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https://github.com/JulianGro/overte.git
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Pole vectors can be controlled via anim vars.
This commit is contained in:
parent
7521d6124e
commit
f20c03fa6e
8 changed files with 96 additions and 94 deletions
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@ -86,7 +86,9 @@
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"typeVar": "rightFootType",
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"weightVar": "rightFootWeight",
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"weight": 1.0,
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"flexCoefficients": [1, 0.45, 0.45]
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"flexCoefficients": [1, 0.45, 0.45],
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"poleJointNameVar": "rightFootPoleJointName",
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"poleVectorVar": "rightFootPoleVector"
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},
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{
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"jointName": "LeftFoot",
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@ -95,7 +97,9 @@
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"typeVar": "leftFootType",
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"weightVar": "leftFootWeight",
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"weight": 1.0,
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"flexCoefficients": [1, 0.45, 0.45]
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"flexCoefficients": [1, 0.45, 0.45],
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"poleJointNameVar": "leftFootPoleJointName",
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"poleVectorVar": "leftFootPoleVector"
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},
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{
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"jointName": "Spine2",
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@ -47,12 +47,15 @@ float easeOutExpo(float t) {
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}
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AnimInverseKinematics::IKTargetVar::IKTargetVar(const QString& jointNameIn, const QString& positionVarIn, const QString& rotationVarIn,
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const QString& typeVarIn, const QString& weightVarIn, float weightIn, const std::vector<float>& flexCoefficientsIn) :
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const QString& typeVarIn, const QString& weightVarIn, float weightIn, const std::vector<float>& flexCoefficientsIn,
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const QString& poleJointNameVarIn, const QString& poleVectorVarIn) :
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jointName(jointNameIn),
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positionVar(positionVarIn),
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rotationVar(rotationVarIn),
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typeVar(typeVarIn),
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weightVar(weightVarIn),
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poleJointNameVar(poleJointNameVarIn),
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poleVectorVar(poleVectorVarIn),
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weight(weightIn),
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numFlexCoefficients(flexCoefficientsIn.size()),
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jointIndex(-1)
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@ -69,6 +72,8 @@ AnimInverseKinematics::IKTargetVar::IKTargetVar(const IKTargetVar& orig) :
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rotationVar(orig.rotationVar),
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typeVar(orig.typeVar),
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weightVar(orig.weightVar),
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poleJointNameVar(orig.poleJointNameVar),
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poleVectorVar(orig.poleVectorVar),
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weight(orig.weight),
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numFlexCoefficients(orig.numFlexCoefficients),
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jointIndex(orig.jointIndex)
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@ -122,8 +127,9 @@ void AnimInverseKinematics::computeAbsolutePoses(AnimPoseVec& absolutePoses) con
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}
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void AnimInverseKinematics::setTargetVars(const QString& jointName, const QString& positionVar, const QString& rotationVar,
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const QString& typeVar, const QString& weightVar, float weight, const std::vector<float>& flexCoefficients) {
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IKTargetVar targetVar(jointName, positionVar, rotationVar, typeVar, weightVar, weight, flexCoefficients);
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const QString& typeVar, const QString& weightVar, float weight, const std::vector<float>& flexCoefficients,
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const QString& poleJointNameVar, const QString& poleVectorVar) {
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IKTargetVar targetVar(jointName, positionVar, rotationVar, typeVar, weightVar, weight, flexCoefficients, poleJointNameVar, poleVectorVar);
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// if there are dups, last one wins.
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bool found = false;
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@ -170,63 +176,14 @@ void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::
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target.setIndex(targetVar.jointIndex);
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target.setWeight(weight);
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target.setFlexCoefficients(targetVar.numFlexCoefficients, targetVar.flexCoefficients);
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target.setPoleIndex(-1);
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/*
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// AJT: HACK REMOVE manually set pole vector.
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if (targetVar.jointName == "RightHand") {
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int armJointIndex = _skeleton->nameToJointIndex("RightArm");
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glm::vec3 armPosition = _skeleton->getAbsolutePose(armJointIndex, _relativePoses).trans();
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glm::vec3 d = glm::normalize(translation - armPosition);
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// AJT: TODO: cache the pole joint index.
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QString poleJointName = animVars.lookup(targetVar.poleJointNameVar, QString(""));
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int poleJointIndex = _skeleton->nameToJointIndex(poleJointName);
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target.setPoleIndex(poleJointIndex);
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// project hand y-axis onto d.
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glm::vec3 handY = rotation * Vectors::UNIT_Y;
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glm::vec3 handYProj = handY - glm::dot(handY, d) * d;
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// project negative pole vector on to d.
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glm::vec3 p = glm::normalize(glm::vec3(-1, -3, -3));
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glm::vec3 pProj = p - glm::dot(p, d) * d;
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// compute a rotation around d that will bring the pProj to to yProj
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float theta = acosf(glm::dot(glm::normalize(-pProj), glm::normalize(handYProj)));
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glm::vec3 axis = glm::normalize(glm::cross(-pProj, handYProj));
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if (glm::dot(axis, d) < 0.0f) {
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// as eProjLen and pProjLen become orthognal to d, reduce the amount of rotation.
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float magnitude = easeOutExpo(glm::min(glm::length(handYProj), glm::length(pProj)));
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glm::quat poleAdjustRot = angleAxis(magnitude * (theta / 4.0f), axis);
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target.setPoleVector(poleAdjustRot * p);
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} else {
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target.setPoleVector(p);
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}
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target.setPoleIndex(_skeleton->nameToJointIndex(targetVar.jointName));
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}
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if (targetVar.jointName == "LeftHand") {
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target.setPoleVector(glm::normalize(glm::vec3(1, -3, -3)));
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target.setPoleIndex(_skeleton->nameToJointIndex(targetVar.jointName));
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}
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*/
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if (targetVar.jointName == "LeftFoot" || targetVar.jointName == "RightFoot") {
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// compute the forward direction of the foot.
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AnimPose defaultPose = _skeleton->getAbsoluteDefaultPose(targetVar.jointIndex);
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glm::vec3 localForward = glm::inverse(defaultPose.rot()) * Vectors::UNIT_Z;
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glm::vec3 footForward = rotation * localForward;
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// compute the forward direction of the hips.
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glm::quat hipsRotation = _skeleton->getAbsolutePose(_hipsIndex, _relativePoses).rot();
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glm::vec3 hipsForward = hipsRotation * Vectors::UNIT_Z;
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// blend between the hips and the foot.
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const float FOOT_TO_HIPS_BLEND_FACTOR = 0.5f;
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glm::vec3 poleVector = glm::normalize(lerp(footForward, hipsForward, FOOT_TO_HIPS_BLEND_FACTOR));
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// TODO: smooth toward desired pole vector from previous pole vector... to reduce jitter
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target.setPoleVector(poleVector);
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target.setPoleIndex(_skeleton->nameToJointIndex(targetVar.jointName));
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}
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glm::vec3 poleVector = animVars.lookupRigToGeometryVector(targetVar.poleVectorVar, Vectors::UNIT_Z);
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target.setPoleVector(glm::normalize(poleVector));
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targets.push_back(target);
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@ -42,7 +42,8 @@ public:
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void computeAbsolutePoses(AnimPoseVec& absolutePoses) const;
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void setTargetVars(const QString& jointName, const QString& positionVar, const QString& rotationVar,
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const QString& typeVar, const QString& weightVar, float weight, const std::vector<float>& flexCoefficients);
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const QString& typeVar, const QString& weightVar, float weight, const std::vector<float>& flexCoefficients,
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const QString& poleJointNameVar, const QString& poleVectorVar);
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virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimNode::Triggers& triggersOut) override;
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virtual const AnimPoseVec& overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) override;
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@ -108,7 +109,8 @@ protected:
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enum FlexCoefficients { MAX_FLEX_COEFFICIENTS = 10 };
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struct IKTargetVar {
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IKTargetVar(const QString& jointNameIn, const QString& positionVarIn, const QString& rotationVarIn,
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const QString& typeVarIn, const QString& weightVarIn, float weightIn, const std::vector<float>& flexCoefficientsIn);
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const QString& typeVarIn, const QString& weightVarIn, float weightIn, const std::vector<float>& flexCoefficientsIn,
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const QString& poleJointNameVar, const QString& poleVectorVar);
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IKTargetVar(const IKTargetVar& orig);
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QString jointName;
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@ -116,6 +118,8 @@ protected:
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QString rotationVar;
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QString typeVar;
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QString weightVar;
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QString poleJointNameVar;
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QString poleVectorVar;
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float weight;
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float flexCoefficients[MAX_FLEX_COEFFICIENTS];
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size_t numFlexCoefficients;
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@ -479,6 +479,8 @@ AnimNode::Pointer loadInverseKinematicsNode(const QJsonObject& jsonObj, const QS
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READ_OPTIONAL_STRING(typeVar, targetObj);
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READ_OPTIONAL_STRING(weightVar, targetObj);
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READ_OPTIONAL_FLOAT(weight, targetObj, 1.0f);
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READ_OPTIONAL_STRING(poleJointNameVar, targetObj);
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READ_OPTIONAL_STRING(poleVectorVar, targetObj);
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auto flexCoefficientsValue = targetObj.value("flexCoefficients");
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if (!flexCoefficientsValue.isArray()) {
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@ -491,7 +493,7 @@ AnimNode::Pointer loadInverseKinematicsNode(const QJsonObject& jsonObj, const QS
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flexCoefficients.push_back((float)value.toDouble());
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}
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node->setTargetVars(jointName, positionVar, rotationVar, typeVar, weightVar, weight, flexCoefficients);
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node->setTargetVars(jointName, positionVar, rotationVar, typeVar, weightVar, weight, flexCoefficients, poleJointNameVar, poleVectorVar);
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};
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READ_OPTIONAL_STRING(solutionSource, jsonObj);
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@ -479,12 +479,6 @@ bool Rig::getAbsoluteJointPoseInRigFrame(int jointIndex, AnimPose& returnPose) c
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}
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}
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bool Rig::getJointCombinedRotation(int jointIndex, glm::quat& result, const glm::quat& rotation) const {
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// AJT: TODO: used by attachments
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ASSERT(false);
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return false;
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}
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void Rig::calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const {
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ASSERT(referenceSpeeds.size() > 0);
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@ -950,6 +944,7 @@ void Rig::updateAnimations(float deltaTime, const glm::mat4& rootTransform, cons
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// evaluate the animation
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AnimNode::Triggers triggersOut;
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_internalPoseSet._relativePoses = _animNode->evaluate(_animVars, context, deltaTime, triggersOut);
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if ((int)_internalPoseSet._relativePoses.size() != _animSkeleton->getNumJoints()) {
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// animations haven't fully loaded yet.
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@ -1145,6 +1140,21 @@ void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm
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}
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}
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glm::vec3 Rig::calculateKneePoleVector(int footJointIndex, const glm::quat& footTargetOrientation, int hipsIndex) const {
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AnimPose defaultPose = _animSkeleton->getAbsoluteDefaultPose(footJointIndex);
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glm::vec3 localForward = glm::inverse(defaultPose.rot()) * Vectors::UNIT_Z;
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glm::vec3 footForward = footTargetOrientation * localForward;
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// compute the forward direction of the hips.
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glm::quat hipsRotation = _externalPoseSet._absolutePoses[hipsIndex].rot();
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glm::vec3 hipsForward = hipsRotation * Vectors::UNIT_Z;
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// blend between the hips and the foot.
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const float FOOT_TO_HIPS_BLEND_FACTOR = 0.5f;
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return glm::normalize(lerp(footForward, hipsForward, FOOT_TO_HIPS_BLEND_FACTOR));
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}
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void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, float dt) {
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if (_animSkeleton && _animNode) {
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const float HAND_RADIUS = 0.05f;
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@ -1255,16 +1265,46 @@ void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, f
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_animVars.set("leftFootPosition", params.leftFootPosition);
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_animVars.set("leftFootRotation", params.leftFootOrientation);
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_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
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int footJointIndex = _animSkeleton->nameToJointIndex("LeftFoot");
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glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, params.leftFootOrientation, hipsIndex);
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// smooth toward desired pole vector from previous pole vector... to reduce jitter
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if (!_prevLeftFootPoleVectorValid) {
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_prevLeftFootPoleVectorValid = true;
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_prevLeftFootPoleVector = poleVector;
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}
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const float POLE_VECTOR_BLEND_FACTOR = 0.9f;
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_prevLeftFootPoleVector = lerp(poleVector, _prevLeftFootPoleVector, POLE_VECTOR_BLEND_FACTOR);
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_animVars.set("leftFootPoleVector", _prevLeftFootPoleVector);
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_animVars.set("leftFootPoleJointName", QString("LeftFoot"));
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} else {
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_animVars.unset("leftFootPosition");
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_animVars.unset("leftFootRotation");
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_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
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_prevLeftFootPoleVectorValid = false;
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}
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if (params.isRightFootEnabled) {
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_animVars.set("rightFootPosition", params.rightFootPosition);
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_animVars.set("rightFootRotation", params.rightFootOrientation);
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_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
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int footJointIndex = _animSkeleton->nameToJointIndex("RightFoot");
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glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, params.rightFootOrientation, hipsIndex);
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// smooth toward desired pole vector from previous pole vector... to reduce jitter
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if (!_prevRightFootPoleVectorValid) {
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_prevRightFootPoleVectorValid = true;
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_prevRightFootPoleVector = poleVector;
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}
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const float POLE_VECTOR_BLEND_FACTOR = 0.9f;
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_prevRightFootPoleVector = lerp(poleVector, _prevRightFootPoleVector, POLE_VECTOR_BLEND_FACTOR);
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_animVars.set("rightFootPoleVector", _prevRightFootPoleVector);
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_animVars.set("rightFootPoleJointName", QString("RightFoot"));
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} else {
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_animVars.unset("rightFootPosition");
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_animVars.unset("rightFootRotation");
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@ -1455,22 +1495,18 @@ void Rig::computeAvatarBoundingCapsule(
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AnimInverseKinematics ikNode("boundingShape");
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ikNode.setSkeleton(_animSkeleton);
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ikNode.setTargetVars("LeftHand",
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"leftHandPosition",
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"leftHandRotation",
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"leftHandType", "leftHandWeight", 1.0f, {});
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ikNode.setTargetVars("RightHand",
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"rightHandPosition",
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"rightHandRotation",
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"rightHandType", "rightHandWeight", 1.0f, {});
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ikNode.setTargetVars("LeftFoot",
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"leftFootPosition",
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"leftFootRotation",
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"leftFootType", "leftFootWeight", 1.0f, {});
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ikNode.setTargetVars("RightFoot",
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"rightFootPosition",
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"rightFootRotation",
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"rightFootType", "rightFootWeight", 1.0f, {});
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ikNode.setTargetVars("LeftHand", "leftHandPosition", "leftHandRotation",
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"leftHandType", "leftHandWeight", 1.0f, {},
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"leftHandPoleJointName", "leftHandPoleVector");
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ikNode.setTargetVars("RightHand", "rightHandPosition", "rightHandRotation",
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"rightHandType", "rightHandWeight", 1.0f, {},
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"rightHandPoleJointName", "rightHandPoleVector");
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ikNode.setTargetVars("LeftFoot", "leftFootPosition", "leftFootRotation",
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"leftFootType", "leftFootWeight", 1.0f, {},
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"leftFootPoleJointName", "leftFootPoleVector");
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ikNode.setTargetVars("RightFoot", "rightFootPosition", "rightFootRotation",
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"rightFootType", "rightFootWeight", 1.0f, {},
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"rightFootPoleJointName", "rightFootPoleVector");
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AnimPose geometryToRig = _modelOffset * _geometryOffset;
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@ -153,9 +153,6 @@ public:
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bool getAbsoluteJointTranslationInRigFrame(int jointIndex, glm::vec3& translation) const;
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bool getAbsoluteJointPoseInRigFrame(int jointIndex, AnimPose& returnPose) const;
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// legacy
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bool getJointCombinedRotation(int jointIndex, glm::quat& result, const glm::quat& rotation) const;
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// rig space
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glm::mat4 getJointTransform(int jointIndex) const;
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void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::vec3& lookAt, const glm::vec3& saccade);
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void calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const;
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glm::vec3 Rig::calculateKneePoleVector(int footJointIndex, const glm::quat& footTargetOrientation, int hipsIndex) const;
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AnimPose _modelOffset; // model to rig space
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AnimPose _geometryOffset; // geometry to model space (includes unit offset & fst offsets)
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AnimPose _invGeometryOffset;
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@ -347,7 +346,6 @@ protected:
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bool _enableDebugDrawIKConstraints { false };
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bool _enableDebugDrawIKChains { false };
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private:
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QMap<int, StateHandler> _stateHandlers;
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int _nextStateHandlerId { 0 };
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QMutex _stateMutex;
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@ -358,6 +356,12 @@ private:
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float _rightHandRelaxDuration { 0.0f };
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AnimPose _lastLeftHandControlledPose;
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AnimPose _lastRightHandControlledPose;
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glm::vec3 _prevRightFootPoleVector = { Vectors::UNIT_Z };
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bool _prevRightFootPoleVectorValid = { false };
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glm::vec3 _prevLeftFootPoleVector = { Vectors::UNIT_Z };
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bool _prevLeftFootPoleVectorValid = { false };
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};
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#endif /* defined(__hifi__Rig__) */
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@ -866,10 +866,6 @@ bool Model::getRelativeDefaultJointTranslation(int jointIndex, glm::vec3& transl
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return _rig.getRelativeDefaultJointTranslation(jointIndex, translationOut);
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}
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bool Model::getJointCombinedRotation(int jointIndex, glm::quat& rotation) const {
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return _rig.getJointCombinedRotation(jointIndex, rotation, _rotation);
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}
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QStringList Model::getJointNames() const {
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if (QThread::currentThread() != thread()) {
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QStringList result;
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@ -176,7 +176,6 @@ public:
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int getJointStateCount() const { return (int)_rig.getJointStateCount(); }
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bool getJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const;
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bool getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const;
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bool getJointCombinedRotation(int jointIndex, glm::quat& rotation) const;
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/// \param jointIndex index of joint in model structure
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/// \param rotation[out] rotation of joint in model-frame
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