mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 17:35:08 +02:00
pull from upstream
This commit is contained in:
commit
7194700c0b
15 changed files with 251 additions and 132 deletions
4
cmake/externals/sixense/CMakeLists.txt
vendored
4
cmake/externals/sixense/CMakeLists.txt
vendored
|
@ -47,13 +47,13 @@ if (WIN32)
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elseif(APPLE)
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# FIXME need to account for different architectures
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set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/lib/osx32/libopenvr_api.dylib CACHE TYPE INTERNAL)
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set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/lib/osx_x64/release_dll/libsixense_x64.dylib CACHE TYPE INTERNAL)
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add_paths_to_fixup_libs(${SOURCE_DIR}/bin/osx32)
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elseif(NOT ANDROID)
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# FIXME need to account for different architectures
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set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/lib/linux32/libopenvr_api.so CACHE TYPE INTERNAL)
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set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/lib/linux_x64/release/libsixense_x64.so CACHE TYPE INTERNAL)
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add_paths_to_fixup_libs(${SOURCE_DIR}/bin/linux32)
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endif()
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@ -441,8 +441,6 @@ Menu::Menu() {
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SLOT(toggleConnexion(bool)));
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MenuWrapper* handOptionsMenu = developerMenu->addMenu("Hands");
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::AlignForearmsWithWrists, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::AlternateIK, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHands, 0, true);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::HandMouseInput, 0, true);
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@ -131,8 +131,6 @@ namespace MenuOption {
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const QString AboutApp = "About Interface";
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const QString AddRemoveFriends = "Add/Remove Friends...";
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const QString AddressBar = "Show Address Bar";
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const QString AlignForearmsWithWrists = "Align Forearms with Wrists";
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const QString AlternateIK = "Alternate IK";
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const QString Animations = "Animations...";
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const QString Atmosphere = "Atmosphere";
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const QString Attachments = "Attachments...";
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@ -41,7 +41,7 @@ SkeletonModel::~SkeletonModel() {
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void SkeletonModel::initJointStates(QVector<JointState> states) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
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glm::mat4 rootTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
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int rootJointIndex = geometry.rootJointIndex;
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int leftHandJointIndex = geometry.leftHandJointIndex;
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@ -51,7 +51,7 @@ void SkeletonModel::initJointStates(QVector<JointState> states) {
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int rightElbowJointIndex = rightHandJointIndex >= 0 ? geometry.joints.at(rightHandJointIndex).parentIndex : -1;
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int rightShoulderJointIndex = rightElbowJointIndex >= 0 ? geometry.joints.at(rightElbowJointIndex).parentIndex : -1;
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_rig->initJointStates(states, parentTransform,
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_rig->initJointStates(states, rootTransform,
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rootJointIndex,
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leftHandJointIndex,
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leftElbowJointIndex,
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@ -83,7 +83,7 @@ void SkeletonModel::initJointStates(QVector<JointState> states) {
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// of its root joint and we need that done before we try to build shapes hence we
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// recompute all joint transforms at this time.
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for (int i = 0; i < _rig->getJointStateCount(); i++) {
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_rig->updateJointState(i, parentTransform);
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_rig->updateJointState(i, rootTransform);
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}
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buildShapes();
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@ -157,11 +157,11 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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setBlendshapeCoefficients(_owningAvatar->getHead()->getBlendshapeCoefficients());
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Model::simulate(deltaTime, fullUpdate);
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if (!isActive() || !_owningAvatar->isMyAvatar()) {
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return; // only simulate for own avatar
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}
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MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
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if (myAvatar->isPlaying()) {
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// Don't take inputs if playing back a recording.
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@ -248,40 +248,24 @@ void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position)
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rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector),
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true, PALM_PRIORITY);
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}
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void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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if (jointIndex == -1 || jointIndex >= _rig->getJointStateCount()) {
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return;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
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int parentJointIndex = geometry.joints.at(jointIndex).parentIndex;
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if (parentJointIndex == -1) {
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return;
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}
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// rotate palm to align with its normal (normal points out of hand's palm)
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// the palm's position must be transformed into the model-frame
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glm::quat inverseRotation = glm::inverse(_rotation);
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glm::vec3 palmPosition = inverseRotation * (palm.getPosition() - _translation);
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glm::vec3 palmNormal = inverseRotation * palm.getNormal();
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glm::vec3 fingerDirection = inverseRotation * palm.getFingerDirection();
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glm::quat palmRotation = rotationBetween(geometry.palmDirection, palmNormal);
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palmRotation = rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), fingerDirection) * palmRotation;
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// the palm's "raw" rotation is already in the model-frame
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glm::quat palmRotation = palm.getRawRotation();
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if (Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK)) {
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_rig->setHandPosition(jointIndex, palmPosition, palmRotation, extractUniformScale(_scale), PALM_PRIORITY);
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} else if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
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float forearmLength = geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale);
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glm::vec3 forearm = palmRotation * glm::vec3(sign * forearmLength, 0.0f, 0.0f);
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setJointPosition(parentJointIndex, palmPosition + forearm,
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glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
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_rig->setJointRotationInBindFrame(parentJointIndex, palmRotation, PALM_PRIORITY);
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// lock hand to forearm by slamming its rotation (in parent-frame) to identity
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_rig->setJointRotationInConstrainedFrame(jointIndex, glm::quat(), PALM_PRIORITY);
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} else {
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inverseKinematics(jointIndex, palmPosition, palmRotation, PALM_PRIORITY);
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}
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inverseKinematics(jointIndex, palmPosition, palmRotation, PALM_PRIORITY);
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}
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void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {
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@ -301,13 +285,13 @@ void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {
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_rotation :
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_rotation * _rig->getJointState(joint.parentIndex).getRotation();
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float fanScale = directionSize * 0.75f;
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Transform transform = Transform();
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transform.setTranslation(position);
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transform.setRotation(parentRotation);
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transform.setScale(fanScale);
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batch.setModelTransform(transform);
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const int AXIS_COUNT = 3;
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auto geometryCache = DependencyManager::get<GeometryCache>();
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@ -318,7 +302,7 @@ void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {
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}
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glm::vec3 axis;
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axis[i] = 1.0f;
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glm::vec3 otherAxis;
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if (i == 0) {
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otherAxis.y = 1.0f;
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@ -339,18 +323,18 @@ void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {
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// better if the skeleton model cached these buffers for each of the joints they are rendering
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geometryCache->updateVertices(_triangleFanID, points, color);
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geometryCache->renderVertices(batch, gpu::TRIANGLE_FAN, _triangleFanID);
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}
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renderOrientationDirections(batch, jointIndex, position, _rotation * jointState.getRotation(), directionSize);
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jointIndex = joint.parentIndex;
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} while (jointIndex != -1 && geometry.joints.at(jointIndex).isFree);
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}
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void SkeletonModel::renderOrientationDirections(gpu::Batch& batch, int jointIndex,
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void SkeletonModel::renderOrientationDirections(gpu::Batch& batch, int jointIndex,
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glm::vec3 position, const glm::quat& orientation, float size) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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if (!_jointOrientationLines.contains(jointIndex)) {
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@ -486,7 +470,7 @@ void SkeletonModel::buildShapes() {
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if (_geometry == NULL || _rig->jointStatesEmpty()) {
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return;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (geometry.joints.isEmpty() || geometry.rootJointIndex == -1) {
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// rootJointIndex == -1 if the avatar model has no skeleton
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@ -550,7 +534,7 @@ void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha
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geometryCache->renderSphere(batch, _boundingCapsuleRadius, BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
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glm::vec4(0.6f, 0.6f, 0.8f, alpha));
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// draw a yellow sphere at the capsule bottom point
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// draw a yellow sphere at the capsule bottom point
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glm::vec3 bottomPoint = topPoint - glm::vec3(0.0f, -_boundingCapsuleHeight, 0.0f);
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glm::vec3 axis = topPoint - bottomPoint;
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transform.setTranslation(bottomPoint);
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@ -12,7 +12,7 @@
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#include "AvatarRig.h"
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/// Updates the state of the joint at the specified index.
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void AvatarRig::updateJointState(int index, glm::mat4 parentTransform) {
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void AvatarRig::updateJointState(int index, glm::mat4 rootTransform) {
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if (index < 0 && index >= _jointStates.size()) {
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return; // bail
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}
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@ -21,7 +21,7 @@ void AvatarRig::updateJointState(int index, glm::mat4 parentTransform) {
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// compute model transforms
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if (index == _rootJointIndex) {
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// we always zero-out the translation part of an avatar's root join-transform.
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state.computeTransform(parentTransform);
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state.computeTransform(rootTransform);
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clearJointTransformTranslation(index);
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} else {
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// guard against out-of-bounds access to _jointStates
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@ -21,7 +21,7 @@ class AvatarRig : public Rig {
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public:
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~AvatarRig() {}
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virtual void updateJointState(int index, glm::mat4 parentTransform);
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virtual void updateJointState(int index, glm::mat4 rootTransform);
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virtual void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
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float scale, float priority);
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};
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|
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@ -12,13 +12,13 @@
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#include "EntityRig.h"
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/// Updates the state of the joint at the specified index.
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void EntityRig::updateJointState(int index, glm::mat4 parentTransform) {
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void EntityRig::updateJointState(int index, glm::mat4 rootTransform) {
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JointState& state = _jointStates[index];
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// compute model transforms
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int parentIndex = state.getParentIndex();
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if (parentIndex == -1) {
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state.computeTransform(parentTransform);
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state.computeTransform(rootTransform);
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} else {
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// guard against out-of-bounds access to _jointStates
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if (parentIndex >= 0 && parentIndex < _jointStates.size()) {
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|
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@ -21,7 +21,7 @@ class EntityRig : public Rig {
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public:
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~EntityRig() {}
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virtual void updateJointState(int index, glm::mat4 parentTransform);
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virtual void updateJointState(int index, glm::mat4 rootTransform);
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virtual void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
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float scale, float priority) {}
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};
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|
|
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@ -153,6 +153,24 @@ void JointState::setRotationInBindFrame(const glm::quat& rotation, float priorit
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}
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}
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void JointState::setRotationInModelFrame(const glm::quat& rotationInModelFrame, float priority, bool constrain) {
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// rotation is from bind- to model-frame
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if (priority >= _animationPriority) {
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glm::quat parentRotation = computeParentRotation();
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// R = Rp * Rpre * r * Rpost
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// R' = Rp * Rpre * r' * Rpost
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// r' = (Rp * Rpre)^ * R' * Rpost^
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glm::quat targetRotation = glm::inverse(parentRotation * _preRotation) * rotationInModelFrame * glm::inverse(_postRotation);
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if (constrain && _constraint) {
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_constraint->softClamp(targetRotation, _rotationInConstrainedFrame, 0.5f);
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}
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_rotationInConstrainedFrame = glm::normalize(targetRotation);
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_transformChanged = true;
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_animationPriority = priority;
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}
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}
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void JointState::clearTransformTranslation() {
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_transform[3][0] = 0.0f;
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_transform[3][1] = 0.0f;
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|
|
|
@ -82,6 +82,11 @@ public:
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/// NOTE: the JointState's model-frame transform/rotation are NOT updated!
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void setRotationInBindFrame(const glm::quat& rotation, float priority, bool constrain = false);
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/// \param rotationInModelRame is in model-frame
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/// computes and sets new _rotationInConstrainedFrame to match rotationInModelFrame
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/// NOTE: the JointState's model-frame transform/rotation are NOT updated!
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void setRotationInModelFrame(const glm::quat& rotationInModelFrame, float priority, bool constrain);
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void setRotationInConstrainedFrame(glm::quat targetRotation, float priority, bool constrain = false, float mix = 1.0f);
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void setVisibleRotationInConstrainedFrame(const glm::quat& targetRotation);
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const glm::quat& getRotationInConstrainedFrame() const { return _rotationInConstrainedFrame; }
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|
|
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@ -185,7 +185,7 @@ void Rig::deleteAnimations() {
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_animationHandles.clear();
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}
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void Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform,
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void Rig::initJointStates(QVector<JointState> states, glm::mat4 rootTransform,
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int rootJointIndex,
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int leftHandJointIndex,
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int leftElbowJointIndex,
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|
@ -203,7 +203,7 @@ void Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform,
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_rightElbowJointIndex = rightElbowJointIndex;
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_rightShoulderJointIndex = rightShoulderJointIndex;
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initJointTransforms(parentTransform);
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initJointTransforms(rootTransform);
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int numStates = _jointStates.size();
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for (int i = 0; i < numStates; ++i) {
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|
@ -226,14 +226,14 @@ int Rig::indexOfJoint(const QString& jointName) {
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}
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void Rig::initJointTransforms(glm::mat4 parentTransform) {
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void Rig::initJointTransforms(glm::mat4 rootTransform) {
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// compute model transforms
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int numStates = _jointStates.size();
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for (int i = 0; i < numStates; ++i) {
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JointState& state = _jointStates[i];
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int parentIndex = state.getParentIndex();
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if (parentIndex == -1) {
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state.initTransform(parentTransform);
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state.initTransform(rootTransform);
|
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} else {
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const JointState& parentState = _jointStates.at(parentIndex);
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state.initTransform(parentState.getTransform());
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||||
|
@ -441,7 +441,7 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
|
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_lastPosition = worldPosition;
|
||||
}
|
||||
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||||
void Rig::updateAnimations(float deltaTime, glm::mat4 parentTransform) {
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void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) {
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||||
|
||||
// First normalize the fades so that they sum to 1.0.
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// update the fade data in each animation (not normalized as they are an independent propert of animation)
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|
@ -487,7 +487,7 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 parentTransform) {
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|||
}
|
||||
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
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updateJointState(i, parentTransform);
|
||||
updateJointState(i, rootTransform);
|
||||
}
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
_jointStates[i].resetTransformChanged();
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||||
|
@ -496,7 +496,7 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 parentTransform) {
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|||
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bool Rig::setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation, bool useRotation,
|
||||
int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment, float priority,
|
||||
const QVector<int>& freeLineage, glm::mat4 parentTransform) {
|
||||
const QVector<int>& freeLineage, glm::mat4 rootTransform) {
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return false;
|
||||
}
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||||
|
@ -548,7 +548,7 @@ bool Rig::setJointPosition(int jointIndex, const glm::vec3& position, const glm:
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glm::vec3 positionSum;
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||||
for (int k = j - 1; k > 0; k--) {
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||||
int index = freeLineage.at(k);
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updateJointState(index, parentTransform);
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||||
updateJointState(index, rootTransform);
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||||
positionSum += extractTranslation(_jointStates.at(index).getTransform());
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||||
}
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||||
glm::vec3 projectedCenterOfMass = glm::cross(jointVector,
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||||
|
@ -571,15 +571,15 @@ bool Rig::setJointPosition(int jointIndex, const glm::vec3& position, const glm:
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|||
|
||||
// now update the joint states from the top
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||||
for (int j = freeLineage.size() - 1; j >= 0; j--) {
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||||
updateJointState(freeLineage.at(j), parentTransform);
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||||
updateJointState(freeLineage.at(j), rootTransform);
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||||
}
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||||
|
||||
return true;
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||||
}
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||||
|
||||
void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority,
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||||
const QVector<int>& freeLineage, glm::mat4 parentTransform) {
|
||||
// NOTE: targetRotation is from bind- to model-frame
|
||||
const QVector<int>& freeLineage, glm::mat4 rootTransform) {
|
||||
// NOTE: targetRotation is from in model-frame
|
||||
|
||||
if (endIndex == -1 || _jointStates.isEmpty()) {
|
||||
return;
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||||
|
@ -597,12 +597,27 @@ void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::q
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const JointState& state = _jointStates.at(index);
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||||
int parentIndex = state.getParentIndex();
|
||||
if (parentIndex == -1) {
|
||||
topParentTransform = parentTransform;
|
||||
topParentTransform = rootTransform;
|
||||
} else {
|
||||
topParentTransform = _jointStates[parentIndex].getTransform();
|
||||
}
|
||||
}
|
||||
|
||||
// relax toward default rotation
|
||||
// NOTE: ideally this should use dt and a relaxation timescale to compute how much to relax
|
||||
for (int j = 0; j < numFree; j++) {
|
||||
int nextIndex = freeLineage.at(j);
|
||||
JointState& nextState = _jointStates[nextIndex];
|
||||
if (! nextState.getIsFree()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Apply the zero rotationDelta, but use mixRotationDelta() which blends a bit of the default pose
|
||||
// in the process. This provides stability to the IK solution for most models.
|
||||
float mixFactor = 0.08f;
|
||||
nextState.mixRotationDelta(glm::quat(), mixFactor, priority);
|
||||
}
|
||||
|
||||
// this is a cyclic coordinate descent algorithm: see
|
||||
// http://www.ryanjuckett.com/programming/animation/21-cyclic-coordinate-descent-in-2d
|
||||
|
||||
|
@ -611,7 +626,7 @@ void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::q
|
|||
glm::vec3 endPosition = endState.getPosition();
|
||||
float distanceToGo = glm::distance(targetPosition, endPosition);
|
||||
|
||||
const int MAX_ITERATION_COUNT = 2;
|
||||
const int MAX_ITERATION_COUNT = 3;
|
||||
const float ACCEPTABLE_IK_ERROR = 0.005f; // 5mm
|
||||
int numIterations = 0;
|
||||
do {
|
||||
|
@ -649,7 +664,7 @@ void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::q
|
|||
|
||||
float gravityAngle = glm::angle(gravityDelta);
|
||||
const float MIN_GRAVITY_ANGLE = 0.1f;
|
||||
float mixFactor = 0.5f;
|
||||
float mixFactor = 0.1f;
|
||||
if (gravityAngle < MIN_GRAVITY_ANGLE) {
|
||||
// the final rotation is a mix of the two
|
||||
mixFactor = 0.5f * gravityAngle / MIN_GRAVITY_ANGLE;
|
||||
|
@ -657,11 +672,10 @@ void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::q
|
|||
deltaRotation = safeMix(deltaRotation, gravityDelta, mixFactor);
|
||||
}
|
||||
|
||||
// Apply the rotation, but use mixRotationDelta() which blends a bit of the default pose
|
||||
// in the process. This provides stability to the IK solution for most models.
|
||||
// Apply the rotation delta.
|
||||
glm::quat oldNextRotation = nextState.getRotation();
|
||||
float mixFactor = 0.03f;
|
||||
nextState.mixRotationDelta(deltaRotation, mixFactor, priority);
|
||||
float mixFactor = 0.05f;
|
||||
nextState.applyRotationDelta(deltaRotation, mixFactor, priority);
|
||||
|
||||
// measure the result of the rotation which may have been modified by
|
||||
// blending and constraints
|
||||
|
@ -680,10 +694,10 @@ void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::q
|
|||
// measure our success
|
||||
endPosition = endState.getPosition();
|
||||
distanceToGo = glm::distance(targetPosition, endPosition);
|
||||
} while (numIterations < MAX_ITERATION_COUNT && distanceToGo < ACCEPTABLE_IK_ERROR);
|
||||
} while (numIterations < MAX_ITERATION_COUNT && distanceToGo > ACCEPTABLE_IK_ERROR);
|
||||
|
||||
// set final rotation of the end joint
|
||||
endState.setRotationInBindFrame(targetRotation, priority, true);
|
||||
endState.setRotationInModelFrame(targetRotation, priority, true);
|
||||
}
|
||||
|
||||
bool Rig::restoreJointPosition(int jointIndex, float fraction, float priority, const QVector<int>& freeLineage) {
|
||||
|
|
|
@ -92,7 +92,7 @@ public:
|
|||
float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
|
||||
float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList(), bool startAutomatically = false);
|
||||
|
||||
void initJointStates(QVector<JointState> states, glm::mat4 parentTransform,
|
||||
void initJointStates(QVector<JointState> states, glm::mat4 rootTransform,
|
||||
int rootJointIndex,
|
||||
int leftHandJointIndex,
|
||||
int leftElbowJointIndex,
|
||||
|
@ -104,7 +104,7 @@ public:
|
|||
int getJointStateCount() const { return _jointStates.size(); }
|
||||
int indexOfJoint(const QString& jointName) ;
|
||||
|
||||
void initJointTransforms(glm::mat4 parentTransform);
|
||||
void initJointTransforms(glm::mat4 rootTransform);
|
||||
void clearJointTransformTranslation(int jointIndex);
|
||||
void reset(const QVector<FBXJoint>& fbxJoints);
|
||||
bool getJointStateRotation(int index, glm::quat& rotation) const;
|
||||
|
@ -135,12 +135,12 @@ public:
|
|||
// Start or stop animations as needed.
|
||||
void computeMotionAnimationState(float deltaTime, const glm::vec3& worldPosition, const glm::vec3& worldVelocity, const glm::quat& worldRotation);
|
||||
// Regardless of who started the animations or how many, update the joints.
|
||||
void updateAnimations(float deltaTime, glm::mat4 parentTransform);
|
||||
void updateAnimations(float deltaTime, glm::mat4 rootTransform);
|
||||
bool setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation, bool useRotation,
|
||||
int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment, float priority,
|
||||
const QVector<int>& freeLineage, glm::mat4 parentTransform);
|
||||
const QVector<int>& freeLineage, glm::mat4 rootTransform);
|
||||
void inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority,
|
||||
const QVector<int>& freeLineage, glm::mat4 parentTransform);
|
||||
const QVector<int>& freeLineage, glm::mat4 rootTransform);
|
||||
bool restoreJointPosition(int jointIndex, float fraction, float priority, const QVector<int>& freeLineage);
|
||||
float getLimbLength(int jointIndex, const QVector<int>& freeLineage,
|
||||
const glm::vec3 scale, const QVector<FBXJoint>& fbxJoints) const;
|
||||
|
@ -152,7 +152,7 @@ public:
|
|||
glm::quat getJointDefaultRotationInParentFrame(int jointIndex);
|
||||
void updateVisibleJointStates();
|
||||
|
||||
virtual void updateJointState(int index, glm::mat4 parentTransform) = 0;
|
||||
virtual void updateJointState(int index, glm::mat4 rootTransform) = 0;
|
||||
|
||||
void setEnableRig(bool isEnabled) { _enableRig = isEnabled; }
|
||||
|
||||
|
|
|
@ -80,35 +80,34 @@ void OpenGLDisplayPlugin::deactivate() {
|
|||
// Pass input events on to the application
|
||||
bool OpenGLDisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
|
||||
switch (event->type()) {
|
||||
case QEvent::MouseButtonPress:
|
||||
case QEvent::MouseButtonRelease:
|
||||
case QEvent::MouseButtonDblClick:
|
||||
case QEvent::MouseMove:
|
||||
case QEvent::Wheel:
|
||||
case QEvent::MouseButtonPress:
|
||||
case QEvent::MouseButtonRelease:
|
||||
case QEvent::MouseButtonDblClick:
|
||||
case QEvent::MouseMove:
|
||||
case QEvent::Wheel:
|
||||
|
||||
case QEvent::TouchBegin:
|
||||
case QEvent::TouchEnd:
|
||||
case QEvent::TouchUpdate:
|
||||
case QEvent::TouchBegin:
|
||||
case QEvent::TouchEnd:
|
||||
case QEvent::TouchUpdate:
|
||||
|
||||
case QEvent::FocusIn:
|
||||
case QEvent::FocusOut:
|
||||
case QEvent::FocusIn:
|
||||
case QEvent::FocusOut:
|
||||
|
||||
case QEvent::KeyPress:
|
||||
case QEvent::KeyRelease:
|
||||
case QEvent::ShortcutOverride:
|
||||
case QEvent::KeyPress:
|
||||
case QEvent::KeyRelease:
|
||||
case QEvent::ShortcutOverride:
|
||||
|
||||
case QEvent::DragEnter:
|
||||
case QEvent::Drop:
|
||||
case QEvent::DragEnter:
|
||||
case QEvent::Drop:
|
||||
|
||||
case QEvent::Resize:
|
||||
if (QCoreApplication::sendEvent(QCoreApplication::instance(), event)) {
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
case QEvent::Resize:
|
||||
if (QCoreApplication::sendEvent(QCoreApplication::instance(), event)) {
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -21,6 +21,10 @@
|
|||
#include "SixenseManager.h"
|
||||
#include "UserActivityLogger.h"
|
||||
|
||||
#ifdef HAVE_SIXENSE
|
||||
#include "sixense.h"
|
||||
#endif
|
||||
|
||||
// TODO: This should not be here
|
||||
#include <QLoggingCategory>
|
||||
Q_DECLARE_LOGGING_CATEGORY(inputplugins)
|
||||
|
@ -30,8 +34,6 @@ Q_LOGGING_CATEGORY(inputplugins, "hifi.inputplugins")
|
|||
const unsigned int LEFT_MASK = 0;
|
||||
const unsigned int RIGHT_MASK = 1U << 1;
|
||||
|
||||
#ifdef HAVE_SIXENSE
|
||||
|
||||
const int CALIBRATION_STATE_IDLE = 0;
|
||||
const int CALIBRATION_STATE_X = 1;
|
||||
const int CALIBRATION_STATE_Y = 2;
|
||||
|
@ -51,8 +53,6 @@ typedef int (*SixenseTakeIntFunction)(int);
|
|||
typedef int (*SixenseTakeIntAndSixenseControllerData)(int, sixenseControllerData*);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
const QString SixenseManager::NAME = "Sixense";
|
||||
|
||||
const QString MENU_PARENT = "Avatar";
|
||||
|
@ -66,8 +66,8 @@ SixenseManager& SixenseManager::getInstance() {
|
|||
}
|
||||
|
||||
SixenseManager::SixenseManager() :
|
||||
InputDevice("Hydra"),
|
||||
#if defined(HAVE_SIXENSE) && defined(__APPLE__)
|
||||
InputDevice("Hydra"),
|
||||
#ifdef __APPLE__
|
||||
_sixenseLibrary(NULL),
|
||||
#endif
|
||||
_hydrasConnected(false)
|
||||
|
@ -213,18 +213,16 @@ void SixenseManager::update(float deltaTime, bool jointsCaptured) {
|
|||
// NOTE: Sixense API returns pos data in millimeters but we IMMEDIATELY convert to meters.
|
||||
glm::vec3 position(data->pos[0], data->pos[1], data->pos[2]);
|
||||
position *= METERS_PER_MILLIMETER;
|
||||
|
||||
|
||||
// Check to see if this hand/controller is on the base
|
||||
const float CONTROLLER_AT_BASE_DISTANCE = 0.075f;
|
||||
if (glm::length(position) >= CONTROLLER_AT_BASE_DISTANCE) {
|
||||
handleButtonEvent(data->buttons, numActiveControllers - 1);
|
||||
handleAxisEvent(data->joystick_x, data->joystick_y, data->trigger, numActiveControllers - 1);
|
||||
|
||||
// Rotation of Palm
|
||||
glm::quat rotation(data->rot_quat[3], -data->rot_quat[0], data->rot_quat[1], -data->rot_quat[2]);
|
||||
rotation = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)) * _orbRotation * rotation;
|
||||
|
||||
if (!jointsCaptured) {
|
||||
// Rotation of Palm
|
||||
glm::quat rotation(data->rot_quat[3], data->rot_quat[0], data->rot_quat[1], data->rot_quat[2]);
|
||||
handlePoseEvent(position, rotation, numActiveControllers - 1);
|
||||
} else {
|
||||
_poseStateMap.clear();
|
||||
|
@ -232,7 +230,7 @@ void SixenseManager::update(float deltaTime, bool jointsCaptured) {
|
|||
} else {
|
||||
_poseStateMap[(numActiveControllers - 1) == 0 ? LEFT_HAND : RIGHT_HAND] = UserInputMapper::PoseValue();
|
||||
}
|
||||
|
||||
|
||||
// // Read controller buttons and joystick into the hand
|
||||
// palm->setControllerButtons(data->buttons);
|
||||
// palm->setTrigger(data->trigger);
|
||||
|
@ -242,7 +240,7 @@ void SixenseManager::update(float deltaTime, bool jointsCaptured) {
|
|||
if (numActiveControllers == 2) {
|
||||
updateCalibration(controllers);
|
||||
}
|
||||
|
||||
|
||||
for (auto axisState : _axisStateMap) {
|
||||
if (fabsf(axisState.second) < CONTROLLER_THRESHOLD) {
|
||||
_axisStateMap[axisState.first] = 0.0f;
|
||||
|
@ -436,16 +434,66 @@ void SixenseManager::handleButtonEvent(unsigned int buttons, int index) {
|
|||
|
||||
void SixenseManager::handlePoseEvent(glm::vec3 position, glm::quat rotation, int index) {
|
||||
#ifdef HAVE_SIXENSE
|
||||
// From ABOVE the sixense coordinate frame looks like this:
|
||||
//
|
||||
// |
|
||||
// USB cables
|
||||
// |
|
||||
// .-. user
|
||||
// (Orb) --neckX---- forward
|
||||
// '-' |
|
||||
// | | user
|
||||
// neckZ y +---- right
|
||||
// | (o)-----x
|
||||
// |
|
||||
// |
|
||||
// z
|
||||
|
||||
// Transform the measured position into body frame.
|
||||
glm::vec3 neck = _neckBase;
|
||||
// Set y component of the "neck" to raise the measured position a little bit.
|
||||
neck.y = 0.5f;
|
||||
position = _orbRotation * (position - neck);
|
||||
|
||||
// adjustment for hydra controllers fit into hands
|
||||
float sign = (index == 0) ? -1.0f : 1.0f;
|
||||
rotation *= glm::angleAxis(sign * PI/4.0f, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
|
||||
// From ABOVE the hand canonical axes looks like this:
|
||||
//
|
||||
// | | | | y | | | |
|
||||
// | | | | | | | | |
|
||||
// | | | | |
|
||||
// |left | / x----(+) \ |right|
|
||||
// | _/ z \_ |
|
||||
// | | | |
|
||||
// | | | |
|
||||
//
|
||||
|
||||
// To convert sixense's delta-rotation into the hand's frame we will have to transform it like so:
|
||||
//
|
||||
// deltaHand = Qsh^ * deltaSixense * Qsh
|
||||
//
|
||||
// where Qsh = transform from sixense axes to hand axes. By inspection we can determine Qsh:
|
||||
//
|
||||
// Qsh = angleAxis(PI, zAxis) * angleAxis(-PI/2, xAxis)
|
||||
//
|
||||
const glm::vec3 xAxis = glm::vec3(1.0f, 0.0f, 0.0f);
|
||||
const glm::vec3 zAxis = glm::vec3(0.0f, 0.0f, 1.0f);
|
||||
const glm::quat sixenseToHand = glm::angleAxis(PI, zAxis) * glm::angleAxis(-PI/2.0f, xAxis);
|
||||
|
||||
// In addition to Qsh each hand has pre-offset introduced by the shape of the sixense controllers
|
||||
// and how they fit into the hand in their relaxed state. This offset is a quarter turn about
|
||||
// the sixense's z-axis, with its direction different for the two hands:
|
||||
float sign = (index == 0) ? 1.0f : -1.0f;
|
||||
const glm::quat preOffset = glm::angleAxis(sign * PI / 2.0f, zAxis);
|
||||
|
||||
// Finally, there is a post-offset (same for both hands) to get the hand's rest orientation
|
||||
// (fingers forward, palm down) aligned properly in the avatar's model-frame.
|
||||
const glm::quat postOffset = glm::angleAxis(PI / 2.0f, xAxis);
|
||||
|
||||
// The total rotation of the hand uses the formula:
|
||||
//
|
||||
// rotation = postOffset * Qsh^ * (measuredRotation * preOffset) * Qsh
|
||||
//
|
||||
rotation = postOffset * glm::inverse(sixenseToHand) * rotation * preOffset * sixenseToHand;
|
||||
|
||||
_poseStateMap[makeInput(JointChannel(index)).getChannel()] = UserInputMapper::PoseValue(position, rotation);
|
||||
#endif // HAVE_SIXENSE
|
||||
}
|
||||
|
@ -453,7 +501,7 @@ void SixenseManager::handlePoseEvent(glm::vec3 position, glm::quat rotation, int
|
|||
void SixenseManager::registerToUserInputMapper(UserInputMapper& mapper) {
|
||||
// Grab the current free device ID
|
||||
_deviceID = mapper.getFreeDeviceID();
|
||||
|
||||
|
||||
auto proxy = std::make_shared<UserInputMapper::DeviceProxy>(_name);
|
||||
proxy->getButton = [this] (const UserInputMapper::Input& input, int timestamp) -> bool { return this->getButton(input.getChannel()); };
|
||||
proxy->getAxis = [this] (const UserInputMapper::Input& input, int timestamp) -> float { return this->getAxis(input.getChannel()); };
|
||||
|
@ -465,25 +513,25 @@ void SixenseManager::registerToUserInputMapper(UserInputMapper& mapper) {
|
|||
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_2, 0), "Left Button 2"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_3, 0), "Left Button 3"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_4, 0), "Left Button 4"));
|
||||
|
||||
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_FWD, 0), "L1"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(BACK_TRIGGER, 0), "L2"));
|
||||
|
||||
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_Y_POS, 0), "Left Stick Up"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_Y_NEG, 0), "Left Stick Down"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_X_POS, 0), "Left Stick Right"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_X_NEG, 0), "Left Stick Left"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_TRIGGER, 0), "Left Trigger Press"));
|
||||
|
||||
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_0, 1), "Right Start"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_1, 1), "Right Button 1"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_2, 1), "Right Button 2"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_3, 1), "Right Button 3"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_4, 1), "Right Button 4"));
|
||||
|
||||
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(BUTTON_FWD, 1), "R1"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(BACK_TRIGGER, 1), "R2"));
|
||||
|
||||
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_Y_POS, 1), "Right Stick Up"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_Y_NEG, 1), "Right Stick Down"));
|
||||
availableInputs.append(UserInputMapper::InputPair(makeInput(AXIS_X_POS, 1), "Right Stick Right"));
|
||||
|
@ -506,35 +554,35 @@ void SixenseManager::assignDefaultInputMapping(UserInputMapper& mapper) {
|
|||
const float JOYSTICK_PITCH_SPEED = 0.25f;
|
||||
const float BUTTON_MOVE_SPEED = 1.0f;
|
||||
const float BOOM_SPEED = 0.1f;
|
||||
|
||||
|
||||
// Left Joystick: Movement, strafing
|
||||
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(AXIS_Y_POS, 0), JOYSTICK_MOVE_SPEED);
|
||||
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(AXIS_Y_NEG, 0), JOYSTICK_MOVE_SPEED);
|
||||
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(AXIS_X_POS, 0), JOYSTICK_MOVE_SPEED);
|
||||
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(AXIS_X_NEG, 0), JOYSTICK_MOVE_SPEED);
|
||||
|
||||
|
||||
// Right Joystick: Camera orientation
|
||||
mapper.addInputChannel(UserInputMapper::YAW_RIGHT, makeInput(AXIS_X_POS, 1), JOYSTICK_YAW_SPEED);
|
||||
mapper.addInputChannel(UserInputMapper::YAW_LEFT, makeInput(AXIS_X_NEG, 1), JOYSTICK_YAW_SPEED);
|
||||
mapper.addInputChannel(UserInputMapper::PITCH_UP, makeInput(AXIS_Y_POS, 1), JOYSTICK_PITCH_SPEED);
|
||||
mapper.addInputChannel(UserInputMapper::PITCH_DOWN, makeInput(AXIS_Y_NEG, 1), JOYSTICK_PITCH_SPEED);
|
||||
|
||||
|
||||
// Buttons
|
||||
mapper.addInputChannel(UserInputMapper::BOOM_IN, makeInput(BUTTON_3, 0), BOOM_SPEED);
|
||||
mapper.addInputChannel(UserInputMapper::BOOM_OUT, makeInput(BUTTON_1, 0), BOOM_SPEED);
|
||||
|
||||
|
||||
mapper.addInputChannel(UserInputMapper::VERTICAL_UP, makeInput(BUTTON_3, 1), BUTTON_MOVE_SPEED);
|
||||
mapper.addInputChannel(UserInputMapper::VERTICAL_DOWN, makeInput(BUTTON_1, 1), BUTTON_MOVE_SPEED);
|
||||
|
||||
|
||||
mapper.addInputChannel(UserInputMapper::SHIFT, makeInput(BUTTON_2, 0));
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||||
mapper.addInputChannel(UserInputMapper::SHIFT, makeInput(BUTTON_2, 1));
|
||||
|
||||
|
||||
mapper.addInputChannel(UserInputMapper::ACTION1, makeInput(BUTTON_4, 0));
|
||||
mapper.addInputChannel(UserInputMapper::ACTION2, makeInput(BUTTON_4, 1));
|
||||
|
||||
|
||||
mapper.addInputChannel(UserInputMapper::LEFT_HAND, makeInput(LEFT_HAND));
|
||||
mapper.addInputChannel(UserInputMapper::RIGHT_HAND, makeInput(RIGHT_HAND));
|
||||
|
||||
|
||||
mapper.addInputChannel(UserInputMapper::LEFT_HAND_CLICK, makeInput(BACK_TRIGGER, 0));
|
||||
mapper.addInputChannel(UserInputMapper::RIGHT_HAND_CLICK, makeInput(BACK_TRIGGER, 1));
|
||||
|
||||
|
|
|
@ -324,9 +324,64 @@ void ViveControllerManager::handlePoseEvent(const mat4& mat, int index) {
|
|||
glm::vec3 position = extractTranslation(mat);
|
||||
glm::quat rotation = glm::quat_cast(mat);
|
||||
|
||||
// Flip the rotation appropriately for each hand
|
||||
int sign = index == LEFT_HAND ? 1 : -1;
|
||||
rotation = rotation * glm::angleAxis(PI, glm::vec3(1.0f, 0.0f, 0.0f)) * glm::angleAxis(sign * PI_OVER_TWO, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
// When the sensor-to-world rotation is identity the coordinate axes look like this:
|
||||
//
|
||||
// user
|
||||
// forward
|
||||
// z
|
||||
// |
|
||||
// y| user
|
||||
// y o----x right
|
||||
// o-----x user
|
||||
// | up
|
||||
// |
|
||||
// z
|
||||
//
|
||||
// Vive
|
||||
//
|
||||
|
||||
// From ABOVE the hand canonical axes looks like this:
|
||||
//
|
||||
// | | | | y | | | |
|
||||
// | | | | | | | | |
|
||||
// | | | | |
|
||||
// |left | / x---- + \ |right|
|
||||
// | _/ z \_ |
|
||||
// | | | |
|
||||
// | | | |
|
||||
//
|
||||
|
||||
// So when the user is standing in Vive space facing the -zAxis with hands outstretched and palms down
|
||||
// the rotation to align the Vive axes with those of the hands is:
|
||||
//
|
||||
// QviveToHand = halfTurnAboutY * quaterTurnAboutX
|
||||
|
||||
// Due to how the Vive controllers fit into the palm there is an offset that is different for each hand.
|
||||
// You can think of this offset as the inverse of the measured rotation when the hands are posed, such that
|
||||
// the combination (measurement * offset) is identity at this orientation.
|
||||
//
|
||||
// Qoffset = glm::inverse(deltaRotation when hand is posed fingers forward, palm down)
|
||||
//
|
||||
// An approximate offset for the Vive can be obtained by inpection:
|
||||
//
|
||||
// Qoffset = glm::inverse(glm::angleAxis(sign * PI/4.0f, zAxis) * glm::angleAxis(PI/2.0f, xAxis))
|
||||
//
|
||||
|
||||
// Finally there is another flip around the yAxis to re-align from model to Vive space, so the full equation is:
|
||||
//
|
||||
// Q = yFlip * combinedMeasurement * viveToHand
|
||||
//
|
||||
// Q = yFlip * (deltaQ * QOffset) * (yFlip * quarterTurnAboutX)
|
||||
//
|
||||
// Q = yFlip * (deltaQ * inverse(deltaQForAlignedHand)) * (yFlip * quarterTurnAboutX)
|
||||
|
||||
const glm::quat quarterX = glm::angleAxis(PI / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
const glm::quat yFlip = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
float sign = (index == LEFT_HAND) ? -1.0f : 1.0f;
|
||||
const glm::quat signedQuaterZ = glm::angleAxis(sign * PI / 2.0f, glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
const glm::quat eighthX = glm::angleAxis(PI / 4.0f, glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
const glm::quat offset = glm::inverse(signedQuaterZ * eighthX);
|
||||
rotation = yFlip * rotation * offset * yFlip * quarterX;
|
||||
|
||||
position += rotation * glm::vec3(0, 0, -CONTROLLER_LENGTH_OFFSET);
|
||||
|
||||
|
|
Loading…
Reference in a new issue