,
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RelativeRotation,
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RelativePosition,
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Absolute,
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Relative,
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UnderPose,
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Default,
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NumTypes
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};
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JointVar(const QString& varIn, const QString& jointNameIn, Type typeIn) : var(varIn), jointName(jointNameIn), type(typeIn), jointIndex(-1), hasPerformedJointLookup(false) {}
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QString var = "";
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JointVar(const QString& jointNameIn, Type rotationType, Type translationType, const QString& rotationVarIn, const QString& translationVarIn);
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QString jointName = "";
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Type type = Type::AbsoluteRotation;
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Type rotationType = Type::Absolute;
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Type translationType = Type::Absolute;
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QString rotationVar = "";
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QString translationVar = "";
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int jointIndex = -1;
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bool hasPerformedJointLookup = false;
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bool isRelative = false;
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@ -79,10 +79,10 @@ static AnimStateMachine::InterpType stringToInterpType(const QString& str) {
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static const char* animManipulatorJointVarTypeToString(AnimManipulator::JointVar::Type type) {
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switch (type) {
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case AnimManipulator::JointVar::Type::AbsoluteRotation: return "absoluteRotation";
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case AnimManipulator::JointVar::Type::AbsolutePosition: return "absolutePosition";
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case AnimManipulator::JointVar::Type::RelativeRotation: return "relativeRotation";
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case AnimManipulator::JointVar::Type::RelativePosition: return "relativePosition";
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case AnimManipulator::JointVar::Type::Absolute: return "absolute";
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case AnimManipulator::JointVar::Type::Relative: return "relative";
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case AnimManipulator::JointVar::Type::UnderPose: return "underPose";
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case AnimManipulator::JointVar::Type::Default: return "default";
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case AnimManipulator::JointVar::Type::NumTypes: return nullptr;
|
||||
};
|
||||
return nullptr;
|
||||
|
@ -339,7 +339,8 @@ static const char* boneSetStrings[AnimOverlay::NumBoneSets] = {
|
|||
"spineOnly",
|
||||
"empty",
|
||||
"leftHand",
|
||||
"rightHand"
|
||||
"rightHand",
|
||||
"hipsOnly"
|
||||
};
|
||||
|
||||
static AnimOverlay::BoneSet stringToBoneSetEnum(const QString& str) {
|
||||
|
@ -406,17 +407,25 @@ static AnimNode::Pointer loadManipulatorNode(const QJsonObject& jsonObj, const Q
|
|||
}
|
||||
auto jointObj = jointValue.toObject();
|
||||
|
||||
READ_STRING(type, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(jointName, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(var, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(rotationType, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(translationType, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(rotationVar, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(translationVar, jointObj, id, jsonUrl, nullptr);
|
||||
|
||||
AnimManipulator::JointVar::Type jointVarType = stringToAnimManipulatorJointVarType(type);
|
||||
if (jointVarType == AnimManipulator::JointVar::Type::NumTypes) {
|
||||
qCCritical(animation) << "AnimNodeLoader, bad type in \"joints\", id =" << id << ", url =" << jsonUrl.toDisplayString();
|
||||
return nullptr;
|
||||
AnimManipulator::JointVar::Type jointVarRotationType = stringToAnimManipulatorJointVarType(rotationType);
|
||||
if (jointVarRotationType == AnimManipulator::JointVar::Type::NumTypes) {
|
||||
qCWarning(animation) << "AnimNodeLoader, bad rotationType in \"joints\", id =" << id << ", url =" << jsonUrl.toDisplayString();
|
||||
jointVarRotationType = AnimManipulator::JointVar::Type::Default;
|
||||
}
|
||||
|
||||
AnimManipulator::JointVar jointVar(var, jointName, jointVarType);
|
||||
AnimManipulator::JointVar::Type jointVarTranslationType = stringToAnimManipulatorJointVarType(translationType);
|
||||
if (jointVarTranslationType == AnimManipulator::JointVar::Type::NumTypes) {
|
||||
qCWarning(animation) << "AnimNodeLoader, bad translationType in \"joints\", id =" << id << ", url =" << jsonUrl.toDisplayString();
|
||||
jointVarTranslationType = AnimManipulator::JointVar::Type::Default;
|
||||
}
|
||||
|
||||
AnimManipulator::JointVar jointVar(jointName, jointVarRotationType, jointVarTranslationType, rotationVar, translationVar);
|
||||
node->addJointVar(jointVar);
|
||||
};
|
||||
|
||||
|
|
|
@ -34,6 +34,7 @@ void AnimOverlay::buildBoneSet(BoneSet boneSet) {
|
|||
case SpineOnlyBoneSet: buildSpineOnlyBoneSet(); break;
|
||||
case LeftHandBoneSet: buildLeftHandBoneSet(); break;
|
||||
case RightHandBoneSet: buildRightHandBoneSet(); break;
|
||||
case HipsOnlyBoneSet: buildHipsOnlyBoneSet(); break;
|
||||
default:
|
||||
case EmptyBoneSet: buildEmptyBoneSet(); break;
|
||||
}
|
||||
|
@ -188,6 +189,13 @@ void AnimOverlay::buildRightHandBoneSet() {
|
|||
});
|
||||
}
|
||||
|
||||
void AnimOverlay::buildHipsOnlyBoneSet() {
|
||||
assert(_skeleton);
|
||||
buildEmptyBoneSet();
|
||||
int hipsJoint = _skeleton->nameToJointIndex("Hips");
|
||||
_boneSetVec[hipsJoint] = 1.0f;
|
||||
}
|
||||
|
||||
// for AnimDebugDraw rendering
|
||||
const AnimPoseVec& AnimOverlay::getPosesInternal() const {
|
||||
return _poses;
|
||||
|
|
|
@ -37,6 +37,7 @@ public:
|
|||
EmptyBoneSet,
|
||||
LeftHandBoneSet,
|
||||
RightHandBoneSet,
|
||||
HipsOnlyBoneSet,
|
||||
NumBoneSets
|
||||
};
|
||||
|
||||
|
@ -75,6 +76,7 @@ public:
|
|||
void buildEmptyBoneSet();
|
||||
void buildLeftHandBoneSet();
|
||||
void buildRightHandBoneSet();
|
||||
void buildHipsOnlyBoneSet();
|
||||
|
||||
// no copies
|
||||
AnimOverlay(const AnimOverlay&) = delete;
|
||||
|
|
|
@ -165,6 +165,15 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
glm::vec3 lookupRigToGeometryVector(const QString& key, const glm::vec3& defaultValue) const {
|
||||
if (key.isEmpty()) {
|
||||
return defaultValue;
|
||||
} else {
|
||||
auto iter = _map.find(key);
|
||||
return iter != _map.end() ? transformVectorFast(_rigToGeometryMat, iter->second.getVec3()) : defaultValue;
|
||||
}
|
||||
}
|
||||
|
||||
const glm::quat& lookupRaw(const QString& key, const glm::quat& defaultValue) const {
|
||||
if (key.isEmpty()) {
|
||||
return defaultValue;
|
||||
|
|
|
@ -21,13 +21,14 @@ public:
|
|||
RotationOnly,
|
||||
HmdHead,
|
||||
HipsRelativeRotationAndPosition,
|
||||
Unknown,
|
||||
Unknown
|
||||
};
|
||||
|
||||
IKTarget() {}
|
||||
|
||||
const glm::vec3& getTranslation() const { return _pose.trans(); }
|
||||
const glm::quat& getRotation() const { return _pose.rot(); }
|
||||
const AnimPose& getPose() const { return _pose; }
|
||||
int getIndex() const { return _index; }
|
||||
Type getType() const { return _type; }
|
||||
|
||||
|
|
|
@ -1024,6 +1024,15 @@ void Rig::updateFromHeadParameters(const HeadParameters& params, float dt) {
|
|||
|
||||
_animVars.set("isTalking", params.isTalking);
|
||||
_animVars.set("notIsTalking", !params.isTalking);
|
||||
|
||||
// AJT:
|
||||
if (params.hipsEnabled) {
|
||||
_animVars.set("hipsType", (int)IKTarget::Type::RotationAndPosition);
|
||||
_animVars.set("hipsPosition", extractTranslation(params.hipsMatrix));
|
||||
_animVars.set("hipsRotation", glmExtractRotation(params.hipsMatrix) * Quaternions::Y_180);
|
||||
} else {
|
||||
_animVars.set("hipsType", (int)IKTarget::Type::Unknown);
|
||||
}
|
||||
}
|
||||
|
||||
void Rig::updateFromEyeParameters(const EyeParameters& params) {
|
||||
|
@ -1094,7 +1103,7 @@ void Rig::updateNeckJoint(int index, const HeadParameters& params) {
|
|||
|
||||
_animVars.set("headPosition", headPos);
|
||||
_animVars.set("headRotation", headRot);
|
||||
_animVars.set("headType", (int)IKTarget::Type::HmdHead);
|
||||
_animVars.set("headType", (int)IKTarget::Type::RotationAndPosition);
|
||||
_animVars.set("neckPosition", neckPos);
|
||||
_animVars.set("neckRotation", neckRot);
|
||||
_animVars.set("neckType", (int)IKTarget::Type::Unknown); // 'Unknown' disables the target
|
||||
|
|
|
@ -45,6 +45,8 @@ public:
|
|||
glm::quat worldHeadOrientation = glm::quat(); // world space (-z forward)
|
||||
glm::quat rigHeadOrientation = glm::quat(); // rig space (-z forward)
|
||||
glm::vec3 rigHeadPosition = glm::vec3(); // rig space
|
||||
glm::mat4 hipsMatrix = glm::mat4(); // rig space
|
||||
bool hipsEnabled = false;
|
||||
bool isInHMD = false;
|
||||
int neckJointIndex = -1;
|
||||
bool isTalking = false;
|
||||
|
|
Loading…
Reference in a new issue