smooth transitions and slower back to default

This commit is contained in:
luiscuenca 2018-01-05 09:55:50 -07:00
parent 367e2266f7
commit 108748ca96

View file

@ -19,7 +19,7 @@
var updateFingerWithIndex = 0;
// Keys to access finger data
var dataKeys = ["pinky", "ring", "middle", "index", "thumb"];
var fingerKeys = ["pinky", "ring", "middle", "index", "thumb"];
// Additionally close the hands to achieve a grabbing effect
var grabPercent = { left: 0,
@ -44,6 +44,13 @@
}
}
// frame count for transition to default pose
var countToDefault = {
left: 0,
right: 0
}
// joint data for opened pose
var dataOpen = {
@ -67,19 +74,40 @@
var dataClose = {
left: {
pinky:[{x: 75.45709, y:-8.01347, z:-22.54823}, {x: 69.562, y:0, z:1.06604}, {x: 74.73801, y:0, z:-0.8351}],
middle: [{x: 66.0237, y:-2.42536, z:-6.13193}, {x: 72.63042, y:0, z:-0.71834}, {x: 75.19901, y:0, z:0.83978}],
middle: [{x: 66.0237, y:-2.42536, z:-6.13193}, {x: 65.63042, y:0, z:-0.71834}, {x: 60.19901, y:0, z:0.83978}],
ring: [{x: 71.52988, y:-2.35423, z:-16.21694}, {x: 64.44739, y:0, z:0.68153}, {x: 70.518, y:0, z:-0.69295}],
thumb: [{x: 33.83371, y:-15.19106, z:34.66116}, {x: 0, y:0, z:-43.42915}, {x: 0, y:0, z:-30.18613}],
index: [{x: 35.56082, y:-1.21056, z:-2.07362}, {x: 79.79845, y:-0.01107, z:0.93037}, {x: 68.767, y:0, z:-2.64018}]
}, right: {
pinky:[{x: 75.45702, y: 8.013, z: 22.41022}, {x: 69.562, y: 0, z: -1.03973}, {x: 74.738, y: 0, z: 0.86424}],
middle: [{x: 66.02399, y: 2.425, z: 6.11638}, {x: 72.63002, y: 0, z: 0.71427}, {x: 72.63, y: 0, z: -0.85103}],
middle: [{x: 66.02399, y: 2.425, z: 6.11638}, {x: 65.63002, y: 0, z: 0.71427}, {x: 60.63, y: 0, z: -0.85103}],
ring: [{x: 71.53, y: 5.022, z: 16.33612}, {x: 64.447, y: 0, z: -0.64524}, {x: 70.51801, y: 0, z: 0.69807}],
thumb: [{x: 33.834, y: 15.191, z: -34.52131}, {x: 0, y: 0, z: 43.41122}, {x: 0, y: 0, z: 30.24818}],
index: [{x: 35.633, y: 1.215, z: -6.6376}, {x: 79.72701, y: 0, z: -0.90168}, {x: 68.76701, y: 0, z: 2.62649}]
}
}
// snapshot for the default pose
var dataDefault = {
left:{
pinky:[{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
middle: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
ring: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
thumb: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
index: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
set: false
},
right:{
pinky:[{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
middle: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
ring: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
thumb: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
index: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
set: false
}
}
// joint data for the current frame
var dataCurrent = {
@ -118,9 +146,13 @@
}
}
// Acquire an updated value per hand every 5 frames
// Acquire an updated value per hand every 5 frames when finger is touching (faster in)
var animationSteps = 5;
var touchAnimationSteps = 5;
// Acquire an updated value per hand every 10 frames when finger is returning to default position (slower out)
var defaultAnimationSteps = 10;
// Debugging info
@ -145,18 +177,18 @@
},
fingerPercent: {
left: {
pinky: 0.75,
middle: 0.75,
ring: 0.75,
thumb: 0.75,
index: 0.75
pinky: 0.38,
middle: 0.38,
ring: 0.38,
thumb: 0.38,
index: 0.38
} ,
right: {
pinky: 0.75,
middle: 0.75,
ring: 0.75,
thumb: 0.75,
index: 0.75
pinky: 0.38,
middle: 0.38,
ring: 0.38,
thumb: 0.38,
index: 0.38
}
},
triggerValues: {
@ -237,9 +269,9 @@
var thumbLength = 0;
for (var i = 0; i < dataKeys.length; i++) {
var finger = dataKeys[i];
var jointNames = getJointNames(upperSide, finger, 4);
for (var i = 0; i < fingerKeys.length; i++) {
var finger = fingerKeys[i];
var jointNames = getJointNames(side, finger, 4);
var fingerLength = getJointDistances(jointNames).totalDistance;
var jointIndex = MyAvatar.getJointIndex(jointNames[0]);
@ -247,20 +279,26 @@
directions[finger] = Vec3.normalize(Vec3.sum(positions[finger], minusWorldPosHand));
data.fingers[finger] = Vec3.sum(positions[finger], Vec3.multiply(fingerLength, directions[finger]));
if (finger != "thumb") {
palmCenter = Vec3.sum(Vec3.multiply(2, positions[finger]), palmCenter); // Hand joint + 2 * 4 fingers(no thumb) = 9
// finger joints have double the weight than the hand joint
// This would better position the palm estimation
palmCenter = Vec3.sum(Vec3.multiply(2, positions[finger]), palmCenter);
} else {
thumbLength = fingerLength;
}
}
data.perpendicular = side == "right" ? Vec3.normalize(Vec3.cross(directions["ring"], directions["pinky"])) : Vec3.normalize(Vec3.cross(directions["pinky"],directions["ring"]));
// perpendicular change direction depending on the side
data.perpendicular = (side == "right") ?
Vec3.normalize(Vec3.cross(directions["index"], directions["pinky"])):
Vec3.normalize(Vec3.cross(directions["pinky"], directions["index"]));
data.position = Vec3.multiply(1.0/9, palmCenter); // Hand joint + 2 * 4 fingers(no thumb) = 9
data.position = Vec3.multiply(1.0/9, palmCenter); // 1(weight) * Hand joint + 2(weight) * 4 fingers(no thumb) = 9
data.distance = 1.55*Vec3.distance(data.position, positions["index"]);
data.distance = 1.55*Vec3.distance(data.position, positions["index"]); // 1.55 based on test/error for the sphere radius that best fits the hand
// move back thumb check up origin
// move back thumb ray origin
data.fingers["thumb"] = Vec3.sum(data.fingers["thumb"], Vec3.multiply( -0.2 * thumbLength, data.perpendicular));
@ -272,14 +310,14 @@
// Create debug overlays - finger rays + palm rays + spheres
for (var i = 0; i < dataKeys.length; i++) {
fingerRays["left"][dataKeys[i]] = Overlays.addOverlay("line3d", {
for (var i = 0; i < fingerKeys.length; i++) {
fingerRays["left"][fingerKeys[i]] = Overlays.addOverlay("line3d", {
color: { red: 0, green: 0, blue: 255 },
start: { x:0, y:0, z:0 },
end: { x:0, y:1, z:0 },
visible: showLines
});
fingerRays["right"][dataKeys[i]] = Overlays.addOverlay("line3d", {
fingerRays["right"][fingerKeys[i]] = Overlays.addOverlay("line3d", {
color: { red: 0, green: 0, blue: 255 },
start: { x:0, y:0, z:0 },
end: { x:0, y:1, z:0 },
@ -317,6 +355,19 @@
})
}
function acquireDefaultPose(side) {
for (var i = 0; i < fingerKeys.length; i++) {
var finger = fingerKeys[i];
var names = getJointNames(side, finger, 3);
for (var j = 0; j < names.length; j++) {
var index = MyAvatar.getJointIndex(names[j]);
var rotation = Quat.safeEulerAngles(MyAvatar.getJointRotation(index));
dataDefault[side][finger][j] = dataCurrent[side][finger][j] = rotation;
}
}
dataDefault[side].set = true;
}
function updateSphereHand(side) {
var palmData = estimatePalmData(side);
@ -349,9 +400,9 @@
visible: showSphere
});
for (var i = 0; i < dataKeys.length; i++) {
Overlays.editOverlay(fingerRays[side][dataKeys[i]], {
start: palmData.fingers[dataKeys[i]],
for (var i = 0; i < fingerKeys.length; i++) {
Overlays.editOverlay(fingerRays[side][fingerKeys[i]], {
start: palmData.fingers[fingerKeys[i]],
end: checkPoint,
visible: showLines
});
@ -359,16 +410,22 @@
// Update the intersection of only one finger at a time
var finger = dataKeys[updateFingerWithIndex];
var finger = fingerKeys[updateFingerWithIndex];
var grabbables = Entities.findEntities(spherePos, dist);
var newFingerData = dataDefault[side][finger];
var animationSteps = defaultAnimationSteps;
if (grabbables.length > 0) {
var origin = palmData.fingers[finger];
var direction = Vec3.normalize(Vec3.subtract(checkPoint, origin));
var intersection = Entities.findRayIntersection({origin: origin, direction: direction}, true, grabbables, [], true, false);
var percent = 0.75;
var isAbleToGrab = intersection.intersects && intersection.distance < 2.5*dist;
var percent = 0.38;
var isAbleToGrab = intersection.intersects && intersection.distance < 1.5*dist;
if (isAbleToGrab && !getTouching(side)) {
acquireDefaultPose(side); // take a snapshot of the default pose before touch starts
newFingerData = dataDefault[side][finger]; // assign default pose to finger data
}
// Store if this finger is touching something
isTouching[side][finger] = isAbleToGrab;
if (isAbleToGrab) {
@ -376,23 +433,25 @@
percent = intersection.distance/(2.5*dist);
var grabMultiplier = finger === "thumb" ? 0.2 : 0.05;
percent += grabMultiplier * grabPercent[side];
// Calculate new interpolation data
var totalDistance = addVals(dataClose[side][finger], dataOpen[side][finger], -1);
newFingerData = addVals(dataOpen[side][finger], multiplyValsBy(totalDistance, percent), 1); // assign close/open ratio to finger to simulate touch
animationSteps = touchAnimationSteps;
}
varsToDebug.fingerPercent[side][finger] = percent; // store the current open/close percentage
varsToDebug.fingerPercent[side][finger] = percent;
}
// Calculate new interpolation data
var totalDistance = addVals(dataClose[side][finger], dataOpen[side][finger], -1);
percent = varsToDebug.fingerPercent[side][finger];
var newFingerData = addVals(dataOpen[side][finger], multiplyValsBy(totalDistance, percent), 1);
// Assign animation interpolation steps
// Calculate animation increments
dataDelta[side][finger] = multiplyValsBy(addVals(newFingerData, dataCurrent[side][finger], -1), 1.0/animationSteps);
}
// Recreate the finger joint names - and how many 0 to count
// Recreate the finger joint names
function getJointNames(side, finger, count) {
var names = [];
for (var i = 1; i < count+1; i++) {
var name = side+"Hand"+finger[0].toUpperCase()+finger.substring(1)+(i);
var name = side[0].toUpperCase()+side.substring(1)+"Hand"+finger[0].toUpperCase()+finger.substring(1)+(i);
names.push(name);
}
return names;
@ -437,61 +496,56 @@
Controller.enableMapping(MAPPING_NAME);
function getTouching(side) {
var animating = false;
for (var i = 0; i < dataKeys.length; i++) {
var finger = dataKeys[i];
for (var i = 0; i < fingerKeys.length; i++) {
var finger = fingerKeys[i];
animating = animating || isTouching[side][finger];
}
return animating;
return animating; // return false only if none of the fingers are touching
}
Script.update.connect(function(){
// iterate fingers
// index of the finger that needs to be updated this frame
updateFingerWithIndex = (updateFingerWithIndex < dataKeys.length-1) ? updateFingerWithIndex + 1 : 0;
updateFingerWithIndex = (updateFingerWithIndex < fingerKeys.length-1) ? updateFingerWithIndex + 1 : 0;
// precalculate data
updateSphereHand("right");
updateSphereHand("left");
// Assign interpolated values
var i, j, index, finger, names, quatRot;
for (i = 0; i < dataKeys.length; i++) {
finger = dataKeys[i];
names = getJointNames("Right", finger, 3);
dataCurrent["right"][finger] = addVals(dataCurrent["right"][finger], dataDelta["right"][finger], 1);
for (j = 0; j < names.length; j++) {
index = MyAvatar.getJointIndex(names[j]);
// if no finger is touching restate the default poses
if (getTouching("right")) {
quatRot = Quat.fromVec3Degrees(dataCurrent["right"][finger][j]);
MyAvatar.setJointRotation(index, quatRot);
} else {
MyAvatar.clearJointData(index);
["right", "left"].forEach(function(side){
// recalculate the base data
updateSphereHand(side);
// this vars manage the transition to default pose
var isHandTouching = getTouching(side);
countToDefault[side] = isHandTouching ? 0 : countToDefault[side] + 1;
for (var i = 0; i < fingerKeys.length; i++) {
var finger = fingerKeys[i];
var names = getJointNames(side, finger, 3);
// Add the animation increments
dataCurrent[side][finger] = addVals(dataCurrent[side][finger], dataDelta[side][finger], 1);
// update every finger joint
for (var j = 0; j < names.length; j++) {
var index = MyAvatar.getJointIndex(names[j]);
// if no finger is touching restate the default poses
if (isHandTouching || (dataDefault[side].set && countToDefault[side] < 5*touchAnimationSteps)) {
var quatRot = Quat.fromVec3Degrees(dataCurrent[side][finger][j]);
MyAvatar.setJointRotation(index, quatRot);
} else {
MyAvatar.clearJointData(index);
}
}
}
}
for (i = 0; i < dataKeys.length; i++) {
finger = dataKeys[i];
names = getJointNames("Left", finger, 3);
dataCurrent["left"][finger] = addVals(dataCurrent["left"][finger], dataDelta["left"][finger], 1);
for (j = 0; j < names.length; j++) {
index = MyAvatar.getJointIndex(names[j]);
// if no finger is touching restate the default poses
if (getTouching("left")) {
quatRot = Quat.fromVec3Degrees(dataCurrent["left"][finger][j]);
MyAvatar.setJointRotation(index, quatRot);
} else {
MyAvatar.clearJointData(index);
}
}
}
});
});
}())