overte-JulianGro/interface/src/avatar/SkeletonModel.cpp
2017-01-26 08:35:26 -08:00

447 lines
18 KiB
C++

//
// SkeletonModel.cpp
// interface/src/avatar
//
// Created by Andrzej Kapolka on 10/17/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <glm/gtx/transform.hpp>
#include <QMultiMap>
#include <recording/Deck.h>
#include <DebugDraw.h>
#include "Application.h"
#include "Avatar.h"
#include "Menu.h"
#include "SkeletonModel.h"
#include "Util.h"
#include "InterfaceLogging.h"
#include "AnimDebugDraw.h"
SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer rig) :
CauterizedModel(rig, parent),
_owningAvatar(owningAvatar),
_boundingCapsuleLocalOffset(0.0f),
_boundingCapsuleRadius(0.0f),
_boundingCapsuleHeight(0.0f),
_defaultEyeModelPosition(glm::vec3(0.0f, 0.0f, 0.0f)),
_headClipDistance(DEFAULT_NEAR_CLIP)
{
assert(_rig);
assert(_owningAvatar);
}
SkeletonModel::~SkeletonModel() {
}
void SkeletonModel::initJointStates() {
const FBXGeometry& geometry = getFBXGeometry();
glm::mat4 modelOffset = glm::scale(_scale) * glm::translate(_offset);
_rig->initJointStates(geometry, modelOffset);
// Determine the default eye position for avatar scale = 1.0
int headJointIndex = geometry.headJointIndex;
if (0 > headJointIndex || headJointIndex >= _rig->getJointStateCount()) {
qCWarning(interfaceapp) << "Bad head joint! Got:" << headJointIndex << "jointCount:" << _rig->getJointStateCount();
}
glm::vec3 leftEyePosition, rightEyePosition;
getEyeModelPositions(leftEyePosition, rightEyePosition);
glm::vec3 midEyePosition = (leftEyePosition + rightEyePosition) / 2.0f;
int rootJointIndex = geometry.rootJointIndex;
glm::vec3 rootModelPosition;
getJointPosition(rootJointIndex, rootModelPosition);
_defaultEyeModelPosition = midEyePosition - rootModelPosition;
// Skeleton may have already been scaled so unscale it
_defaultEyeModelPosition = _defaultEyeModelPosition / _scale;
computeBoundingShape();
Extents meshExtents = getMeshExtents();
_headClipDistance = -(meshExtents.minimum.z / _scale.z - _defaultEyeModelPosition.z);
_headClipDistance = std::max(_headClipDistance, DEFAULT_NEAR_CLIP);
_owningAvatar->rebuildCollisionShape();
emit skeletonLoaded();
}
Rig::CharacterControllerState convertCharacterControllerState(CharacterController::State state) {
switch (state) {
default:
case CharacterController::State::Ground:
return Rig::CharacterControllerState::Ground;
case CharacterController::State::Takeoff:
return Rig::CharacterControllerState::Takeoff;
case CharacterController::State::InAir:
return Rig::CharacterControllerState::InAir;
case CharacterController::State::Hover:
return Rig::CharacterControllerState::Hover;
};
}
// Called within Model::simulate call, below.
void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
const FBXGeometry& geometry = getFBXGeometry();
Head* head = _owningAvatar->getHead();
// make sure lookAt is not too close to face (avoid crosseyes)
glm::vec3 lookAt = _owningAvatar->isMyAvatar() ? head->getLookAtPosition() : head->getCorrectedLookAtPosition();
glm::vec3 focusOffset = lookAt - _owningAvatar->getHead()->getEyePosition();
float focusDistance = glm::length(focusOffset);
const float MIN_LOOK_AT_FOCUS_DISTANCE = 1.0f;
if (focusDistance < MIN_LOOK_AT_FOCUS_DISTANCE && focusDistance > EPSILON) {
lookAt = _owningAvatar->getHead()->getEyePosition() + (MIN_LOOK_AT_FOCUS_DISTANCE / focusDistance) * focusOffset;
}
if (_owningAvatar->isMyAvatar()) {
MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
Rig::HeadParameters headParams;
if (qApp->isHMDMode()) {
headParams.isInHMD = true;
// get HMD position from sensor space into world space, and back into rig space
glm::mat4 worldHMDMat = myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
glm::mat4 rigToWorld = createMatFromQuatAndPos(getRotation(), getTranslation());
glm::mat4 worldToRig = glm::inverse(rigToWorld);
glm::mat4 rigHMDMat = worldToRig * worldHMDMat;
headParams.rigHeadPosition = extractTranslation(rigHMDMat);
headParams.rigHeadOrientation = extractRotation(rigHMDMat);
headParams.worldHeadOrientation = extractRotation(worldHMDMat);
} else {
headParams.isInHMD = false;
// We don't have a valid localHeadPosition.
headParams.rigHeadOrientation = Quaternions::Y_180 * head->getFinalOrientationInLocalFrame();
headParams.worldHeadOrientation = head->getFinalOrientationInWorldFrame();
}
headParams.neckJointIndex = geometry.neckJointIndex;
headParams.isTalking = head->getTimeWithoutTalking() <= 1.5f;
_rig->updateFromHeadParameters(headParams, deltaTime);
Rig::HandParameters handParams;
auto leftPose = myAvatar->getLeftHandControllerPoseInAvatarFrame();
if (leftPose.isValid()) {
handParams.isLeftEnabled = true;
handParams.leftPosition = Quaternions::Y_180 * leftPose.getTranslation();
handParams.leftOrientation = Quaternions::Y_180 * leftPose.getRotation();
} else {
handParams.isLeftEnabled = false;
}
auto rightPose = myAvatar->getRightHandControllerPoseInAvatarFrame();
if (rightPose.isValid()) {
handParams.isRightEnabled = true;
handParams.rightPosition = Quaternions::Y_180 * rightPose.getTranslation();
handParams.rightOrientation = Quaternions::Y_180 * rightPose.getRotation();
} else {
handParams.isRightEnabled = false;
}
handParams.bodyCapsuleRadius = myAvatar->getCharacterController()->getCapsuleRadius();
handParams.bodyCapsuleHalfHeight = myAvatar->getCharacterController()->getCapsuleHalfHeight();
handParams.bodyCapsuleLocalOffset = myAvatar->getCharacterController()->getCapsuleLocalOffset();
_rig->updateFromHandParameters(handParams, deltaTime);
Rig::CharacterControllerState ccState = convertCharacterControllerState(myAvatar->getCharacterController()->getState());
auto velocity = myAvatar->getLocalVelocity();
auto position = myAvatar->getLocalPosition();
auto orientation = myAvatar->getLocalOrientation();
_rig->computeMotionAnimationState(deltaTime, position, velocity, orientation, ccState);
// evaluate AnimGraph animation and update jointStates.
CauterizedModel::updateRig(deltaTime, parentTransform);
Rig::EyeParameters eyeParams;
eyeParams.worldHeadOrientation = headParams.worldHeadOrientation;
eyeParams.eyeLookAt = lookAt;
eyeParams.eyeSaccade = head->getSaccade();
eyeParams.modelRotation = getRotation();
eyeParams.modelTranslation = getTranslation();
eyeParams.leftEyeJointIndex = geometry.leftEyeJointIndex;
eyeParams.rightEyeJointIndex = geometry.rightEyeJointIndex;
_rig->updateFromEyeParameters(eyeParams);
} else {
CauterizedModel::updateRig(deltaTime, parentTransform);
// This is a little more work than we really want.
//
// Other avatars joint, including their eyes, should already be set just like any other joints
// from the wire data. But when looking at me, we want the eyes to use the corrected lookAt.
//
// Thus this should really only be ... else if (_owningAvatar->getHead()->isLookingAtMe()) {...
// However, in the !isLookingAtMe case, the eyes aren't rotating the way they should right now.
// We will revisit that as priorities allow, and particularly after the new rig/animation/joints.
// If the head is not positioned, updateEyeJoints won't get the math right
glm::quat headOrientation;
_rig->getJointRotation(geometry.headJointIndex, headOrientation);
glm::vec3 eulers = safeEulerAngles(headOrientation);
head->setBasePitch(glm::degrees(-eulers.x));
head->setBaseYaw(glm::degrees(eulers.y));
head->setBaseRoll(glm::degrees(-eulers.z));
Rig::EyeParameters eyeParams;
eyeParams.worldHeadOrientation = head->getFinalOrientationInWorldFrame();
eyeParams.eyeLookAt = lookAt;
eyeParams.eyeSaccade = glm::vec3(0.0f);
eyeParams.modelRotation = getRotation();
eyeParams.modelTranslation = getTranslation();
eyeParams.leftEyeJointIndex = geometry.leftEyeJointIndex;
eyeParams.rightEyeJointIndex = geometry.rightEyeJointIndex;
_rig->updateFromEyeParameters(eyeParams);
}
}
void SkeletonModel::updateAttitude() {
setTranslation(_owningAvatar->getSkeletonPosition());
setRotation(_owningAvatar->getOrientation() * Quaternions::Y_180);
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale());
}
// Called by Avatar::simulate after it has set the joint states (fullUpdate true if changed),
// but just before head has been simulated.
void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
if (fullUpdate) {
updateAttitude();
setBlendshapeCoefficients(_owningAvatar->getHead()->getBlendshapeCoefficients());
Model::simulate(deltaTime, fullUpdate);
// let rig compute the model offset
glm::vec3 registrationPoint;
if (_rig->getModelRegistrationPoint(registrationPoint)) {
setOffset(registrationPoint);
}
} else {
Model::simulate(deltaTime, fullUpdate);
}
if (!isActive() || !_owningAvatar->isMyAvatar()) {
return; // only simulate for own avatar
}
auto player = DependencyManager::get<recording::Deck>();
if (player->isPlaying()) {
return;
}
}
class IndexValue {
public:
int index;
float value;
};
bool operator<(const IndexValue& firstIndex, const IndexValue& secondIndex) {
return firstIndex.value < secondIndex.value;
}
bool SkeletonModel::getLeftGrabPosition(glm::vec3& position) const {
int knuckleIndex = _rig->indexOfJoint("LeftHandMiddle1");
int handIndex = _rig->indexOfJoint("LeftHand");
if (knuckleIndex >= 0 && handIndex >= 0) {
glm::quat handRotation;
glm::vec3 knucklePosition;
glm::vec3 handPosition;
if (!getJointPositionInWorldFrame(knuckleIndex, knucklePosition)) {
return false;
}
if (!getJointPositionInWorldFrame(handIndex, handPosition)) {
return false;
}
if (!getJointRotationInWorldFrame(handIndex, handRotation)) {
return false;
}
float halfPalmLength = glm::distance(knucklePosition, handPosition) * 0.5f;
// z azis is standardized to be out of the palm. move from the knuckle-joint away from the palm
// by 1/2 the palm length.
position = knucklePosition + handRotation * (glm::vec3(0.0f, 0.0f, 1.0f) * halfPalmLength);
return true;
}
return false;
}
bool SkeletonModel::getRightGrabPosition(glm::vec3& position) const {
int knuckleIndex = _rig->indexOfJoint("RightHandMiddle1");
int handIndex = _rig->indexOfJoint("RightHand");
if (knuckleIndex >= 0 && handIndex >= 0) {
glm::quat handRotation;
glm::vec3 knucklePosition;
glm::vec3 handPosition;
if (!getJointPositionInWorldFrame(knuckleIndex, knucklePosition)) {
return false;
}
if (!getJointPositionInWorldFrame(handIndex, handPosition)) {
return false;
}
if (!getJointRotationInWorldFrame(handIndex, handRotation)) {
return false;
}
float halfPalmLength = glm::distance(knucklePosition, handPosition) * 0.5f;
// z azis is standardized to be out of the palm. move from the knuckle-joint away from the palm
// by 1/2 the palm length.
position = knucklePosition + handRotation * (glm::vec3(0.0f, 0.0f, 1.0f) * halfPalmLength);
return true;
}
return false;
}
bool SkeletonModel::getLeftHandPosition(glm::vec3& position) const {
return getJointPositionInWorldFrame(getLeftHandJointIndex(), position);
}
bool SkeletonModel::getRightHandPosition(glm::vec3& position) const {
return getJointPositionInWorldFrame(getRightHandJointIndex(), position);
}
bool SkeletonModel::restoreLeftHandPosition(float fraction, float priority) {
return restoreJointPosition(getLeftHandJointIndex(), fraction, priority);
}
bool SkeletonModel::getLeftShoulderPosition(glm::vec3& position) const {
return getJointPositionInWorldFrame(getLastFreeJointIndex(getLeftHandJointIndex()), position);
}
float SkeletonModel::getLeftArmLength() const {
return getLimbLength(getLeftHandJointIndex());
}
bool SkeletonModel::restoreRightHandPosition(float fraction, float priority) {
return restoreJointPosition(getRightHandJointIndex(), fraction, priority);
}
bool SkeletonModel::getRightShoulderPosition(glm::vec3& position) const {
return getJointPositionInWorldFrame(getLastFreeJointIndex(getRightHandJointIndex()), position);
}
float SkeletonModel::getRightArmLength() const {
return getLimbLength(getRightHandJointIndex());
}
bool SkeletonModel::getHeadPosition(glm::vec3& headPosition) const {
return isActive() && getJointPositionInWorldFrame(getFBXGeometry().headJointIndex, headPosition);
}
bool SkeletonModel::getNeckPosition(glm::vec3& neckPosition) const {
return isActive() && getJointPositionInWorldFrame(getFBXGeometry().neckJointIndex, neckPosition);
}
bool SkeletonModel::getLocalNeckPosition(glm::vec3& neckPosition) const {
return isActive() && getJointPosition(getFBXGeometry().neckJointIndex, neckPosition);
}
bool SkeletonModel::getEyeModelPositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
if (!isActive()) {
return false;
}
const FBXGeometry& geometry = getFBXGeometry();
if (getJointPosition(geometry.leftEyeJointIndex, firstEyePosition) &&
getJointPosition(geometry.rightEyeJointIndex, secondEyePosition)) {
return true;
}
// no eye joints; try to estimate based on head/neck joints
glm::vec3 neckPosition, headPosition;
if (getJointPosition(geometry.neckJointIndex, neckPosition) &&
getJointPosition(geometry.headJointIndex, headPosition)) {
const float EYE_PROPORTION = 0.6f;
glm::vec3 baseEyePosition = glm::mix(neckPosition, headPosition, EYE_PROPORTION);
glm::quat headRotation;
getJointRotation(geometry.headJointIndex, headRotation);
const float EYES_FORWARD = 0.25f;
const float EYE_SEPARATION = 0.1f;
float headHeight = glm::distance(neckPosition, headPosition);
firstEyePosition = baseEyePosition + headRotation * glm::vec3(EYE_SEPARATION, 0.0f, EYES_FORWARD) * headHeight;
secondEyePosition = baseEyePosition + headRotation * glm::vec3(-EYE_SEPARATION, 0.0f, EYES_FORWARD) * headHeight;
return true;
}
return false;
}
bool SkeletonModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
if (getEyeModelPositions(firstEyePosition, secondEyePosition)) {
firstEyePosition = _translation + _rotation * firstEyePosition;
secondEyePosition = _translation + _rotation * secondEyePosition;
return true;
}
return false;
}
glm::vec3 SkeletonModel::getDefaultEyeModelPosition() const {
return _owningAvatar->getScale() * _defaultEyeModelPosition;
}
float DENSITY_OF_WATER = 1000.0f; // kg/m^3
float MIN_JOINT_MASS = 1.0f;
float VERY_BIG_MASS = 1.0e6f;
// virtual
void SkeletonModel::computeBoundingShape() {
if (!isLoaded() || _rig->jointStatesEmpty()) {
return;
}
const FBXGeometry& geometry = getFBXGeometry();
if (geometry.joints.isEmpty() || geometry.rootJointIndex == -1) {
// rootJointIndex == -1 if the avatar model has no skeleton
return;
}
float radius, height;
glm::vec3 offset;
_rig->computeAvatarBoundingCapsule(geometry, radius, height, offset);
float invScale = 1.0f / _owningAvatar->getUniformScale();
_boundingCapsuleRadius = invScale * radius;
_boundingCapsuleHeight = invScale * height;
_boundingCapsuleLocalOffset = invScale * offset;
}
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float scale, float alpha) {
auto geometryCache = DependencyManager::get<GeometryCache>();
// draw a blue sphere at the capsule top point
glm::vec3 topPoint = _translation + getRotation() * (scale * (_boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * Vectors::UNIT_Y));
batch.setModelTransform(Transform().setTranslation(topPoint).postScale(scale * _boundingCapsuleRadius));
geometryCache->renderSolidSphereInstance(batch, glm::vec4(0.6f, 0.6f, 0.8f, alpha));
// draw a yellow sphere at the capsule bottom point
glm::vec3 bottomPoint = topPoint - glm::vec3(0.0f, scale * _boundingCapsuleHeight, 0.0f);
glm::vec3 axis = topPoint - bottomPoint;
batch.setModelTransform(Transform().setTranslation(bottomPoint).postScale(scale * _boundingCapsuleRadius));
geometryCache->renderSolidSphereInstance(batch, glm::vec4(0.8f, 0.8f, 0.6f, alpha));
// draw a green cylinder between the two points
glm::vec3 origin(0.0f);
batch.setModelTransform(Transform().setTranslation(bottomPoint));
geometryCache->bindSimpleProgram(batch);
Avatar::renderJointConnectingCone(batch, origin, axis, scale * _boundingCapsuleRadius, scale * _boundingCapsuleRadius,
glm::vec4(0.6f, 0.8f, 0.6f, alpha));
}
bool SkeletonModel::hasSkeleton() {
return isActive() ? getFBXGeometry().rootJointIndex != -1 : false;
}
void SkeletonModel::onInvalidate() {
}