overte-JulianGro/interface/src/avatar/SkeletonModel.cpp

875 lines
35 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 <CapsuleShape.h>
#include <SphereShape.h>
#include "Application.h"
#include "Avatar.h"
#include "Hand.h"
#include "Menu.h"
#include "SkeletonModel.h"
#include "Util.h"
#include "InterfaceLogging.h"
enum StandingFootState {
LEFT_FOOT,
RIGHT_FOOT,
NO_FOOT
};
SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) :
Model(parent),
_triangleFanID(DependencyManager::get<GeometryCache>()->allocateID()),
_owningAvatar(owningAvatar),
_boundingShape(),
_boundingShapeLocalOffset(0.0f),
_defaultEyeModelPosition(glm::vec3(0.0f, 0.0f, 0.0f)),
_standingFoot(NO_FOOT),
_standingOffset(0.0f),
_clampedFootPosition(0.0f),
_headClipDistance(DEFAULT_NEAR_CLIP),
_isFirstPerson(false)
{
assert(_owningAvatar);
_enableShapes = true;
}
SkeletonModel::~SkeletonModel() {
}
void SkeletonModel::initJointStates(QVector<JointState> states) {
Model::initJointStates(states);
// Determine the default eye position for avatar scale = 1.0
int headJointIndex = _geometry->getFBXGeometry().headJointIndex;
if (0 <= headJointIndex && headJointIndex < _jointStates.size()) {
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;
_defaultEyeModelPosition.z = -_defaultEyeModelPosition.z;
// Skeleton may have already been scaled so unscale it
_defaultEyeModelPosition = _defaultEyeModelPosition / _scale;
}
// the SkeletonModel override of updateJointState() will clear the translation part
// of its root joint and we need that done before we try to build shapes hence we
// recompute all joint transforms at this time.
for (int i = 0; i < _jointStates.size(); i++) {
updateJointState(i);
}
clearShapes();
if (_enableShapes) {
buildShapes();
}
Extents meshExtents = getMeshExtents();
_headClipDistance = -(meshExtents.minimum.z / _scale.z - _defaultEyeModelPosition.z);
_headClipDistance = std::max(_headClipDistance, DEFAULT_NEAR_CLIP);
_owningAvatar->rebuildSkeletonBody();
emit skeletonLoaded();
}
const float PALM_PRIORITY = DEFAULT_PRIORITY;
const float LEAN_PRIORITY = DEFAULT_PRIORITY;
void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
setTranslation(_owningAvatar->getSkeletonPosition());
static const glm::quat refOrientation = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
setRotation(_owningAvatar->getOrientation() * refOrientation);
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale());
setBlendshapeCoefficients(_owningAvatar->getHead()->getBlendshapeCoefficients());
Model::simulate(deltaTime, fullUpdate);
if (!isActive() || !_owningAvatar->isMyAvatar()) {
return; // only simulate for own avatar
}
MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
if (myAvatar->isPlaying()) {
// Don't take inputs if playing back a recording.
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
// find the left and rightmost active palms
int leftPalmIndex, rightPalmIndex;
Hand* hand = _owningAvatar->getHand();
hand->getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
const float HAND_RESTORATION_RATE = 0.25f;
if (leftPalmIndex == -1 && rightPalmIndex == -1) {
// palms are not yet set, use mouse
if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
} else {
// transform into model-frame
glm::vec3 handPosition = glm::inverse(_rotation) * (_owningAvatar->getHandPosition() - _translation);
applyHandPosition(geometry.rightHandJointIndex, handPosition);
}
restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
} else if (leftPalmIndex == rightPalmIndex) {
// right hand only
applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[leftPalmIndex]);
restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
} else {
if (leftPalmIndex != -1) {
applyPalmData(geometry.leftHandJointIndex, hand->getPalms()[leftPalmIndex]);
} else {
restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
}
if (rightPalmIndex != -1) {
applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[rightPalmIndex]);
} else {
restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
}
}
if (_isFirstPerson) {
cauterizeHead();
updateClusterMatrices();
}
_boundingShape.setTranslation(_translation + _rotation * _boundingShapeLocalOffset);
_boundingShape.setRotation(_rotation);
}
void SkeletonModel::getHandShapes(int jointIndex, QVector<const Shape*>& shapes) const {
if (jointIndex < 0 || jointIndex >= int(_shapes.size())) {
return;
}
if (jointIndex == getLeftHandJointIndex()
|| jointIndex == getRightHandJointIndex()) {
// get all shapes that have this hand as an ancestor in the skeleton heirarchy
const FBXGeometry& geometry = _geometry->getFBXGeometry();
for (int i = 0; i < _jointStates.size(); i++) {
const FBXJoint& joint = geometry.joints[i];
int parentIndex = joint.parentIndex;
Shape* shape = _shapes[i];
if (i == jointIndex) {
// this shape is the hand
if (shape) {
shapes.push_back(shape);
}
if (parentIndex != -1 && _shapes[parentIndex]) {
// also add the forearm
shapes.push_back(_shapes[parentIndex]);
}
} else if (shape) {
while (parentIndex != -1) {
if (parentIndex == jointIndex) {
// this shape is a child of the hand
shapes.push_back(shape);
break;
}
parentIndex = geometry.joints[parentIndex].parentIndex;
}
}
}
}
}
void SkeletonModel::renderIKConstraints() {
renderJointConstraints(getRightHandJointIndex());
renderJointConstraints(getLeftHandJointIndex());
}
class IndexValue {
public:
int index;
float value;
};
bool operator<(const IndexValue& firstIndex, const IndexValue& secondIndex) {
return firstIndex.value < secondIndex.value;
}
void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position) {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return;
}
// NOTE: 'position' is in model-frame
setJointPosition(jointIndex, position, glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
glm::vec3 handPosition, elbowPosition;
getJointPosition(jointIndex, handPosition);
getJointPosition(geometry.joints.at(jointIndex).parentIndex, elbowPosition);
glm::vec3 forearmVector = handPosition - elbowPosition;
float forearmLength = glm::length(forearmVector);
if (forearmLength < EPSILON) {
return;
}
JointState& state = _jointStates[jointIndex];
glm::quat handRotation = state.getRotation();
// align hand with forearm
float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
state.applyRotationDelta(rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector), true, PALM_PRIORITY);
}
void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
int parentJointIndex = geometry.joints.at(jointIndex).parentIndex;
if (parentJointIndex == -1) {
return;
}
// rotate palm to align with its normal (normal points out of hand's palm)
glm::quat inverseRotation = glm::inverse(_rotation);
glm::vec3 palmPosition = inverseRotation * (palm.getPosition() - _translation);
glm::vec3 palmNormal = inverseRotation * palm.getNormal();
glm::vec3 fingerDirection = inverseRotation * palm.getFingerDirection();
glm::quat palmRotation = rotationBetween(geometry.palmDirection, palmNormal);
palmRotation = rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), fingerDirection) * palmRotation;
if (Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK)) {
setHandPosition(jointIndex, palmPosition, palmRotation);
} else if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
float forearmLength = geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale);
glm::vec3 forearm = palmRotation * glm::vec3(sign * forearmLength, 0.0f, 0.0f);
setJointPosition(parentJointIndex, palmPosition + forearm,
glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
JointState& parentState = _jointStates[parentJointIndex];
parentState.setRotationInBindFrame(palmRotation, PALM_PRIORITY);
// lock hand to forearm by slamming its rotation (in parent-frame) to identity
_jointStates[jointIndex].setRotationInConstrainedFrame(glm::quat(), PALM_PRIORITY);
} else {
inverseKinematics(jointIndex, palmPosition, palmRotation, PALM_PRIORITY);
}
}
void SkeletonModel::updateJointState(int index) {
if (index > _jointStates.size()) {
return; // bail
}
JointState& state = _jointStates[index];
const FBXJoint& joint = state.getFBXJoint();
if (joint.parentIndex != -1 && joint.parentIndex <= _jointStates.size()) {
const JointState& parentState = _jointStates.at(joint.parentIndex);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (index == geometry.leanJointIndex) {
maybeUpdateLeanRotation(parentState, state);
} else if (index == geometry.neckJointIndex) {
maybeUpdateNeckRotation(parentState, joint, state);
} else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) {
maybeUpdateEyeRotation(parentState, joint, state);
}
}
Model::updateJointState(index);
if (index == _geometry->getFBXGeometry().rootJointIndex) {
state.clearTransformTranslation();
}
}
void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, JointState& state) {
if (!_owningAvatar->isMyAvatar()) {
return;
}
// get the rotation axes in joint space and use them to adjust the rotation
glm::vec3 xAxis(1.0f, 0.0f, 0.0f);
glm::vec3 yAxis(0.0f, 1.0f, 0.0f);
glm::vec3 zAxis(0.0f, 0.0f, 1.0f);
glm::quat inverse = glm::inverse(parentState.getRotation() * state.getDefaultRotationInParentFrame());
state.setRotationInConstrainedFrame(
glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(), inverse * zAxis)
* glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(), inverse * xAxis)
* glm::angleAxis(RADIANS_PER_DEGREE * _owningAvatar->getHead()->getTorsoTwist(), inverse * yAxis)
* state.getFBXJoint().rotation, LEAN_PRIORITY);
}
void SkeletonModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
_owningAvatar->getHead()->getFaceModel().maybeUpdateNeckRotation(parentState, joint, state);
}
void SkeletonModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
_owningAvatar->getHead()->getFaceModel().maybeUpdateEyeRotation(this, parentState, joint, state);
}
void SkeletonModel::renderJointConstraints(int jointIndex) {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const float BASE_DIRECTION_SIZE = 0.3f;
float directionSize = BASE_DIRECTION_SIZE * extractUniformScale(_scale);
glLineWidth(3.0f);
do {
const FBXJoint& joint = geometry.joints.at(jointIndex);
const JointState& jointState = _jointStates.at(jointIndex);
glm::vec3 position = _rotation * jointState.getPosition() + _translation;
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glm::quat parentRotation = (joint.parentIndex == -1) ? _rotation : _rotation * _jointStates.at(joint.parentIndex).getRotation();
glm::vec3 rotationAxis = glm::axis(parentRotation);
glRotatef(glm::degrees(glm::angle(parentRotation)), rotationAxis.x, rotationAxis.y, rotationAxis.z);
float fanScale = directionSize * 0.75f;
glScalef(fanScale, fanScale, fanScale);
const int AXIS_COUNT = 3;
auto geometryCache = DependencyManager::get<GeometryCache>();
for (int i = 0; i < AXIS_COUNT; i++) {
if (joint.rotationMin[i] <= -PI + EPSILON && joint.rotationMax[i] >= PI - EPSILON) {
continue; // unconstrained
}
glm::vec3 axis;
axis[i] = 1.0f;
glm::vec3 otherAxis;
if (i == 0) {
otherAxis.y = 1.0f;
} else {
otherAxis.x = 1.0f;
}
glm::vec4 color(otherAxis.r, otherAxis.g, otherAxis.b, 0.75f);
QVector<glm::vec3> points;
points << glm::vec3(0.0f, 0.0f, 0.0f);
const int FAN_SEGMENTS = 16;
for (int j = 0; j < FAN_SEGMENTS; j++) {
glm::vec3 rotated = glm::angleAxis(glm::mix(joint.rotationMin[i], joint.rotationMax[i],
(float)j / (FAN_SEGMENTS - 1)), axis) * otherAxis;
points << rotated;
}
// TODO: this is really inefficient constantly recreating these vertices buffers. It would be
// better if the skeleton model cached these buffers for each of the joints they are rendering
geometryCache->updateVertices(_triangleFanID, points, color);
geometryCache->renderVertices(gpu::TRIANGLE_FAN, _triangleFanID);
}
glPopMatrix();
renderOrientationDirections(jointIndex, position, _rotation * jointState.getRotation(), directionSize);
jointIndex = joint.parentIndex;
} while (jointIndex != -1 && geometry.joints.at(jointIndex).isFree);
glLineWidth(1.0f);
}
void SkeletonModel::renderOrientationDirections(int jointIndex, glm::vec3 position, const glm::quat& orientation, float size) {
auto geometryCache = DependencyManager::get<GeometryCache>();
if (!_jointOrientationLines.contains(jointIndex)) {
OrientationLineIDs jointLineIDs;
jointLineIDs._up = geometryCache->allocateID();
jointLineIDs._front = geometryCache->allocateID();
jointLineIDs._right = geometryCache->allocateID();
_jointOrientationLines[jointIndex] = jointLineIDs;
}
OrientationLineIDs& jointLineIDs = _jointOrientationLines[jointIndex];
glm::vec3 pRight = position + orientation * IDENTITY_RIGHT * size;
glm::vec3 pUp = position + orientation * IDENTITY_UP * size;
glm::vec3 pFront = position + orientation * IDENTITY_FRONT * size;
glm::vec3 red(1.0f, 0.0f, 0.0f);
geometryCache->renderLine(position, pRight, red, jointLineIDs._right);
glm::vec3 green(0.0f, 1.0f, 0.0f);
geometryCache->renderLine(position, pUp, green, jointLineIDs._up);
glm::vec3 blue(0.0f, 0.0f, 1.0f);
geometryCache->renderLine(position, pFront, blue, jointLineIDs._front);
}
void SkeletonModel::setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation) {
// this algorithm is from sample code from sixense
const FBXGeometry& geometry = _geometry->getFBXGeometry();
int elbowJointIndex = geometry.joints.at(jointIndex).parentIndex;
if (elbowJointIndex == -1) {
return;
}
int shoulderJointIndex = geometry.joints.at(elbowJointIndex).parentIndex;
glm::vec3 shoulderPosition;
if (!getJointPosition(shoulderJointIndex, shoulderPosition)) {
return;
}
// precomputed lengths
float scale = extractUniformScale(_scale);
float upperArmLength = geometry.joints.at(elbowJointIndex).distanceToParent * scale;
float lowerArmLength = geometry.joints.at(jointIndex).distanceToParent * scale;
// first set wrist position
glm::vec3 wristPosition = position;
glm::vec3 shoulderToWrist = wristPosition - shoulderPosition;
float distanceToWrist = glm::length(shoulderToWrist);
// prevent gimbal lock
if (distanceToWrist > upperArmLength + lowerArmLength - EPSILON) {
distanceToWrist = upperArmLength + lowerArmLength - EPSILON;
shoulderToWrist = glm::normalize(shoulderToWrist) * distanceToWrist;
wristPosition = shoulderPosition + shoulderToWrist;
}
// cosine of angle from upper arm to hand vector
float cosA = (upperArmLength * upperArmLength + distanceToWrist * distanceToWrist - lowerArmLength * lowerArmLength) /
(2 * upperArmLength * distanceToWrist);
float mid = upperArmLength * cosA;
float height = sqrt(upperArmLength * upperArmLength + mid * mid - 2 * upperArmLength * mid * cosA);
// direction of the elbow
glm::vec3 handNormal = glm::cross(rotation * glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow rotating with wrist
glm::vec3 relaxedNormal = glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow pointing straight down
const float NORMAL_WEIGHT = 0.5f;
glm::vec3 finalNormal = glm::mix(relaxedNormal, handNormal, NORMAL_WEIGHT);
bool rightHand = (jointIndex == geometry.rightHandJointIndex);
if (rightHand ? (finalNormal.y > 0.0f) : (finalNormal.y < 0.0f)) {
finalNormal.y = 0.0f; // dont allow elbows to point inward (y is vertical axis)
}
glm::vec3 tangent = glm::normalize(glm::cross(shoulderToWrist, finalNormal));
// ik solution
glm::vec3 elbowPosition = shoulderPosition + glm::normalize(shoulderToWrist) * mid - tangent * height;
glm::vec3 forwardVector(rightHand ? -1.0f : 1.0f, 0.0f, 0.0f);
glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition);
JointState& shoulderState = _jointStates[shoulderJointIndex];
shoulderState.setRotationInBindFrame(shoulderRotation, PALM_PRIORITY);
JointState& elbowState = _jointStates[elbowJointIndex];
elbowState.setRotationInBindFrame(rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) * shoulderRotation, PALM_PRIORITY);
JointState& handState = _jointStates[jointIndex];
handState.setRotationInBindFrame(rotation, PALM_PRIORITY);
}
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::getNeckParentRotationFromDefaultOrientation(glm::quat& neckParentRotation) const {
if (!isActive()) {
return false;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (geometry.neckJointIndex == -1) {
return false;
}
int parentIndex = geometry.joints.at(geometry.neckJointIndex).parentIndex;
glm::quat worldFrameRotation;
bool success = getJointRotationInWorldFrame(parentIndex, worldFrameRotation);
if (success) {
neckParentRotation = worldFrameRotation * _jointStates[parentIndex].getFBXJoint().inverseDefaultRotation;
}
return success;
}
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;
}
/// \return offset of hips after foot animation
void SkeletonModel::updateStandingFoot() {
if (_geometry == NULL) {
return;
}
glm::vec3 offset(0.0f);
int leftFootIndex = _geometry->getFBXGeometry().leftToeJointIndex;
int rightFootIndex = _geometry->getFBXGeometry().rightToeJointIndex;
if (leftFootIndex != -1 && rightFootIndex != -1) {
glm::vec3 leftPosition, rightPosition;
getJointPosition(leftFootIndex, leftPosition);
getJointPosition(rightFootIndex, rightPosition);
int lowestFoot = (leftPosition.y < rightPosition.y) ? LEFT_FOOT : RIGHT_FOOT;
const float MIN_STEP_HEIGHT_THRESHOLD = 0.05f;
bool oneFoot = fabsf(leftPosition.y - rightPosition.y) > MIN_STEP_HEIGHT_THRESHOLD;
int currentFoot = oneFoot ? lowestFoot : _standingFoot;
if (_standingFoot == NO_FOOT) {
currentFoot = lowestFoot;
}
if (currentFoot != _standingFoot) {
if (_standingFoot == NO_FOOT) {
// pick the lowest foot
glm::vec3 lowestPosition = (currentFoot == LEFT_FOOT) ? leftPosition : rightPosition;
// we ignore zero length positions which can happen for a few frames until skeleton is fully loaded
if (glm::length(lowestPosition) > 0.0f) {
_standingFoot = currentFoot;
_clampedFootPosition = lowestPosition;
}
} else {
// swap feet
_standingFoot = currentFoot;
glm::vec3 nextPosition = leftPosition;
glm::vec3 prevPosition = rightPosition;
if (_standingFoot == RIGHT_FOOT) {
nextPosition = rightPosition;
prevPosition = leftPosition;
}
glm::vec3 oldOffset = _clampedFootPosition - prevPosition;
_clampedFootPosition = oldOffset + nextPosition;
offset = _clampedFootPosition - nextPosition;
}
} else {
glm::vec3 nextPosition = (_standingFoot == LEFT_FOOT) ? leftPosition : rightPosition;
offset = _clampedFootPosition - nextPosition;
}
// clamp the offset to not exceed some max distance
const float MAX_STEP_OFFSET = 1.0f;
float stepDistance = glm::length(offset);
if (stepDistance > MAX_STEP_OFFSET) {
offset *= (MAX_STEP_OFFSET / stepDistance);
}
}
_standingOffset = offset;
}
float DENSITY_OF_WATER = 1000.0f; // kg/m^3
float MIN_JOINT_MASS = 1.0f;
float VERY_BIG_MASS = 1.0e6f;
// virtual
void SkeletonModel::buildShapes() {
if (_geometry == NULL || _jointStates.isEmpty()) {
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (geometry.joints.isEmpty() || geometry.rootJointIndex == -1) {
// rootJointIndex == -1 if the avatar model has no skeleton
return;
}
float uniformScale = extractUniformScale(_scale);
const int numStates = _jointStates.size();
for (int i = 0; i < numStates; i++) {
JointState& state = _jointStates[i];
const FBXJoint& joint = state.getFBXJoint();
float radius = uniformScale * joint.boneRadius;
float halfHeight = 0.5f * uniformScale * joint.distanceToParent;
Shape::Type type = joint.shapeType;
int parentIndex = joint.parentIndex;
if (parentIndex == -1 || radius < EPSILON) {
type = INVALID_SHAPE;
} else if (type == CAPSULE_SHAPE && halfHeight < EPSILON) {
// this shape is forced to be a sphere
type = SPHERE_SHAPE;
}
Shape* shape = NULL;
if (type == SPHERE_SHAPE) {
shape = new SphereShape(radius);
shape->setEntity(this);
} else if (type == CAPSULE_SHAPE) {
assert(parentIndex != -1);
shape = new CapsuleShape(radius, halfHeight);
shape->setEntity(this);
}
if (shape && parentIndex != -1) {
// always disable collisions between joint and its parent
disableCollisions(i, parentIndex);
}
_shapes.push_back(shape);
}
// This method moves the shapes to their default positions in Model frame.
computeBoundingShape(geometry);
}
void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
// compute default joint transforms
int numStates = _jointStates.size();
assert(numStates == _shapes.size());
QVector<glm::mat4> transforms;
transforms.fill(glm::mat4(), numStates);
// compute bounding box that encloses all shapes
Extents totalExtents;
totalExtents.reset();
totalExtents.addPoint(glm::vec3(0.0f));
for (int i = 0; i < numStates; i++) {
// compute the default transform of this joint
JointState& state = _jointStates[i];
const FBXJoint& joint = state.getFBXJoint();
int parentIndex = joint.parentIndex;
if (parentIndex == -1) {
transforms[i] = _jointStates[i].getTransform();
} else {
glm::quat modifiedRotation = joint.preRotation * joint.rotation * joint.postRotation;
transforms[i] = transforms[parentIndex] * glm::translate(joint.translation)
* joint.preTransform * glm::mat4_cast(modifiedRotation) * joint.postTransform;
}
// Each joint contributes its point to the bounding box
glm::vec3 jointPosition = extractTranslation(transforms[i]);
totalExtents.addPoint(jointPosition);
Shape* shape = _shapes[i];
if (!shape) {
continue;
}
// Each joint with a shape contributes to the totalExtents: a box
// that contains the sphere centered at the end of the joint with radius of the bone.
// TODO: skip hand and arm shapes for bounding box calculation
int type = shape->getType();
if (type == CAPSULE_SHAPE) {
// add the two furthest surface points of the capsule
CapsuleShape* capsule = static_cast<CapsuleShape*>(shape);
float radius = capsule->getRadius();
glm::vec3 axis(radius);
Extents shapeExtents;
shapeExtents.reset();
shapeExtents.addPoint(jointPosition + axis);
shapeExtents.addPoint(jointPosition - axis);
totalExtents.addExtents(shapeExtents);
} else if (type == SPHERE_SHAPE) {
float radius = shape->getBoundingRadius();
glm::vec3 axis(radius);
Extents shapeExtents;
shapeExtents.reset();
shapeExtents.addPoint(jointPosition + axis);
shapeExtents.addPoint(jointPosition - axis);
totalExtents.addExtents(shapeExtents);
}
}
// compute bounding shape parameters
// NOTE: we assume that the longest side of totalExtents is the yAxis...
glm::vec3 diagonal = totalExtents.maximum - totalExtents.minimum;
// ... and assume the radius is half the RMS of the X and Z sides:
float capsuleRadius = 0.5f * sqrtf(0.5f * (diagonal.x * diagonal.x + diagonal.z * diagonal.z));
_boundingShape.setRadius(capsuleRadius);
_boundingShape.setHalfHeight(0.5f * diagonal.y - capsuleRadius);
glm::vec3 rootPosition = _jointStates[geometry.rootJointIndex].getPosition();
_boundingShapeLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition;
_boundingRadius = 0.5f * glm::length(diagonal);
}
void SkeletonModel::resetShapePositionsToDefaultPose() {
// DEBUG method.
// Moves shapes to the joint default locations for debug visibility into
// how the bounding shape is computed.
if (!_geometry || _shapes.isEmpty()) {
// geometry or joints have not yet been created
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (geometry.joints.isEmpty()) {
return;
}
// The shapes are moved to their default positions in computeBoundingShape().
computeBoundingShape(geometry);
// Then we move them into world frame for rendering at the Model's location.
for (int i = 0; i < _shapes.size(); i++) {
Shape* shape = _shapes[i];
if (shape) {
shape->setTranslation(_translation + _rotation * shape->getTranslation());
shape->setRotation(_rotation * shape->getRotation());
}
}
_boundingShape.setTranslation(_translation + _rotation * _boundingShapeLocalOffset);
_boundingShape.setRotation(_rotation);
}
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) {
const int BALL_SUBDIVISIONS = 10;
if (_shapes.isEmpty()) {
// the bounding shape has not been propery computed
// so no need to render it
return;
}
Application::getInstance()->loadTranslatedViewMatrix(_translation);
// draw a blue sphere at the capsule endpoint
glm::vec3 endPoint;
_boundingShape.getEndPoint(endPoint);
endPoint = endPoint - _translation;
Transform transform = Transform();
transform.setTranslation(endPoint);
batch.setModelTransform(transform);
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.6f, 0.6f, 0.8f, alpha));
// draw a yellow sphere at the capsule startpoint
glm::vec3 startPoint;
_boundingShape.getStartPoint(startPoint);
startPoint = startPoint - _translation;
glm::vec3 axis = endPoint - startPoint;
glTranslatef(-axis.x, -axis.y, -axis.z);
geometryCache->renderSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.8f, 0.8f, 0.6f, alpha));
// draw a green cylinder between the two points
glm::vec3 origin(0.0f);
Avatar::renderJointConnectingCone(batch, origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(), glm::vec4(0.6f, 0.8f, 0.6f, alpha));
}
bool SkeletonModel::hasSkeleton() {
return isActive() ? _geometry->getFBXGeometry().rootJointIndex != -1 : false;
}
void SkeletonModel::initHeadBones() {
_headBones.clear();
const FBXGeometry& fbxGeometry = _geometry->getFBXGeometry();
const int neckJointIndex = fbxGeometry.neckJointIndex;
std::queue<int> q;
q.push(neckJointIndex);
_headBones.push_back(neckJointIndex);
// fbxJoints only hold links to parents not children, so we have to do a bit of extra work here.
while (q.size() > 0) {
int jointIndex = q.front();
for (int i = 0; i < fbxGeometry.joints.size(); i++) {
const FBXJoint& fbxJoint = fbxGeometry.joints[i];
if (jointIndex == fbxJoint.parentIndex) {
_headBones.push_back(i);
q.push(i);
}
}
q.pop();
}
}
void SkeletonModel::invalidateHeadBones() {
_headBones.clear();
}
void SkeletonModel::cauterizeHead() {
if (isActive()) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const int neckJointIndex = geometry.neckJointIndex;
if (neckJointIndex > 0 && neckJointIndex < _jointStates.size()) {
// lazy init of headBones
if (_headBones.size() == 0) {
initHeadBones();
}
// preserve the translation for the neck
glm::vec4 trans = _jointStates[neckJointIndex].getTransform()[3];
glm::vec4 zero(0, 0, 0, 0);
for (const int &i : _headBones) {
JointState& joint = _jointStates[i];
glm::mat4 newXform(zero, zero, zero, trans);
joint.setTransform(newXform);
joint.setVisibleTransform(newXform);
}
}
}
}
void SkeletonModel::onInvalidate() {
invalidateHeadBones();
}