overte-JulianGro/interface/src/avatar/SkeletonModel.cpp
2015-12-15 18:18:08 -08:00

382 lines
15 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 <DeferredLightingEffect.h>
#include <recording/Deck.h>
#include "Application.h"
#include "Avatar.h"
#include "Hand.h"
#include "Menu.h"
#include "SkeletonModel.h"
#include "Util.h"
#include "InterfaceLogging.h"
#include "AnimDebugDraw.h"
SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer rig) :
Model(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 = _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->getFBXGeometry().headJointIndex;
if (0 <= headJointIndex && headJointIndex < _rig->getJointStateCount()) {
glm::vec3 leftEyePosition, rightEyePosition;
getEyeModelPositions(leftEyePosition, rightEyePosition);
glm::vec3 midEyePosition = (leftEyePosition + rightEyePosition) / 2.0f;
int rootJointIndex = _geometry->getFBXGeometry().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();
}
// Called within Model::simulate call, below.
void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
Head* head = _owningAvatar->getHead();
if (_owningAvatar->isMyAvatar()) {
MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
Rig::HeadParameters headParams;
headParams.enableLean = qApp->getAvatarUpdater()->isHMDMode();
headParams.leanSideways = head->getFinalLeanSideways();
headParams.leanForward = head->getFinalLeanForward();
headParams.torsoTwist = head->getTorsoTwist();
if (qApp->getAvatarUpdater()->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.leanJointIndex = geometry.leanJointIndex;
headParams.neckJointIndex = geometry.neckJointIndex;
headParams.isTalking = head->getTimeWithoutTalking() <= 1.5f;
_rig->updateFromHeadParameters(headParams, deltaTime);
Rig::HandParameters handParams;
auto leftPalm = myAvatar->getHand()->getCopyOfPalmData(HandData::LeftHand);
if (leftPalm.isValid() && leftPalm.isActive()) {
handParams.isLeftEnabled = true;
handParams.leftPosition = Quaternions::Y_180 * leftPalm.getRawPosition();
handParams.leftOrientation = Quaternions::Y_180 * leftPalm.getRawRotation();
handParams.leftTrigger = leftPalm.getTrigger();
} else {
handParams.isLeftEnabled = false;
}
auto rightPalm = myAvatar->getHand()->getCopyOfPalmData(HandData::RightHand);
if (rightPalm.isValid() && rightPalm.isActive()) {
handParams.isRightEnabled = true;
handParams.rightPosition = Quaternions::Y_180 * rightPalm.getRawPosition();
handParams.rightOrientation = Quaternions::Y_180 * rightPalm.getRawRotation();
handParams.rightTrigger = rightPalm.getTrigger();
} else {
handParams.isRightEnabled = false;
}
_rig->updateFromHandParameters(handParams, deltaTime);
_rig->computeMotionAnimationState(deltaTime, _owningAvatar->getPosition(), _owningAvatar->getVelocity(), _owningAvatar->getOrientation());
// evaluate AnimGraph animation and update jointStates.
Model::updateRig(deltaTime, parentTransform);
Rig::EyeParameters eyeParams;
eyeParams.worldHeadOrientation = headParams.worldHeadOrientation;
eyeParams.eyeLookAt = head->getLookAtPosition();
eyeParams.eyeSaccade = head->getSaccade();
eyeParams.modelRotation = getRotation();
eyeParams.modelTranslation = getTranslation();
eyeParams.leftEyeJointIndex = geometry.leftEyeJointIndex;
eyeParams.rightEyeJointIndex = geometry.rightEyeJointIndex;
_rig->updateFromEyeParameters(eyeParams);
} else {
Model::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.
const FBXGeometry& geometry = _geometry->getFBXGeometry();
// 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 = head->getCorrectedLookAtPosition();
eyeParams.eyeSaccade = glm::vec3();
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) {
updateAttitude();
setBlendshapeCoefficients(_owningAvatar->getHead()->getBlendshapeCoefficients());
Model::simulate(deltaTime, fullUpdate);
// let rig compute the model offset
glm::vec3 registrationPoint;
if (_rig->getModelRegistrationPoint(registrationPoint)) {
setOffset(registrationPoint);
}
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;
}
void SkeletonModel::applyPalmData(int jointIndex, const PalmData& palm) {
if (jointIndex == -1 || jointIndex >= _rig->getJointStateCount()) {
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
int parentJointIndex = geometry.joints.at(jointIndex).parentIndex;
if (parentJointIndex == -1) {
return;
}
}
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(_geometry->getFBXGeometry().headJointIndex, headPosition);
}
bool SkeletonModel::getNeckPosition(glm::vec3& neckPosition) const {
return isActive() && getJointPositionInWorldFrame(_geometry->getFBXGeometry().neckJointIndex, neckPosition);
}
bool SkeletonModel::getLocalNeckPosition(glm::vec3& neckPosition) const {
return isActive() && getJointPosition(_geometry->getFBXGeometry().neckJointIndex, neckPosition);
}
bool SkeletonModel::getEyeModelPositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
if (!isActive()) {
return false;
}
const FBXGeometry& geometry = _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 (_geometry == NULL || _rig->jointStatesEmpty()) {
return;
}
const FBXGeometry& geometry = _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>();
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
// draw a blue sphere at the capsule top point
glm::vec3 topPoint = _translation + getRotation() * (scale * (_boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * Vectors::UNIT_Y));
deferredLighting->renderSolidSphereInstance(batch,
Transform().setTranslation(topPoint).postScale(scale * _boundingCapsuleRadius),
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;
deferredLighting->renderSolidSphereInstance(batch,
Transform().setTranslation(bottomPoint).postScale(scale * _boundingCapsuleRadius),
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));
deferredLighting->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() ? _geometry->getFBXGeometry().rootJointIndex != -1 : false;
}
void SkeletonModel::onInvalidate() {
}