overte-HifiExperiments/interface/src/renderer/JointState.cpp
Andrew Meadows 49d54dd6f0 Add Model::inverseKinematics() for stable hand IK
(removed constraint enforcement which was causing problems,
will add that back later)
2014-07-02 09:33:51 -07:00

151 lines
5.7 KiB
C++

//
// JointState.cpp
// interface/src/renderer
//
// Created by Andrzej Kapolka on 10/18/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <glm/gtx/norm.hpp>
#include <SharedUtil.h>
#include "JointState.h"
JointState::JointState() :
_animationPriority(0.0f),
_fbxJoint(NULL),
_isConstrained(false) {
}
void JointState::copyState(const JointState& state) {
_animationPriority = state._animationPriority;
_transform = state._transform;
_rotation = extractRotation(_transform);
_rotationInParentFrame = state._rotationInParentFrame;
_visibleTransform = state._visibleTransform;
_visibleRotation = extractRotation(_visibleTransform);
_visibleRotationInParentFrame = state._visibleRotationInParentFrame;
// DO NOT copy _fbxJoint
}
void JointState::setFBXJoint(const FBXJoint* joint) {
assert(joint != NULL);
_rotationInParentFrame = joint->rotation;
// NOTE: JointState does not own the FBXJoint to which it points.
_fbxJoint = joint;
// precompute whether there are any constraints or not
float distanceMin = glm::distance(_fbxJoint->rotationMin, glm::vec3(-PI));
float distanceMax = glm::distance(_fbxJoint->rotationMax, glm::vec3(PI));
_isConstrained = distanceMin > EPSILON || distanceMax > EPSILON;
}
void JointState::computeTransform(const glm::mat4& parentTransform) {
glm::quat modifiedRotation = _fbxJoint->preRotation * _rotationInParentFrame * _fbxJoint->postRotation;
glm::mat4 modifiedTransform = _fbxJoint->preTransform * glm::mat4_cast(modifiedRotation) * _fbxJoint->postTransform;
_transform = parentTransform * glm::translate(_fbxJoint->translation) * modifiedTransform;
_rotation = extractRotation(_transform);
}
void JointState::computeVisibleTransform(const glm::mat4& parentTransform) {
glm::quat modifiedRotation = _fbxJoint->preRotation * _visibleRotationInParentFrame * _fbxJoint->postRotation;
glm::mat4 modifiedTransform = _fbxJoint->preTransform * glm::mat4_cast(modifiedRotation) * _fbxJoint->postTransform;
_visibleTransform = parentTransform * glm::translate(_fbxJoint->translation) * modifiedTransform;
_visibleRotation = extractRotation(_visibleTransform);
}
glm::quat JointState::getRotationFromBindToModelFrame() const {
return _rotation * _fbxJoint->inverseBindRotation;
}
void JointState::restoreRotation(float fraction, float priority) {
assert(_fbxJoint != NULL);
if (priority == _animationPriority || _animationPriority == 0.0f) {
setRotationInParentFrame(safeMix(_rotationInParentFrame, _fbxJoint->rotation, fraction));
_animationPriority = 0.0f;
}
}
void JointState::setRotationFromBindFrame(const glm::quat& rotation, float priority) {
// rotation is from bind- to model-frame
assert(_fbxJoint != NULL);
if (priority >= _animationPriority) {
setRotationInParentFrame(_rotationInParentFrame * glm::inverse(_rotation) * rotation * glm::inverse(_fbxJoint->inverseBindRotation));
_animationPriority = priority;
}
}
void JointState::clearTransformTranslation() {
_transform[3][0] = 0.0f;
_transform[3][1] = 0.0f;
_transform[3][2] = 0.0f;
_visibleTransform[3][0] = 0.0f;
_visibleTransform[3][1] = 0.0f;
_visibleTransform[3][2] = 0.0f;
}
void JointState::setRotation(const glm::quat& rotation, bool constrain, float priority) {
applyRotationDelta(rotation * glm::inverse(_rotation), true, priority);
}
void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, float priority) {
// NOTE: delta is in model-frame
assert(_fbxJoint != NULL);
if (priority < _animationPriority) {
return;
}
_animationPriority = priority;
if (!constrain || !_isConstrained) {
// no constraints
_rotationInParentFrame = _rotationInParentFrame * glm::inverse(_rotation) * delta * _rotation;
_rotation = delta * _rotation;
return;
}
glm::quat targetRotation = _rotationInParentFrame * glm::inverse(_rotation) * delta * _rotation;
setRotationInParentFrame(targetRotation);
}
/// Applies delta rotation to joint but mixes a little bit of the default pose as well.
/// This helps keep an IK solution stable.
void JointState::mixRotationDelta(const glm::quat& delta, float mixFactor, float priority) {
// NOTE: delta is in model-frame
assert(_fbxJoint != NULL);
if (priority < _animationPriority) {
return;
}
_animationPriority = priority;
glm::quat targetRotation = _rotationInParentFrame * glm::inverse(_rotation) * delta * _rotation;
if (mixFactor > 0.0f && mixFactor <= 1.0f) {
targetRotation = safeMix(targetRotation, _fbxJoint->rotation, mixFactor);
}
setRotationInParentFrame(targetRotation);
}
glm::quat JointState::computeParentRotation() const {
// R = Rp * Rpre * r * Rpost
// Rp = R * (Rpre * r * Rpost)^
return _rotation * glm::inverse(_fbxJoint->preRotation * _rotationInParentFrame * _fbxJoint->postRotation);
}
void JointState::setRotationInParentFrame(const glm::quat& targetRotation) {
glm::quat parentRotation = computeParentRotation();
_rotationInParentFrame = targetRotation;
// R' = Rp * Rpre * r' * Rpost
_rotation = parentRotation * _fbxJoint->preRotation * _rotationInParentFrame * _fbxJoint->postRotation;
}
const glm::vec3& JointState::getDefaultTranslationInParentFrame() const {
assert(_fbxJoint != NULL);
return _fbxJoint->translation;
}
void JointState::slaveVisibleTransform() {
_visibleTransform = _transform;
_visibleRotation = _rotation;
_visibleRotationInParentFrame = _rotationInParentFrame;
}