Extremely basic IK based on implementation of the cyclic coordinate descent

algorithm.  Actually seems to work pretty well.
This commit is contained in:
Andrzej Kapolka 2013-10-28 13:38:22 -07:00
parent 8cbf5a88e5
commit b56d47929b
5 changed files with 76 additions and 2 deletions

View file

@ -26,6 +26,8 @@ void SkeletonModel::simulate(float deltaTime) {
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale() * MODEL_SCALE);
Model::simulate(deltaTime);
setRightHandPosition(_owningAvatar->getHandPosition());
}
bool SkeletonModel::render(float alpha) {

View file

@ -326,11 +326,11 @@ QVariantHash parseMapping(QIODevice* device) {
}
QByteArray name = sections.at(0).trimmed();
if (sections.size() == 2) {
properties.insert(name, sections.at(1).trimmed());
properties.insertMulti(name, sections.at(1).trimmed());
} else if (sections.size() == 3) {
QVariantHash heading = properties.value(name).toHash();
heading.insert(sections.at(1).trimmed(), sections.at(2).trimmed());
heading.insertMulti(sections.at(1).trimmed(), sections.at(2).trimmed());
properties.insert(name, heading);
} else if (sections.size() >= 4) {
@ -696,12 +696,14 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
QString jointRootName = processID(joints.value("jointRoot", "jointRoot").toString());
QString jointLeanName = processID(joints.value("jointLean", "jointLean").toString());
QString jointHeadName = processID(joints.value("jointHead", "jointHead").toString());
QString jointRightHandName = processID(joints.value("jointRightHand", "jointRightHand").toString());
QString jointEyeLeftID;
QString jointEyeRightID;
QString jointNeckID;
QString jointRootID;
QString jointLeanID;
QString jointHeadID;
QString jointRightHandID;
QVariantHash blendshapeMappings = mapping.value("bs").toHash();
QHash<QByteArray, QPair<int, float> > blendshapeIndices;
@ -775,6 +777,9 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
} else if (name == jointHeadName) {
jointHeadID = getID(object.properties);
} else if (name == jointRightHandName) {
jointRightHandID = getID(object.properties);
}
glm::vec3 translation;
glm::vec3 rotationOffset;
@ -978,10 +983,24 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
}
// convert the models to joints
QVariantList freeJoints = mapping.values("freeJoint");
foreach (const QString& modelID, modelIDs) {
const FBXModel& model = models[modelID];
FBXJoint joint;
joint.isFree = freeJoints.contains(model.name);
joint.parentIndex = model.parentIndex;
// get the indices of all ancestors starting with the first free one (if any)
joint.freeLineage.append(geometry.joints.size());
int lastFreeIndex = joint.isFree ? 0 : -1;
for (int index = joint.parentIndex; index != -1; index = geometry.joints.at(index).parentIndex) {
if (geometry.joints.at(index).isFree) {
lastFreeIndex = joint.freeLineage.size();
}
joint.freeLineage.append(index);
}
joint.freeLineage.remove(lastFreeIndex + 1, joint.freeLineage.size() - lastFreeIndex - 1);
joint.preTransform = model.preTransform;
joint.preRotation = model.preRotation;
joint.rotation = model.rotation;
@ -1009,6 +1028,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
geometry.rootJointIndex = modelIDs.indexOf(jointRootID);
geometry.leanJointIndex = modelIDs.indexOf(jointLeanID);
geometry.headJointIndex = modelIDs.indexOf(jointHeadID);
geometry.rightHandJointIndex = modelIDs.indexOf(jointRightHandID);
// extract the translation component of the neck transform
if (geometry.neckJointIndex != -1) {

View file

@ -43,6 +43,8 @@ public:
class FBXJoint {
public:
bool isFree;
QVector<int> freeLineage;
int parentIndex;
glm::mat4 preTransform;
glm::quat preRotation;
@ -128,6 +130,7 @@ public:
int rootJointIndex;
int leanJointIndex;
int headJointIndex;
int rightHandJointIndex;
glm::vec3 neckPivot;

View file

@ -413,6 +413,10 @@ bool Model::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePos
getJointPosition(geometry.rightEyeJointIndex, secondEyePosition);
}
bool Model::setRightHandPosition(const glm::vec3& position) {
return isActive() && setJointPosition(_geometry->getFBXGeometry().rightHandJointIndex, position);
}
void Model::setURL(const QUrl& url) {
// don't recreate the geometry if it's the same URL
if (_url == url) {
@ -492,6 +496,45 @@ bool Model::getJointRotation(int jointIndex, glm::quat& rotation) const {
return true;
}
bool Model::setJointPosition(int jointIndex, const glm::vec3& position) {
if (jointIndex == -1 || _jointStates.isEmpty()) {
return false;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
// this is a cyclic coordinate descent algorithm: see
// http://www.ryanjuckett.com/programming/animation/21-cyclic-coordinate-descent-in-2d
const int ITERATION_COUNT = 1;
for (int i = 0; i < ITERATION_COUNT; i++) {
// first, we go from the joint upwards, rotating the end as close as possible to the target
glm::vec3 endPosition = extractTranslation(_jointStates[jointIndex].transform);
for (int j = 1; j < freeLineage.size(); j++) {
int index = freeLineage.at(j);
if (glm::distance(endPosition, position) < EPSILON) {
return true; // close enough to target position
}
const FBXJoint& joint = geometry.joints.at(index);
if (!joint.isFree) {
continue;
}
JointState& state = _jointStates[index];
glm::vec3 jointPosition = extractTranslation(state.transform);
glm::vec3 jointVector = endPosition - jointPosition;
glm::quat deltaRotation = rotationBetween(jointVector, position - jointPosition);
state.rotation = state.rotation * glm::inverse(state.combinedRotation) * deltaRotation * state.combinedRotation;
endPosition = deltaRotation * jointVector + jointPosition;
}
// then, from the first free joint downwards, update the transforms again
for (int j = freeLineage.size() - 1; j >= 0; j--) {
updateJointState(freeLineage.at(j));
}
}
return true;
}
void Model::deleteGeometry() {
foreach (Model* attachment, _attachments) {
delete attachment;

View file

@ -70,6 +70,10 @@ public:
/// \return whether or not both eye meshes were found
bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
/// Sets the position of the right hand using inverse kinematics.
/// \return whether or not the right hand joint was found
bool setRightHandPosition(const glm::vec3& position);
/// Returns the average color of all meshes in the geometry.
glm::vec4 computeAverageColor() const;
@ -101,6 +105,8 @@ protected:
bool getJointPosition(int jointIndex, glm::vec3& position) const;
bool getJointRotation(int jointIndex, glm::quat& rotation) const;
bool setJointPosition(int jointIndex, const glm::vec3& position);
private:
void deleteGeometry();