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reduce hand IK coupling to hip position
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4 changed files with 44 additions and 18 deletions
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@ -163,7 +163,6 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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}
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// harvest accumulated rotations and apply the average
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const int numJoints = (int)_accumulators.size();
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for (int i = lowestMovedIndex; i < _maxTargetIndex; ++i) {
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if (_accumulators[i].size() > 0) {
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_relativePoses[i].rot = _accumulators[i].getAverage();
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@ -261,16 +260,32 @@ int AnimInverseKinematics::solveTargetWithCCD(const IKTarget& target, AnimPoseVe
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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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if (constraint && constraint->isLowerSpine()) {
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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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const float MIN_AXIS_LENGTH = 1.0e-4f;
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if (axisLength > MIN_AXIS_LENGTH) {
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// compute deltaRotation for alignment (swings tip closer to target)
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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 angle = acosf(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)));
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// NOTE: even when axisLength is not zero (e.g. lever-arm and pivot-arm are not quite aligned) it is
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// still possible for the angle to be zero so we also check that to avoid unnecessary calculations.
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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 fraction (for stability)
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@ -663,6 +678,10 @@ void AnimInverseKinematics::initConstraints() {
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const float MAX_SPINE_SWING = PI / 14.0f;
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minDots.push_back(cosf(MAX_SPINE_SWING));
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stConstraint->setSwingLimits(minDots);
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if (0 == baseName.compare("Spine1", Qt::CaseInsensitive)
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|| 0 == baseName.compare("Spine", Qt::CaseInsensitive)) {
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stConstraint->setLowerSpine(true);
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}
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constraint = static_cast<RotationConstraint*>(stConstraint);
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} else if (baseName.startsWith("Hips2", Qt::CaseInsensitive)) {
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@ -28,6 +28,9 @@ public:
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/// \return true if rotation is clamped
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virtual bool apply(glm::quat& rotation) const = 0;
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/// \return true if this constraint is part of lower spine
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virtual bool isLowerSpine() const { return false; }
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protected:
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glm::quat _referenceRotation = glm::quat();
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};
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@ -123,7 +123,7 @@ void SwingTwistConstraint::setSwingLimits(const std::vector<glm::vec3>& swungDir
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// sort limits by theta
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std::sort(limits.begin(), limits.end());
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// extrapolate evenly distributed limits for fast lookup table
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float deltaTheta = TWO_PI / (float)(numLimits);
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uint32_t rightIndex = 0;
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@ -219,7 +219,7 @@ bool SwingTwistConstraint::apply(glm::quat& rotation) const {
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} else {
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_lastTwistBoundary = LAST_CLAMP_NO_BOUNDARY;
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}
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// clamp the swing
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// The swingAxis is always perpendicular to the reference axis (yAxis in the constraint's frame).
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glm::vec3 swungY = swingRotation * yAxis;
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@ -232,7 +232,7 @@ bool SwingTwistConstraint::apply(glm::quat& rotation) const {
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float theta = atan2f(-swingAxis.z, swingAxis.x);
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float minDot = _swingLimitFunction.getMinDot(theta);
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if (glm::dot(swungY, yAxis) < minDot) {
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// The swing limits are violated so we extract the angle from midDot and
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// The swing limits are violated so we extract the angle from midDot and
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// use it to supply a new rotation.
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swingAxis /= axisLength;
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swingRotation = glm::angleAxis(acosf(minDot), swingAxis);
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@ -18,20 +18,20 @@
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class SwingTwistConstraint : public RotationConstraint {
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public:
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// The SwingTwistConstraint starts in the "referenceRotation" and then measures an initial twist
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// The SwingTwistConstraint starts in the "referenceRotation" and then measures an initial twist
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// about the yAxis followed by a swing about some axis that lies in the XZ plane, such that the twist
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// and swing combine to produce the rotation. Each partial rotation is constrained within limits
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// and swing combine to produce the rotation. Each partial rotation is constrained within limits
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// then used to construct the new final rotation.
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SwingTwistConstraint();
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/// \param minDots vector of minimum dot products between the twist and swung axes
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/// \brief The values are minimum dot-products between the twist axis and the swung axes
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/// \brief The values are minimum dot-products between the twist axis and the swung axes
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/// that correspond to swing axes equally spaced around the XZ plane. Another way to
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/// think about it is that the dot-products correspond to correspond to angles (theta)
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/// about the twist axis ranging from 0 to 2PI-deltaTheta (Note: the cyclic boundary
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/// think about it is that the dot-products correspond to correspond to angles (theta)
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/// about the twist axis ranging from 0 to 2PI-deltaTheta (Note: the cyclic boundary
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/// conditions are handled internally, so don't duplicate the dot-product at 2PI).
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/// See the paper by Quang Liu and Edmond C. Prakash mentioned below for a more detailed
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/// See the paper by Quang Liu and Edmond C. Prakash mentioned below for a more detailed
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/// description of how this works.
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void setSwingLimits(std::vector<float> minDots);
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@ -50,21 +50,24 @@ public:
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/// \return true if rotation is changed
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virtual bool apply(glm::quat& rotation) const override;
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void setLowerSpine(bool lowerSpine) { _lowerSpine = lowerSpine; }
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virtual bool isLowerSpine() const { return _lowerSpine; }
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// SwingLimitFunction is an implementation of the constraint check described in the paper:
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// "The Parameterization of Joint Rotation with the Unit Quaternion" by Quang Liu and Edmond C. Prakash
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class SwingLimitFunction {
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public:
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SwingLimitFunction();
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/// \brief use a uniform conical swing limit
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void setCone(float maxAngle);
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/// \brief use a vector of lookup values for swing limits
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void setMinDots(const std::vector<float>& minDots);
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/// \return minimum dotProduct between reference and swung axes
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float getMinDot(float theta) const;
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protected:
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// the limits are stored in a lookup table with cyclic boundary conditions
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std::vector<float> _minDots;
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@ -84,6 +87,7 @@ protected:
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// We want to remember the LAST clamped boundary, so we an use it even when the far boundary is closer.
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// This reduces "pops" when the input twist angle goes far beyond and wraps around toward the far boundary.
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mutable int _lastTwistBoundary;
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bool _lowerSpine { false };
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};
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#endif // hifi_SwingTwistConstraint_h
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