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MuscleConstraints for ragdoll; velocity for verlet points
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2 changed files with 73 additions and 43 deletions
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@ -21,6 +21,7 @@
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#include "Avatar.h"
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#include "Hand.h"
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#include "Menu.h"
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#include "MuscleConstraint.h"
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#include "SkeletonModel.h"
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SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) :
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@ -507,6 +508,7 @@ void SkeletonModel::renderRagdoll() {
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// virtual
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void SkeletonModel::initRagdollPoints() {
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clearRagdollConstraintsAndPoints();
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_muscleConstraints.clear();
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// one point for each joint
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int numJoints = _jointStates.size();
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@ -514,8 +516,7 @@ void SkeletonModel::initRagdollPoints() {
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for (int i = 0; i < numJoints; ++i) {
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const JointState& state = _jointStates.at(i);
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glm::vec3 position = state.getPosition();
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_ragdollPoints[i]._position = position;
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_ragdollPoints[i]._lastPosition = position;
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_ragdollPoints[i].initPosition(position);
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}
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}
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@ -525,11 +526,12 @@ void SkeletonModel::buildRagdollConstraints() {
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const int numPoints = _ragdollPoints.size();
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assert(numPoints == _jointStates.size());
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float minBone = FLT_MAX;
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float maxBone = -FLT_MAX;
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QMultiMap<int, int> families;
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for (int i = 0; i < numPoints; ++i) {
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const JointState& state = _jointStates.at(i);
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const FBXJoint& joint = state.getFBXJoint();
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int parentIndex = joint.parentIndex;
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int parentIndex = state.getParentIndex();
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if (parentIndex == -1) {
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FixedConstraint* anchor = new FixedConstraint(&(_ragdollPoints[i]), glm::vec3(0.0f));
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_ragdollConstraints.push_back(anchor);
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@ -539,20 +541,59 @@ void SkeletonModel::buildRagdollConstraints() {
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_ragdollConstraints.push_back(bone);
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families.insert(parentIndex, i);
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}
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float boneLength = glm::length(state.getPositionInParentFrame());
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if (boneLength > maxBone) {
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maxBone = boneLength;
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} else if (boneLength < minBone) {
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minBone = boneLength;
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}
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}
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// Joints that have multiple children effectively have rigid constraints between the children
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// in the parent frame, so we add constraints between children in the same family.
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// in the parent frame, so we add DistanceConstraints between children in the same family.
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QMultiMap<int, int>::iterator itr = families.begin();
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while (itr != families.end()) {
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QList<int> children = families.values(itr.key());
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if (children.size() > 1) {
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for (int i = 1; i < children.size(); ++i) {
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int numChildren = children.size();
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if (numChildren > 1) {
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for (int i = 1; i < numChildren; ++i) {
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DistanceConstraint* bone = new DistanceConstraint(&(_ragdollPoints[children[i-1]]), &(_ragdollPoints[children[i]]));
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_ragdollConstraints.push_back(bone);
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}
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if (numChildren > 2) {
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DistanceConstraint* bone = new DistanceConstraint(&(_ragdollPoints[children[numChildren-1]]), &(_ragdollPoints[children[0]]));
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_ragdollConstraints.push_back(bone);
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}
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}
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++itr;
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}
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float MAX_STRENGTH = 0.3f;
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float MIN_STRENGTH = 0.005f;
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// each joint gets a MuscleConstraint to its parent
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for (int i = 1; i < numPoints; ++i) {
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const JointState& state = _jointStates.at(i);
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int p = state.getParentIndex();
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if (p == -1) {
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continue;
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}
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MuscleConstraint* constraint = new MuscleConstraint(&(_ragdollPoints[p]), &(_ragdollPoints[i]));
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_ragdollConstraints.push_back(constraint);
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_muscleConstraints.push_back(constraint);
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// Short joints are more susceptible to wiggle so we modulate the strength based on the joint's length:
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// long = weak and short = strong.
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constraint->setIndices(p, i);
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float boneLength = glm::length(state.getPositionInParentFrame());
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float strength = MIN_STRENGTH + (MAX_STRENGTH - MIN_STRENGTH) * (maxBone - boneLength) / (maxBone - minBone);
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if (!families.contains(i)) {
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// Although muscles only pull on the children not parents, nevertheless those joints that have
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// parents AND children are more stable than joints at the end such as fingers. For such joints we
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// bestow maximum strength which helps reduce wiggle.
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strength = MAX_MUSCLE_STRENGTH;
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}
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constraint->setStrength(strength);
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}
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}
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@ -600,7 +641,8 @@ void SkeletonModel::updateVisibleJointStates() {
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// virtual
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void SkeletonModel::stepRagdollForward(float deltaTime) {
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moveShapesTowardJoints(deltaTime);
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Ragdoll::stepRagdollForward(deltaTime);
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updateMuscles();
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}
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float DENSITY_OF_WATER = 1000.0f; // kg/m^3
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@ -668,14 +710,16 @@ void SkeletonModel::buildShapes() {
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if (_ragdollPoints.size() == numStates) {
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int numJoints = _jointStates.size();
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for (int i = 0; i < numJoints; ++i) {
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_ragdollPoints[i]._lastPosition = _ragdollPoints.at(i)._position;
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_ragdollPoints[i]._position = _jointStates.at(i).getPosition();
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_ragdollPoints[i].initPosition(_jointStates.at(i).getPosition());
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}
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}
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enforceRagdollConstraints();
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}
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void SkeletonModel::moveShapesTowardJoints(float deltaTime) {
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// KEEP: although we don't currently use this method we may eventually need it to help
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// unravel a skelton that has become tangled in its constraints. So let's keep this
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// around for a while just in case.
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const int numStates = _jointStates.size();
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assert(_jointStates.size() == _ragdollPoints.size());
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if (_ragdollPoints.size() != numStates) {
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@ -686,41 +730,26 @@ void SkeletonModel::moveShapesTowardJoints(float deltaTime) {
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const float RAGDOLL_FOLLOWS_JOINTS_TIMESCALE = 0.05f;
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float fraction = glm::clamp(deltaTime / RAGDOLL_FOLLOWS_JOINTS_TIMESCALE, 0.0f, 1.0f);
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// SIMPLE LINEAR SLAVING -- KEEP this implementation for reference
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//float oneMinusFraction = 1.0f - fraction;
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//for (int i = 0; i < numStates; ++i) {
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// _ragdollPoints[i]._lastPosition = _ragdollPoints[i]._position;
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// _ragdollPoints[i]._position = oneMinusFraction * _ragdollPoints[i]._position + fraction * _jointStates.at(i).getPosition();
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//}
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// SIMPLE LINEAR SLAVING -- KEEP
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// parent-relative linear slaving
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float oneMinusFraction = 1.0f - fraction;
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for (int i = 0; i < numStates; ++i) {
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JointState& state = _jointStates[i];
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_ragdollPoints[i]._lastPosition = _ragdollPoints.at(i)._position;
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_ragdollPoints[i].initPosition(oneMinusFraction * _ragdollPoints[i]._position +
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fraction * _jointStates.at(i).getPosition());
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}
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}
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int p = state.getParentIndex();
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if (p == -1) {
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_ragdollPoints[i]._position = glm::vec3(0.0f);
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void SkeletonModel::updateMuscles() {
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int numConstraints = _muscleConstraints.size();
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for (int i = 0; i < numConstraints; ++i) {
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MuscleConstraint* constraint = _muscleConstraints[i];
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int j = constraint->getParentIndex();
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if (j == -1) {
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continue;
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}
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if (state.getDistanceToParent() < EPSILON) {
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_ragdollPoints[i]._position = _ragdollPoints.at(p)._position;
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int k = constraint->getChildIndex();
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if (k == -1) {
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continue;
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}
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glm::vec3 bone = _ragdollPoints.at(i)._lastPosition - _ragdollPoints.at(p)._lastPosition;
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const JointState& parentState = _jointStates.at(p);
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glm::vec3 targetBone = state.getPosition() - parentState.getPosition();
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glm::vec3 newBone = (1.0f - fraction) * bone + fraction * targetBone;
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float boneLength = glm::length(newBone);
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if (boneLength > EPSILON) {
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// slam newBone's length to that of the joint helps maintain distance constraints
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newBone *= state.getDistanceToParent() / boneLength;
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}
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// set the new position relative to parent's new position
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_ragdollPoints[i]._position = _ragdollPoints.at(p)._position + newBone;
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constraint->setChildOffset(_jointStates.at(k).getPosition() - _jointStates.at(j).getPosition());
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}
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}
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@ -740,8 +769,7 @@ void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
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int parentIndex = joint.parentIndex;
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if (parentIndex == -1) {
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transforms[i] = _jointStates[i].getTransform();
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_ragdollPoints[i]._position = extractTranslation(transforms[i]);
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_ragdollPoints[i]._lastPosition = _ragdollPoints[i]._position;
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_ragdollPoints[i].initPosition(extractTranslation(transforms[i]));
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continue;
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}
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@ -749,8 +777,7 @@ void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
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transforms[i] = transforms[parentIndex] * glm::translate(joint.translation)
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* joint.preTransform * glm::mat4_cast(modifiedRotation) * joint.postTransform;
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// setting the ragdollPoints here slams the VerletShapes into their default positions
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_ragdollPoints[i]._position = extractTranslation(transforms[i]);
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_ragdollPoints[i]._lastPosition = _ragdollPoints[i]._position;
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_ragdollPoints[i].initPosition(extractTranslation(transforms[i]));
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}
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// compute bounding box that encloses all shapes
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@ -18,6 +18,7 @@
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#include <Ragdoll.h>
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class Avatar;
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class MuscleConstraint;
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/// A skeleton loaded from a model.
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class SkeletonModel : public Model, public Ragdoll {
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@ -100,6 +101,7 @@ public:
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virtual void stepRagdollForward(float deltaTime);
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void moveShapesTowardJoints(float fraction);
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void updateMuscles();
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void computeBoundingShape(const FBXGeometry& geometry);
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void renderBoundingCollisionShapes(float alpha);
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@ -144,6 +146,7 @@ private:
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CapsuleShape _boundingShape;
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glm::vec3 _boundingShapeLocalOffset;
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QVector<MuscleConstraint*> _muscleConstraints;
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};
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#endif // hifi_SkeletonModel_h
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