Merge pull request #1226 from ey6es/master

New IK method with "gravity" for more relaxed positions, Leap integration with new skeleton.
This commit is contained in:
Philip Rosedale 2013-11-07 18:11:20 -08:00
commit d4fc85b197
14 changed files with 297 additions and 52 deletions

View file

@ -355,6 +355,7 @@ Menu::Menu() :
QMenu* raveGloveOptionsMenu = developerMenu->addMenu("Rave Glove Options"); QMenu* raveGloveOptionsMenu = developerMenu->addMenu("Rave Glove Options");
addCheckableActionToQMenuAndActionHash(raveGloveOptionsMenu, MenuOption::SimulateLeapHand); addCheckableActionToQMenuAndActionHash(raveGloveOptionsMenu, MenuOption::SimulateLeapHand);
addCheckableActionToQMenuAndActionHash(raveGloveOptionsMenu, MenuOption::DisplayLeapHands, 0, true);
addCheckableActionToQMenuAndActionHash(raveGloveOptionsMenu, MenuOption::TestRaveGlove); addCheckableActionToQMenuAndActionHash(raveGloveOptionsMenu, MenuOption::TestRaveGlove);
QMenu* trackingOptionsMenu = developerMenu->addMenu("Tracking Options"); QMenu* trackingOptionsMenu = developerMenu->addMenu("Tracking Options");

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@ -160,6 +160,7 @@ namespace MenuOption {
const QString DisableConstantCulling = "Disable Constant Culling"; const QString DisableConstantCulling = "Disable Constant Culling";
const QString DisableFastVoxelPipeline = "Disable Fast Voxel Pipeline"; const QString DisableFastVoxelPipeline = "Disable Fast Voxel Pipeline";
const QString DisplayFrustum = "Display Frustum"; const QString DisplayFrustum = "Display Frustum";
const QString DisplayLeapHands = "Display Leap Hands";
const QString DontRenderVoxels = "Don't call _voxels.render()"; const QString DontRenderVoxels = "Don't call _voxels.render()";
const QString DontCallOpenGLForVoxels = "Don't call glDrawRangeElementsEXT() for Voxels"; const QString DontCallOpenGLForVoxels = "Don't call glDrawRangeElementsEXT() for Voxels";
const QString EchoAudio = "Echo Audio"; const QString EchoAudio = "Echo Audio";

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@ -162,6 +162,12 @@ glm::vec3 extractTranslation(const glm::mat4& matrix) {
return glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]); return glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
} }
void setTranslation(glm::mat4& matrix, const glm::vec3& translation) {
matrix[3][0] = translation.x;
matrix[3][1] = translation.y;
matrix[3][2] = translation.z;
}
glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) { glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) {
// uses the iterative polar decomposition algorithm described by Ken Shoemake at // uses the iterative polar decomposition algorithm described by Ken Shoemake at
// http://www.cs.wisc.edu/graphics/Courses/838-s2002/Papers/polar-decomp.pdf // http://www.cs.wisc.edu/graphics/Courses/838-s2002/Papers/polar-decomp.pdf

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@ -57,6 +57,8 @@ glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
glm::vec3 extractTranslation(const glm::mat4& matrix); glm::vec3 extractTranslation(const glm::mat4& matrix);
void setTranslation(glm::mat4& matrix, const glm::vec3& translation);
glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal = false); glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal = false);
double diffclock(timeval *clock1,timeval *clock2); double diffclock(timeval *clock1,timeval *clock2);

View file

@ -665,12 +665,14 @@ void Avatar::updateArmIKAndConstraints(float deltaTime, AvatarJointID fingerTipJ
float distance = glm::length(armVector); float distance = glm::length(armVector);
// don't let right hand get dragged beyond maximum arm length... // don't let right hand get dragged beyond maximum arm length...
if (distance > _maxArmLength) { const float ARM_RETRACTION = 0.75f;
float armLength = _maxArmLength * ARM_RETRACTION;
if (distance > armLength) {
// reset right hand to be constrained to maximum arm length // reset right hand to be constrained to maximum arm length
fingerJoint.position = shoulderJoint.position; fingerJoint.position = shoulderJoint.position;
glm::vec3 armNormal = armVector / distance; glm::vec3 armNormal = armVector / distance;
armVector = armNormal * _maxArmLength; armVector = armNormal * armLength;
distance = _maxArmLength; distance = armLength;
glm::vec3 constrainedPosition = shoulderJoint.position; glm::vec3 constrainedPosition = shoulderJoint.position;
constrainedPosition += armVector; constrainedPosition += armVector;
fingerJoint.position = constrainedPosition; fingerJoint.position = constrainedPosition;

View file

@ -11,11 +11,10 @@
#include "Application.h" #include "Application.h"
#include "Avatar.h" #include "Avatar.h"
#include "Hand.h" #include "Hand.h"
#include "Menu.h"
#include "Util.h" #include "Util.h"
#include "renderer/ProgramObject.h" #include "renderer/ProgramObject.h"
const bool SHOW_LEAP_HAND = true;
using namespace std; using namespace std;
Hand::Hand(Avatar* owningAvatar) : Hand::Hand(Avatar* owningAvatar) :
@ -139,7 +138,7 @@ void Hand::render(bool lookingInMirror) {
calculateGeometry(); calculateGeometry();
if ( SHOW_LEAP_HAND ) { if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayLeapHands)) {
if (!isRaveGloveActive()) { if (!isRaveGloveActive()) {
renderLeapFingerTrails(); renderLeapFingerTrails();
} }

View file

@ -603,13 +603,6 @@ float MyAvatar::getBallRenderAlpha(int ball, bool lookingInMirror) const {
void MyAvatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) { void MyAvatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
if (Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_FIRST_PERSON && !lookingInMirror) {
// Dont display body, only the hand
_hand.render(lookingInMirror);
return;
}
if (_head.getVideoFace().isFullFrame()) { if (_head.getVideoFace().isFullFrame()) {
// Render the full-frame video // Render the full-frame video
float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror); float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror);
@ -684,11 +677,11 @@ void MyAvatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
} }
} else { } else {
// Render the body's voxels and head // Render the body's voxels and head
if (!_skeletonModel.render(1.0f)) {
_voxels.render(false);
}
float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror); float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror);
if (alpha > 0.0f) { if (alpha > 0.0f) {
if (!_skeletonModel.render(alpha)) {
_voxels.render(false);
}
_head.render(alpha, true); _head.render(alpha, true);
} }
} }

View file

@ -27,12 +27,50 @@ void SkeletonModel::simulate(float deltaTime) {
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale() * MODEL_SCALE); setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale() * MODEL_SCALE);
Model::simulate(deltaTime); Model::simulate(deltaTime);
// find the left and rightmost active Leap palms
HandData& hand = _owningAvatar->getHand();
int leftPalmIndex = -1;
float leftPalmX = FLT_MAX;
int rightPalmIndex = -1;
float rightPalmX = -FLT_MAX;
for (int i = 0; i < hand.getNumPalms(); i++) {
if (hand.getPalms()[i].isActive()) {
float x = hand.getPalms()[i].getRawPosition().x;
if (x < leftPalmX) {
leftPalmIndex = i;
leftPalmX = x;
}
if (x > rightPalmX) {
rightPalmIndex = i;
rightPalmX = x;
}
}
}
if (_owningAvatar->getHandState() == HAND_STATE_NULL) { const float HAND_RESTORATION_RATE = 0.25f;
const float HAND_RESTORATION_RATE = 0.25f;
restoreRightHandPosition(HAND_RESTORATION_RATE); const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (leftPalmIndex == -1) {
// no Leap data; set hands from mouse
if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
restoreRightHandPosition(HAND_RESTORATION_RATE);
} else {
setRightHandPosition(_owningAvatar->getHandPosition());
}
restoreLeftHandPosition(HAND_RESTORATION_RATE);
} else if (leftPalmIndex == rightPalmIndex) {
// right hand only
applyPalmData(geometry.rightHandJointIndex, geometry.rightFingerJointIndices, geometry.rightFingertipJointIndices,
hand.getPalms()[leftPalmIndex]);
restoreLeftHandPosition(HAND_RESTORATION_RATE);
} else { } else {
setRightHandPosition(_owningAvatar->getHandPosition()); applyPalmData(geometry.leftHandJointIndex, geometry.leftFingerJointIndices, geometry.leftFingertipJointIndices,
hand.getPalms()[leftPalmIndex]);
applyPalmData(geometry.rightHandJointIndex, geometry.rightFingerJointIndices, geometry.rightFingertipJointIndices,
hand.getPalms()[rightPalmIndex]);
} }
} }
@ -86,6 +124,67 @@ bool SkeletonModel::render(float alpha) {
return true; return true;
} }
class IndexValue {
public:
int index;
float value;
};
bool operator<(const IndexValue& firstIndex, const IndexValue& secondIndex) {
return firstIndex.value < secondIndex.value;
}
void SkeletonModel::applyPalmData(int jointIndex, const QVector<int>& fingerJointIndices,
const QVector<int>& fingertipJointIndices, PalmData& palm) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
setJointPosition(jointIndex, palm.getPosition());
float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
glm::quat palmRotation = rotationBetween(_rotation * IDENTITY_UP, -palm.getNormal()) * _rotation *
glm::angleAxis(90.0f, 0.0f, sign, 0.0f); // ninety degree rotation to face fingers forward from bind pose
// sort the finger indices by raw x, get the average direction
QVector<IndexValue> fingerIndices;
glm::vec3 direction;
for (int i = 0; i < palm.getNumFingers(); i++) {
glm::vec3 fingerVector = palm.getFingers()[i].getTipPosition() - palm.getPosition();
float length = glm::length(fingerVector);
if (length > EPSILON) {
direction += fingerVector / length;
}
fingerVector = glm::inverse(palmRotation) * fingerVector * -sign;
IndexValue indexValue = { i, atan2f(fingerVector.z, fingerVector.x) };
fingerIndices.append(indexValue);
}
qSort(fingerIndices.begin(), fingerIndices.end());
// rotate palm according to average finger direction
float directionLength = glm::length(direction);
if (directionLength > EPSILON) {
palmRotation = rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction) * palmRotation;
}
setJointRotation(jointIndex, palmRotation, true);
// no point in continuing if there are no fingers
if (palm.getNumFingers() == 0 || fingerJointIndices.isEmpty()) {
return;
}
// match them up as best we can
float proportion = fingerIndices.size() / (float)fingerJointIndices.size();
for (int i = 0; i < fingerJointIndices.size(); i++) {
int fingerIndex = fingerIndices.at(roundf(i * proportion)).index;
glm::vec3 fingerVector = palm.getFingers()[fingerIndex].getTipPosition() -
palm.getFingers()[fingerIndex].getRootPosition();
int fingerJointIndex = fingerJointIndices.at(i);
int fingertipJointIndex = fingertipJointIndices.at(i);
glm::vec3 jointVector = extractTranslation(geometry.joints.at(fingertipJointIndex).bindTransform) -
extractTranslation(geometry.joints.at(fingerJointIndex).bindTransform);
setJointRotation(fingerJointIndex, rotationBetween(palmRotation * jointVector, fingerVector) * palmRotation, true);
}
}
void SkeletonModel::updateJointState(int index) { void SkeletonModel::updateJointState(int index) {
Model::updateJointState(index); Model::updateJointState(index);

View file

@ -9,6 +9,8 @@
#ifndef __interface__SkeletonModel__ #ifndef __interface__SkeletonModel__
#define __interface__SkeletonModel__ #define __interface__SkeletonModel__
#include <HandData.h>
#include "renderer/Model.h" #include "renderer/Model.h"
class Avatar; class Avatar;
@ -26,6 +28,9 @@ public:
protected: protected:
void applyPalmData(int jointIndex, const QVector<int>& fingerJointIndices,
const QVector<int>& fingertipJointIndices, PalmData& palm);
/// Updates the state of the joint at the specified index. /// Updates the state of the joint at the specified index.
virtual void updateJointState(int index); virtual void updateJointState(int index);

View file

@ -198,8 +198,8 @@ void LeapManager::nextFrame(Avatar& avatar) {
// There's no real Leap data and we need to fake it. // There's no real Leap data and we need to fake it.
for (size_t i = 0; i < hand.getNumPalms(); ++i) { for (size_t i = 0; i < hand.getNumPalms(); ++i) {
static const glm::vec3 fakeHandOffsets[] = { static const glm::vec3 fakeHandOffsets[] = {
glm::vec3( -500.0f, 50.0f, 50.0f), glm::vec3( -250.0f, 50.0f, 50.0f),
glm::vec3( 0.0f, 50.0f, 50.0f) glm::vec3( 250.0f, 50.0f, 50.0f)
}; };
static const glm::vec3 fakeHandFingerMirrors[] = { static const glm::vec3 fakeHandFingerMirrors[] = {
glm::vec3( -1.0f, 1.0f, 1.0f), glm::vec3( -1.0f, 1.0f, 1.0f),
@ -218,7 +218,7 @@ void LeapManager::nextFrame(Avatar& avatar) {
// Simulated data // Simulated data
palm.setRawPosition(glm::vec3( 0.0f, 0.0f, 0.0f) + fakeHandOffsets[i]); palm.setRawPosition(glm::vec3( 0.0f, 0.0f, 0.0f) + fakeHandOffsets[i]);
palm.setRawNormal(glm::vec3(0.0f, 1.0f, 0.0f)); palm.setRawNormal(glm::vec3(0.0f, -1.0f, 0.0f));
for (size_t f = 0; f < palm.getNumFingers(); ++f) { for (size_t f = 0; f < palm.getNumFingers(); ++f) {
FingerData& finger = palm.getFingers()[f]; FingerData& finger = palm.getFingers()[f];

View file

@ -726,6 +726,17 @@ void setTangents(FBXMesh& mesh, int firstIndex, int secondIndex) {
-glm::degrees(atan2f(-texCoordDelta.t, texCoordDelta.s)), normal) * glm::normalize(bitangent), normal); -glm::degrees(atan2f(-texCoordDelta.t, texCoordDelta.s)), normal) * glm::normalize(bitangent), normal);
} }
QVector<int> getIndices(const QVector<QString> ids, QVector<QString> modelIDs) {
QVector<int> indices;
foreach (const QString& id, ids) {
int index = modelIDs.indexOf(id);
if (index != -1) {
indices.append(index);
}
}
return indices;
}
FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping) { FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping) {
QHash<QString, ExtractedMesh> meshes; QHash<QString, ExtractedMesh> meshes;
QVector<ExtractedBlendshape> blendshapes; QVector<ExtractedBlendshape> blendshapes;
@ -747,6 +758,10 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
QString jointHeadName = processID(joints.value("jointHead", "jointHead").toString()); QString jointHeadName = processID(joints.value("jointHead", "jointHead").toString());
QString jointLeftHandName = processID(joints.value("jointLeftHand", "jointLeftHand").toString()); QString jointLeftHandName = processID(joints.value("jointLeftHand", "jointLeftHand").toString());
QString jointRightHandName = processID(joints.value("jointRightHand", "jointRightHand").toString()); QString jointRightHandName = processID(joints.value("jointRightHand", "jointRightHand").toString());
QVariantList jointLeftFingerNames = joints.values("jointLeftFinger");
QVariantList jointRightFingerNames = joints.values("jointRightFinger");
QVariantList jointLeftFingertipNames = joints.values("jointLeftFingertip");
QVariantList jointRightFingertipNames = joints.values("jointRightFingertip");
QString jointEyeLeftID; QString jointEyeLeftID;
QString jointEyeRightID; QString jointEyeRightID;
QString jointNeckID; QString jointNeckID;
@ -755,6 +770,10 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
QString jointHeadID; QString jointHeadID;
QString jointLeftHandID; QString jointLeftHandID;
QString jointRightHandID; QString jointRightHandID;
QVector<QString> jointLeftFingerIDs(jointLeftFingerNames.size());
QVector<QString> jointRightFingerIDs(jointRightFingerNames.size());
QVector<QString> jointLeftFingertipIDs(jointLeftFingertipNames.size());
QVector<QString> jointRightFingertipIDs(jointRightFingertipNames.size());
QVariantHash blendshapeMappings = mapping.value("bs").toHash(); QVariantHash blendshapeMappings = mapping.value("bs").toHash();
QHash<QByteArray, QPair<int, float> > blendshapeIndices; QHash<QByteArray, QPair<int, float> > blendshapeIndices;
@ -811,6 +830,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
} else { } else {
name = getID(object.properties); name = getID(object.properties);
} }
int index;
if (name == jointEyeLeftName || name == "EyeL" || name == "joint_Leye") { if (name == jointEyeLeftName || name == "EyeL" || name == "joint_Leye") {
jointEyeLeftID = getID(object.properties); jointEyeLeftID = getID(object.properties);
@ -834,6 +854,18 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
} else if (name == jointRightHandName) { } else if (name == jointRightHandName) {
jointRightHandID = getID(object.properties); jointRightHandID = getID(object.properties);
} else if ((index = jointLeftFingerNames.indexOf(name)) != -1) {
jointLeftFingerIDs[index] = getID(object.properties);
} else if ((index = jointRightFingerNames.indexOf(name)) != -1) {
jointRightFingerIDs[index] = getID(object.properties);
} else if ((index = jointLeftFingertipNames.indexOf(name)) != -1) {
jointLeftFingertipIDs[index] = getID(object.properties);
} else if ((index = jointRightFingertipNames.indexOf(name)) != -1) {
jointRightFingertipIDs[index] = getID(object.properties);
} }
glm::vec3 translation; glm::vec3 translation;
glm::vec3 rotationOffset; glm::vec3 rotationOffset;
@ -1063,14 +1095,18 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
glm::quat combinedRotation = model.preRotation * model.rotation * model.postRotation; glm::quat combinedRotation = model.preRotation * model.rotation * model.postRotation;
if (joint.parentIndex == -1) { if (joint.parentIndex == -1) {
joint.transform = geometry.offset * model.preTransform * glm::mat4_cast(combinedRotation) * model.postTransform; joint.transform = geometry.offset * model.preTransform * glm::mat4_cast(combinedRotation) * model.postTransform;
joint.inverseBindRotation = glm::inverse(combinedRotation); joint.inverseDefaultRotation = glm::inverse(combinedRotation);
joint.distanceToParent = 0.0f;
} else { } else {
const FBXJoint& parentJoint = geometry.joints.at(joint.parentIndex); const FBXJoint& parentJoint = geometry.joints.at(joint.parentIndex);
joint.transform = parentJoint.transform * joint.transform = parentJoint.transform *
model.preTransform * glm::mat4_cast(combinedRotation) * model.postTransform; model.preTransform * glm::mat4_cast(combinedRotation) * model.postTransform;
joint.inverseBindRotation = glm::inverse(combinedRotation) * parentJoint.inverseBindRotation; joint.inverseDefaultRotation = glm::inverse(combinedRotation) * parentJoint.inverseDefaultRotation;
joint.distanceToParent = glm::distance(extractTranslation(parentJoint.transform),
extractTranslation(joint.transform));
} }
joint.inverseBindRotation = joint.inverseDefaultRotation;
geometry.joints.append(joint); geometry.joints.append(joint);
geometry.jointIndices.insert(model.name, geometry.joints.size() - 1); geometry.jointIndices.insert(model.name, geometry.joints.size() - 1);
} }
@ -1084,6 +1120,10 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
geometry.headJointIndex = modelIDs.indexOf(jointHeadID); geometry.headJointIndex = modelIDs.indexOf(jointHeadID);
geometry.leftHandJointIndex = modelIDs.indexOf(jointLeftHandID); geometry.leftHandJointIndex = modelIDs.indexOf(jointLeftHandID);
geometry.rightHandJointIndex = modelIDs.indexOf(jointRightHandID); geometry.rightHandJointIndex = modelIDs.indexOf(jointRightHandID);
geometry.leftFingerJointIndices = getIndices(jointLeftFingerIDs, modelIDs);
geometry.rightFingerJointIndices = getIndices(jointRightFingerIDs, modelIDs);
geometry.leftFingertipJointIndices = getIndices(jointLeftFingertipIDs, modelIDs);
geometry.rightFingertipJointIndices = getIndices(jointRightFingertipIDs, modelIDs);
// extract the translation component of the neck transform // extract the translation component of the neck transform
if (geometry.neckJointIndex != -1) { if (geometry.neckJointIndex != -1) {
@ -1182,6 +1222,11 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
} }
fbxCluster.inverseBindMatrix = glm::inverse(cluster.transformLink) * modelTransform; fbxCluster.inverseBindMatrix = glm::inverse(cluster.transformLink) * modelTransform;
extracted.mesh.clusters.append(fbxCluster); extracted.mesh.clusters.append(fbxCluster);
// override the bind rotation with the transform link
FBXJoint& joint = geometry.joints[fbxCluster.jointIndex];
joint.inverseBindRotation = glm::inverse(extractRotation(cluster.transformLink));
joint.bindTransform = cluster.transformLink;
} }
} }

View file

@ -46,13 +46,16 @@ public:
bool isFree; bool isFree;
QVector<int> freeLineage; QVector<int> freeLineage;
int parentIndex; int parentIndex;
float distanceToParent;
glm::mat4 preTransform; glm::mat4 preTransform;
glm::quat preRotation; glm::quat preRotation;
glm::quat rotation; glm::quat rotation;
glm::quat postRotation; glm::quat postRotation;
glm::mat4 postTransform; glm::mat4 postTransform;
glm::mat4 transform; glm::mat4 transform;
glm::quat inverseDefaultRotation;
glm::quat inverseBindRotation; glm::quat inverseBindRotation;
glm::mat4 bindTransform;
}; };
/// A single binding to a joint in an FBX document. /// A single binding to a joint in an FBX document.
@ -134,6 +137,12 @@ public:
int leftHandJointIndex; int leftHandJointIndex;
int rightHandJointIndex; int rightHandJointIndex;
QVector<int> leftFingerJointIndices;
QVector<int> rightFingerJointIndices;
QVector<int> leftFingertipJointIndices;
QVector<int> rightFingertipJointIndices;
glm::vec3 neckPivot; glm::vec3 neckPivot;
QVector<FBXAttachment> attachments; QVector<FBXAttachment> attachments;

View file

@ -485,6 +485,10 @@ bool Model::setLeftHandRotation(const glm::quat& rotation) {
return isActive() && setJointRotation(_geometry->getFBXGeometry().leftHandJointIndex, rotation); return isActive() && setJointRotation(_geometry->getFBXGeometry().leftHandJointIndex, rotation);
} }
float Model::getLeftArmLength() const {
return isActive() ? getLimbLength(_geometry->getFBXGeometry().leftHandJointIndex) : 0.0f;
}
bool Model::setRightHandPosition(const glm::vec3& position) { bool Model::setRightHandPosition(const glm::vec3& position) {
return isActive() && setJointPosition(_geometry->getFBXGeometry().rightHandJointIndex, position); return isActive() && setJointPosition(_geometry->getFBXGeometry().rightHandJointIndex, position);
} }
@ -497,6 +501,10 @@ bool Model::setRightHandRotation(const glm::quat& rotation) {
return isActive() && setJointRotation(_geometry->getFBXGeometry().rightHandJointIndex, rotation); return isActive() && setJointRotation(_geometry->getFBXGeometry().rightHandJointIndex, rotation);
} }
float Model::getRightArmLength() const {
return isActive() ? getLimbLength(_geometry->getFBXGeometry().rightHandJointIndex) : 0.0f;
}
void Model::setURL(const QUrl& url) { void Model::setURL(const QUrl& url) {
// don't recreate the geometry if it's the same URL // don't recreate the geometry if it's the same URL
if (_url == url) { if (_url == url) {
@ -566,47 +574,96 @@ bool Model::getJointPosition(int jointIndex, glm::vec3& position) const {
return true; return true;
} }
bool Model::getJointRotation(int jointIndex, glm::quat& rotation) const { bool Model::getJointRotation(int jointIndex, glm::quat& rotation, bool fromBind) const {
if (jointIndex == -1 || _jointStates.isEmpty()) { if (jointIndex == -1 || _jointStates.isEmpty()) {
return false; return false;
} }
rotation = _jointStates[jointIndex].combinedRotation * rotation = _jointStates[jointIndex].combinedRotation *
_geometry->getFBXGeometry().joints[jointIndex].inverseBindRotation; (fromBind ? _geometry->getFBXGeometry().joints[jointIndex].inverseBindRotation :
_geometry->getFBXGeometry().joints[jointIndex].inverseDefaultRotation);
return true; return true;
} }
bool Model::setJointPosition(int jointIndex, const glm::vec3& position) { void Model::setJointTranslation(int jointIndex, int parentIndex, int childIndex, const glm::vec3& translation) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
JointState& state = _jointStates[jointIndex];
if (childIndex != -1 && geometry.joints.at(jointIndex).isFree) {
// if there's a child, then I must adjust *my* rotation
glm::vec3 childTranslation = extractTranslation(_jointStates.at(childIndex).transform);
glm::quat delta = rotationBetween(childTranslation - extractTranslation(state.transform),
childTranslation - translation);
state.rotation = state.rotation * glm::inverse(state.combinedRotation) * delta * state.combinedRotation;
state.combinedRotation = delta * state.combinedRotation;
}
if (parentIndex != -1 && geometry.joints.at(parentIndex).isFree) {
// if there's a parent, then I must adjust *its* rotation
JointState& parent = _jointStates[parentIndex];
glm::vec3 parentTranslation = extractTranslation(parent.transform);
glm::quat delta = rotationBetween(extractTranslation(state.transform) - parentTranslation,
translation - parentTranslation);
parent.rotation = parent.rotation * glm::inverse(parent.combinedRotation) * delta * parent.combinedRotation;
parent.combinedRotation = delta * parent.combinedRotation;
}
::setTranslation(state.transform, translation);
}
bool Model::setJointPosition(int jointIndex, const glm::vec3& position, int lastFreeIndex) {
if (jointIndex == -1 || _jointStates.isEmpty()) { if (jointIndex == -1 || _jointStates.isEmpty()) {
return false; return false;
} }
glm::vec3 relativePosition = position - _translation; glm::vec3 relativePosition = position - _translation;
const FBXGeometry& geometry = _geometry->getFBXGeometry(); const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage; const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
if (lastFreeIndex == -1) {
lastFreeIndex = freeLineage.last();
}
// this is a cyclic coordinate descent algorithm: see // this is a constraint relaxation algorithm: see
// http://www.ryanjuckett.com/programming/animation/21-cyclic-coordinate-descent-in-2d // http://www.ryanjuckett.com/programming/animation/22-constraint-relaxation-ik-in-2d
const int ITERATION_COUNT = 1;
// the influence of gravity; lowers the potential energy of our configurations
glm::vec3 gravity = _rotation * IDENTITY_UP * -0.01f;
// over one or more iterations, apply the length constraints and update the rotations accordingly
float uniformScale = (_scale.x + _scale.y + _scale.z) / 3.0f;
const int ITERATION_COUNT = 3;
for (int i = 0; i < ITERATION_COUNT; i++) { 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 // start by optimistically setting the position of the end joint to our target
glm::vec3 endPosition = extractTranslation(_jointStates[jointIndex].transform); setJointTranslation(jointIndex, freeLineage.at(1), -1, relativePosition);
for (int j = 1; j < freeLineage.size(); j++) {
int index = freeLineage.at(j); for (int j = 1; freeLineage.at(j - 1) != lastFreeIndex; j++) {
if (glm::distance(endPosition, relativePosition) < EPSILON) { int sourceIndex = freeLineage.at(j);
return true; // close enough to target position int destIndex = freeLineage.at(j - 1);
} JointState& sourceState = _jointStates[sourceIndex];
const FBXJoint& joint = geometry.joints.at(index); JointState& destState = _jointStates[destIndex];
if (!joint.isFree) { glm::vec3 sourceTranslation = extractTranslation(sourceState.transform);
glm::vec3 destTranslation = extractTranslation(destState.transform);
glm::vec3 boneVector = destTranslation - sourceTranslation;
float boneLength = glm::length(boneVector);
if (boneLength < EPSILON) {
continue; continue;
} }
JointState& state = _jointStates[index]; float extension = geometry.joints.at(destIndex).distanceToParent * uniformScale / boneLength - 1.0f;
glm::vec3 jointPosition = extractTranslation(state.transform); if (fabs(extension) < EPSILON) {
glm::vec3 jointVector = endPosition - jointPosition; continue;
glm::quat deltaRotation = rotationBetween(jointVector, relativePosition - jointPosition); }
state.rotation = state.rotation * glm::inverse(state.combinedRotation) * deltaRotation * state.combinedRotation; if (j == 1) {
endPosition = deltaRotation * jointVector + jointPosition; setJointTranslation(sourceIndex, freeLineage.at(j + 1), -1,
sourceTranslation - boneVector * extension + gravity);
} else if (sourceIndex == lastFreeIndex) {
setJointTranslation(destIndex, -1, freeLineage.at(j - 2),
destTranslation + boneVector * extension + gravity);
} else {
setJointTranslation(sourceIndex, freeLineage.at(j + 1), -1,
sourceTranslation - boneVector * extension * 0.5f + gravity);
setJointTranslation(destIndex, -1, freeLineage.at(j - 2),
destTranslation + boneVector * extension * 0.5f + gravity);
}
} }
// then, from the first free joint downwards, update the transforms again // now update the joint states from the top
for (int j = freeLineage.size() - 1; j >= 0; j--) { for (int j = freeLineage.size() - 1; j >= 0; j--) {
updateJointState(freeLineage.at(j)); updateJointState(freeLineage.at(j));
} }
@ -615,13 +672,14 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& position) {
return true; return true;
} }
bool Model::setJointRotation(int jointIndex, const glm::quat& rotation) { bool Model::setJointRotation(int jointIndex, const glm::quat& rotation, bool fromBind) {
if (jointIndex == -1 || _jointStates.isEmpty()) { if (jointIndex == -1 || _jointStates.isEmpty()) {
return false; return false;
} }
JointState& state = _jointStates[jointIndex]; JointState& state = _jointStates[jointIndex];
state.rotation = state.rotation * glm::inverse(state.combinedRotation) * rotation * state.rotation = state.rotation * glm::inverse(state.combinedRotation) * rotation *
glm::inverse(_geometry->getFBXGeometry().joints.at(jointIndex).inverseBindRotation); glm::inverse(fromBind ? _geometry->getFBXGeometry().joints.at(jointIndex).inverseBindRotation :
_geometry->getFBXGeometry().joints.at(jointIndex).inverseDefaultRotation);
return true; return true;
} }
@ -638,6 +696,19 @@ bool Model::restoreJointPosition(int jointIndex, float percent) {
return true; return true;
} }
float Model::getLimbLength(int jointIndex) const {
if (jointIndex == -1 || _jointStates.isEmpty()) {
return 0.0f;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
int length = 0.0f;
for (int i = freeLineage.size() - 2; i >= 0; i--) {
length += geometry.joints.at(freeLineage.at(i)).distanceToParent;
}
return length;
}
void Model::deleteGeometry() { void Model::deleteGeometry() {
foreach (Model* attachment, _attachments) { foreach (Model* attachment, _attachments) {
delete attachment; delete attachment;

View file

@ -83,6 +83,9 @@ public:
/// \return whether or not the left hand joint was found /// \return whether or not the left hand joint was found
bool setLeftHandRotation(const glm::quat& rotation); bool setLeftHandRotation(const glm::quat& rotation);
/// Returns the extended length from the left hand to its first free ancestor.
float getLeftArmLength() const;
/// Sets the position of the right hand using inverse kinematics. /// Sets the position of the right hand using inverse kinematics.
/// \return whether or not the right hand joint was found /// \return whether or not the right hand joint was found
bool setRightHandPosition(const glm::vec3& position); bool setRightHandPosition(const glm::vec3& position);
@ -96,6 +99,9 @@ public:
/// \return whether or not the right hand joint was found /// \return whether or not the right hand joint was found
bool setRightHandRotation(const glm::quat& rotation); bool setRightHandRotation(const glm::quat& rotation);
/// Returns the extended length from the right hand to its first free ancestor.
float getRightArmLength() const;
/// Returns the average color of all meshes in the geometry. /// Returns the average color of all meshes in the geometry.
glm::vec4 computeAverageColor() const; glm::vec4 computeAverageColor() const;
@ -135,10 +141,10 @@ protected:
virtual void maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state); virtual void maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state);
bool getJointPosition(int jointIndex, glm::vec3& position) const; bool getJointPosition(int jointIndex, glm::vec3& position) const;
bool getJointRotation(int jointIndex, glm::quat& rotation) const; bool getJointRotation(int jointIndex, glm::quat& rotation, bool fromBind = false) const;
bool setJointPosition(int jointIndex, const glm::vec3& position); bool setJointPosition(int jointIndex, const glm::vec3& position, int lastFreeIndex = -1);
bool setJointRotation(int jointIndex, const glm::quat& rotation); bool setJointRotation(int jointIndex, const glm::quat& rotation, bool fromBind = false);
/// Restores the indexed joint to its default position. /// Restores the indexed joint to its default position.
/// \param percent the percentage of the default position to apply (i.e., 0.25f to slerp one fourth of the way to /// \param percent the percentage of the default position to apply (i.e., 0.25f to slerp one fourth of the way to
@ -146,8 +152,14 @@ protected:
/// \return true if the joint was found /// \return true if the joint was found
bool restoreJointPosition(int jointIndex, float percent = 1.0f); bool restoreJointPosition(int jointIndex, float percent = 1.0f);
/// Computes and returns the extended length of the limb terminating at the specified joint and starting at the joint's
/// first free ancestor.
float getLimbLength(int jointIndex) const;
private: private:
void setJointTranslation(int jointIndex, int parentIndex, int childIndex, const glm::vec3& translation);
void deleteGeometry(); void deleteGeometry();
float _pupilDilation; float _pupilDilation;