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Merge pull request #6987 from AndrewMeadows/better-ik
reduce hand-IK coupling to hip offset
This commit is contained in:
commit
b345df8002
5 changed files with 221 additions and 178 deletions
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@ -144,168 +144,34 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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int numLoops = 0;
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const int MAX_IK_LOOPS = 4;
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do {
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int lowestMovedIndex = (int)_relativePoses.size();
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for (auto& target: targets) {
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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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continue;
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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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continue;
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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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continue;
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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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if (targetType == IKTarget::Type::HmdHead) {
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// rotate tip directly to target orientation
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tipOrientation = 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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glm::quat tipRelativeRotation = glm::normalize(tipOrientation * glm::inverse(tipParentOrientation));
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bool constrained = constraint->apply(tipRelativeRotation);
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if (constrained) {
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tipOrientation = glm::normalize(tipRelativeRotation * tipParentOrientation);
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}
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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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// descend toward root, pivoting each joint to get tip closer to target
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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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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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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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const float fraction = 0.5f;
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angle *= fraction;
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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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deltaRotation = glm::normalize(glm::lerp(glm::quat(), dotSign * twistPart, 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(
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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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if (constraint) {
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bool 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 *
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newRot * glm::inverse(absolutePoses[pivotIndex].rot);
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}
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}
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// store the rotation change in the accumulator
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_accumulators[pivotIndex].add(newRot, target.getWeight());
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// this joint has been changed so we check to see if it has the lowest index
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if (pivotIndex < lowestMovedIndex) {
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lowestMovedIndex = pivotIndex;
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}
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// keep track of tip's new transform as we descend towards root
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tipPosition = jointPosition + deltaRotation * leverArm;
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tipOrientation = glm::normalize(deltaRotation * tipOrientation);
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tipParentOrientation = glm::normalize(deltaRotation * tipParentOrientation);
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pivotIndex = pivotsParentIndex;
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pivotsParentIndex = _skeleton->getParentIndex(pivotIndex);
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}
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}
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while (numLoops < MAX_IK_LOOPS) {
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++numLoops;
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// solve all targets
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int lowestMovedIndex = (int)_relativePoses.size();
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for (auto& target: targets) {
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int lowIndex = solveTargetWithCCD(target, absolutePoses);
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if (lowIndex < lowestMovedIndex) {
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lowestMovedIndex = lowIndex;
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}
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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 = 0; i < numJoints; ++i) {
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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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_accumulators[i].clear();
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}
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}
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// only update the absolutePoses that need it: those between lowestMovedIndex and _maxTargetIndex
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// update the absolutePoses that need it (from lowestMovedIndex to _maxTargetIndex)
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for (auto i = lowestMovedIndex; i <= _maxTargetIndex; ++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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} while (numLoops < MAX_IK_LOOPS);
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}
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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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@ -329,6 +195,169 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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}
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}
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int AnimInverseKinematics::solveTargetWithCCD(const IKTarget& target, AnimPoseVec& absolutePoses) {
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int lowestMovedIndex = (int)_relativePoses.size();
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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 lowestMovedIndex;
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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 lowestMovedIndex;
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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 lowestMovedIndex;
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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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if (targetType == IKTarget::Type::HmdHead) {
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// rotate tip directly to target orientation
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tipOrientation = target.getRotation();
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glm::quat tipRelativeRotation = glm::normalize(tipOrientation * glm::inverse(tipParentOrientation));
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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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tipOrientation = glm::normalize(tipRelativeRotation * tipParentOrientation);
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tipRelativeRotation = glm::normalize(tipOrientation * glm::inverse(tipParentOrientation));
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}
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}
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// store the relative rotation change in the accumulator
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_accumulators[tipIndex].add(tipRelativeRotation, target.getWeight());
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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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// 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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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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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 angle = acosf(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)));
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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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const float fraction = 0.5f;
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angle *= fraction;
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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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deltaRotation = glm::normalize(glm::lerp(glm::quat(), dotSign * twistPart, 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(
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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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if (constraint) {
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bool 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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_accumulators[pivotIndex].add(newRot, target.getWeight());
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// this joint has been changed so we check to see if it has the lowest index
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if (pivotIndex < lowestMovedIndex) {
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lowestMovedIndex = pivotIndex;
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}
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// keep track of tip's new transform as we descend towards root
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tipPosition = jointPosition + deltaRotation * leverArm;
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tipOrientation = glm::normalize(deltaRotation * tipOrientation);
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tipParentOrientation = glm::normalize(deltaRotation * tipParentOrientation);
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pivotIndex = pivotsParentIndex;
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pivotsParentIndex = _skeleton->getParentIndex(pivotIndex);
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}
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return lowestMovedIndex;
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}
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//virtual
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const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVars, float dt, AnimNode::Triggers& triggersOut) {
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// don't call this function, call overlay() instead
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@ -341,7 +370,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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if (_relativePoses.size() != underPoses.size()) {
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loadPoses(underPoses);
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} else {
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// relax toward underpose
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// relax toward underPoses
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// HACK: this relaxation needs to be constant per-frame rather than per-realtime
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// in order to prevent IK "flutter" for bad FPS. The bad news is that the good parts
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// of this relaxation will be FPS dependent (low FPS will make the limbs align slower
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@ -352,8 +381,10 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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for (int i = 0; i < numJoints; ++i) {
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float dotSign = copysignf(1.0f, glm::dot(_relativePoses[i].rot, underPoses[i].rot));
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if (_accumulators[i].isDirty()) {
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// this joint is affected by IK --> blend toward underPose rotation
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_relativePoses[i].rot = glm::normalize(glm::lerp(_relativePoses[i].rot, dotSign * underPoses[i].rot, blend));
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} else {
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// this joint is NOT affected by IK --> slam to underPose rotation
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_relativePoses[i].rot = underPoses[i].rot;
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}
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_relativePoses[i].trans = underPoses[i].trans;
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@ -376,7 +407,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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++constraintItr;
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}
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} else {
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// shift the everything according to the _hipsOffset from the previous frame
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// shift hips according to the _hipsOffset from the previous frame
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float offsetLength = glm::length(_hipsOffset);
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const float MIN_HIPS_OFFSET_LENGTH = 0.03f;
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if (offsetLength > MIN_HIPS_OFFSET_LENGTH) {
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@ -393,14 +424,14 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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hipsFrameRotation *= _relativePoses[index].rot;
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index = _skeleton->getParentIndex(index);
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}
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_relativePoses[_hipsIndex].trans = underPoses[_hipsIndex].trans
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_relativePoses[_hipsIndex].trans = underPoses[_hipsIndex].trans
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+ glm::inverse(glm::normalize(hipsFrameRotation)) * (scaleFactor * _hipsOffset);
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}
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}
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solveWithCyclicCoordinateDescent(targets);
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// compute the new target hips offset (for next frame)
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// measure new _hipsOffset for next frame
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// by looking for discrepancies between where a targeted endEffector is
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// and where it wants to be (after IK solutions are done)
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glm::vec3 newHipsOffset = Vectors::ZERO;
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@ -409,7 +440,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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if (targetIndex == _headIndex && _headIndex != -1) {
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// special handling for headTarget
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if (target.getType() == IKTarget::Type::RotationOnly) {
|
||||
// we want to shift the hips to bring the underpose closer
|
||||
// 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;
|
||||
|
@ -511,16 +542,16 @@ void AnimInverseKinematics::initConstraints() {
|
|||
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::CaseInsensitive);
|
||||
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::CaseInsensitive)) {
|
||||
} else if (baseName.startsWith("Right", Qt::CaseSensitive)) {
|
||||
baseName.remove(0, 5);
|
||||
}
|
||||
|
||||
RotationConstraint* constraint = nullptr;
|
||||
if (0 == baseName.compare("Arm", Qt::CaseInsensitive)) {
|
||||
if (0 == baseName.compare("Arm", Qt::CaseSensitive)) {
|
||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot);
|
||||
stConstraint->setTwistLimits(-PI / 2.0f, PI / 2.0f);
|
||||
|
@ -554,7 +585,7 @@ void AnimInverseKinematics::initConstraints() {
|
|||
stConstraint->setSwingLimits(minDots);
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(stConstraint);
|
||||
} else if (0 == baseName.compare("UpLeg", Qt::CaseInsensitive)) {
|
||||
} 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);
|
||||
|
@ -580,7 +611,7 @@ void AnimInverseKinematics::initConstraints() {
|
|||
stConstraint->setSwingLimits(swungDirections);
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(stConstraint);
|
||||
} else if (0 == baseName.compare("Hand", Qt::CaseInsensitive)) {
|
||||
} else if (0 == baseName.compare("Hand", Qt::CaseSensitive)) {
|
||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot);
|
||||
const float MAX_HAND_TWIST = 3.0f * PI / 5.0f;
|
||||
|
@ -619,7 +650,7 @@ void AnimInverseKinematics::initConstraints() {
|
|||
stConstraint->setSwingLimits(minDots);
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(stConstraint);
|
||||
} else if (baseName.startsWith("Shoulder", Qt::CaseInsensitive)) {
|
||||
} else if (baseName.startsWith("Shoulder", Qt::CaseSensitive)) {
|
||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot);
|
||||
const float MAX_SHOULDER_TWIST = PI / 20.0f;
|
||||
|
@ -631,7 +662,7 @@ void AnimInverseKinematics::initConstraints() {
|
|||
stConstraint->setSwingLimits(minDots);
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(stConstraint);
|
||||
} else if (baseName.startsWith("Spine", Qt::CaseInsensitive)) {
|
||||
} else if (baseName.startsWith("Spine", Qt::CaseSensitive)) {
|
||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot);
|
||||
const float MAX_SPINE_TWIST = PI / 12.0f;
|
||||
|
@ -641,9 +672,13 @@ void AnimInverseKinematics::initConstraints() {
|
|||
const float MAX_SPINE_SWING = PI / 14.0f;
|
||||
minDots.push_back(cosf(MAX_SPINE_SWING));
|
||||
stConstraint->setSwingLimits(minDots);
|
||||
if (0 == baseName.compare("Spine1", Qt::CaseSensitive)
|
||||
|| 0 == baseName.compare("Spine", Qt::CaseSensitive)) {
|
||||
stConstraint->setLowerSpine(true);
|
||||
}
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(stConstraint);
|
||||
} else if (baseName.startsWith("Hips2", Qt::CaseInsensitive)) {
|
||||
} else if (baseName.startsWith("Hips2", Qt::CaseSensitive)) {
|
||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot);
|
||||
const float MAX_SPINE_TWIST = PI / 8.0f;
|
||||
|
@ -655,7 +690,7 @@ void AnimInverseKinematics::initConstraints() {
|
|||
stConstraint->setSwingLimits(minDots);
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(stConstraint);
|
||||
} else if (0 == baseName.compare("Neck", Qt::CaseInsensitive)) {
|
||||
} else if (0 == baseName.compare("Neck", Qt::CaseSensitive)) {
|
||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot);
|
||||
const float MAX_NECK_TWIST = PI / 9.0f;
|
||||
|
@ -667,7 +702,7 @@ void AnimInverseKinematics::initConstraints() {
|
|||
stConstraint->setSwingLimits(minDots);
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(stConstraint);
|
||||
} else if (0 == baseName.compare("Head", Qt::CaseInsensitive)) {
|
||||
} else if (0 == baseName.compare("Head", Qt::CaseSensitive)) {
|
||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot);
|
||||
const float MAX_HEAD_TWIST = PI / 9.0f;
|
||||
|
@ -679,7 +714,7 @@ void AnimInverseKinematics::initConstraints() {
|
|||
stConstraint->setSwingLimits(minDots);
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(stConstraint);
|
||||
} else if (0 == baseName.compare("ForeArm", Qt::CaseInsensitive)) {
|
||||
} 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;
|
||||
|
@ -710,7 +745,7 @@ void AnimInverseKinematics::initConstraints() {
|
|||
eConstraint->setAngleLimits(minAngle, maxAngle);
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(eConstraint);
|
||||
} else if (0 == baseName.compare("Leg", Qt::CaseInsensitive)) {
|
||||
} 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;
|
||||
|
@ -741,7 +776,7 @@ void AnimInverseKinematics::initConstraints() {
|
|||
eConstraint->setAngleLimits(minAngle, maxAngle);
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(eConstraint);
|
||||
} else if (0 == baseName.compare("Foot", Qt::CaseInsensitive)) {
|
||||
} 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);
|
||||
|
|
|
@ -40,6 +40,7 @@ public:
|
|||
protected:
|
||||
void computeTargets(const AnimVariantMap& animVars, std::vector<IKTarget>& targets, const AnimPoseVec& underPoses);
|
||||
void solveWithCyclicCoordinateDescent(const std::vector<IKTarget>& targets);
|
||||
int solveTargetWithCCD(const IKTarget& target, AnimPoseVec& absolutePoses);
|
||||
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) override;
|
||||
|
||||
// for AnimDebugDraw rendering
|
||||
|
|
|
@ -28,6 +28,9 @@ public:
|
|||
/// \return true if rotation is clamped
|
||||
virtual bool apply(glm::quat& rotation) const = 0;
|
||||
|
||||
/// \return true if this constraint is part of lower spine
|
||||
virtual bool isLowerSpine() const { return false; }
|
||||
|
||||
protected:
|
||||
glm::quat _referenceRotation = glm::quat();
|
||||
};
|
||||
|
|
|
@ -123,7 +123,7 @@ void SwingTwistConstraint::setSwingLimits(const std::vector<glm::vec3>& swungDir
|
|||
|
||||
// sort limits by theta
|
||||
std::sort(limits.begin(), limits.end());
|
||||
|
||||
|
||||
// extrapolate evenly distributed limits for fast lookup table
|
||||
float deltaTheta = TWO_PI / (float)(numLimits);
|
||||
uint32_t rightIndex = 0;
|
||||
|
@ -219,7 +219,7 @@ bool SwingTwistConstraint::apply(glm::quat& rotation) const {
|
|||
} else {
|
||||
_lastTwistBoundary = LAST_CLAMP_NO_BOUNDARY;
|
||||
}
|
||||
|
||||
|
||||
// clamp the swing
|
||||
// The swingAxis is always perpendicular to the reference axis (yAxis in the constraint's frame).
|
||||
glm::vec3 swungY = swingRotation * yAxis;
|
||||
|
@ -232,7 +232,7 @@ bool SwingTwistConstraint::apply(glm::quat& rotation) const {
|
|||
float theta = atan2f(-swingAxis.z, swingAxis.x);
|
||||
float minDot = _swingLimitFunction.getMinDot(theta);
|
||||
if (glm::dot(swungY, yAxis) < minDot) {
|
||||
// The swing limits are violated so we extract the angle from midDot and
|
||||
// The swing limits are violated so we extract the angle from midDot and
|
||||
// use it to supply a new rotation.
|
||||
swingAxis /= axisLength;
|
||||
swingRotation = glm::angleAxis(acosf(minDot), swingAxis);
|
||||
|
|
|
@ -18,20 +18,20 @@
|
|||
|
||||
class SwingTwistConstraint : public RotationConstraint {
|
||||
public:
|
||||
// The SwingTwistConstraint starts in the "referenceRotation" and then measures an initial twist
|
||||
// The SwingTwistConstraint starts in the "referenceRotation" and then measures an initial twist
|
||||
// about the yAxis followed by a swing about some axis that lies in the XZ plane, such that the twist
|
||||
// and swing combine to produce the rotation. Each partial rotation is constrained within limits
|
||||
// and swing combine to produce the rotation. Each partial rotation is constrained within limits
|
||||
// then used to construct the new final rotation.
|
||||
|
||||
SwingTwistConstraint();
|
||||
|
||||
/// \param minDots vector of minimum dot products between the twist and swung axes
|
||||
/// \brief The values are minimum dot-products between the twist axis and the swung axes
|
||||
/// \brief The values are minimum dot-products between the twist axis and the swung axes
|
||||
/// that correspond to swing axes equally spaced around the XZ plane. Another way to
|
||||
/// think about it is that the dot-products correspond to correspond to angles (theta)
|
||||
/// about the twist axis ranging from 0 to 2PI-deltaTheta (Note: the cyclic boundary
|
||||
/// think about it is that the dot-products correspond to correspond to angles (theta)
|
||||
/// about the twist axis ranging from 0 to 2PI-deltaTheta (Note: the cyclic boundary
|
||||
/// conditions are handled internally, so don't duplicate the dot-product at 2PI).
|
||||
/// See the paper by Quang Liu and Edmond C. Prakash mentioned below for a more detailed
|
||||
/// See the paper by Quang Liu and Edmond C. Prakash mentioned below for a more detailed
|
||||
/// description of how this works.
|
||||
void setSwingLimits(std::vector<float> minDots);
|
||||
|
||||
|
@ -50,21 +50,24 @@ public:
|
|||
/// \return true if rotation is changed
|
||||
virtual bool apply(glm::quat& rotation) const override;
|
||||
|
||||
void setLowerSpine(bool lowerSpine) { _lowerSpine = lowerSpine; }
|
||||
virtual bool isLowerSpine() const { return _lowerSpine; }
|
||||
|
||||
// SwingLimitFunction is an implementation of the constraint check described in the paper:
|
||||
// "The Parameterization of Joint Rotation with the Unit Quaternion" by Quang Liu and Edmond C. Prakash
|
||||
class SwingLimitFunction {
|
||||
public:
|
||||
SwingLimitFunction();
|
||||
|
||||
|
||||
/// \brief use a uniform conical swing limit
|
||||
void setCone(float maxAngle);
|
||||
|
||||
|
||||
/// \brief use a vector of lookup values for swing limits
|
||||
void setMinDots(const std::vector<float>& minDots);
|
||||
|
||||
|
||||
/// \return minimum dotProduct between reference and swung axes
|
||||
float getMinDot(float theta) const;
|
||||
|
||||
|
||||
protected:
|
||||
// the limits are stored in a lookup table with cyclic boundary conditions
|
||||
std::vector<float> _minDots;
|
||||
|
@ -84,6 +87,7 @@ protected:
|
|||
// We want to remember the LAST clamped boundary, so we an use it even when the far boundary is closer.
|
||||
// This reduces "pops" when the input twist angle goes far beyond and wraps around toward the far boundary.
|
||||
mutable int _lastTwistBoundary;
|
||||
bool _lowerSpine { false };
|
||||
};
|
||||
|
||||
#endif // hifi_SwingTwistConstraint_h
|
||||
|
|
Loading…
Reference in a new issue