mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-04 10:43:13 +02:00
Working on handling animation priorities to prevent Hydra move/restore from
interfering with scripted animations.
This commit is contained in:
parent
03abad4f20
commit
d4af39a9f5
6 changed files with 75 additions and 46 deletions
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@ -714,14 +714,14 @@ glm::vec3 MyAvatar::getUprightHeadPosition() const {
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void MyAvatar::setJointData(int index, const glm::quat& rotation) {
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Avatar::setJointData(index, rotation);
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if (QThread::currentThread() == thread()) {
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_skeletonModel.setJointState(index, true, rotation);
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_skeletonModel.setJointState(index, true, rotation, 2.0f);
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}
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}
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void MyAvatar::clearJointData(int index) {
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Avatar::clearJointData(index);
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if (QThread::currentThread() == thread()) {
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_skeletonModel.setJointState(index, false);
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_skeletonModel.setJointState(index, false, glm::quat(), 2.0f);
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}
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}
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@ -21,6 +21,8 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
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_owningAvatar(owningAvatar) {
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}
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const float PALM_PRIORITY = 3.0f;
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void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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setTranslation(_owningAvatar->getPosition());
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setRotation(_owningAvatar->getOrientation() * glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)));
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@ -43,7 +45,7 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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}
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int jointIndex = geometry.humanIKJointIndices.at(humanIKJointIndex);
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if (jointIndex != -1) {
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setJointRotation(jointIndex, _rotation * prioVR->getJointRotations().at(i), true);
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setJointRotation(jointIndex, _rotation * prioVR->getJointRotations().at(i), true, PALM_PRIORITY);
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}
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}
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return;
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@ -58,16 +60,16 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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if (leftPalmIndex == -1) {
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// palms are not yet set, use mouse
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if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
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restoreRightHandPosition(HAND_RESTORATION_RATE);
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restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
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} else {
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applyHandPosition(geometry.rightHandJointIndex, _owningAvatar->getHandPosition());
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}
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restoreLeftHandPosition(HAND_RESTORATION_RATE);
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restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
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} else if (leftPalmIndex == rightPalmIndex) {
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// right hand only
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applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[leftPalmIndex]);
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restoreLeftHandPosition(HAND_RESTORATION_RATE);
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restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
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} else {
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applyPalmData(geometry.leftHandJointIndex, hand->getPalms()[leftPalmIndex]);
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@ -132,7 +134,7 @@ void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position)
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if (jointIndex == -1) {
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return;
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}
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setJointPosition(jointIndex, position);
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setJointPosition(jointIndex, position, glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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glm::vec3 handPosition, elbowPosition;
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@ -148,7 +150,8 @@ void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position)
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// align hand with forearm
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float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
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applyRotationDelta(jointIndex, rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector));
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applyRotationDelta(jointIndex, rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f),
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forearmVector), true, PALM_PRIORITY);
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}
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void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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@ -183,12 +186,14 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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} else if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
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glm::vec3 forearmVector = palmRotation * glm::vec3(sign, 0.0f, 0.0f);
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setJointPosition(parentJointIndex, palm.getPosition() + forearmVector *
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geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale));
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setJointRotation(parentJointIndex, palmRotation, true);
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geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale),
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glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
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setJointRotation(parentJointIndex, palmRotation, true, PALM_PRIORITY);
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_jointStates[jointIndex].rotation = glm::quat();
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} else {
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setJointPosition(jointIndex, palm.getPosition(), palmRotation, true);
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setJointPosition(jointIndex, palm.getPosition(), palmRotation,
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true, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
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}
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}
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@ -335,11 +340,11 @@ void SkeletonModel::setHandPosition(int jointIndex, const glm::vec3& position, c
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glm::vec3 forwardVector(rightHand ? -1.0f : 1.0f, 0.0f, 0.0f);
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glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition);
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setJointRotation(shoulderJointIndex, shoulderRotation, true);
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setJointRotation(shoulderJointIndex, shoulderRotation, true, PALM_PRIORITY);
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setJointRotation(elbowJointIndex, rotationBetween(shoulderRotation * forwardVector,
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wristPosition - elbowPosition) * shoulderRotation, true);
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wristPosition - elbowPosition) * shoulderRotation, true, PALM_PRIORITY);
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setJointRotation(jointIndex, rotation, true);
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setJointRotation(jointIndex, rotation, true, PALM_PRIORITY);
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}
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@ -118,7 +118,7 @@ QVector<Model::JointState> Model::createJointStates(const FBXGeometry& geometry)
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JointState state;
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state.translation = joint.translation;
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state.rotation = joint.rotation;
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state.animationDisabled = false;
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state.animationPriority = 0.0f;
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jointStates.append(state);
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}
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@ -473,9 +473,18 @@ bool Model::getJointState(int index, glm::quat& rotation) const {
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glm::abs(rotation.w - defaultRotation.w) >= EPSILON;
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}
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void Model::setJointState(int index, bool valid, const glm::quat& rotation) {
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void Model::setJointState(int index, bool valid, const glm::quat& rotation, float priority) {
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if (index != -1 && index < _jointStates.size()) {
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_jointStates[index].rotation = valid ? rotation : _geometry->getFBXGeometry().joints.at(index).rotation;
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JointState& state = _jointStates[index];
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if (priority >= state.animationPriority) {
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if (valid) {
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state.rotation = rotation;
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state.animationPriority = priority;
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} else if (priority == state.animationPriority) {
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state.rotation = _geometry->getFBXGeometry().joints.at(index).rotation;
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state.animationPriority = 0.0f;
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}
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}
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}
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}
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@ -535,8 +544,8 @@ bool Model::getRightHandRotation(glm::quat& rotation) const {
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return getJointRotation(getRightHandJointIndex(), rotation);
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}
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bool Model::restoreLeftHandPosition(float percent) {
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return restoreJointPosition(getLeftHandJointIndex(), percent);
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bool Model::restoreLeftHandPosition(float percent, float priority) {
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return restoreJointPosition(getLeftHandJointIndex(), percent, priority);
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}
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bool Model::getLeftShoulderPosition(glm::vec3& position) const {
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@ -547,8 +556,8 @@ float Model::getLeftArmLength() const {
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return getLimbLength(getLeftHandJointIndex());
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}
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bool Model::restoreRightHandPosition(float percent) {
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return restoreJointPosition(getRightHandJointIndex(), percent);
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bool Model::restoreRightHandPosition(float percent, float priority) {
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return restoreJointPosition(getRightHandJointIndex(), percent, priority);
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}
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bool Model::getRightShoulderPosition(glm::vec3& position) const {
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@ -1115,7 +1124,7 @@ void Model::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint
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}
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bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const glm::quat& rotation, bool useRotation,
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int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment) {
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int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment, float priority) {
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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return false;
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}
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@ -1138,7 +1147,7 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
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glm::quat endRotation;
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if (useRotation) {
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getJointRotation(jointIndex, endRotation, true);
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applyRotationDelta(jointIndex, rotation * glm::inverse(endRotation));
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applyRotationDelta(jointIndex, rotation * glm::inverse(endRotation), priority);
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getJointRotation(jointIndex, endRotation, true);
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}
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@ -1182,7 +1191,7 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
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1.0f / (combinedWeight + 1.0f));
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}
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}
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applyRotationDelta(index, combinedDelta);
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applyRotationDelta(index, combinedDelta, priority);
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glm::quat actualDelta = state.combinedRotation * glm::inverse(oldCombinedRotation);
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endPosition = actualDelta * jointVector + jointPosition;
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if (useRotation) {
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@ -1200,15 +1209,17 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
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return true;
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}
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bool Model::setJointRotation(int jointIndex, const glm::quat& rotation, bool fromBind) {
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bool Model::setJointRotation(int jointIndex, const glm::quat& rotation, bool fromBind, float priority) {
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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return false;
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}
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JointState& state = _jointStates[jointIndex];
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state.rotation = state.rotation * glm::inverse(state.combinedRotation) * rotation *
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glm::inverse(fromBind ? _geometry->getFBXGeometry().joints.at(jointIndex).inverseBindRotation :
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_geometry->getFBXGeometry().joints.at(jointIndex).inverseDefaultRotation);
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state.animationDisabled = true;
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if (priority >= state.animationPriority) {
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state.rotation = state.rotation * glm::inverse(state.combinedRotation) * rotation *
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glm::inverse(fromBind ? _geometry->getFBXGeometry().joints.at(jointIndex).inverseBindRotation :
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_geometry->getFBXGeometry().joints.at(jointIndex).inverseDefaultRotation);
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state.animationPriority = priority;
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}
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return true;
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}
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@ -1229,7 +1240,7 @@ void Model::setJointTranslation(int jointIndex, const glm::vec3& translation) {
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state.translation = glm::vec3(glm::inverse(parentTransform) * glm::vec4(translation, 1.0f)) - preTranslation;
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}
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bool Model::restoreJointPosition(int jointIndex, float percent) {
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bool Model::restoreJointPosition(int jointIndex, float percent, float priority) {
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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return false;
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}
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@ -1238,10 +1249,12 @@ bool Model::restoreJointPosition(int jointIndex, float percent) {
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foreach (int index, freeLineage) {
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JointState& state = _jointStates[index];
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const FBXJoint& joint = geometry.joints.at(index);
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state.rotation = safeMix(state.rotation, joint.rotation, percent);
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state.translation = glm::mix(state.translation, joint.translation, percent);
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state.animationDisabled = false;
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if (priority == state.animationPriority) {
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const FBXJoint& joint = geometry.joints.at(index);
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state.rotation = safeMix(state.rotation, joint.rotation, percent);
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state.translation = glm::mix(state.translation, joint.translation, percent);
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state.animationPriority = 0.0f;
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}
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}
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return true;
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}
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@ -1260,8 +1273,12 @@ float Model::getLimbLength(int jointIndex) const {
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return length;
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}
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void Model::applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain) {
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void Model::applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain, float priority) {
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JointState& state = _jointStates[jointIndex];
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if (priority < state.animationPriority) {
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return;
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}
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state.animationPriority = priority;
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const FBXJoint& joint = _geometry->getFBXGeometry().joints[jointIndex];
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if (!constrain || (joint.rotationMin == glm::vec3(-PI, -PI, -PI) &&
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joint.rotationMax == glm::vec3(PI, PI, PI))) {
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@ -1275,7 +1292,6 @@ void Model::applyRotationDelta(int jointIndex, const glm::quat& delta, bool cons
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glm::quat newRotation = glm::quat(glm::clamp(eulers, joint.rotationMin, joint.rotationMax));
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state.combinedRotation = state.combinedRotation * glm::inverse(state.rotation) * newRotation;
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state.rotation = newRotation;
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state.animationDisabled = true;
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}
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const int BALL_SUBDIVISIONS = 10;
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@ -1749,8 +1765,9 @@ void AnimationHandle::simulate(float deltaTime) {
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int mapping = _jointMappings.at(i);
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if (mapping != -1) {
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Model::JointState& state = _model->_jointStates[mapping];
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if (!state.animationDisabled) {
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if (_priority >= state.animationPriority) {
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state.rotation = frame.rotations.at(i);
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state.animationPriority = _priority;
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}
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}
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}
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@ -1772,8 +1789,9 @@ void AnimationHandle::simulate(float deltaTime) {
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int mapping = _jointMappings.at(i);
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if (mapping != -1) {
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Model::JointState& state = _model->_jointStates[mapping];
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if (!state.animationDisabled) {
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if (_priority >= state.animationPriority) {
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state.rotation = safeMix(floorFrame.rotations.at(i), ceilFrame.rotations.at(i), frameFraction);
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state.animationPriority = _priority;
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}
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}
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}
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@ -113,7 +113,7 @@ public:
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bool getJointState(int index, glm::quat& rotation) const;
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/// Sets the joint state at the specified index.
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void setJointState(int index, bool valid, const glm::quat& rotation = glm::quat());
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void setJointState(int index, bool valid, const glm::quat& rotation = glm::quat(), float priority = 1.0f);
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/// Returns the index of the left hand joint, or -1 if not found.
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int getLeftHandJointIndex() const { return isActive() ? _geometry->getFBXGeometry().leftHandJointIndex : -1; }
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@ -166,7 +166,7 @@ public:
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/// Restores some percentage of the default position of the left hand.
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/// \param percent the percentage of the default position to restore
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/// \return whether or not the left hand joint was found
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bool restoreLeftHandPosition(float percent = 1.0f);
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bool restoreLeftHandPosition(float percent = 1.0f, float priority = 1.0f);
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/// Gets the position of the left shoulder.
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/// \return whether or not the left shoulder joint was found
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@ -178,7 +178,7 @@ public:
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/// Restores some percentage of the default position of the right hand.
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/// \param percent the percentage of the default position to restore
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/// \return whether or not the right hand joint was found
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bool restoreRightHandPosition(float percent = 1.0f);
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bool restoreRightHandPosition(float percent = 1.0f, float priority = 1.0f);
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/// Gets the position of the right shoulder.
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/// \return whether or not the right shoulder joint was found
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@ -254,7 +254,7 @@ protected:
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glm::quat rotation; // rotation relative to parent
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glm::mat4 transform; // rotation to world frame + translation in model frame
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glm::quat combinedRotation; // rotation from joint local to world frame
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bool animationDisabled; // if true, animations do not affect this joint
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float animationPriority; // the priority of the animation affecting this joint
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};
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bool _shapesAreDirty;
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@ -290,8 +290,8 @@ protected:
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bool setJointPosition(int jointIndex, const glm::vec3& translation, const glm::quat& rotation = glm::quat(),
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bool useRotation = false, int lastFreeIndex = -1, bool allIntermediatesFree = false,
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const glm::vec3& alignment = glm::vec3(0.0f, -1.0f, 0.0f));
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bool setJointRotation(int jointIndex, const glm::quat& rotation, bool fromBind = false);
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const glm::vec3& alignment = glm::vec3(0.0f, -1.0f, 0.0f), float priority = 1.0f);
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bool setJointRotation(int jointIndex, const glm::quat& rotation, bool fromBind = false, float priority = 1.0f);
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void setJointTranslation(int jointIndex, const glm::vec3& translation);
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@ -299,13 +299,13 @@ protected:
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/// \param percent the percentage of the default position to apply (i.e., 0.25f to slerp one fourth of the way to
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/// the original position
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/// \return true if the joint was found
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bool restoreJointPosition(int jointIndex, float percent = 1.0f);
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bool restoreJointPosition(int jointIndex, float percent = 1.0f, float priority = 0.0f);
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/// Computes and returns the extended length of the limb terminating at the specified joint and starting at the joint's
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/// first free ancestor.
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float getLimbLength(int jointIndex) const;
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void applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain = true);
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void applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain = true, float priority = 1.0f);
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void computeBoundingShape(const FBXGeometry& geometry);
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@ -10,6 +10,7 @@
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//
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#include <QCheckBox>
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#include <QComboBox>
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#include <QDialogButtonBox>
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#include <QDoubleSpinBox>
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#include <QFileDialog>
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@ -80,6 +81,9 @@ AnimationPanel::AnimationPanel(AnimationsDialog* dialog, const AnimationHandlePo
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layout->setFieldGrowthPolicy(QFormLayout::AllNonFixedFieldsGrow);
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setLayout(layout);
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layout->addRow("Role:", _role = new QComboBox());
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_role->setEditable(true);
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QHBoxLayout* urlBox = new QHBoxLayout();
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layout->addRow("URL:", urlBox);
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urlBox->addWidget(_url = new QLineEdit(handle->getURL().toString()), 1);
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@ -18,6 +18,7 @@
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#include "avatar/MyAvatar.h"
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class QCheckBox;
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class QComboBox;
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class QDoubleSpinner;
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class QLineEdit;
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class QPushButton;
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@ -63,6 +64,7 @@ private:
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AnimationsDialog* _dialog;
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AnimationHandlePointer _handle;
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QComboBox* _role;
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QLineEdit* _url;
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QDoubleSpinBox* _fps;
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QDoubleSpinBox* _priority;
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