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1589 lines
73 KiB
C++
1589 lines
73 KiB
C++
//
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// AnimInverseKinematics.cpp
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//
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "AnimInverseKinematics.h"
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#include <GeometryUtil.h>
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#include <GLMHelpers.h>
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#include <NumericalConstants.h>
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#include <SharedUtil.h>
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#include <shared/NsightHelpers.h>
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#include <DebugDraw.h>
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#include "Rig.h"
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#include "ElbowConstraint.h"
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#include "SwingTwistConstraint.h"
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#include "AnimationLogging.h"
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#include "CubicHermiteSpline.h"
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#include "AnimUtil.h"
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AnimInverseKinematics::IKTargetVar::IKTargetVar(const QString& jointNameIn, const QString& positionVarIn, const QString& rotationVarIn,
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const QString& typeVarIn, const QString& weightVarIn, float weightIn, const std::vector<float>& flexCoefficientsIn) :
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jointName(jointNameIn),
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positionVar(positionVarIn),
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rotationVar(rotationVarIn),
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typeVar(typeVarIn),
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weightVar(weightVarIn),
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weight(weightIn),
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numFlexCoefficients(flexCoefficientsIn.size()),
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jointIndex(-1)
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{
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numFlexCoefficients = std::min(numFlexCoefficients, (size_t)MAX_FLEX_COEFFICIENTS);
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for (size_t i = 0; i < numFlexCoefficients; i++) {
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flexCoefficients[i] = flexCoefficientsIn[i];
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}
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}
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AnimInverseKinematics::IKTargetVar::IKTargetVar(const IKTargetVar& orig) :
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jointName(orig.jointName),
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positionVar(orig.positionVar),
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rotationVar(orig.rotationVar),
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typeVar(orig.typeVar),
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weightVar(orig.weightVar),
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weight(orig.weight),
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numFlexCoefficients(orig.numFlexCoefficients),
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jointIndex(orig.jointIndex)
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{
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numFlexCoefficients = std::min(numFlexCoefficients, (size_t)MAX_FLEX_COEFFICIENTS);
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for (size_t i = 0; i < numFlexCoefficients; i++) {
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flexCoefficients[i] = orig.flexCoefficients[i];
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}
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}
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AnimInverseKinematics::AnimInverseKinematics(const QString& id) : AnimNode(AnimNode::Type::InverseKinematics, id) {
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}
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AnimInverseKinematics::~AnimInverseKinematics() {
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clearConstraints();
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_rotationAccumulators.clear();
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_translationAccumulators.clear();
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_targetVarVec.clear();
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}
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void AnimInverseKinematics::loadDefaultPoses(const AnimPoseVec& poses) {
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_defaultRelativePoses = poses;
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assert(_skeleton && _skeleton->getNumJoints() == (int)poses.size());
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}
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void AnimInverseKinematics::loadPoses(const AnimPoseVec& poses) {
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assert(_skeleton && ((poses.size() == 0) || (_skeleton->getNumJoints() == (int)poses.size())));
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if (_skeleton->getNumJoints() == (int)poses.size()) {
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_relativePoses = poses;
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_rotationAccumulators.resize(_relativePoses.size());
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_translationAccumulators.resize(_relativePoses.size());
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} else {
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_relativePoses.clear();
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_rotationAccumulators.clear();
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_translationAccumulators.clear();
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}
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}
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void AnimInverseKinematics::computeAbsolutePoses(AnimPoseVec& absolutePoses) const {
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int numJoints = (int)_relativePoses.size();
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assert(numJoints <= _skeleton->getNumJoints());
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assert(numJoints == (int)absolutePoses.size());
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for (int i = 0; i < numJoints; ++i) {
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int parentIndex = _skeleton->getParentIndex(i);
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if (parentIndex < 0) {
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absolutePoses[i] = _relativePoses[i];
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} else {
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absolutePoses[i] = absolutePoses[parentIndex] * _relativePoses[i];
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}
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}
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}
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void AnimInverseKinematics::setTargetVars(const QString& jointName, const QString& positionVar, const QString& rotationVar,
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const QString& typeVar, const QString& weightVar, float weight, const std::vector<float>& flexCoefficients) {
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IKTargetVar targetVar(jointName, positionVar, rotationVar, typeVar, weightVar, weight, flexCoefficients);
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// if there are dups, last one wins.
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bool found = false;
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for (auto& targetVarIter: _targetVarVec) {
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if (targetVarIter.jointName == jointName) {
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targetVarIter = targetVar;
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found = true;
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break;
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}
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}
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if (!found) {
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// create a new entry
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_targetVarVec.push_back(targetVar);
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}
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}
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void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::vector<IKTarget>& targets, const AnimPoseVec& underPoses) {
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// build a list of valid targets from _targetVarVec and animVars
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_maxTargetIndex = -1;
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_hipsTargetIndex = -1;
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bool removeUnfoundJoints = false;
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for (auto& targetVar : _targetVarVec) {
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if (targetVar.jointIndex == -1) {
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// this targetVar hasn't been validated yet...
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int jointIndex = _skeleton->nameToJointIndex(targetVar.jointName);
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if (jointIndex >= 0) {
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// this targetVar has a valid joint --> cache the indices
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targetVar.jointIndex = jointIndex;
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} else {
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qCWarning(animation) << "AnimInverseKinematics could not find jointName" << targetVar.jointName << "in skeleton";
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removeUnfoundJoints = true;
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}
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} else {
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IKTarget target;
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target.setType(animVars.lookup(targetVar.typeVar, (int)IKTarget::Type::RotationAndPosition));
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if (target.getType() != IKTarget::Type::Unknown) {
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AnimPose defaultPose = _skeleton->getAbsolutePose(targetVar.jointIndex, underPoses);
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glm::quat rotation = animVars.lookupRigToGeometry(targetVar.rotationVar, defaultPose.rot());
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glm::vec3 translation = animVars.lookupRigToGeometry(targetVar.positionVar, defaultPose.trans());
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float weight = animVars.lookup(targetVar.weightVar, targetVar.weight);
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target.setPose(rotation, translation);
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target.setIndex(targetVar.jointIndex);
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target.setWeight(weight);
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target.setFlexCoefficients(targetVar.numFlexCoefficients, targetVar.flexCoefficients);
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targets.push_back(target);
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if (targetVar.jointIndex > _maxTargetIndex) {
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_maxTargetIndex = targetVar.jointIndex;
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}
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// record the index of the hips ik target.
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if (target.getIndex() == _hipsIndex) {
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_hipsTargetIndex = (int)targets.size() - 1;
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}
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}
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}
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}
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if (removeUnfoundJoints) {
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int numVars = (int)_targetVarVec.size();
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int i = 0;
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while (i < numVars) {
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if (_targetVarVec[i].jointIndex == -1) {
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if (numVars > 1) {
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// swap i for last element
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_targetVarVec[i] = _targetVarVec[numVars - 1];
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}
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_targetVarVec.pop_back();
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--numVars;
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} else {
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++i;
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}
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}
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}
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}
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void AnimInverseKinematics::solve(const AnimContext& context, const std::vector<IKTarget>& targets) {
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// compute absolute poses that correspond to relative target poses
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AnimPoseVec absolutePoses;
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absolutePoses.resize(_relativePoses.size());
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computeAbsolutePoses(absolutePoses);
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// clear the accumulators before we start the IK solver
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for (auto& accumulator : _rotationAccumulators) {
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accumulator.clearAndClean();
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}
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for (auto& accumulator : _translationAccumulators) {
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accumulator.clearAndClean();
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}
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float maxError = FLT_MAX;
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int numLoops = 0;
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const int MAX_IK_LOOPS = 16;
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const float MAX_ERROR_TOLERANCE = 0.1f; // cm
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while (maxError > MAX_ERROR_TOLERANCE && numLoops < MAX_IK_LOOPS) {
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++numLoops;
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bool debug = context.getEnableDebugDrawIKChains() && numLoops == MAX_IK_LOOPS;
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// solve all targets
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for (auto& target: targets) {
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if (target.getType() == IKTarget::Type::Spline) {
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solveTargetWithSpline(context, target, absolutePoses, debug);
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} else {
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solveTargetWithCCD(context, target, absolutePoses, debug);
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}
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}
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// harvest accumulated rotations and apply the average
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for (int i = 0; i < (int)_relativePoses.size(); ++i) {
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if (_rotationAccumulators[i].size() > 0) {
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_relativePoses[i].rot() = _rotationAccumulators[i].getAverage();
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_rotationAccumulators[i].clear();
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}
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if (_translationAccumulators[i].size() > 0) {
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_relativePoses[i].trans() = _translationAccumulators[i].getAverage();
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_translationAccumulators[i].clear();
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}
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}
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// update the absolutePoses
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for (int i = 0; i < (int)_relativePoses.size(); ++i) {
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auto parentIndex = _skeleton->getParentIndex((int)i);
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if (parentIndex != -1) {
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absolutePoses[i] = absolutePoses[parentIndex] * _relativePoses[i];
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}
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}
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// compute maxError
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maxError = 0.0f;
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for (size_t i = 0; i < targets.size(); i++) {
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if (targets[i].getType() == IKTarget::Type::RotationAndPosition || targets[i].getType() == IKTarget::Type::HmdHead ||
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targets[i].getType() == IKTarget::Type::HipsRelativeRotationAndPosition) {
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float error = glm::length(absolutePoses[targets[i].getIndex()].trans() - targets[i].getTranslation());
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if (error > maxError) {
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maxError = error;
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}
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}
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}
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}
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_maxErrorOnLastSolve = maxError;
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// finally set the relative rotation of each tip to agree with absolute target rotation
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for (auto& target: targets) {
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int tipIndex = target.getIndex();
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int parentIndex = _skeleton->getParentIndex(tipIndex);
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// update rotationOnly targets that don't lie on the ik chain of other ik targets.
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if (parentIndex != -1 && !_rotationAccumulators[tipIndex].isDirty() && target.getType() == IKTarget::Type::RotationOnly) {
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const glm::quat& targetRotation = target.getRotation();
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// compute tip's new parent-relative rotation
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// Q = Qp * q --> q' = Qp^ * Q
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glm::quat newRelativeRotation = glm::inverse(absolutePoses[parentIndex].rot()) * targetRotation;
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RotationConstraint* constraint = getConstraint(tipIndex);
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if (constraint) {
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constraint->apply(newRelativeRotation);
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// TODO: ATM the final rotation target just fails but we need to provide
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// feedback to the IK system so that it can adjust the bones up the skeleton
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// to help this rotation target get met.
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}
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_relativePoses[tipIndex].rot() = newRelativeRotation;
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absolutePoses[tipIndex].rot() = targetRotation;
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}
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}
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}
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void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug) {
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size_t chainDepth = 0;
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IKTarget::Type targetType = target.getType();
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if (targetType == IKTarget::Type::RotationOnly) {
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// the final rotation will be enforced after the iterations
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// TODO: solve this correctly
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return;
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}
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int tipIndex = target.getIndex();
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int pivotIndex = _skeleton->getParentIndex(tipIndex);
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if (pivotIndex == -1 || pivotIndex == _hipsIndex) {
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return;
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}
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int pivotsParentIndex = _skeleton->getParentIndex(pivotIndex);
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if (pivotsParentIndex == -1) {
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// TODO?: handle case where tip's parent is root?
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return;
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}
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// cache tip's absolute orientation
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glm::quat tipOrientation = absolutePoses[tipIndex].rot();
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// also cache tip's parent's absolute orientation so we can recompute
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// the tip's parent-relative as we proceed up the chain
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glm::quat tipParentOrientation = absolutePoses[pivotIndex].rot();
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std::map<int, DebugJoint> debugJointMap;
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// NOTE: if this code is removed, the head will remain rigid, causing the spine/hips to thrust forward backward
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// as the head is nodded.
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if (targetType == IKTarget::Type::HmdHead ||
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targetType == IKTarget::Type::RotationAndPosition ||
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targetType == IKTarget::Type::HipsRelativeRotationAndPosition) {
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// rotate tip toward target orientation
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glm::quat deltaRot = target.getRotation() * glm::inverse(tipOrientation);
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deltaRot *= target.getFlexCoefficient(chainDepth);
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glm::normalize(deltaRot);
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// compute parent relative rotation
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glm::quat tipRelativeRotation = glm::inverse(tipParentOrientation) * deltaRot * tipOrientation;
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// then enforce tip's constraint
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RotationConstraint* constraint = getConstraint(tipIndex);
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bool constrained = false;
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if (constraint) {
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constrained = constraint->apply(tipRelativeRotation);
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if (constrained) {
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tipOrientation = tipParentOrientation * tipRelativeRotation;
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tipRelativeRotation = tipRelativeRotation;
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}
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}
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// store the relative rotation change in the accumulator
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_rotationAccumulators[tipIndex].add(tipRelativeRotation, target.getWeight());
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glm::vec3 tipRelativeTranslation = _relativePoses[target.getIndex()].trans();
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_translationAccumulators[tipIndex].add(tipRelativeTranslation);
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if (debug) {
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debugJointMap[tipIndex] = DebugJoint(tipRelativeRotation, tipRelativeTranslation, constrained);
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}
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}
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// cache tip absolute position
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glm::vec3 tipPosition = absolutePoses[tipIndex].trans();
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chainDepth++;
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// descend toward root, pivoting each joint to get tip closer to target position
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while (pivotIndex != _hipsIndex && pivotsParentIndex != -1) {
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// compute the two lines that should be aligned
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glm::vec3 jointPosition = absolutePoses[pivotIndex].trans();
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glm::vec3 leverArm = tipPosition - jointPosition;
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glm::quat deltaRotation;
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if (targetType == IKTarget::Type::RotationAndPosition ||
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targetType == IKTarget::Type::HipsRelativeRotationAndPosition) {
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// compute the swing that would get get tip closer
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glm::vec3 targetLine = target.getTranslation() - jointPosition;
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const float MIN_AXIS_LENGTH = 1.0e-4f;
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RotationConstraint* constraint = getConstraint(pivotIndex);
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// only allow swing on lowerSpine if there is a hips IK target.
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if (_hipsTargetIndex < 0 && constraint && constraint->isLowerSpine() && tipIndex != _headIndex) {
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// for these types of targets we only allow twist at the lower-spine
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// (this prevents the hand targets from bending the spine too much and thereby driving the hips too far)
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glm::vec3 twistAxis = absolutePoses[pivotIndex].trans() - absolutePoses[pivotsParentIndex].trans();
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float twistAxisLength = glm::length(twistAxis);
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if (twistAxisLength > MIN_AXIS_LENGTH) {
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// project leverArm and targetLine to the plane
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twistAxis /= twistAxisLength;
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leverArm -= glm::dot(leverArm, twistAxis) * twistAxis;
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targetLine -= glm::dot(targetLine, twistAxis) * twistAxis;
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} else {
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leverArm = Vectors::ZERO;
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targetLine = Vectors::ZERO;
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}
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}
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glm::vec3 axis = glm::cross(leverArm, targetLine);
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float axisLength = glm::length(axis);
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if (axisLength > MIN_AXIS_LENGTH) {
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// compute angle of rotation that brings tip closer to target
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axis /= axisLength;
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float cosAngle = glm::clamp(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)), -1.0f, 1.0f);
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float angle = acosf(cosAngle);
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const float MIN_ADJUSTMENT_ANGLE = 1.0e-4f;
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if (angle > MIN_ADJUSTMENT_ANGLE) {
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// reduce angle by a flexCoefficient
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angle *= target.getFlexCoefficient(chainDepth);
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deltaRotation = glm::angleAxis(angle, axis);
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// The swing will re-orient the tip but there will tend to be be a non-zero delta between the tip's
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// new orientation and its target. This is the final parent-relative orientation that the tip joint have
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// make to achieve its target orientation.
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glm::quat tipRelativeRotation = glm::inverse(deltaRotation * tipParentOrientation) * target.getRotation();
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// enforce tip's constraint
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RotationConstraint* constraint = getConstraint(tipIndex);
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if (constraint) {
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bool constrained = constraint->apply(tipRelativeRotation);
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if (constrained) {
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// The tip's final parent-relative rotation would violate its constraint
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// so we try to pre-twist this pivot to compensate.
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glm::quat constrainedTipRotation = deltaRotation * tipParentOrientation * tipRelativeRotation;
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glm::quat missingRotation = target.getRotation() * glm::inverse(constrainedTipRotation);
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glm::quat swingPart;
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glm::quat twistPart;
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glm::vec3 axis = glm::normalize(deltaRotation * leverArm);
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swingTwistDecomposition(missingRotation, axis, swingPart, twistPart);
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float dotSign = copysignf(1.0f, twistPart.w);
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const float LIMIT_LEAK_FRACTION = 0.1f;
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deltaRotation = glm::normalize(glm::lerp(glm::quat(), dotSign * twistPart, LIMIT_LEAK_FRACTION)) * deltaRotation;
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}
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}
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}
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}
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} else if (targetType == IKTarget::Type::HmdHead) {
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// An HmdHead target slaves the orientation of the end-effector by distributing rotation
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// deltas up the hierarchy. Its target position is enforced later (by shifting the hips).
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deltaRotation = target.getRotation() * glm::inverse(tipOrientation);
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float dotSign = copysignf(1.0f, deltaRotation.w);
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const float ANGLE_DISTRIBUTION_FACTOR = 0.45f;
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deltaRotation = glm::normalize(glm::lerp(glm::quat(), dotSign * deltaRotation, ANGLE_DISTRIBUTION_FACTOR));
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}
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// compute joint's new parent-relative rotation after swing
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// Q' = dQ * Q and Q = Qp * q --> q' = Qp^ * dQ * Q
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glm::quat newRot = glm::normalize(glm::inverse(absolutePoses[pivotsParentIndex].rot()) *
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deltaRotation *
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absolutePoses[pivotIndex].rot());
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// enforce pivot's constraint
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RotationConstraint* constraint = getConstraint(pivotIndex);
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bool constrained = false;
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if (constraint) {
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constrained = constraint->apply(newRot);
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if (constrained) {
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// the constraint will modify the local rotation of the tip so we must
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// compute the corresponding model-frame deltaRotation
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// Q' = Qp^ * dQ * Q --> dQ = Qp * Q' * Q^
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deltaRotation = absolutePoses[pivotsParentIndex].rot() * newRot * glm::inverse(absolutePoses[pivotIndex].rot());
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}
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}
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// store the relative rotation change in the accumulator
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_rotationAccumulators[pivotIndex].add(newRot, target.getWeight());
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glm::vec3 newTrans = _relativePoses[pivotIndex].trans();
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_translationAccumulators[pivotIndex].add(newTrans);
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if (debug) {
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debugJointMap[pivotIndex] = DebugJoint(newRot, newTrans, constrained);
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}
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|
|
// keep track of tip's new transform as we descend towards root
|
|
tipPosition = jointPosition + deltaRotation * (tipPosition - jointPosition);
|
|
tipOrientation = glm::normalize(deltaRotation * tipOrientation);
|
|
tipParentOrientation = glm::normalize(deltaRotation * tipParentOrientation);
|
|
|
|
pivotIndex = pivotsParentIndex;
|
|
pivotsParentIndex = _skeleton->getParentIndex(pivotIndex);
|
|
|
|
chainDepth++;
|
|
}
|
|
|
|
if (debug) {
|
|
debugDrawIKChain(debugJointMap, context);
|
|
}
|
|
}
|
|
|
|
static CubicHermiteSplineFunctorWithArcLength computeSplineFromTipAndBase(const AnimPose& tipPose, const AnimPose& basePose, float baseGain = 1.0f, float tipGain = 1.0f) {
|
|
float linearDistance = glm::length(basePose.trans() - tipPose.trans());
|
|
glm::vec3 p0 = basePose.trans();
|
|
glm::vec3 m0 = baseGain * linearDistance * (basePose.rot() * Vectors::UNIT_Y);
|
|
glm::vec3 p1 = tipPose.trans();
|
|
glm::vec3 m1 = tipGain * linearDistance * (tipPose.rot() * Vectors::UNIT_Y);
|
|
|
|
return CubicHermiteSplineFunctorWithArcLength(p0, m0, p1, m1);
|
|
}
|
|
|
|
// pre-compute information about each joint influeced by this spline IK target.
|
|
void AnimInverseKinematics::computeSplineJointInfosForIKTarget(const AnimContext& context, const IKTarget& target) {
|
|
std::vector<SplineJointInfo> splineJointInfoVec;
|
|
|
|
// build spline between the default poses.
|
|
AnimPose tipPose = _skeleton->getAbsoluteDefaultPose(target.getIndex());
|
|
AnimPose basePose = _skeleton->getAbsoluteDefaultPose(_hipsIndex);
|
|
|
|
CubicHermiteSplineFunctorWithArcLength spline;
|
|
if (target.getIndex() == _headIndex) {
|
|
// set gain factors so that more curvature occurs near the tip of the spline.
|
|
const float HIPS_GAIN = 0.5f;
|
|
const float HEAD_GAIN = 1.0f;
|
|
spline = computeSplineFromTipAndBase(tipPose, basePose, HIPS_GAIN, HEAD_GAIN);
|
|
} else {
|
|
spline = computeSplineFromTipAndBase(tipPose, basePose);
|
|
}
|
|
|
|
// measure the total arc length along the spline
|
|
float totalArcLength = spline.arcLength(1.0f);
|
|
|
|
glm::vec3 baseToTip = tipPose.trans() - basePose.trans();
|
|
float baseToTipLength = glm::length(baseToTip);
|
|
glm::vec3 baseToTipNormal = baseToTip / baseToTipLength;
|
|
|
|
int index = target.getIndex();
|
|
int endIndex = _skeleton->getParentIndex(_hipsIndex);
|
|
while (index != endIndex) {
|
|
AnimPose defaultPose = _skeleton->getAbsoluteDefaultPose(index);
|
|
|
|
float ratio = glm::dot(defaultPose.trans() - basePose.trans(), baseToTipNormal) / baseToTipLength;
|
|
|
|
// compute offset from spline to the default pose.
|
|
float t = spline.arcLengthInverse(ratio * totalArcLength);
|
|
|
|
// compute the rotation by using the derivative of the spline as the y-axis, and the defaultPose x-axis
|
|
glm::vec3 y = glm::normalize(spline.d(t));
|
|
glm::vec3 x = defaultPose.rot() * Vectors::UNIT_X;
|
|
glm::vec3 u, v, w;
|
|
generateBasisVectors(y, x, v, u, w);
|
|
glm::mat3 m(u, v, glm::cross(u, v));
|
|
glm::quat rot = glm::normalize(glm::quat_cast(m));
|
|
|
|
AnimPose pose(glm::vec3(1.0f), rot, spline(t));
|
|
AnimPose offsetPose = pose.inverse() * defaultPose;
|
|
|
|
SplineJointInfo splineJointInfo = { index, ratio, offsetPose };
|
|
splineJointInfoVec.push_back(splineJointInfo);
|
|
index = _skeleton->getParentIndex(index);
|
|
}
|
|
|
|
_splineJointInfoMap[target.getIndex()] = splineJointInfoVec;
|
|
}
|
|
|
|
const std::vector<AnimInverseKinematics::SplineJointInfo>* AnimInverseKinematics::findOrCreateSplineJointInfo(const AnimContext& context, const IKTarget& target) {
|
|
// find or create splineJointInfo for this target
|
|
auto iter = _splineJointInfoMap.find(target.getIndex());
|
|
if (iter != _splineJointInfoMap.end()) {
|
|
return &(iter->second);
|
|
} else {
|
|
computeSplineJointInfosForIKTarget(context, target);
|
|
auto iter = _splineJointInfoMap.find(target.getIndex());
|
|
if (iter != _splineJointInfoMap.end()) {
|
|
return &(iter->second);
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug) {
|
|
|
|
std::map<int, DebugJoint> debugJointMap;
|
|
|
|
const int baseIndex = _hipsIndex;
|
|
|
|
// build spline from tip to base
|
|
AnimPose tipPose = AnimPose(glm::vec3(1.0f), target.getRotation(), target.getTranslation());
|
|
AnimPose basePose = absolutePoses[baseIndex];
|
|
CubicHermiteSplineFunctorWithArcLength spline;
|
|
if (target.getIndex() == _headIndex) {
|
|
// set gain factors so that more curvature occurs near the tip of the spline.
|
|
const float HIPS_GAIN = 0.5f;
|
|
const float HEAD_GAIN = 1.0f;
|
|
spline = computeSplineFromTipAndBase(tipPose, basePose, HIPS_GAIN, HEAD_GAIN);
|
|
} else {
|
|
spline = computeSplineFromTipAndBase(tipPose, basePose);
|
|
}
|
|
float totalArcLength = spline.arcLength(1.0f);
|
|
|
|
// This prevents the rotation interpolation from rotating the wrong physical way (but correct mathematical way)
|
|
// when the head is arched backwards very far.
|
|
glm::quat halfRot = glm::normalize(glm::lerp(basePose.rot(), tipPose.rot(), 0.5f));
|
|
if (glm::dot(halfRot * Vectors::UNIT_Z, basePose.rot() * Vectors::UNIT_Z) < 0.0f) {
|
|
tipPose.rot() = -tipPose.rot();
|
|
}
|
|
|
|
// find or create splineJointInfo for this target
|
|
const std::vector<SplineJointInfo>* splineJointInfoVec = findOrCreateSplineJointInfo(context, target);
|
|
|
|
if (splineJointInfoVec && splineJointInfoVec->size() > 0) {
|
|
const int baseParentIndex = _skeleton->getParentIndex(baseIndex);
|
|
AnimPose parentAbsPose = (baseParentIndex >= 0) ? absolutePoses[baseParentIndex] : AnimPose();
|
|
|
|
// go thru splineJointInfoVec backwards (base to tip)
|
|
for (int i = (int)splineJointInfoVec->size() - 1; i >= 0; i--) {
|
|
const SplineJointInfo& splineJointInfo = (*splineJointInfoVec)[i];
|
|
float t = spline.arcLengthInverse(splineJointInfo.ratio * totalArcLength);
|
|
glm::vec3 trans = spline(t);
|
|
|
|
// for head splines, preform most twist toward the tip by using ease in function. t^2
|
|
float rotT = t;
|
|
if (target.getIndex() == _headIndex) {
|
|
rotT = t * t;
|
|
}
|
|
glm::quat twistRot = glm::normalize(glm::lerp(basePose.rot(), tipPose.rot(), rotT));
|
|
|
|
// compute the rotation by using the derivative of the spline as the y-axis, and the twistRot x-axis
|
|
glm::vec3 y = glm::normalize(spline.d(t));
|
|
glm::vec3 x = twistRot * Vectors::UNIT_X;
|
|
glm::vec3 u, v, w;
|
|
generateBasisVectors(y, x, v, u, w);
|
|
glm::mat3 m(u, v, glm::cross(u, v));
|
|
glm::quat rot = glm::normalize(glm::quat_cast(m));
|
|
|
|
AnimPose desiredAbsPose = AnimPose(glm::vec3(1.0f), rot, trans) * splineJointInfo.offsetPose;
|
|
|
|
// apply flex coefficent
|
|
AnimPose flexedAbsPose;
|
|
::blend(1, &absolutePoses[splineJointInfo.jointIndex], &desiredAbsPose, target.getFlexCoefficient(i), &flexedAbsPose);
|
|
|
|
AnimPose relPose = parentAbsPose.inverse() * flexedAbsPose;
|
|
_rotationAccumulators[splineJointInfo.jointIndex].add(relPose.rot(), target.getWeight());
|
|
|
|
bool constrained = false;
|
|
if (splineJointInfo.jointIndex != _hipsIndex) {
|
|
// constrain the amount the spine can stretch or compress
|
|
float length = glm::length(relPose.trans());
|
|
const float EPSILON = 0.0001f;
|
|
if (length > EPSILON) {
|
|
float defaultLength = glm::length(_skeleton->getRelativeDefaultPose(splineJointInfo.jointIndex).trans());
|
|
const float STRETCH_COMPRESS_PERCENTAGE = 0.15f;
|
|
const float MAX_LENGTH = defaultLength * (1.0f + STRETCH_COMPRESS_PERCENTAGE);
|
|
const float MIN_LENGTH = defaultLength * (1.0f - STRETCH_COMPRESS_PERCENTAGE);
|
|
if (length > MAX_LENGTH) {
|
|
relPose.trans() = (relPose.trans() / length) * MAX_LENGTH;
|
|
constrained = true;
|
|
} else if (length < MIN_LENGTH) {
|
|
relPose.trans() = (relPose.trans() / length) * MIN_LENGTH;
|
|
constrained = true;
|
|
}
|
|
} else {
|
|
relPose.trans() = glm::vec3(0.0f);
|
|
}
|
|
}
|
|
|
|
_translationAccumulators[splineJointInfo.jointIndex].add(relPose.trans(), target.getWeight());
|
|
|
|
if (debug) {
|
|
debugJointMap[splineJointInfo.jointIndex] = DebugJoint(relPose.rot(), relPose.trans(), constrained);
|
|
}
|
|
|
|
parentAbsPose = flexedAbsPose;
|
|
}
|
|
}
|
|
|
|
if (debug) {
|
|
debugDrawIKChain(debugJointMap, context);
|
|
}
|
|
}
|
|
|
|
//virtual
|
|
const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimNode::Triggers& triggersOut) {
|
|
// don't call this function, call overlay() instead
|
|
assert(false);
|
|
return _relativePoses;
|
|
}
|
|
|
|
//virtual
|
|
const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) {
|
|
// allows solutionSource to be overridden by an animVar
|
|
auto solutionSource = animVars.lookup(_solutionSourceVar, (int)_solutionSource);
|
|
|
|
const float MAX_OVERLAY_DT = 1.0f / 30.0f; // what to clamp delta-time to in AnimInverseKinematics::overlay
|
|
if (dt > MAX_OVERLAY_DT) {
|
|
dt = MAX_OVERLAY_DT;
|
|
}
|
|
|
|
if (_relativePoses.size() != underPoses.size()) {
|
|
loadPoses(underPoses);
|
|
} else {
|
|
|
|
PROFILE_RANGE_EX(simulation_animation, "ik/relax", 0xffff00ff, 0);
|
|
|
|
initRelativePosesFromSolutionSource((SolutionSource)solutionSource, underPoses);
|
|
|
|
if (!underPoses.empty()) {
|
|
// Sometimes the underpose itself can violate the constraints. Rather than
|
|
// clamp the animation we dynamically expand each constraint to accomodate it.
|
|
std::map<int, RotationConstraint*>::iterator constraintItr = _constraints.begin();
|
|
while (constraintItr != _constraints.end()) {
|
|
int index = constraintItr->first;
|
|
constraintItr->second->dynamicallyAdjustLimits(underPoses[index].rot());
|
|
++constraintItr;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!_relativePoses.empty()) {
|
|
|
|
// build a list of targets from _targetVarVec
|
|
std::vector<IKTarget> targets;
|
|
{
|
|
PROFILE_RANGE_EX(simulation_animation, "ik/computeTargets", 0xffff00ff, 0);
|
|
computeTargets(animVars, targets, underPoses);
|
|
}
|
|
|
|
if (targets.empty()) {
|
|
_relativePoses = underPoses;
|
|
} else {
|
|
|
|
{
|
|
PROFILE_RANGE_EX(simulation_animation, "ik/shiftHips", 0xffff00ff, 0);
|
|
|
|
if (_hipsTargetIndex >= 0 && _hipsTargetIndex < (int)targets.size()) {
|
|
// slam the hips to match the _hipsTarget
|
|
AnimPose absPose = targets[_hipsTargetIndex].getPose();
|
|
int parentIndex = _skeleton->getParentIndex(targets[_hipsTargetIndex].getIndex());
|
|
if (parentIndex != -1) {
|
|
_relativePoses[_hipsIndex] = _skeleton->getAbsolutePose(parentIndex, _relativePoses).inverse() * absPose;
|
|
} else {
|
|
_relativePoses[_hipsIndex] = absPose;
|
|
}
|
|
} else {
|
|
// if there is no hips target, shift hips according to the _hipsOffset from the previous frame
|
|
float offsetLength = glm::length(_hipsOffset);
|
|
const float MIN_HIPS_OFFSET_LENGTH = 0.03f;
|
|
if (offsetLength > MIN_HIPS_OFFSET_LENGTH && _hipsIndex >= 0) {
|
|
float scaleFactor = ((offsetLength - MIN_HIPS_OFFSET_LENGTH) / offsetLength);
|
|
glm::vec3 hipsOffset = scaleFactor * _hipsOffset;
|
|
if (_hipsParentIndex == -1) {
|
|
_relativePoses[_hipsIndex].trans() = underPoses[_hipsIndex].trans() + hipsOffset;
|
|
} else {
|
|
auto absHipsPose = _skeleton->getAbsolutePose(_hipsIndex, underPoses);
|
|
absHipsPose.trans() += hipsOffset;
|
|
_relativePoses[_hipsIndex] = _skeleton->getAbsolutePose(_hipsParentIndex, _relativePoses).inverse() * absHipsPose;
|
|
}
|
|
}
|
|
}
|
|
|
|
// update all HipsRelative targets to account for the hips shift/ik target.
|
|
auto shiftedHipsAbsPose = _skeleton->getAbsolutePose(_hipsIndex, _relativePoses);
|
|
auto underHipsAbsPose = _skeleton->getAbsolutePose(_hipsIndex, underPoses);
|
|
auto absHipsOffset = shiftedHipsAbsPose.trans() - underHipsAbsPose.trans();
|
|
for (auto& target: targets) {
|
|
if (target.getType() == IKTarget::Type::HipsRelativeRotationAndPosition) {
|
|
auto pose = target.getPose();
|
|
pose.trans() = pose.trans() + absHipsOffset;
|
|
target.setPose(pose.rot(), pose.trans());
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
PROFILE_RANGE_EX(simulation_animation, "ik/debugDraw", 0xffff00ff, 0);
|
|
|
|
// debug render ik targets
|
|
if (context.getEnableDebugDrawIKTargets()) {
|
|
const vec4 WHITE(1.0f);
|
|
glm::mat4 rigToAvatarMat = createMatFromQuatAndPos(Quaternions::Y_180, glm::vec3());
|
|
|
|
for (auto& target : targets) {
|
|
glm::mat4 geomTargetMat = createMatFromQuatAndPos(target.getRotation(), target.getTranslation());
|
|
glm::mat4 avatarTargetMat = rigToAvatarMat * context.getGeometryToRigMatrix() * geomTargetMat;
|
|
|
|
QString name = QString("ikTarget%1").arg(target.getIndex());
|
|
DebugDraw::getInstance().addMyAvatarMarker(name, glmExtractRotation(avatarTargetMat), extractTranslation(avatarTargetMat), WHITE);
|
|
}
|
|
} else if (context.getEnableDebugDrawIKTargets() != _previousEnableDebugIKTargets) {
|
|
// remove markers if they were added last frame.
|
|
for (auto& target : targets) {
|
|
QString name = QString("ikTarget%1").arg(target.getIndex());
|
|
DebugDraw::getInstance().removeMyAvatarMarker(name);
|
|
}
|
|
}
|
|
|
|
_previousEnableDebugIKTargets = context.getEnableDebugDrawIKTargets();
|
|
}
|
|
|
|
{
|
|
PROFILE_RANGE_EX(simulation_animation, "ik/ccd", 0xffff00ff, 0);
|
|
solve(context, targets);
|
|
}
|
|
|
|
if (_hipsTargetIndex < 0) {
|
|
PROFILE_RANGE_EX(simulation_animation, "ik/measureHipsOffset", 0xffff00ff, 0);
|
|
computeHipsOffset(targets, underPoses, dt);
|
|
} else {
|
|
_hipsOffset = Vectors::ZERO;
|
|
}
|
|
}
|
|
|
|
if (context.getEnableDebugDrawIKConstraints()) {
|
|
debugDrawConstraints(context);
|
|
}
|
|
}
|
|
|
|
if (_leftHandIndex > -1) {
|
|
_uncontrolledLeftHandPose = _skeleton->getAbsolutePose(_leftHandIndex, underPoses);
|
|
}
|
|
if (_rightHandIndex > -1) {
|
|
_uncontrolledRightHandPose = _skeleton->getAbsolutePose(_rightHandIndex, underPoses);
|
|
}
|
|
if (_hipsIndex > -1) {
|
|
_uncontrolledHipsPose = _skeleton->getAbsolutePose(_hipsIndex, underPoses);
|
|
}
|
|
|
|
return _relativePoses;
|
|
}
|
|
|
|
void AnimInverseKinematics::computeHipsOffset(const std::vector<IKTarget>& targets, const AnimPoseVec& underPoses, float dt) {
|
|
// measure new _hipsOffset for next frame
|
|
// by looking for discrepancies between where a targeted endEffector is
|
|
// and where it wants to be (after IK solutions are done)
|
|
glm::vec3 newHipsOffset = Vectors::ZERO;
|
|
for (auto& target: targets) {
|
|
int targetIndex = target.getIndex();
|
|
if (targetIndex == _headIndex && _headIndex != -1) {
|
|
// special handling for headTarget
|
|
if (target.getType() == IKTarget::Type::RotationOnly) {
|
|
// we want to shift the hips to bring the underPose closer
|
|
// to where the head happens to be (overpose)
|
|
glm::vec3 under = _skeleton->getAbsolutePose(_headIndex, underPoses).trans();
|
|
glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
|
|
const float HEAD_OFFSET_SLAVE_FACTOR = 0.65f;
|
|
newHipsOffset += HEAD_OFFSET_SLAVE_FACTOR * (actual - under);
|
|
} else if (target.getType() == IKTarget::Type::HmdHead) {
|
|
// we want to shift the hips to bring the head to its designated position
|
|
glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
|
|
_hipsOffset += target.getTranslation() - actual;
|
|
// and ignore all other targets
|
|
newHipsOffset = _hipsOffset;
|
|
break;
|
|
} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
|
|
glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans();
|
|
glm::vec3 targetPosition = target.getTranslation();
|
|
newHipsOffset += targetPosition - actualPosition;
|
|
|
|
// Add downward pressure on the hips
|
|
const float PRESSURE_SCALE_FACTOR = 0.95f;
|
|
const float PRESSURE_TRANSLATION_OFFSET = 1.0f;
|
|
newHipsOffset *= PRESSURE_SCALE_FACTOR;
|
|
newHipsOffset -= PRESSURE_TRANSLATION_OFFSET;
|
|
}
|
|
} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
|
|
glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans();
|
|
glm::vec3 targetPosition = target.getTranslation();
|
|
newHipsOffset += targetPosition - actualPosition;
|
|
}
|
|
}
|
|
|
|
// smooth transitions by relaxing _hipsOffset toward the new value
|
|
const float HIPS_OFFSET_SLAVE_TIMESCALE = 0.10f;
|
|
float tau = dt < HIPS_OFFSET_SLAVE_TIMESCALE ? dt / HIPS_OFFSET_SLAVE_TIMESCALE : 1.0f;
|
|
_hipsOffset += (newHipsOffset - _hipsOffset) * tau;
|
|
|
|
// clamp the hips offset
|
|
float hipsOffsetLength = glm::length(_hipsOffset);
|
|
if (hipsOffsetLength > _maxHipsOffsetLength) {
|
|
_hipsOffset *= _maxHipsOffsetLength / hipsOffsetLength;
|
|
}
|
|
}
|
|
|
|
void AnimInverseKinematics::setMaxHipsOffsetLength(float maxLength) {
|
|
// manually adjust scale here
|
|
const float METERS_TO_CENTIMETERS = 100.0f;
|
|
_maxHipsOffsetLength = METERS_TO_CENTIMETERS * maxLength;
|
|
}
|
|
|
|
void AnimInverseKinematics::clearIKJointLimitHistory() {
|
|
for (auto& pair : _constraints) {
|
|
pair.second->clearHistory();
|
|
}
|
|
}
|
|
|
|
RotationConstraint* AnimInverseKinematics::getConstraint(int index) const {
|
|
RotationConstraint* constraint = nullptr;
|
|
std::map<int, RotationConstraint*>::const_iterator constraintItr = _constraints.find(index);
|
|
if (constraintItr != _constraints.end()) {
|
|
constraint = constraintItr->second;
|
|
}
|
|
return constraint;
|
|
}
|
|
|
|
void AnimInverseKinematics::clearConstraints() {
|
|
std::map<int, RotationConstraint*>::iterator constraintItr = _constraints.begin();
|
|
while (constraintItr != _constraints.end()) {
|
|
delete constraintItr->second;
|
|
++constraintItr;
|
|
}
|
|
_constraints.clear();
|
|
}
|
|
|
|
// set up swing limits around a swingTwistConstraint in an ellipse, where lateralSwingPhi is the swing limit for lateral swings (side to side)
|
|
// anteriorSwingPhi is swing limit for forward and backward swings. (where x-axis of reference rotation is sideways and -z-axis is forward)
|
|
static void setEllipticalSwingLimits(SwingTwistConstraint* stConstraint, float lateralSwingPhi, float anteriorSwingPhi) {
|
|
assert(stConstraint);
|
|
const int NUM_SUBDIVISIONS = 16;
|
|
std::vector<float> minDots;
|
|
minDots.reserve(NUM_SUBDIVISIONS);
|
|
float dTheta = TWO_PI / NUM_SUBDIVISIONS;
|
|
float theta = 0.0f;
|
|
for (int i = 0; i < NUM_SUBDIVISIONS; i++) {
|
|
float theta_prime = atanf((anteriorSwingPhi / lateralSwingPhi) * tanf(theta));
|
|
float phi = (cosf(2.0f * theta_prime) * ((anteriorSwingPhi - lateralSwingPhi) / 2.0f)) + ((anteriorSwingPhi + lateralSwingPhi) / 2.0f);
|
|
minDots.push_back(cosf(phi));
|
|
theta += dTheta;
|
|
}
|
|
stConstraint->setSwingLimits(minDots);
|
|
}
|
|
|
|
void AnimInverseKinematics::initConstraints() {
|
|
if (!_skeleton) {
|
|
}
|
|
// We create constraints for the joints shown here
|
|
// (and their Left counterparts if applicable).
|
|
//
|
|
//
|
|
// O RightHand
|
|
// Head /
|
|
// O /
|
|
// Neck| O RightForeArm
|
|
// O /
|
|
// O | O / RightShoulder
|
|
// O-------O-------O' \|/ 'O
|
|
// Spine2 O RightArm
|
|
// |
|
|
// |
|
|
// Spine1 O
|
|
// |
|
|
// |
|
|
// Spine O
|
|
// y |
|
|
// | |
|
|
// | O---O---O RightUpLeg
|
|
// z | | Hips2 |
|
|
// \ | | |
|
|
// \| | |
|
|
// x -----+ O O RightLeg
|
|
// | |
|
|
// | |
|
|
// | |
|
|
// O O RightFoot
|
|
// / /
|
|
// O--O O--O
|
|
|
|
loadDefaultPoses(_skeleton->getRelativeBindPoses());
|
|
|
|
int numJoints = (int)_defaultRelativePoses.size();
|
|
|
|
/* KEEP THIS CODE for future experimentation
|
|
// compute corresponding absolute poses
|
|
AnimPoseVec absolutePoses;
|
|
absolutePoses.resize(numJoints);
|
|
for (int i = 0; i < numJoints; ++i) {
|
|
int parentIndex = _skeleton->getParentIndex(i);
|
|
if (parentIndex < 0) {
|
|
absolutePoses[i] = _defaultRelativePoses[i];
|
|
} else {
|
|
absolutePoses[i] = absolutePoses[parentIndex] * _defaultRelativePoses[i];
|
|
}
|
|
}
|
|
*/
|
|
|
|
clearConstraints();
|
|
for (int i = 0; i < numJoints; ++i) {
|
|
// compute the joint's baseName and remember whether its prefix was "Left" or not
|
|
QString baseName = _skeleton->getJointName(i);
|
|
bool isLeft = baseName.startsWith("Left", Qt::CaseSensitive);
|
|
float mirror = isLeft ? -1.0f : 1.0f;
|
|
if (isLeft) {
|
|
baseName.remove(0, 4);
|
|
} else if (baseName.startsWith("Right", Qt::CaseSensitive)) {
|
|
baseName.remove(0, 5);
|
|
}
|
|
|
|
RotationConstraint* constraint = nullptr;
|
|
if (0 == baseName.compare("Arm", Qt::CaseSensitive)) {
|
|
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
|
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
|
stConstraint->setTwistLimits(-PI / 2.0f, PI / 2.0f);
|
|
|
|
/* KEEP THIS CODE for future experimentation
|
|
// these directions are approximate swing limits in root-frame
|
|
// NOTE: they don't need to be normalized
|
|
std::vector<glm::vec3> swungDirections;
|
|
swungDirections.push_back(glm::vec3(mirror * 1.0f, 1.0f, 1.0f));
|
|
swungDirections.push_back(glm::vec3(mirror * 1.0f, 0.0f, 1.0f));
|
|
swungDirections.push_back(glm::vec3(mirror * 1.0f, -1.0f, 0.5f));
|
|
swungDirections.push_back(glm::vec3(mirror * 0.0f, -1.0f, 0.0f));
|
|
swungDirections.push_back(glm::vec3(mirror * 0.0f, -1.0f, -1.0f));
|
|
swungDirections.push_back(glm::vec3(mirror * -0.5f, 0.0f, -1.0f));
|
|
swungDirections.push_back(glm::vec3(mirror * 0.0f, 1.0f, -1.0f));
|
|
swungDirections.push_back(glm::vec3(mirror * 0.0f, 1.0f, 0.0f));
|
|
|
|
// rotate directions into joint-frame
|
|
glm::quat invAbsoluteRotation = glm::inverse(absolutePoses[i].rot);
|
|
int numDirections = (int)swungDirections.size();
|
|
for (int j = 0; j < numDirections; ++j) {
|
|
swungDirections[j] = invAbsoluteRotation * swungDirections[j];
|
|
}
|
|
stConstraint->setSwingLimits(swungDirections);
|
|
*/
|
|
|
|
// simple cone
|
|
std::vector<float> minDots;
|
|
const float MAX_HAND_SWING = PI / 2.0f;
|
|
minDots.push_back(cosf(MAX_HAND_SWING));
|
|
stConstraint->setSwingLimits(minDots);
|
|
|
|
constraint = static_cast<RotationConstraint*>(stConstraint);
|
|
} else if (0 == baseName.compare("UpLeg", Qt::CaseSensitive)) {
|
|
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
|
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
|
stConstraint->setTwistLimits(-PI / 4.0f, PI / 4.0f);
|
|
|
|
std::vector<glm::vec3> swungDirections;
|
|
float deltaTheta = PI / 4.0f;
|
|
float theta = 0.0f;
|
|
swungDirections.push_back(glm::vec3(mirror * cosf(theta), 1.0f, sinf(theta))); // posterior
|
|
theta += deltaTheta;
|
|
swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta)));
|
|
theta += deltaTheta;
|
|
swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta)));
|
|
theta += deltaTheta;
|
|
swungDirections.push_back(glm::vec3(mirror * cosf(theta), -1.5f, sinf(theta)));
|
|
theta += deltaTheta;
|
|
swungDirections.push_back(glm::vec3(mirror * cosf(theta), -3.0f, sinf(theta))); // anterior
|
|
theta += deltaTheta;
|
|
swungDirections.push_back(glm::vec3(mirror * cosf(theta), -1.5f, sinf(theta)));
|
|
theta += deltaTheta;
|
|
swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta)));
|
|
theta += deltaTheta;
|
|
swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta)));
|
|
|
|
std::vector<float> minDots;
|
|
for (size_t i = 0; i < swungDirections.size(); i++) {
|
|
minDots.push_back(glm::dot(glm::normalize(swungDirections[i]), Vectors::UNIT_Y));
|
|
}
|
|
stConstraint->setSwingLimits(minDots);
|
|
|
|
/*
|
|
// simple cone
|
|
std::vector<float> minDots;
|
|
const float MAX_HAND_SWING = 2.9f; // 170 deg //2 * PI / 3.0f;
|
|
minDots.push_back(cosf(MAX_HAND_SWING));
|
|
stConstraint->setSwingLimits(minDots);
|
|
*/
|
|
|
|
constraint = static_cast<RotationConstraint*>(stConstraint);
|
|
} else if (0 == baseName.compare("Hand", Qt::CaseSensitive)) {
|
|
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
|
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
|
stConstraint->setTwistLimits(0.0f, 0.0f); // max == min, disables twist limits
|
|
|
|
/* KEEP THIS CODE for future experimentation -- twist limits for hands
|
|
const float MAX_HAND_TWIST = 3.0f * PI / 5.0f;
|
|
const float MIN_HAND_TWIST = -PI / 2.0f;
|
|
if (isLeft) {
|
|
stConstraint->setTwistLimits(-MAX_HAND_TWIST, -MIN_HAND_TWIST);
|
|
} else {
|
|
stConstraint->setTwistLimits(MIN_HAND_TWIST, MAX_HAND_TWIST);
|
|
}
|
|
*/
|
|
|
|
/* KEEP THIS CODE for future experimentation -- non-symmetrical swing limits for wrist
|
|
* a more complicated wrist with asymmetric cone
|
|
// these directions are approximate swing limits in parent-frame
|
|
// NOTE: they don't need to be normalized
|
|
std::vector<glm::vec3> swungDirections;
|
|
swungDirections.push_back(glm::vec3(1.0f, 1.0f, 0.0f));
|
|
swungDirections.push_back(glm::vec3(0.75f, 1.0f, -1.0f));
|
|
swungDirections.push_back(glm::vec3(-0.75f, 1.0f, -1.0f));
|
|
swungDirections.push_back(glm::vec3(-1.0f, 1.0f, 0.0f));
|
|
swungDirections.push_back(glm::vec3(-0.75f, 1.0f, 1.0f));
|
|
swungDirections.push_back(glm::vec3(0.75f, 1.0f, 1.0f));
|
|
|
|
// rotate directions into joint-frame
|
|
glm::quat invRelativeRotation = glm::inverse(_defaultRelativePoses[i].rot);
|
|
int numDirections = (int)swungDirections.size();
|
|
for (int j = 0; j < numDirections; ++j) {
|
|
swungDirections[j] = invRelativeRotation * swungDirections[j];
|
|
}
|
|
stConstraint->setSwingLimits(swungDirections);
|
|
*/
|
|
|
|
// simple cone
|
|
std::vector<float> minDots;
|
|
const float MAX_HAND_SWING = PI / 2.0f;
|
|
minDots.push_back(cosf(MAX_HAND_SWING));
|
|
stConstraint->setSwingLimits(minDots);
|
|
|
|
constraint = static_cast<RotationConstraint*>(stConstraint);
|
|
} else if (baseName.startsWith("Shoulder", Qt::CaseSensitive)) {
|
|
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
|
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
|
const float MAX_SHOULDER_TWIST = PI / 10.0f;
|
|
stConstraint->setTwistLimits(-MAX_SHOULDER_TWIST, MAX_SHOULDER_TWIST);
|
|
|
|
std::vector<float> minDots;
|
|
const float MAX_SHOULDER_SWING = PI / 12.0f;
|
|
minDots.push_back(cosf(MAX_SHOULDER_SWING));
|
|
stConstraint->setSwingLimits(minDots);
|
|
|
|
constraint = static_cast<RotationConstraint*>(stConstraint);
|
|
} else if (baseName.startsWith("Spine", Qt::CaseSensitive)) {
|
|
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
|
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
|
const float MAX_SPINE_TWIST = PI / 20.0f;
|
|
stConstraint->setTwistLimits(-MAX_SPINE_TWIST, MAX_SPINE_TWIST);
|
|
|
|
// limit lateral swings more then forward-backward swings
|
|
const float MAX_SPINE_LATERAL_SWING = PI / 15.0f;
|
|
const float MAX_SPINE_ANTERIOR_SWING = PI / 10.0f;
|
|
setEllipticalSwingLimits(stConstraint, MAX_SPINE_LATERAL_SWING, MAX_SPINE_ANTERIOR_SWING);
|
|
|
|
if (0 == baseName.compare("Spine1", Qt::CaseSensitive)
|
|
|| 0 == baseName.compare("Spine", Qt::CaseSensitive)) {
|
|
stConstraint->setLowerSpine(true);
|
|
}
|
|
|
|
constraint = static_cast<RotationConstraint*>(stConstraint);
|
|
|
|
} else if (0 == baseName.compare("Neck", Qt::CaseSensitive)) {
|
|
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
|
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
|
const float MAX_NECK_TWIST = PI / 8.0f;
|
|
stConstraint->setTwistLimits(-MAX_NECK_TWIST, MAX_NECK_TWIST);
|
|
|
|
// limit lateral swings more then forward-backward swings
|
|
const float MAX_NECK_LATERAL_SWING = PI / 12.0f;
|
|
const float MAX_NECK_ANTERIOR_SWING = PI / 10.0f;
|
|
setEllipticalSwingLimits(stConstraint, MAX_NECK_LATERAL_SWING, MAX_NECK_ANTERIOR_SWING);
|
|
|
|
constraint = static_cast<RotationConstraint*>(stConstraint);
|
|
} else if (0 == baseName.compare("Head", Qt::CaseSensitive)) {
|
|
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
|
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
|
const float MAX_HEAD_TWIST = PI / 6.0f;
|
|
stConstraint->setTwistLimits(-MAX_HEAD_TWIST, MAX_HEAD_TWIST);
|
|
|
|
// limit lateral swings more then forward-backward swings
|
|
const float MAX_NECK_LATERAL_SWING = PI / 4.0f;
|
|
const float MAX_NECK_ANTERIOR_SWING = PI / 3.0f;
|
|
setEllipticalSwingLimits(stConstraint, MAX_NECK_LATERAL_SWING, MAX_NECK_ANTERIOR_SWING);
|
|
|
|
constraint = static_cast<RotationConstraint*>(stConstraint);
|
|
} else if (0 == baseName.compare("ForeArm", Qt::CaseSensitive)) {
|
|
// The elbow joint rotates about the parent-frame's zAxis (-zAxis) for the Right (Left) arm.
|
|
ElbowConstraint* eConstraint = new ElbowConstraint();
|
|
glm::quat referenceRotation = _defaultRelativePoses[i].rot();
|
|
eConstraint->setReferenceRotation(referenceRotation);
|
|
|
|
// we determine the max/min angles by rotating the swing limit lines from parent- to child-frame
|
|
// then measure the angles to swing the yAxis into alignment
|
|
glm::vec3 hingeAxis = - mirror * Vectors::UNIT_Z;
|
|
const float MIN_ELBOW_ANGLE = 0.05f;
|
|
const float MAX_ELBOW_ANGLE = 11.0f * PI / 12.0f;
|
|
glm::quat invReferenceRotation = glm::inverse(referenceRotation);
|
|
glm::vec3 minSwingAxis = invReferenceRotation * glm::angleAxis(MIN_ELBOW_ANGLE, hingeAxis) * Vectors::UNIT_Y;
|
|
glm::vec3 maxSwingAxis = invReferenceRotation * glm::angleAxis(MAX_ELBOW_ANGLE, hingeAxis) * Vectors::UNIT_Y;
|
|
|
|
// for the rest of the math we rotate hingeAxis into the child frame
|
|
hingeAxis = referenceRotation * hingeAxis;
|
|
eConstraint->setHingeAxis(hingeAxis);
|
|
|
|
glm::vec3 projectedYAxis = glm::normalize(Vectors::UNIT_Y - glm::dot(Vectors::UNIT_Y, hingeAxis) * hingeAxis);
|
|
float minAngle = acosf(glm::dot(projectedYAxis, minSwingAxis));
|
|
if (glm::dot(hingeAxis, glm::cross(projectedYAxis, minSwingAxis)) < 0.0f) {
|
|
minAngle = - minAngle;
|
|
}
|
|
float maxAngle = acosf(glm::dot(projectedYAxis, maxSwingAxis));
|
|
if (glm::dot(hingeAxis, glm::cross(projectedYAxis, maxSwingAxis)) < 0.0f) {
|
|
maxAngle = - maxAngle;
|
|
}
|
|
eConstraint->setAngleLimits(minAngle, maxAngle);
|
|
|
|
constraint = static_cast<RotationConstraint*>(eConstraint);
|
|
} else if (0 == baseName.compare("Leg", Qt::CaseSensitive)) {
|
|
// The knee joint rotates about the parent-frame's -xAxis.
|
|
ElbowConstraint* eConstraint = new ElbowConstraint();
|
|
glm::quat referenceRotation = _defaultRelativePoses[i].rot();
|
|
eConstraint->setReferenceRotation(referenceRotation);
|
|
glm::vec3 hingeAxis = -1.0f * Vectors::UNIT_X;
|
|
|
|
// we determine the max/min angles by rotating the swing limit lines from parent- to child-frame
|
|
// then measure the angles to swing the yAxis into alignment
|
|
const float MIN_KNEE_ANGLE = 0.097f; // ~5 deg
|
|
const float MAX_KNEE_ANGLE = 7.0f * PI / 8.0f;
|
|
glm::quat invReferenceRotation = glm::inverse(referenceRotation);
|
|
glm::vec3 minSwingAxis = invReferenceRotation * glm::angleAxis(MIN_KNEE_ANGLE, hingeAxis) * Vectors::UNIT_Y;
|
|
glm::vec3 maxSwingAxis = invReferenceRotation * glm::angleAxis(MAX_KNEE_ANGLE, hingeAxis) * Vectors::UNIT_Y;
|
|
|
|
// for the rest of the math we rotate hingeAxis into the child frame
|
|
hingeAxis = referenceRotation * hingeAxis;
|
|
eConstraint->setHingeAxis(hingeAxis);
|
|
|
|
glm::vec3 projectedYAxis = glm::normalize(Vectors::UNIT_Y - glm::dot(Vectors::UNIT_Y, hingeAxis) * hingeAxis);
|
|
float minAngle = acosf(glm::dot(projectedYAxis, minSwingAxis));
|
|
if (glm::dot(hingeAxis, glm::cross(projectedYAxis, minSwingAxis)) < 0.0f) {
|
|
minAngle = - minAngle;
|
|
}
|
|
float maxAngle = acosf(glm::dot(projectedYAxis, maxSwingAxis));
|
|
if (glm::dot(hingeAxis, glm::cross(projectedYAxis, maxSwingAxis)) < 0.0f) {
|
|
maxAngle = - maxAngle;
|
|
}
|
|
eConstraint->setAngleLimits(minAngle, maxAngle);
|
|
|
|
constraint = static_cast<RotationConstraint*>(eConstraint);
|
|
} else if (0 == baseName.compare("Foot", Qt::CaseSensitive)) {
|
|
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
|
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
|
stConstraint->setTwistLimits(-PI / 4.0f, PI / 4.0f);
|
|
|
|
// these directions are approximate swing limits in parent-frame
|
|
// NOTE: they don't need to be normalized
|
|
std::vector<glm::vec3> swungDirections;
|
|
swungDirections.push_back(Vectors::UNIT_Y);
|
|
swungDirections.push_back(Vectors::UNIT_X);
|
|
swungDirections.push_back(glm::vec3(1.0f, 1.0f, 1.0f));
|
|
swungDirections.push_back(glm::vec3(1.0f, 1.0f, -1.0f));
|
|
|
|
// rotate directions into joint-frame
|
|
glm::quat invRelativeRotation = glm::inverse(_defaultRelativePoses[i].rot());
|
|
int numDirections = (int)swungDirections.size();
|
|
for (int j = 0; j < numDirections; ++j) {
|
|
swungDirections[j] = invRelativeRotation * swungDirections[j];
|
|
}
|
|
stConstraint->setSwingLimits(swungDirections);
|
|
|
|
constraint = static_cast<RotationConstraint*>(stConstraint);
|
|
}
|
|
if (constraint) {
|
|
_constraints[i] = constraint;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AnimInverseKinematics::initLimitCenterPoses() {
|
|
assert(_skeleton);
|
|
_limitCenterPoses.reserve(_skeleton->getNumJoints());
|
|
for (int i = 0; i < _skeleton->getNumJoints(); i++) {
|
|
AnimPose pose = _skeleton->getRelativeDefaultPose(i);
|
|
RotationConstraint* constraint = getConstraint(i);
|
|
if (constraint) {
|
|
pose.rot() = constraint->computeCenterRotation();
|
|
}
|
|
_limitCenterPoses.push_back(pose);
|
|
}
|
|
|
|
// The limit center rotations for the LeftArm and RightArm form a t-pose.
|
|
// In order for the elbows to look more natural, we rotate them down by the avatar's sides
|
|
const float UPPER_ARM_THETA = PI / 3.0f; // 60 deg
|
|
int leftArmIndex = _skeleton->nameToJointIndex("LeftArm");
|
|
const glm::quat armRot = glm::angleAxis(UPPER_ARM_THETA, Vectors::UNIT_X);
|
|
if (leftArmIndex >= 0 && leftArmIndex < (int)_limitCenterPoses.size()) {
|
|
_limitCenterPoses[leftArmIndex].rot() = _limitCenterPoses[leftArmIndex].rot() * armRot;
|
|
}
|
|
int rightArmIndex = _skeleton->nameToJointIndex("RightArm");
|
|
if (rightArmIndex >= 0 && rightArmIndex < (int)_limitCenterPoses.size()) {
|
|
_limitCenterPoses[rightArmIndex].rot() = _limitCenterPoses[rightArmIndex].rot() * armRot;
|
|
}
|
|
}
|
|
|
|
void AnimInverseKinematics::setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) {
|
|
AnimNode::setSkeletonInternal(skeleton);
|
|
|
|
// invalidate all targetVars
|
|
for (auto& targetVar: _targetVarVec) {
|
|
targetVar.jointIndex = -1;
|
|
}
|
|
|
|
_maxTargetIndex = -1;
|
|
|
|
for (auto& accumulator: _rotationAccumulators) {
|
|
accumulator.clearAndClean();
|
|
}
|
|
for (auto& accumulator: _translationAccumulators) {
|
|
accumulator.clearAndClean();
|
|
}
|
|
|
|
if (skeleton) {
|
|
initConstraints();
|
|
initLimitCenterPoses();
|
|
_headIndex = _skeleton->nameToJointIndex("Head");
|
|
_hipsIndex = _skeleton->nameToJointIndex("Hips");
|
|
|
|
// also cache the _hipsParentIndex for later
|
|
if (_hipsIndex >= 0) {
|
|
_hipsParentIndex = _skeleton->getParentIndex(_hipsIndex);
|
|
} else {
|
|
_hipsParentIndex = -1;
|
|
}
|
|
|
|
_leftHandIndex = _skeleton->nameToJointIndex("LeftHand");
|
|
_rightHandIndex = _skeleton->nameToJointIndex("RightHand");
|
|
} else {
|
|
clearConstraints();
|
|
_headIndex = -1;
|
|
_hipsIndex = -1;
|
|
_hipsParentIndex = -1;
|
|
_leftHandIndex = -1;
|
|
_rightHandIndex = -1;
|
|
}
|
|
|
|
_uncontrolledLeftHandPose = AnimPose();
|
|
_uncontrolledRightHandPose = AnimPose();
|
|
_uncontrolledHipsPose = AnimPose();
|
|
}
|
|
|
|
static glm::vec3 sphericalToCartesian(float phi, float theta) {
|
|
float cos_phi = cosf(phi);
|
|
float sin_phi = sinf(phi);
|
|
return glm::vec3(sin_phi * cosf(theta), cos_phi, sin_phi * sinf(theta));
|
|
}
|
|
|
|
void AnimInverseKinematics::debugDrawRelativePoses(const AnimContext& context) const {
|
|
AnimPoseVec poses = _relativePoses;
|
|
|
|
// convert relative poses to absolute
|
|
_skeleton->convertRelativePosesToAbsolute(poses);
|
|
|
|
mat4 geomToWorldMatrix = context.getRigToWorldMatrix() * context.getGeometryToRigMatrix();
|
|
|
|
const vec4 RED(1.0f, 0.0f, 0.0f, 1.0f);
|
|
const vec4 GREEN(0.0f, 1.0f, 0.0f, 1.0f);
|
|
const vec4 BLUE(0.0f, 0.0f, 1.0f, 1.0f);
|
|
const vec4 GRAY(0.2f, 0.2f, 0.2f, 1.0f);
|
|
const float AXIS_LENGTH = 2.0f; // cm
|
|
|
|
// draw each pose
|
|
for (int i = 0; i < (int)poses.size(); i++) {
|
|
|
|
// transform local axes into world space.
|
|
auto pose = poses[i];
|
|
glm::vec3 xAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_X);
|
|
glm::vec3 yAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Y);
|
|
glm::vec3 zAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Z);
|
|
glm::vec3 pos = transformPoint(geomToWorldMatrix, pose.trans());
|
|
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * xAxis, RED);
|
|
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * yAxis, GREEN);
|
|
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * zAxis, BLUE);
|
|
|
|
// draw line to parent
|
|
int parentIndex = _skeleton->getParentIndex(i);
|
|
if (parentIndex != -1) {
|
|
glm::vec3 parentPos = transformPoint(geomToWorldMatrix, poses[parentIndex].trans());
|
|
DebugDraw::getInstance().drawRay(pos, parentPos, GRAY);
|
|
}
|
|
}
|
|
}
|
|
|
|
void AnimInverseKinematics::debugDrawIKChain(std::map<int, DebugJoint>& debugJointMap, const AnimContext& context) const {
|
|
AnimPoseVec poses = _relativePoses;
|
|
|
|
// copy debug joint rotations into the relative poses
|
|
for (auto& debugJoint : debugJointMap) {
|
|
poses[debugJoint.first].rot() = debugJoint.second.relRot;
|
|
poses[debugJoint.first].trans() = debugJoint.second.relTrans;
|
|
}
|
|
|
|
// convert relative poses to absolute
|
|
_skeleton->convertRelativePosesToAbsolute(poses);
|
|
|
|
mat4 geomToWorldMatrix = context.getRigToWorldMatrix() * context.getGeometryToRigMatrix();
|
|
|
|
const vec4 RED(1.0f, 0.0f, 0.0f, 1.0f);
|
|
const vec4 GREEN(0.0f, 1.0f, 0.0f, 1.0f);
|
|
const vec4 BLUE(0.0f, 0.0f, 1.0f, 1.0f);
|
|
const vec4 GRAY(0.2f, 0.2f, 0.2f, 1.0f);
|
|
const float AXIS_LENGTH = 2.0f; // cm
|
|
|
|
// draw each pose
|
|
for (int i = 0; i < (int)poses.size(); i++) {
|
|
|
|
// only draw joints that are actually in debugJointMap, or their parents
|
|
auto iter = debugJointMap.find(i);
|
|
auto parentIter = debugJointMap.find(_skeleton->getParentIndex(i));
|
|
if (iter != debugJointMap.end() || parentIter != debugJointMap.end()) {
|
|
|
|
// transform local axes into world space.
|
|
auto pose = poses[i];
|
|
glm::vec3 xAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_X);
|
|
glm::vec3 yAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Y);
|
|
glm::vec3 zAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Z);
|
|
glm::vec3 pos = transformPoint(geomToWorldMatrix, pose.trans());
|
|
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * xAxis, RED);
|
|
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * yAxis, GREEN);
|
|
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * zAxis, BLUE);
|
|
|
|
// draw line to parent
|
|
int parentIndex = _skeleton->getParentIndex(i);
|
|
if (parentIndex != -1) {
|
|
glm::vec3 parentPos = transformPoint(geomToWorldMatrix, poses[parentIndex].trans());
|
|
glm::vec4 color = GRAY;
|
|
|
|
// draw constrained joints with a RED link to their parent.
|
|
if (parentIter != debugJointMap.end() && parentIter->second.constrained) {
|
|
color = RED;
|
|
}
|
|
DebugDraw::getInstance().drawRay(pos, parentPos, color);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) const {
|
|
if (_skeleton) {
|
|
const vec4 RED(1.0f, 0.0f, 0.0f, 1.0f);
|
|
const vec4 GREEN(0.0f, 1.0f, 0.0f, 1.0f);
|
|
const vec4 BLUE(0.0f, 0.0f, 1.0f, 1.0f);
|
|
const vec4 PURPLE(0.5f, 0.0f, 1.0f, 1.0f);
|
|
const vec4 CYAN(0.0f, 1.0f, 1.0f, 1.0f);
|
|
const vec4 GRAY(0.2f, 0.2f, 0.2f, 1.0f);
|
|
const vec4 MAGENTA(1.0f, 0.0f, 1.0f, 1.0f);
|
|
const float AXIS_LENGTH = 5.0f; // cm
|
|
const float TWIST_LENGTH = 4.0f; // cm
|
|
const float HINGE_LENGTH = 4.0f; // cm
|
|
const float SWING_LENGTH = 4.0f; // cm
|
|
|
|
AnimPoseVec poses = _relativePoses;
|
|
|
|
// convert relative poses to absolute
|
|
_skeleton->convertRelativePosesToAbsolute(poses);
|
|
|
|
mat4 geomToWorldMatrix = context.getRigToWorldMatrix() * context.getGeometryToRigMatrix();
|
|
|
|
// draw each pose and constraint
|
|
for (int i = 0; i < (int)poses.size(); i++) {
|
|
// transform local axes into world space.
|
|
auto pose = poses[i];
|
|
glm::vec3 xAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_X);
|
|
glm::vec3 yAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Y);
|
|
glm::vec3 zAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Z);
|
|
glm::vec3 pos = transformPoint(geomToWorldMatrix, pose.trans());
|
|
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * xAxis, RED);
|
|
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * yAxis, GREEN);
|
|
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * zAxis, BLUE);
|
|
|
|
// draw line to parent
|
|
int parentIndex = _skeleton->getParentIndex(i);
|
|
if (parentIndex != -1) {
|
|
glm::vec3 parentPos = transformPoint(geomToWorldMatrix, poses[parentIndex].trans());
|
|
DebugDraw::getInstance().drawRay(pos, parentPos, GRAY);
|
|
}
|
|
|
|
glm::quat parentAbsRot;
|
|
if (parentIndex != -1) {
|
|
parentAbsRot = poses[parentIndex].rot();
|
|
}
|
|
|
|
const RotationConstraint* constraint = getConstraint(i);
|
|
if (constraint) {
|
|
glm::quat refRot = constraint->getReferenceRotation();
|
|
const ElbowConstraint* elbowConstraint = dynamic_cast<const ElbowConstraint*>(constraint);
|
|
if (elbowConstraint) {
|
|
glm::vec3 hingeAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * elbowConstraint->getHingeAxis());
|
|
DebugDraw::getInstance().drawRay(pos, pos + HINGE_LENGTH * hingeAxis, MAGENTA);
|
|
|
|
// draw elbow constraints
|
|
glm::quat minRot = glm::angleAxis(elbowConstraint->getMinAngle(), elbowConstraint->getHingeAxis());
|
|
glm::quat maxRot = glm::angleAxis(elbowConstraint->getMaxAngle(), elbowConstraint->getHingeAxis());
|
|
|
|
const int NUM_SWING_STEPS = 10;
|
|
for (int i = 0; i < NUM_SWING_STEPS + 1; i++) {
|
|
glm::quat rot = glm::normalize(glm::lerp(minRot, maxRot, i * (1.0f / NUM_SWING_STEPS)));
|
|
glm::vec3 axis = transformVectorFast(geomToWorldMatrix, parentAbsRot * rot * refRot * Vectors::UNIT_Y);
|
|
DebugDraw::getInstance().drawRay(pos, pos + TWIST_LENGTH * axis, CYAN);
|
|
}
|
|
|
|
} else {
|
|
const SwingTwistConstraint* swingTwistConstraint = dynamic_cast<const SwingTwistConstraint*>(constraint);
|
|
if (swingTwistConstraint) {
|
|
// twist constraints
|
|
|
|
glm::vec3 hingeAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * Vectors::UNIT_Y);
|
|
DebugDraw::getInstance().drawRay(pos, pos + HINGE_LENGTH * hingeAxis, MAGENTA);
|
|
|
|
glm::quat minRot = glm::angleAxis(swingTwistConstraint->getMinTwist(), refRot * Vectors::UNIT_Y);
|
|
glm::quat maxRot = glm::angleAxis(swingTwistConstraint->getMaxTwist(), refRot * Vectors::UNIT_Y);
|
|
|
|
const int NUM_SWING_STEPS = 10;
|
|
for (int i = 0; i < NUM_SWING_STEPS + 1; i++) {
|
|
glm::quat rot = glm::normalize(glm::lerp(minRot, maxRot, i * (1.0f / NUM_SWING_STEPS)));
|
|
glm::vec3 axis = transformVectorFast(geomToWorldMatrix, parentAbsRot * rot * refRot * Vectors::UNIT_X);
|
|
DebugDraw::getInstance().drawRay(pos, pos + TWIST_LENGTH * axis, CYAN);
|
|
}
|
|
|
|
// draw swing constraints.
|
|
const size_t NUM_MIN_DOTS = swingTwistConstraint->getMinDots().size();
|
|
const float D_THETA = TWO_PI / (NUM_MIN_DOTS - 1);
|
|
const float PI_2 = PI / 2.0f;
|
|
float theta = 0.0f;
|
|
for (size_t i = 0, j = NUM_MIN_DOTS - 2; i < NUM_MIN_DOTS - 1; j = i, i++, theta += D_THETA) {
|
|
// compute swing rotation from theta and phi angles.
|
|
float phi = acosf(swingTwistConstraint->getMinDots()[i]);
|
|
glm::vec3 swungAxis = sphericalToCartesian(phi, theta - PI_2);
|
|
glm::vec3 worldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * swungAxis);
|
|
glm::vec3 swingTip = pos + SWING_LENGTH * worldSwungAxis;
|
|
|
|
float prevPhi = acos(swingTwistConstraint->getMinDots()[j]);
|
|
float prevTheta = theta - D_THETA;
|
|
glm::vec3 prevSwungAxis = sphericalToCartesian(prevPhi, prevTheta - PI_2);
|
|
glm::vec3 prevWorldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * prevSwungAxis);
|
|
glm::vec3 prevSwingTip = pos + SWING_LENGTH * prevWorldSwungAxis;
|
|
|
|
DebugDraw::getInstance().drawRay(pos, swingTip, PURPLE);
|
|
DebugDraw::getInstance().drawRay(prevSwingTip, swingTip, PURPLE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// for bones under IK, blend between previous solution (_relativePoses) to targetPoses
|
|
// for bones NOT under IK, copy directly from underPoses.
|
|
// mutates _relativePoses.
|
|
void AnimInverseKinematics::blendToPoses(const AnimPoseVec& targetPoses, const AnimPoseVec& underPoses, float blendFactor) {
|
|
// relax toward poses
|
|
int numJoints = (int)_relativePoses.size();
|
|
for (int i = 0; i < numJoints; ++i) {
|
|
float dotSign = copysignf(1.0f, glm::dot(_relativePoses[i].rot(), targetPoses[i].rot()));
|
|
if (_rotationAccumulators[i].isDirty()) {
|
|
// this joint is affected by IK --> blend toward the targetPoses rotation
|
|
_relativePoses[i].rot() = glm::normalize(glm::lerp(_relativePoses[i].rot(), dotSign * targetPoses[i].rot(), blendFactor));
|
|
} else {
|
|
// this joint is NOT affected by IK --> slam to underPoses rotation
|
|
_relativePoses[i].rot() = underPoses[i].rot();
|
|
}
|
|
_relativePoses[i].trans() = underPoses[i].trans();
|
|
}
|
|
}
|
|
|
|
void AnimInverseKinematics::initRelativePosesFromSolutionSource(SolutionSource solutionSource, const AnimPoseVec& underPoses) {
|
|
const float RELAX_BLEND_FACTOR = (1.0f / 16.0f);
|
|
const float COPY_BLEND_FACTOR = 1.0f;
|
|
switch (solutionSource) {
|
|
default:
|
|
case SolutionSource::RelaxToUnderPoses:
|
|
blendToPoses(underPoses, underPoses, RELAX_BLEND_FACTOR);
|
|
break;
|
|
case SolutionSource::RelaxToLimitCenterPoses:
|
|
blendToPoses(_limitCenterPoses, underPoses, RELAX_BLEND_FACTOR);
|
|
break;
|
|
case SolutionSource::PreviousSolution:
|
|
// do nothing... _relativePoses is already the previous solution
|
|
break;
|
|
case SolutionSource::UnderPoses:
|
|
_relativePoses = underPoses;
|
|
break;
|
|
case SolutionSource::LimitCenterPoses:
|
|
// essentially copy limitCenterPoses over to _relativePoses.
|
|
blendToPoses(_limitCenterPoses, underPoses, COPY_BLEND_FACTOR);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void AnimInverseKinematics::debugDrawSpineSplines(const AnimContext& context, const std::vector<IKTarget>& targets) const {
|
|
|
|
for (auto& target : targets) {
|
|
|
|
if (target.getType() != IKTarget::Type::Spline) {
|
|
continue;
|
|
}
|
|
|
|
const int baseIndex = _hipsIndex;
|
|
|
|
// build spline
|
|
AnimPose tipPose = AnimPose(glm::vec3(1.0f), target.getRotation(), target.getTranslation());
|
|
AnimPose basePose = _skeleton->getAbsolutePose(baseIndex, _relativePoses);
|
|
|
|
CubicHermiteSplineFunctorWithArcLength spline;
|
|
if (target.getIndex() == _headIndex) {
|
|
// set gain factors so that more curvature occurs near the tip of the spline.
|
|
const float HIPS_GAIN = 0.5f;
|
|
const float HEAD_GAIN = 1.0f;
|
|
spline = computeSplineFromTipAndBase(tipPose, basePose, HIPS_GAIN, HEAD_GAIN);
|
|
} else {
|
|
spline = computeSplineFromTipAndBase(tipPose, basePose);
|
|
}
|
|
float totalArcLength = spline.arcLength(1.0f);
|
|
|
|
const glm::vec4 RED(1.0f, 0.0f, 0.0f, 1.0f);
|
|
const glm::vec4 WHITE(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
// draw red and white stripped spline, parameterized by arc length.
|
|
// i.e. each stripe should be the same length.
|
|
AnimPose geomToWorldPose = AnimPose(context.getRigToWorldMatrix() * context.getGeometryToRigMatrix());
|
|
const int NUM_SEGMENTS = 20;
|
|
const float dArcLength = totalArcLength / NUM_SEGMENTS;
|
|
float arcLength = 0.0f;
|
|
for (int i = 0; i < NUM_SEGMENTS; i++) {
|
|
float prevT = spline.arcLengthInverse(arcLength);
|
|
float nextT = spline.arcLengthInverse(arcLength + dArcLength);
|
|
DebugDraw::getInstance().drawRay(geomToWorldPose.xformPoint(spline(prevT)), geomToWorldPose.xformPoint(spline(nextT)), (i % 2) == 0 ? RED : WHITE);
|
|
arcLength += dArcLength;
|
|
}
|
|
}
|
|
}
|