changed name of pre processor variable

This commit is contained in:
amantley 2019-02-20 15:14:12 -08:00
parent 95b3fbdc35
commit 27bfe2f0fe
3 changed files with 10 additions and 46 deletions

View file

@ -2943,7 +2943,6 @@ void MyAvatar::setAnimGraphUrl(const QUrl& url) {
connect(&(_skeletonModel->getRig()), SIGNAL(onLoadComplete()), this, SLOT(animGraphLoaded()));
}
#define USE_Q_OS_ANDROID
void MyAvatar::initAnimGraph() {
QUrl graphUrl;
if (!_prefOverrideAnimGraphUrl.get().isEmpty()) {
@ -2953,7 +2952,7 @@ void MyAvatar::initAnimGraph() {
} else {
graphUrl = PathUtils::resourcesUrl("avatar/avatar-animation.json");
#if defined(Q_OS_ANDROID) || defined(USE_Q_OS_ANDROID)
#if defined(Q_OS_ANDROID) || defined(HIFI_USE_Q_OS_ANDROID)
graphUrl = PathUtils::resourcesUrl("avatar/avatar-animation_withSplineIKNode.json");
#endif
}

View file

@ -123,10 +123,6 @@ const AnimPoseVec& AnimPoleVectorConstraint::evaluate(const AnimVariantMap& anim
glm::quat deltaRot = glm::angleAxis(theta, unitAxis);
if (_tipJointName == "RightHand") {
//qCDebug(animation) << "anim ik theta " << (theta / PI)*180.0f;
}
// transform result back into parent relative frame.
glm::quat relBaseRot = glm::inverse(baseParentPose.rot()) * deltaRot * basePose.rot();
ikChain.setRelativePoseAtJointIndex(_baseJointIndex, AnimPose(relBaseRot, underPoses[_baseJointIndex].trans()));

View file

@ -34,7 +34,6 @@
#include "IKTarget.h"
#include "PathUtils.h"
#define USE_Q_OS_ANDROID
static int nextRigId = 1;
static std::map<int, Rig*> rigRegistry;
static std::mutex rigRegistryMutex;
@ -1460,7 +1459,7 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
int oppositeArmJointIndex = _animSkeleton->nameToJointIndex("RightArm");
if (ENABLE_POLE_VECTORS && handJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0 && oppositeArmJointIndex >= 0) {
glm::vec3 poleVector;
#if defined(Q_OS_ANDROID) || defined(USE_Q_OS_ANDROID)
#if defined(Q_OS_ANDROID) || defined(HIFI_USE_Q_OS_ANDROID)
bool isLeft = true;
bool usePoleVector = calculateElbowPoleVectorOptimized(handJointIndex, elbowJointIndex, armJointIndex, isLeft, poleVector);
#else
@ -1520,7 +1519,7 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
if (ENABLE_POLE_VECTORS && handJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0 && oppositeArmJointIndex >= 0) {
glm::vec3 poleVector;
#if defined(Q_OS_ANDROID) || defined(USE_Q_OS_ANDROID)
#if defined(Q_OS_ANDROID) || defined(HIFI_USE_Q_OS_ANDROID)
bool isLeft = false;
bool usePoleVector = calculateElbowPoleVectorOptimized(handJointIndex, elbowJointIndex, armJointIndex, isLeft, poleVector);
#else
@ -1702,7 +1701,6 @@ static float getHandPositionTheta(glm::vec3 armToHand, float defaultArmLength, b
const float zWeightBottom = -100.0f;
const glm::vec3 weights(-50.0f, 60.0f, 90.0f);
float yFactor = (fabsf(armToHand[1] / defaultArmLength) * weights[1]) + biases[1];
float zFactor;
@ -1714,7 +1712,6 @@ static float getHandPositionTheta(glm::vec3 armToHand, float defaultArmLength, b
float xFactor;
if (left) {
//xFactor = weights[0] * glm::max(-1.0f * (armToHand[0] / defaultArmLength) + xStart, 0.0f);
xFactor = weights[0] * ((-1.0f * (armToHand[0] / defaultArmLength) + xStart) - (0.2f) * ((1.0f + (armToHand[1] / defaultArmLength)) / 2.0f));
} else {
xFactor = weights[0] * (((armToHand[0] / defaultArmLength) + xStart) - (0.2f) * ((1.0f + (armToHand[1] / defaultArmLength)) / 2.0f));
@ -1722,18 +1719,19 @@ static float getHandPositionTheta(glm::vec3 armToHand, float defaultArmLength, b
handPositionTheta = xFactor + yFactor + zFactor;
if (handPositionTheta < 50.0f) {
handPositionTheta = 50.0f;
const float LOWER_ANATOMICAL_ANGLE = 175.0f;
const float UPPER_ANATOMICAL_ANGLE = 50.0f;
if (handPositionTheta < LOWER_ANATOMICAL_ANGLE) {
handPositionTheta = LOWER_ANATOMICAL_ANGLE;
}
if (handPositionTheta > 175.0f) {
handPositionTheta = 175.0f;
if (handPositionTheta > UPPER_ANATOMICAL_ANGLE) {
handPositionTheta = UPPER_ANATOMICAL_ANGLE;
}
if (left) {
handPositionTheta *= -1.0f;
}
return handPositionTheta;
}
@ -1875,31 +1873,10 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
} else {
unitAxis = Vectors::UNIT_Y;
}
// get the pole vector theta based on the hand position relative to the shoulder.
float positionalTheta = getHandPositionTheta(armToHand, defaultArmLength, left);
//qCDebug(animation) << "hand position theta " << left << " " << positionalTheta;
/*
float deltaTheta = 0.0f;
if (left) {
deltaTheta = positionalTheta - _lastThetaLeft;
} else {
deltaTheta = positionalTheta - _lastThetaRight;
}
float deltaThetaRadians = (deltaTheta / 180.0f)*PI;
AnimPose deltaRot(glm::angleAxis(deltaThetaRadians, unitAxis), glm::vec3());
AnimPose relMid = shoulderPose.inverse() * elbowPose;
AnimPose updatedBase = shoulderPose * deltaRot;
AnimPose newAbsMid = updatedBase * relMid;
glm::quat axisRotation;
glm::quat nonAxisRotation;
swingTwistDecomposition(updatedBase.rot(), unitAxis, nonAxisRotation, axisRotation);
//qCDebug(animation) << "the rotation about the axis of the arm " << (glm::sign(glm::axis(axisRotation)[2]) * glm::angle(axisRotation) / PI)*180.0f << " delta Rot theta " << deltaTheta;
//glm::quat relativeHandRotation = (newAbsMid.inverse() * handPose).rot();
*/
// now we calculate the contribution of the hand rotation relative to the arm
glm::quat relativeHandRotation = (elbowPose.inverse() * handPose).rot();
@ -1983,10 +1960,6 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
_lastPositionThetaRight = positionalTheta;
_lastThetaRight = positionalTheta + _lastWristCoefficientRight;
}
if (left) {
qCDebug(animation) << " ulnar deviation ave: " << (_ulnarRadialThetaRunningAverageLeft / PI) * 180.0f << " ulnar correction " << currentWristCoefficient << " twist theta " << (trueTwistTheta / PI) * 180.0f;
}
// limit the correction anatomically possible angles and change to radians
const float LOWER_ANATOMICAL_ANGLE = 175.0f;
@ -2000,10 +1973,6 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
if (_lastThetaLeft < -LOWER_ANATOMICAL_ANGLE) {
_lastThetaLeft = -LOWER_ANATOMICAL_ANGLE;
}
const float MIN_VALUE = 0.0001f;
if (fabsf(_lastPositionThetaLeft - _lastThetaLeft) > MIN_VALUE) {
//qCDebug(animation) << " lastThetaLeft " << _lastThetaLeft << "last position theta left" << _lastPositionThetaLeft << "last wrist coeff " << _lastWristCoefficientLeft;
}
// convert to radians and make 180 0 to match pole vector theta
thetaRadians = ((180.0f - _lastThetaLeft) / 180.0f)*PI;
} else {