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Merge pull request #12317 from hyperlogic/feature/remove-ik-hips-offset
Removal of hips offset shifting from AnimInverseKinematics node
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commit
cbdbf51ccd
6 changed files with 0 additions and 138 deletions
interface/src/avatar
libraries/animation/src
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@ -3238,8 +3238,6 @@ bool MyAvatar::pinJoint(int index, const glm::vec3& position, const glm::quat& o
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slamPosition(position);
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setWorldOrientation(orientation);
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_skeletonModel->getRig().setMaxHipsOffsetLength(0.05f);
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auto it = std::find(_pinnedJoints.begin(), _pinnedJoints.end(), index);
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if (it == _pinnedJoints.end()) {
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_pinnedJoints.push_back(index);
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@ -3259,12 +3257,6 @@ bool MyAvatar::clearPinOnJoint(int index) {
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auto it = std::find(_pinnedJoints.begin(), _pinnedJoints.end(), index);
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if (it != _pinnedJoints.end()) {
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_pinnedJoints.erase(it);
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auto hipsIndex = getJointIndex("Hips");
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if (index == hipsIndex) {
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_skeletonModel->getRig().setMaxHipsOffsetLength(FLT_MAX);
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}
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return true;
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}
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return false;
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@ -43,8 +43,6 @@ static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
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AnimPose result = AnimPose(worldToSensorMat * avatarTransform.getMatrix() * Matrices::Y_180);
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result.scale() = glm::vec3(1.0f, 1.0f, 1.0f);
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return result;
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} else {
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DebugDraw::getInstance().removeMarker("pinnedHips");
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}
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glm::mat4 hipsMat = myAvatar->deriveBodyFromHMDSensor();
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@ -880,25 +880,6 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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return _relativePoses;
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}
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AnimPose AnimInverseKinematics::applyHipsOffset() const {
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glm::vec3 hipsOffset = _hipsOffset;
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AnimPose relHipsPose = _relativePoses[_hipsIndex];
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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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float scaleFactor = ((offsetLength - MIN_HIPS_OFFSET_LENGTH) / offsetLength);
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glm::vec3 scaledHipsOffset = scaleFactor * hipsOffset;
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if (_hipsParentIndex == -1) {
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relHipsPose.trans() = _relativePoses[_hipsIndex].trans() + scaledHipsOffset;
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} else {
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AnimPose absHipsPose = _skeleton->getAbsolutePose(_hipsIndex, _relativePoses);
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absHipsPose.trans() += scaledHipsOffset;
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relHipsPose = _skeleton->getAbsolutePose(_hipsParentIndex, _relativePoses).inverse() * absHipsPose;
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}
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}
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return relHipsPose;
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}
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//virtual
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const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) {
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// allows solutionSource to be overridden by an animVar
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@ -996,27 +977,6 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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_relativePoses[_hipsIndex] = parentAbsPose.inverse() * absPose;
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_relativePoses[_hipsIndex].scale() = glm::vec3(1.0f);
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_hipsOffset = Vectors::ZERO;
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} else if (_hipsIndex >= 0) {
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// if there is no hips target, shift hips according to the _hipsOffset from the previous frame
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AnimPose relHipsPose = applyHipsOffset();
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// determine if we should begin interpolating the hips.
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for (size_t i = 0; i < targets.size(); i++) {
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if (_prevJointChainInfoVec[i].target.getIndex() == _hipsIndex) {
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if (_prevJointChainInfoVec[i].timer > 0.0f) {
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// smoothly lerp in hipsOffset
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float alpha = (JOINT_CHAIN_INTERP_TIME - _prevJointChainInfoVec[i].timer) / JOINT_CHAIN_INTERP_TIME;
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AnimPose prevRelHipsPose(_prevJointChainInfoVec[i].jointInfoVec[0].rot, _prevJointChainInfoVec[i].jointInfoVec[0].trans);
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::blend(1, &prevRelHipsPose, &relHipsPose, alpha, &relHipsPose);
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}
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break;
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}
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}
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_relativePoses[_hipsIndex] = relHipsPose;
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}
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// if there is an active jointChainInfo for the hips store the post shifted hips into it.
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@ -1084,11 +1044,6 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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solve(context, targets, dt, jointChainInfoVec);
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}
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if (_hipsTargetIndex < 0) {
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PROFILE_RANGE_EX(simulation_animation, "ik/measureHipsOffset", 0xffff00ff, 0);
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_hipsOffset = computeHipsOffset(targets, underPoses, dt, _hipsOffset);
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}
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}
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if (context.getEnableDebugDrawIKConstraints()) {
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@ -1099,69 +1054,6 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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return _relativePoses;
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}
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glm::vec3 AnimInverseKinematics::computeHipsOffset(const std::vector<IKTarget>& targets, const AnimPoseVec& underPoses, float dt, glm::vec3 prevHipsOffset) const {
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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 hipsOffset = prevHipsOffset;
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glm::vec3 newHipsOffset = Vectors::ZERO;
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for (auto& target: targets) {
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int targetIndex = target.getIndex();
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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) {
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// we want to shift the hips to bring the underPose closer
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// to where the head happens to be (overpose)
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glm::vec3 under = _skeleton->getAbsolutePose(_headIndex, underPoses).trans();
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
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const float HEAD_OFFSET_SLAVE_FACTOR = 0.65f;
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newHipsOffset += HEAD_OFFSET_SLAVE_FACTOR * (actual - under);
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} else if (target.getType() == IKTarget::Type::HmdHead) {
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// we want to shift the hips to bring the head to its designated position
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
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hipsOffset += target.getTranslation() - actual;
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// and ignore all other targets
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newHipsOffset = hipsOffset;
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break;
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} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
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glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans();
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glm::vec3 targetPosition = target.getTranslation();
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newHipsOffset += targetPosition - actualPosition;
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// Add downward pressure on the hips
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const float PRESSURE_SCALE_FACTOR = 0.95f;
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const float PRESSURE_TRANSLATION_OFFSET = 1.0f;
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newHipsOffset *= PRESSURE_SCALE_FACTOR;
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newHipsOffset -= PRESSURE_TRANSLATION_OFFSET;
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}
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} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
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glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans();
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glm::vec3 targetPosition = target.getTranslation();
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newHipsOffset += targetPosition - actualPosition;
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}
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}
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// smooth transitions by relaxing hipsOffset toward the new value
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const float HIPS_OFFSET_SLAVE_TIMESCALE = 0.10f;
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float tau = dt < HIPS_OFFSET_SLAVE_TIMESCALE ? dt / HIPS_OFFSET_SLAVE_TIMESCALE : 1.0f;
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hipsOffset += (newHipsOffset - hipsOffset) * tau;
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// clamp the hips offset
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float hipsOffsetLength = glm::length(hipsOffset);
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if (hipsOffsetLength > _maxHipsOffsetLength) {
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hipsOffset *= _maxHipsOffsetLength / hipsOffsetLength;
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}
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return hipsOffset;
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}
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void AnimInverseKinematics::setMaxHipsOffsetLength(float maxLength) {
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// manually adjust scale here
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const float METERS_TO_CENTIMETERS = 100.0f;
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_maxHipsOffsetLength = METERS_TO_CENTIMETERS * maxLength;
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}
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void AnimInverseKinematics::clearIKJointLimitHistory() {
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for (auto& pair : _constraints) {
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pair.second->clearHistory();
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@ -57,8 +57,6 @@ public:
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void clearIKJointLimitHistory();
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void setMaxHipsOffsetLength(float maxLength);
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float getMaxErrorOnLastSolve() { return _maxErrorOnLastSolve; }
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enum class SolutionSource {
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@ -92,7 +90,6 @@ protected:
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void blendToPoses(const AnimPoseVec& targetPoses, const AnimPoseVec& underPose, float blendFactor);
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void preconditionRelativePosesToAvoidLimbLock(const AnimContext& context, const std::vector<IKTarget>& targets);
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void setSecondaryTargets(const AnimContext& context);
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AnimPose applyHipsOffset() const;
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// used to pre-compute information about each joint influeced by a spline IK target.
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struct SplineJointInfo {
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@ -111,7 +108,6 @@ protected:
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void clearConstraints();
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void initConstraints();
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void initLimitCenterPoses();
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glm::vec3 computeHipsOffset(const std::vector<IKTarget>& targets, const AnimPoseVec& underPoses, float dt, glm::vec3 prevHipsOffset) const;
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// no copies
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AnimInverseKinematics(const AnimInverseKinematics&) = delete;
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@ -150,9 +146,6 @@ protected:
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mutable std::map<int, std::vector<SplineJointInfo>> _splineJointInfoMap;
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// experimental data for moving hips during IK
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glm::vec3 _hipsOffset { Vectors::ZERO };
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float _maxHipsOffsetLength{ FLT_MAX };
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int _headIndex { -1 };
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int _hipsIndex { -1 };
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int _hipsParentIndex { -1 };
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@ -372,18 +372,6 @@ void Rig::clearIKJointLimitHistory() {
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}
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}
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void Rig::setMaxHipsOffsetLength(float maxLength) {
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_maxHipsOffsetLength = maxLength;
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auto ikNode = getAnimInverseKinematicsNode();
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if (ikNode) {
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ikNode->setMaxHipsOffsetLength(_maxHipsOffsetLength);
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}
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}
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float Rig::getMaxHipsOffsetLength() const {
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return _maxHipsOffsetLength;
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}
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float Rig::getIKErrorOnLastSolve() const {
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float result = 0.0f;
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@ -346,7 +346,6 @@ protected:
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bool _enabledAnimations { true };
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mutable uint32_t _jointNameWarningCount { 0 };
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float _maxHipsOffsetLength { 1.0f };
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bool _enableDebugDrawIKTargets { false };
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bool _enableDebugDrawIKConstraints { false };
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