overte-HifiExperiments/interface/src/avatar/SkeletonRagdoll.cpp
2014-08-18 12:53:04 -07:00

145 lines
5.4 KiB
C++

//
// SkeletonRagdoll.cpp
// interface/src/avatar
//
// Created by Andrew Meadows 2014.08.14
// Copyright 2014 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 <DistanceConstraint.h>
#include <FixedConstraint.h>
#include "SkeletonRagdoll.h"
#include "MuscleConstraint.h"
#include "../renderer/Model.h"
SkeletonRagdoll::SkeletonRagdoll(Model* model) : Ragdoll(), _model(model) {
assert(_model);
}
SkeletonRagdoll::~SkeletonRagdoll() {
}
// virtual
void SkeletonRagdoll::stepForward(float deltaTime) {
setTransform(_model->getTranslation(), _model->getRotation());
Ragdoll::stepForward(deltaTime);
updateMuscles();
int numConstraints = _muscleConstraints.size();
for (int i = 0; i < numConstraints; ++i) {
_muscleConstraints[i]->enforce();
}
}
void SkeletonRagdoll::slamPointPositions() {
QVector<JointState>& jointStates = _model->getJointStates();
int numStates = jointStates.size();
for (int i = 0; i < numStates; ++i) {
_points[i].initPosition(jointStates.at(i).getPosition());
}
}
// virtual
void SkeletonRagdoll::initPoints() {
clearConstraintsAndPoints();
_muscleConstraints.clear();
initTransform();
// one point for each joint
QVector<JointState>& jointStates = _model->getJointStates();
int numStates = jointStates.size();
_points.fill(VerletPoint(), numStates);
slamPointPositions();
}
// virtual
void SkeletonRagdoll::buildConstraints() {
QVector<JointState>& jointStates = _model->getJointStates();
// NOTE: the length of DistanceConstraints is computed and locked in at this time
// so make sure the ragdoll positions are in a normal configuration before here.
const int numPoints = _points.size();
assert(numPoints == jointStates.size());
float minBone = FLT_MAX;
float maxBone = -FLT_MAX;
QMultiMap<int, int> families;
for (int i = 0; i < numPoints; ++i) {
const JointState& state = jointStates.at(i);
int parentIndex = state.getParentIndex();
if (parentIndex != -1) {
DistanceConstraint* bone = new DistanceConstraint(&(_points[i]), &(_points[parentIndex]));
bone->setDistance(state.getDistanceToParent());
_boneConstraints.push_back(bone);
families.insert(parentIndex, i);
}
float boneLength = glm::length(state.getPositionInParentFrame());
if (boneLength > maxBone) {
maxBone = boneLength;
} else if (boneLength < minBone) {
minBone = boneLength;
}
}
// Joints that have multiple children effectively have rigid constraints between the children
// in the parent frame, so we add DistanceConstraints between children in the same family.
QMultiMap<int, int>::iterator itr = families.begin();
while (itr != families.end()) {
QList<int> children = families.values(itr.key());
int numChildren = children.size();
if (numChildren > 1) {
for (int i = 1; i < numChildren; ++i) {
DistanceConstraint* bone = new DistanceConstraint(&(_points[children[i-1]]), &(_points[children[i]]));
_boneConstraints.push_back(bone);
}
if (numChildren > 2) {
DistanceConstraint* bone = new DistanceConstraint(&(_points[children[numChildren-1]]), &(_points[children[0]]));
_boneConstraints.push_back(bone);
}
}
++itr;
}
float MAX_STRENGTH = 0.6f;
float MIN_STRENGTH = 0.05f;
// each joint gets a MuscleConstraint to its parent
for (int i = 1; i < numPoints; ++i) {
const JointState& state = jointStates.at(i);
int p = state.getParentIndex();
if (p == -1) {
continue;
}
MuscleConstraint* constraint = new MuscleConstraint(&(_points[p]), &(_points[i]));
_muscleConstraints.push_back(constraint);
// Short joints are more susceptible to wiggle so we modulate the strength based on the joint's length:
// long = weak and short = strong.
constraint->setIndices(p, i);
float boneLength = glm::length(state.getPositionInParentFrame());
float strength = MIN_STRENGTH + (MAX_STRENGTH - MIN_STRENGTH) * (maxBone - boneLength) / (maxBone - minBone);
if (!families.contains(i)) {
// Although muscles only pull on the children not parents, nevertheless those joints that have
// parents AND children are more stable than joints at the end such as fingers. For such joints we
// bestow maximum strength which helps reduce wiggle.
strength = MAX_MUSCLE_STRENGTH;
}
constraint->setStrength(strength);
}
}
void SkeletonRagdoll::updateMuscles() {
QVector<JointState>& jointStates = _model->getJointStates();
int numConstraints = _muscleConstraints.size();
glm::quat rotation = _model->getRotation();
for (int i = 0; i < numConstraints; ++i) {
MuscleConstraint* constraint = _muscleConstraints[i];
int j = constraint->getParentIndex();
int k = constraint->getChildIndex();
assert(j != -1 && k != -1);
// ragdollPoints are in simulation-frame but jointStates are in model-frame
constraint->setChildOffset(rotation * (jointStates.at(k).getPosition() - jointStates.at(j).getPosition()));
}
}