overte-HifiExperiments/interface/src/avatar/SkeletonModel.cpp
2014-05-27 15:06:50 -07:00

390 lines
16 KiB
C++

//
// SkeletonModel.cpp
// interface/src/avatar
//
// Created by Andrzej Kapolka on 10/17/13.
// 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/transform.hpp>
#include "Application.h"
#include "Avatar.h"
#include "Hand.h"
#include "Menu.h"
#include "SkeletonModel.h"
SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
_owningAvatar(owningAvatar) {
}
const float PALM_PRIORITY = 3.0f;
void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
setTranslation(_owningAvatar->getPosition());
setRotation(_owningAvatar->getOrientation() * glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)));
const float MODEL_SCALE = 0.0006f;
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale() * MODEL_SCALE);
Model::simulate(deltaTime, fullUpdate);
if (!(isActive() && _owningAvatar->isMyAvatar())) {
return; // only simulate for own avatar
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
PrioVR* prioVR = Application::getInstance()->getPrioVR();
if (prioVR->isActive()) {
for (int i = 0; i < prioVR->getJointRotations().size(); i++) {
int humanIKJointIndex = prioVR->getHumanIKJointIndices().at(i);
if (humanIKJointIndex == -1) {
continue;
}
int jointIndex = geometry.humanIKJointIndices.at(humanIKJointIndex);
if (jointIndex != -1) {
setJointRotation(jointIndex, _rotation * prioVR->getJointRotations().at(i), true, PALM_PRIORITY);
}
}
return;
}
// find the left and rightmost active palms
int leftPalmIndex, rightPalmIndex;
Hand* hand = _owningAvatar->getHand();
hand->getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
const float HAND_RESTORATION_RATE = 0.25f;
if (leftPalmIndex == -1) {
// palms are not yet set, use mouse
if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
} else {
applyHandPosition(geometry.rightHandJointIndex, _owningAvatar->getHandPosition());
}
restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
} else if (leftPalmIndex == rightPalmIndex) {
// right hand only
applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[leftPalmIndex]);
restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
} else {
applyPalmData(geometry.leftHandJointIndex, hand->getPalms()[leftPalmIndex]);
applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[rightPalmIndex]);
}
}
void SkeletonModel::getHandShapes(int jointIndex, QVector<const Shape*>& shapes) const {
if (jointIndex < 0 || jointIndex >= int(_jointShapes.size())) {
return;
}
if (jointIndex == getLeftHandJointIndex()
|| jointIndex == getRightHandJointIndex()) {
// get all shapes that have this hand as an ancestor in the skeleton heirarchy
const FBXGeometry& geometry = _geometry->getFBXGeometry();
for (int i = 0; i < _jointStates.size(); i++) {
const FBXJoint& joint = geometry.joints[i];
int parentIndex = joint.parentIndex;
if (i == jointIndex) {
// this shape is the hand
shapes.push_back(_jointShapes[i]);
if (parentIndex != -1) {
// also add the forearm
shapes.push_back(_jointShapes[parentIndex]);
}
} else {
while (parentIndex != -1) {
if (parentIndex == jointIndex) {
// this shape is a child of the hand
shapes.push_back(_jointShapes[i]);
break;
}
parentIndex = geometry.joints[parentIndex].parentIndex;
}
}
}
}
}
void SkeletonModel::getBodyShapes(QVector<const Shape*>& shapes) const {
// for now we push a single bounding shape,
// but later we could push a subset of joint shapes
shapes.push_back(&_boundingShape);
}
void SkeletonModel::renderIKConstraints() {
renderJointConstraints(getRightHandJointIndex());
renderJointConstraints(getLeftHandJointIndex());
}
class IndexValue {
public:
int index;
float value;
};
bool operator<(const IndexValue& firstIndex, const IndexValue& secondIndex) {
return firstIndex.value < secondIndex.value;
}
void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position) {
if (jointIndex == -1) {
return;
}
setJointPosition(jointIndex, position, glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
glm::vec3 handPosition, elbowPosition;
getJointPosition(jointIndex, handPosition);
getJointPosition(geometry.joints.at(jointIndex).parentIndex, elbowPosition);
glm::vec3 forearmVector = handPosition - elbowPosition;
float forearmLength = glm::length(forearmVector);
if (forearmLength < EPSILON) {
return;
}
glm::quat handRotation;
getJointRotation(jointIndex, handRotation, true);
// align hand with forearm
float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
applyRotationDelta(jointIndex, rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f),
forearmVector), true, PALM_PRIORITY);
}
void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
if (jointIndex == -1) {
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
int parentJointIndex = geometry.joints.at(jointIndex).parentIndex;
if (parentJointIndex == -1) {
return;
}
// rotate palm to align with its normal (normal points out of hand's palm)
glm::quat palmRotation;
if (!Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK) &&
Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
getJointRotation(parentJointIndex, palmRotation, true);
} else {
getJointRotation(jointIndex, palmRotation, true);
}
palmRotation = rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()) * palmRotation;
// rotate palm to align with finger direction
glm::vec3 direction = palm.getFingerDirection();
palmRotation = rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction) * palmRotation;
// set hand position, rotation
if (Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK)) {
setHandPosition(jointIndex, palm.getPosition(), palmRotation);
} else if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
glm::vec3 forearmVector = palmRotation * glm::vec3(sign, 0.0f, 0.0f);
setJointPosition(parentJointIndex, palm.getPosition() + forearmVector *
geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale),
glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
setJointRotation(parentJointIndex, palmRotation, true, PALM_PRIORITY);
_jointStates[jointIndex].rotation = glm::quat();
} else {
setJointPosition(jointIndex, palm.getPosition(), palmRotation,
true, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
}
}
void SkeletonModel::updateJointState(int index) {
Model::updateJointState(index);
if (index == _geometry->getFBXGeometry().rootJointIndex) {
JointState& state = _jointStates[index];
state.transform[3][0] = 0.0f;
state.transform[3][1] = 0.0f;
state.transform[3][2] = 0.0f;
}
}
void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
if (!_owningAvatar->isMyAvatar() || Application::getInstance()->getPrioVR()->isActive()) {
return;
}
// get the rotation axes in joint space and use them to adjust the rotation
glm::mat3 axes = glm::mat3_cast(_rotation);
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.transform * glm::translate(state.translation) *
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
state.rotation = glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(),
glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(),
glm::normalize(inverse * axes[0])) * joint.rotation;
}
void SkeletonModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
_owningAvatar->getHead()->getFaceModel().maybeUpdateNeckRotation(parentState, joint, state);
}
void SkeletonModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
_owningAvatar->getHead()->getFaceModel().maybeUpdateEyeRotation(parentState, joint, state);
}
void SkeletonModel::renderJointConstraints(int jointIndex) {
if (jointIndex == -1) {
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const float BASE_DIRECTION_SIZE = 300.0f;
float directionSize = BASE_DIRECTION_SIZE * extractUniformScale(_scale);
glLineWidth(3.0f);
do {
const FBXJoint& joint = geometry.joints.at(jointIndex);
const JointState& jointState = _jointStates.at(jointIndex);
glm::vec3 position = extractTranslation(jointState.transform) + _translation;
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glm::quat parentRotation = (joint.parentIndex == -1) ? _rotation : _jointStates.at(joint.parentIndex).combinedRotation;
glm::vec3 rotationAxis = glm::axis(parentRotation);
glRotatef(glm::degrees(glm::angle(parentRotation)), rotationAxis.x, rotationAxis.y, rotationAxis.z);
float fanScale = directionSize * 0.75f;
glScalef(fanScale, fanScale, fanScale);
const int AXIS_COUNT = 3;
for (int i = 0; i < AXIS_COUNT; i++) {
if (joint.rotationMin[i] <= -PI + EPSILON && joint.rotationMax[i] >= PI - EPSILON) {
continue; // unconstrained
}
glm::vec3 axis;
axis[i] = 1.0f;
glm::vec3 otherAxis;
if (i == 0) {
otherAxis.y = 1.0f;
} else {
otherAxis.x = 1.0f;
}
glColor4f(otherAxis.r, otherAxis.g, otherAxis.b, 0.75f);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0.0f, 0.0f, 0.0f);
const int FAN_SEGMENTS = 16;
for (int j = 0; j < FAN_SEGMENTS; j++) {
glm::vec3 rotated = glm::angleAxis(glm::mix(joint.rotationMin[i], joint.rotationMax[i],
(float)j / (FAN_SEGMENTS - 1)), axis) * otherAxis;
glVertex3f(rotated.x, rotated.y, rotated.z);
}
glEnd();
}
glPopMatrix();
renderOrientationDirections(position, jointState.combinedRotation, directionSize);
jointIndex = joint.parentIndex;
} while (jointIndex != -1 && geometry.joints.at(jointIndex).isFree);
glLineWidth(1.0f);
}
void SkeletonModel::setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation) {
// this algorithm is from sample code from sixense
const FBXGeometry& geometry = _geometry->getFBXGeometry();
int elbowJointIndex = geometry.joints.at(jointIndex).parentIndex;
if (elbowJointIndex == -1) {
return;
}
int shoulderJointIndex = geometry.joints.at(elbowJointIndex).parentIndex;
glm::vec3 shoulderPosition;
if (!getJointPosition(shoulderJointIndex, shoulderPosition)) {
return;
}
// precomputed lengths
float scale = extractUniformScale(_scale);
float upperArmLength = geometry.joints.at(elbowJointIndex).distanceToParent * scale;
float lowerArmLength = geometry.joints.at(jointIndex).distanceToParent * scale;
// first set wrist position
glm::vec3 wristPosition = position;
glm::vec3 shoulderToWrist = wristPosition - shoulderPosition;
float distanceToWrist = glm::length(shoulderToWrist);
// prevent gimbal lock
if (distanceToWrist > upperArmLength + lowerArmLength - EPSILON) {
distanceToWrist = upperArmLength + lowerArmLength - EPSILON;
shoulderToWrist = glm::normalize(shoulderToWrist) * distanceToWrist;
wristPosition = shoulderPosition + shoulderToWrist;
}
// cosine of angle from upper arm to hand vector
float cosA = (upperArmLength * upperArmLength + distanceToWrist * distanceToWrist - lowerArmLength * lowerArmLength) /
(2 * upperArmLength * distanceToWrist);
float mid = upperArmLength * cosA;
float height = sqrt(upperArmLength * upperArmLength + mid * mid - 2 * upperArmLength * mid * cosA);
// direction of the elbow
glm::vec3 handNormal = glm::cross(rotation * glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow rotating with wrist
glm::vec3 relaxedNormal = glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow pointing straight down
const float NORMAL_WEIGHT = 0.5f;
glm::vec3 finalNormal = glm::mix(relaxedNormal, handNormal, NORMAL_WEIGHT);
bool rightHand = (jointIndex == geometry.rightHandJointIndex);
if (rightHand ? (finalNormal.y > 0.0f) : (finalNormal.y < 0.0f)) {
finalNormal.y = 0.0f; // dont allow elbows to point inward (y is vertical axis)
}
glm::vec3 tangent = glm::normalize(glm::cross(shoulderToWrist, finalNormal));
// ik solution
glm::vec3 elbowPosition = shoulderPosition + glm::normalize(shoulderToWrist) * mid - tangent * height;
glm::vec3 forwardVector(rightHand ? -1.0f : 1.0f, 0.0f, 0.0f);
glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition);
setJointRotation(shoulderJointIndex, shoulderRotation, true, PALM_PRIORITY);
setJointRotation(elbowJointIndex, rotationBetween(shoulderRotation * forwardVector,
wristPosition - elbowPosition) * shoulderRotation, true, PALM_PRIORITY);
setJointRotation(jointIndex, rotation, true, PALM_PRIORITY);
}
bool SkeletonModel::getLeftHandPosition(glm::vec3& position) const {
return getJointPosition(getLeftHandJointIndex(), position);
}
bool SkeletonModel::getLeftHandRotation(glm::quat& rotation) const {
return getJointRotation(getLeftHandJointIndex(), rotation);
}
bool SkeletonModel::getRightHandPosition(glm::vec3& position) const {
return getJointPosition(getRightHandJointIndex(), position);
}
bool SkeletonModel::getRightHandRotation(glm::quat& rotation) const {
return getJointRotation(getRightHandJointIndex(), rotation);
}
bool SkeletonModel::restoreLeftHandPosition(float percent, float priority) {
return restoreJointPosition(getLeftHandJointIndex(), percent, priority);
}
bool SkeletonModel::getLeftShoulderPosition(glm::vec3& position) const {
return getJointPosition(getLastFreeJointIndex(getLeftHandJointIndex()), position);
}
float SkeletonModel::getLeftArmLength() const {
return getLimbLength(getLeftHandJointIndex());
}
bool SkeletonModel::restoreRightHandPosition(float percent, float priority) {
return restoreJointPosition(getRightHandJointIndex(), percent, priority);
}
bool SkeletonModel::getRightShoulderPosition(glm::vec3& position) const {
return getJointPosition(getLastFreeJointIndex(getRightHandJointIndex()), position);
}
float SkeletonModel::getRightArmLength() const {
return getLimbLength(getRightHandJointIndex());
}