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Added acceleration limit filter to controller system
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4 changed files with 212 additions and 2 deletions
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@ -51,8 +51,13 @@
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{ "from": "Vive.RSCenter", "to": "Standard.RightPrimaryThumb" },
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{ "from": "Vive.RightApplicationMenu", "to": "Standard.RightSecondaryThumb" },
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{ "from": "Vive.LeftHand", "to": "Standard.LeftHand"},
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{ "from": "Vive.RightHand", "to": "Standard.RightHand"},
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{ "from": "Vive.LeftHand", "to": "Standard.LeftHand",
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"filters" : [{"type" : "accelerationLimiter", "rotationLimit" : 4000.0, "translationLimit": 200.0}]
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},
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{ "from": "Vive.RightHand", "to": "Standard.RightHand",
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"filters" : [{"type" : "accelerationLimiter", "rotationLimit" : 2000.0, "translationLimit": 100.0}]
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},
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{
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"from": "Vive.LeftFoot", "to" : "Standard.LeftFoot",
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@ -31,6 +31,7 @@
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#include "filters/RotateFilter.h"
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#include "filters/LowVelocityFilter.h"
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#include "filters/ExponentialSmoothingFilter.h"
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#include "filters/AccelerationLimiterFilter.h"
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using namespace controller;
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@ -51,6 +52,7 @@ REGISTER_FILTER_CLASS_INSTANCE(PostTransformFilter, "postTransform")
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REGISTER_FILTER_CLASS_INSTANCE(RotateFilter, "rotate")
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REGISTER_FILTER_CLASS_INSTANCE(LowVelocityFilter, "lowVelocity")
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REGISTER_FILTER_CLASS_INSTANCE(ExponentialSmoothingFilter, "exponentialSmoothing")
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REGISTER_FILTER_CLASS_INSTANCE(AccelerationLimiterFilter, "accelerationLimiter")
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const QString JSON_FILTER_TYPE = QStringLiteral("type");
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const QString JSON_FILTER_PARAMS = QStringLiteral("params");
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@ -0,0 +1,163 @@
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//
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// Created by Anthony Thibault 2018/11/09
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// Copyright 2018 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 "AccelerationLimiterFilter.h"
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#include <QtCore/QJsonObject>
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#include <QtCore/QJsonArray>
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#include "../../UserInputMapper.h"
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#include "../../Input.h"
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#include <DependencyManager.h>
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#include <QDebug>
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#include <StreamUtils.h>
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static const QString JSON_ROTATION_LIMIT = QStringLiteral("rotationLimit");
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static const QString JSON_TRANSLATION_LIMIT = QStringLiteral("translationLimit");
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static glm::vec3 angularVelFromDeltaRot(const glm::quat& deltaQ, float dt) {
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// Measure the angular velocity of a delta rotation quaternion by using quaternion logarithm.
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// The logarithm of a unit quternion returns the axis of rotation with a length of one half the angle of rotation in the imaginary part.
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// The real part will be 0. Then we multiply it by 2 / dt. turning it into the angular velocity, (except for the extra w = 0 part).
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glm::quat omegaQ((2.0f / dt) * glm::log(deltaQ));
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return glm::vec3(omegaQ.x, omegaQ.y, omegaQ.z);
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}
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static glm::quat deltaRotFromAngularVel(const glm::vec3& omega, float dt) {
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// Convert angular velocity into a delta quaternion by using quaternion exponent.
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// The exponent of quaternion will return a delta rotation around the axis of the imaginary part, by twice the angle as determined by the length of that imaginary part.
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// It is the inverse of the logarithm step in angularVelFromDeltaRot
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glm::quat omegaQ(0.0f, omega.x, omega.y, omega.z);
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return glm::exp((dt / 2.0f) * omegaQ);
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}
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static glm::vec3 filterTranslation(const glm::vec3& x0, const glm::vec3& x1, const glm::vec3& x2, const glm::vec3& x3, float dt, const float aLimit) {
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// measure the linear velocities of this step and the previoius step
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glm::vec3 v1 = (x3 - x1) / (2.0f * dt);
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glm::vec3 v0 = (x2 - x0) / (2.0f * dt);
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// compute the acceleration
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const glm::vec3 a = (v1 - v0) / dt;
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// clamp the acceleration if it is over the limit
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float aLen = glm::length(a);
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if (aLen > aLimit) {
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// Solve for a new `v1`, such that `a` does not exceed `aLimit`
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// This combines two steps:
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// 1) Computing a limited accelration in the direction of `a`, but with a magnitute of `aLimit`:
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// `newA = a * (aLimit / aLen)`
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// 2) Computing new `v1`
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// `v1 = newA * dt + v0`
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// We combine the scalars from step 1 and step 2 into a single term to avoid having to do multiple scalar-vec3 multiplies.
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v1 = a * ((aLimit * dt) / aLen) + v0;
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// apply limited v1 to compute filtered x3
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return v1 * dt + x2;
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} else {
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// did not exceed limit, no filtering necesary
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return x3;
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}
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}
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static glm::quat filterRotation(const glm::quat& q0In, const glm::quat& q1In, const glm::quat& q2In, const glm::quat& q3In, float dt, const float aLimit) {
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// ensure quaternions have the same polarity
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glm::quat q0 = q0In;
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glm::quat q1 = glm::dot(q0In, q1In) < 0.0f ? -q1In : q1In;
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glm::quat q2 = glm::dot(q1In, q2In) < 0.0f ? -q2In : q2In;
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glm::quat q3 = glm::dot(q2In, q3In) < 0.0f ? -q3In : q3In;
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// measure the angular velocities of this step and the previous step
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glm::vec3 w1 = angularVelFromDeltaRot(q3 * glm::inverse(q1), 2.0f * dt);
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glm::vec3 w0 = angularVelFromDeltaRot(q2 * glm::inverse(q0), 2.0f * dt);
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const glm::vec3 a = (w1 - w0) / dt;
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// clamp the acceleration if it is over the limit
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float aLen = glm::length(a);
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if (aLen > aLimit) {
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// solve for a new w1, such that a does not exceed the accLimit
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w1 = a * ((aLimit * dt) / aLen) + w0;
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// apply limited w1 to compute filtered q3
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return deltaRotFromAngularVel(w1, dt) * q2;
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} else {
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// did not exceed limit, no filtering necesary
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return q3;
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}
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}
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namespace controller {
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Pose AccelerationLimiterFilter::apply(Pose value) const {
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if (value.isValid()) {
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// to perform filtering in sensor space, we need to compute the transformations.
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auto userInputMapper = DependencyManager::get<UserInputMapper>();
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const InputCalibrationData calibrationData = userInputMapper->getInputCalibrationData();
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glm::mat4 sensorToAvatarMat = glm::inverse(calibrationData.avatarMat) * calibrationData.sensorToWorldMat;
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glm::mat4 avatarToSensorMat = glm::inverse(calibrationData.sensorToWorldMat) * calibrationData.avatarMat;
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// transform pose into sensor space.
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Pose sensorValue = value.transform(avatarToSensorMat);
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if (_prevValid) {
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const float DELTA_TIME = 0.01111111f;
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sensorValue.translation = filterTranslation(_prevPos[0], _prevPos[1], _prevPos[2], sensorValue.translation, DELTA_TIME, _translationLimit);
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sensorValue.rotation = filterRotation(_prevRot[0], _prevRot[1], _prevRot[2], sensorValue.rotation, DELTA_TIME, _rotationLimit);
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// remember previous values.
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_prevPos[0] = _prevPos[1];
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_prevPos[1] = _prevPos[2];
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_prevPos[2] = sensorValue.translation;
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_prevRot[0] = _prevRot[1];
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_prevRot[1] = _prevRot[2];
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_prevRot[2] = sensorValue.rotation;
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// transform back into avatar space
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return sensorValue.transform(sensorToAvatarMat);
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} else {
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// initialize previous values with the current sample.
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_prevPos[0] = sensorValue.translation;
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_prevPos[1] = sensorValue.translation;
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_prevPos[2] = sensorValue.translation;
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_prevRot[0] = sensorValue.rotation;
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_prevRot[1] = sensorValue.rotation;
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_prevRot[2] = sensorValue.rotation;
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_prevValid = true;
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// no previous value to smooth with, so return value unchanged
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return value;
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}
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} else {
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// mark previous poses as invalid.
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_prevValid = false;
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// return invalid value unchanged
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return value;
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}
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}
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bool AccelerationLimiterFilter::parseParameters(const QJsonValue& parameters) {
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if (parameters.isObject()) {
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auto obj = parameters.toObject();
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if (obj.contains(JSON_ROTATION_LIMIT) && obj.contains(JSON_TRANSLATION_LIMIT)) {
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_rotationLimit = (float)obj[JSON_ROTATION_LIMIT].toDouble();
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_translationLimit = (float)obj[JSON_TRANSLATION_LIMIT].toDouble();
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return true;
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}
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}
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return false;
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}
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}
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@ -0,0 +1,40 @@
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//
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// Created by Anthony Thibault 2018/11/09
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// Copyright 2018 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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#ifndef hifi_Controllers_Filters_Acceleration_Limiter_h
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#define hifi_Controllers_Filters_Acceleration_Limiter_h
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#include "../Filter.h"
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namespace controller {
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class AccelerationLimiterFilter : public Filter {
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REGISTER_FILTER_CLASS(AccelerationLimiterFilter);
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public:
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AccelerationLimiterFilter() {}
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AccelerationLimiterFilter(float rotationLimit, float translationLimit) :
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_rotationLimit(rotationLimit),
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_translationLimit(translationLimit) {}
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float apply(float value) const override { return value; }
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Pose apply(Pose value) const override;
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bool parseParameters(const QJsonValue& parameters) override;
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private:
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float _rotationLimit { FLT_MAX };
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float _translationLimit { FLT_MAX };
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mutable glm::vec3 _prevPos[3]; // sensor space
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mutable glm::quat _prevRot[3]; // sensor space
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mutable bool _prevValid { false };
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};
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}
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#endif
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