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https://github.com/lubosz/overte.git
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Merge pull request #10273 from hyperlogic/feature/hips-ik-target
Avatar IK system now supports manipulating the hips.
This commit is contained in:
commit
2a0fc5b34c
19 changed files with 786 additions and 200 deletions
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@ -50,6 +50,12 @@
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"type": "inverseKinematics",
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"data": {
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"targets": [
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{
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"jointName": "Hips",
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"positionVar": "hipsPosition",
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"rotationVar": "hipsRotation",
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"typeVar": "hipsType"
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},
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{
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"jointName": "RightHand",
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"positionVar": "rightHandPosition",
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@ -75,10 +81,10 @@
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"typeVar": "leftFootType"
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},
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{
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"jointName": "Neck",
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"positionVar": "neckPosition",
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"rotationVar": "neckRotation",
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"typeVar": "neckType"
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"jointName": "Spine2",
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"positionVar": "spine2Position",
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"rotationVar": "spine2Rotation",
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"typeVar": "spine2Type"
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},
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{
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"jointName": "Head",
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@ -91,20 +97,27 @@
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"children": []
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},
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{
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"id": "manipulatorOverlay",
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"id": "hipsManipulatorOverlay",
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"type": "overlay",
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"data": {
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"alpha": 1.0,
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"boneSet": "spineOnly"
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"alpha": 0.0,
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"boneSet": "hipsOnly"
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},
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"children": [
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{
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"id": "spineLean",
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"id": "hipsManipulator",
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"type": "manipulator",
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"data": {
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"alpha": 0.0,
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"alphaVar": "hipsManipulatorAlpha",
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"joints": [
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{ "type": "absoluteRotation", "jointName": "Spine", "var": "lean" }
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{
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"jointName": "Hips",
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"rotationType": "absolute",
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"translationType": "absolute",
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"rotationVar": "hipsManipulatorRotation",
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"translationVar": "hipsManipulatorPosition"
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}
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]
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},
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"children": []
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@ -465,6 +465,10 @@ public:
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void removeHoldAction(AvatarActionHold* holdAction); // thread-safe
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void updateHoldActions(const AnimPose& prePhysicsPose, const AnimPose& postUpdatePose);
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// derive avatar body position and orientation from the current HMD Sensor location.
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// results are in HMD frame
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glm::mat4 deriveBodyFromHMDSensor() const;
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public slots:
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void increaseSize();
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void decreaseSize();
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@ -553,9 +557,7 @@ private:
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void setVisibleInSceneIfReady(Model* model, const render::ScenePointer& scene, bool visiblity);
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// derive avatar body position and orientation from the current HMD Sensor location.
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// results are in HMD frame
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glm::mat4 deriveBodyFromHMDSensor() const;
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private:
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virtual void updatePalms() override {}
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void lateUpdatePalms();
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@ -119,7 +119,13 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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headParams.rigHeadPosition = extractTranslation(rigHMDMat);
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headParams.rigHeadOrientation = extractRotation(rigHMDMat);
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headParams.worldHeadOrientation = extractRotation(worldHMDMat);
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// TODO: if hips target sensor is valid.
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// Copy it into headParams.hipsMatrix, and set headParams.hipsEnabled to true.
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headParams.hipsEnabled = false;
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} else {
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headParams.hipsEnabled = false;
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headParams.isInHMD = false;
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// We don't have a valid localHeadPosition.
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@ -86,7 +86,9 @@ void AnimInverseKinematics::setTargetVars(
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void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::vector<IKTarget>& targets, const AnimPoseVec& underPoses) {
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// build a list of valid targets from _targetVarVec and animVars
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_maxTargetIndex = -1;
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_hipsTargetIndex = -1;
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bool removeUnfoundJoints = false;
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for (auto& targetVar : _targetVarVec) {
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if (targetVar.jointIndex == -1) {
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// this targetVar hasn't been validated yet...
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@ -105,15 +107,18 @@ void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::
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AnimPose defaultPose = _skeleton->getAbsolutePose(targetVar.jointIndex, underPoses);
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glm::quat rotation = animVars.lookupRigToGeometry(targetVar.rotationVar, defaultPose.rot());
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glm::vec3 translation = animVars.lookupRigToGeometry(targetVar.positionVar, defaultPose.trans());
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if (target.getType() == IKTarget::Type::HipsRelativeRotationAndPosition) {
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translation += _hipsOffset;
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}
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target.setPose(rotation, translation);
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target.setIndex(targetVar.jointIndex);
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targets.push_back(target);
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if (targetVar.jointIndex > _maxTargetIndex) {
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_maxTargetIndex = targetVar.jointIndex;
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}
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// record the index of the hips ik target.
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if (target.getIndex() == _hipsIndex) {
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_hipsTargetIndex = (int)targets.size() - 1;
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}
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}
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}
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}
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@ -242,18 +247,21 @@ int AnimInverseKinematics::solveTargetWithCCD(const IKTarget& target, AnimPoseVe
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// the tip's parent-relative as we proceed up the chain
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glm::quat tipParentOrientation = absolutePoses[pivotIndex].rot();
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// NOTE: if this code is removed, the head will remain rigid, causing the spine/hips to thrust forward backward
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// as the head is nodded.
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if (targetType == IKTarget::Type::HmdHead) {
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// rotate tip directly to target orientation
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tipOrientation = target.getRotation();
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glm::quat tipRelativeRotation = glm::normalize(tipOrientation * glm::inverse(tipParentOrientation));
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glm::quat tipRelativeRotation = glm::inverse(tipParentOrientation) * tipOrientation;
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// enforce tip's constraint
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// then enforce tip's constraint
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RotationConstraint* constraint = getConstraint(tipIndex);
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if (constraint) {
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bool constrained = constraint->apply(tipRelativeRotation);
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if (constrained) {
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tipOrientation = glm::normalize(tipRelativeRotation * tipParentOrientation);
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tipRelativeRotation = glm::normalize(tipOrientation * glm::inverse(tipParentOrientation));
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tipOrientation = tipParentOrientation * tipRelativeRotation;
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tipRelativeRotation = tipRelativeRotation;
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}
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}
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// store the relative rotation change in the accumulator
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@ -277,7 +285,9 @@ int AnimInverseKinematics::solveTargetWithCCD(const IKTarget& target, AnimPoseVe
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const float MIN_AXIS_LENGTH = 1.0e-4f;
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RotationConstraint* constraint = getConstraint(pivotIndex);
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if (constraint && constraint->isLowerSpine() && tipIndex != _headIndex) {
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// only allow swing on lowerSpine if there is a hips IK target.
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if (_hipsTargetIndex < 0 && constraint && constraint->isLowerSpine() && tipIndex != _headIndex) {
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// for these types of targets we only allow twist at the lower-spine
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// (this prevents the hand targets from bending the spine too much and thereby driving the hips too far)
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glm::vec3 twistAxis = absolutePoses[pivotIndex].trans() - absolutePoses[pivotsParentIndex].trans();
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@ -420,13 +430,13 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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_relativePoses[i].trans() = underPoses[i].trans();
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}
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if (!_relativePoses.empty()) {
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if (!underPoses.empty()) {
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// Sometimes the underpose itself can violate the constraints. Rather than
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// clamp the animation we dynamically expand each constraint to accomodate it.
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std::map<int, RotationConstraint*>::iterator constraintItr = _constraints.begin();
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while (constraintItr != _constraints.end()) {
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int index = constraintItr->first;
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constraintItr->second->dynamicallyAdjustLimits(_relativePoses[index].rot());
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constraintItr->second->dynamicallyAdjustLimits(underPoses[index].rot());
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++constraintItr;
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}
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}
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@ -441,64 +451,76 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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computeTargets(animVars, targets, underPoses);
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}
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// debug render ik targets
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if (context.getEnableDebugDrawIKTargets()) {
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const vec4 WHITE(1.0f);
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glm::mat4 rigToAvatarMat = createMatFromQuatAndPos(Quaternions::Y_180, glm::vec3());
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for (auto& target : targets) {
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glm::mat4 geomTargetMat = createMatFromQuatAndPos(target.getRotation(), target.getTranslation());
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glm::mat4 avatarTargetMat = rigToAvatarMat * context.getGeometryToRigMatrix() * geomTargetMat;
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QString name = QString("ikTarget%1").arg(target.getIndex());
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DebugDraw::getInstance().addMyAvatarMarker(name, glmExtractRotation(avatarTargetMat), extractTranslation(avatarTargetMat), WHITE);
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}
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} else if (context.getEnableDebugDrawIKTargets() != _previousEnableDebugIKTargets) {
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// remove markers if they were added last frame.
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for (auto& target : targets) {
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QString name = QString("ikTarget%1").arg(target.getIndex());
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DebugDraw::getInstance().removeMyAvatarMarker(name);
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}
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}
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_previousEnableDebugIKTargets = context.getEnableDebugDrawIKTargets();
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if (targets.empty()) {
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// no IK targets but still need to enforce constraints
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std::map<int, RotationConstraint*>::iterator constraintItr = _constraints.begin();
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while (constraintItr != _constraints.end()) {
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int index = constraintItr->first;
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glm::quat rotation = _relativePoses[index].rot();
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constraintItr->second->apply(rotation);
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_relativePoses[index].rot() = rotation;
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++constraintItr;
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}
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_relativePoses = underPoses;
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} else {
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{
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PROFILE_RANGE_EX(simulation_animation, "ik/shiftHips", 0xffff00ff, 0);
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// shift hips according to the _hipsOffset from the previous frame
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float offsetLength = glm::length(_hipsOffset);
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const float MIN_HIPS_OFFSET_LENGTH = 0.03f;
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if (offsetLength > MIN_HIPS_OFFSET_LENGTH && _hipsIndex >= 0) {
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// but only if offset is long enough
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float scaleFactor = ((offsetLength - MIN_HIPS_OFFSET_LENGTH) / offsetLength);
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if (_hipsParentIndex == -1) {
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// the hips are the root so _hipsOffset is in the correct frame
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_relativePoses[_hipsIndex].trans() = underPoses[_hipsIndex].trans() + scaleFactor * _hipsOffset;
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if (_hipsTargetIndex >= 0 && _hipsTargetIndex < (int)targets.size()) {
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// slam the hips to match the _hipsTarget
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AnimPose absPose = targets[_hipsTargetIndex].getPose();
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int parentIndex = _skeleton->getParentIndex(targets[_hipsTargetIndex].getIndex());
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if (parentIndex != -1) {
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_relativePoses[_hipsIndex] = _skeleton->getAbsolutePose(parentIndex, _relativePoses).inverse() * absPose;
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} else {
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// the hips are NOT the root so we need to transform _hipsOffset into hips local-frame
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glm::quat hipsFrameRotation = _relativePoses[_hipsParentIndex].rot();
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int index = _skeleton->getParentIndex(_hipsParentIndex);
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while (index != -1) {
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hipsFrameRotation *= _relativePoses[index].rot();
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index = _skeleton->getParentIndex(index);
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_relativePoses[_hipsIndex] = absPose;
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}
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} else {
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// if there is no hips target, shift hips according to the _hipsOffset from the previous frame
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float offsetLength = glm::length(_hipsOffset);
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const float MIN_HIPS_OFFSET_LENGTH = 0.03f;
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if (offsetLength > MIN_HIPS_OFFSET_LENGTH && _hipsIndex >= 0) {
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float scaleFactor = ((offsetLength - MIN_HIPS_OFFSET_LENGTH) / offsetLength);
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glm::vec3 hipsOffset = scaleFactor * _hipsOffset;
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if (_hipsParentIndex == -1) {
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_relativePoses[_hipsIndex].trans() = underPoses[_hipsIndex].trans() + hipsOffset;
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} else {
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auto absHipsPose = _skeleton->getAbsolutePose(_hipsIndex, underPoses);
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absHipsPose.trans() += hipsOffset;
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_relativePoses[_hipsIndex] = _skeleton->getAbsolutePose(_hipsParentIndex, _relativePoses).inverse() * absHipsPose;
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}
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_relativePoses[_hipsIndex].trans() = underPoses[_hipsIndex].trans()
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+ glm::inverse(glm::normalize(hipsFrameRotation)) * (scaleFactor * _hipsOffset);
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}
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}
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// update all HipsRelative targets to account for the hips shift/ik target.
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auto shiftedHipsAbsPose = _skeleton->getAbsolutePose(_hipsIndex, _relativePoses);
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auto underHipsAbsPose = _skeleton->getAbsolutePose(_hipsIndex, underPoses);
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auto absHipsOffset = shiftedHipsAbsPose.trans() - underHipsAbsPose.trans();
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for (auto& target: targets) {
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if (target.getType() == IKTarget::Type::HipsRelativeRotationAndPosition) {
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auto pose = target.getPose();
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pose.trans() = pose.trans() + absHipsOffset;
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target.setPose(pose.rot(), pose.trans());
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}
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}
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}
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{
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PROFILE_RANGE_EX(simulation_animation, "ik/debugDraw", 0xffff00ff, 0);
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// debug render ik targets
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if (context.getEnableDebugDrawIKTargets()) {
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const vec4 WHITE(1.0f);
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glm::mat4 rigToAvatarMat = createMatFromQuatAndPos(Quaternions::Y_180, glm::vec3());
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for (auto& target : targets) {
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glm::mat4 geomTargetMat = createMatFromQuatAndPos(target.getRotation(), target.getTranslation());
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glm::mat4 avatarTargetMat = rigToAvatarMat * context.getGeometryToRigMatrix() * geomTargetMat;
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QString name = QString("ikTarget%1").arg(target.getIndex());
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DebugDraw::getInstance().addMyAvatarMarker(name, glmExtractRotation(avatarTargetMat), extractTranslation(avatarTargetMat), WHITE);
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}
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} else if (context.getEnableDebugDrawIKTargets() != _previousEnableDebugIKTargets) {
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// remove markers if they were added last frame.
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for (auto& target : targets) {
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QString name = QString("ikTarget%1").arg(target.getIndex());
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DebugDraw::getInstance().removeMyAvatarMarker(name);
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}
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}
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_previousEnableDebugIKTargets = context.getEnableDebugDrawIKTargets();
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}
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{
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@ -506,64 +528,70 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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solveWithCyclicCoordinateDescent(targets);
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}
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{
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if (_hipsTargetIndex < 0) {
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PROFILE_RANGE_EX(simulation_animation, "ik/measureHipsOffset", 0xffff00ff, 0);
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// measure new _hipsOffset for next frame
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// by looking for discrepancies between where a targeted endEffector is
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// and where it wants to be (after IK solutions are done)
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glm::vec3 newHipsOffset = Vectors::ZERO;
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for (auto& target: targets) {
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int targetIndex = target.getIndex();
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if (targetIndex == _headIndex && _headIndex != -1) {
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// special handling for headTarget
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if (target.getType() == IKTarget::Type::RotationOnly) {
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// we want to shift the hips to bring the underPose closer
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// to where the head happens to be (overpose)
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glm::vec3 under = _skeleton->getAbsolutePose(_headIndex, underPoses).trans();
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
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const float HEAD_OFFSET_SLAVE_FACTOR = 0.65f;
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newHipsOffset += HEAD_OFFSET_SLAVE_FACTOR * (actual - under);
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} else if (target.getType() == IKTarget::Type::HmdHead) {
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// we want to shift the hips to bring the head to its designated position
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
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_hipsOffset += target.getTranslation() - actual;
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// and ignore all other targets
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newHipsOffset = _hipsOffset;
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break;
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} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
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glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans();
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glm::vec3 targetPosition = target.getTranslation();
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newHipsOffset += targetPosition - actualPosition;
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// Add downward pressure on the hips
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newHipsOffset *= 0.95f;
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newHipsOffset -= 1.0f;
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}
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} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
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glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans();
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glm::vec3 targetPosition = target.getTranslation();
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newHipsOffset += targetPosition - actualPosition;
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}
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}
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// smooth transitions by relaxing _hipsOffset toward the new value
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const float HIPS_OFFSET_SLAVE_TIMESCALE = 0.10f;
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float tau = dt < HIPS_OFFSET_SLAVE_TIMESCALE ? dt / HIPS_OFFSET_SLAVE_TIMESCALE : 1.0f;
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_hipsOffset += (newHipsOffset - _hipsOffset) * tau;
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// clamp the hips offset
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float hipsOffsetLength = glm::length(_hipsOffset);
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if (hipsOffsetLength > _maxHipsOffsetLength) {
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_hipsOffset *= _maxHipsOffsetLength / hipsOffsetLength;
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}
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computeHipsOffset(targets, underPoses, dt);
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} else {
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_hipsOffset = Vectors::ZERO;
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}
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}
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}
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return _relativePoses;
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}
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void AnimInverseKinematics::computeHipsOffset(const std::vector<IKTarget>& targets, const AnimPoseVec& underPoses, float dt) {
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// measure new _hipsOffset for next frame
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// by looking for discrepancies between where a targeted endEffector is
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// and where it wants to be (after IK solutions are done)
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glm::vec3 newHipsOffset = Vectors::ZERO;
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for (auto& target: targets) {
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int targetIndex = target.getIndex();
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if (targetIndex == _headIndex && _headIndex != -1) {
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// special handling for headTarget
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if (target.getType() == IKTarget::Type::RotationOnly) {
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// we want to shift the hips to bring the underPose closer
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// to where the head happens to be (overpose)
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glm::vec3 under = _skeleton->getAbsolutePose(_headIndex, underPoses).trans();
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
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const float HEAD_OFFSET_SLAVE_FACTOR = 0.65f;
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newHipsOffset += HEAD_OFFSET_SLAVE_FACTOR * (actual - under);
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} else if (target.getType() == IKTarget::Type::HmdHead) {
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// we want to shift the hips to bring the head to its designated position
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
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_hipsOffset += target.getTranslation() - actual;
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// and ignore all other targets
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newHipsOffset = _hipsOffset;
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break;
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||||
} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
|
||||
glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans();
|
||||
glm::vec3 targetPosition = target.getTranslation();
|
||||
newHipsOffset += targetPosition - actualPosition;
|
||||
|
||||
// Add downward pressure on the hips
|
||||
const float PRESSURE_SCALE_FACTOR = 0.95f;
|
||||
const float PRESSURE_TRANSLATION_OFFSET = 1.0f;
|
||||
newHipsOffset *= PRESSURE_SCALE_FACTOR;
|
||||
newHipsOffset -= PRESSURE_TRANSLATION_OFFSET;
|
||||
}
|
||||
} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
|
||||
glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans();
|
||||
glm::vec3 targetPosition = target.getTranslation();
|
||||
newHipsOffset += targetPosition - actualPosition;
|
||||
}
|
||||
}
|
||||
|
||||
// smooth transitions by relaxing _hipsOffset toward the new value
|
||||
const float HIPS_OFFSET_SLAVE_TIMESCALE = 0.10f;
|
||||
float tau = dt < HIPS_OFFSET_SLAVE_TIMESCALE ? dt / HIPS_OFFSET_SLAVE_TIMESCALE : 1.0f;
|
||||
_hipsOffset += (newHipsOffset - _hipsOffset) * tau;
|
||||
|
||||
// clamp the hips offset
|
||||
float hipsOffsetLength = glm::length(_hipsOffset);
|
||||
if (hipsOffsetLength > _maxHipsOffsetLength) {
|
||||
_hipsOffset *= _maxHipsOffsetLength / hipsOffsetLength;
|
||||
}
|
||||
}
|
||||
|
||||
void AnimInverseKinematics::setMaxHipsOffsetLength(float maxLength) {
|
||||
// manually adjust scale here
|
||||
const float METERS_TO_CENTIMETERS = 100.0f;
|
||||
|
@ -594,6 +622,22 @@ void AnimInverseKinematics::clearConstraints() {
|
|||
_constraints.clear();
|
||||
}
|
||||
|
||||
// set up swing limits around a swingTwistConstraint in an ellipse, where lateralSwingTheta is the swing limit for lateral swings (side to side)
|
||||
// anteriorSwingTheta is swing limit for forward and backward swings. (where x-axis of reference rotation is sideways and -z-axis is forward)
|
||||
static void setEllipticalSwingLimits(SwingTwistConstraint* stConstraint, float lateralSwingTheta, float anteriorSwingTheta) {
|
||||
assert(stConstraint);
|
||||
const int NUM_SUBDIVISIONS = 8;
|
||||
std::vector<float> minDots;
|
||||
minDots.reserve(NUM_SUBDIVISIONS);
|
||||
float dTheta = TWO_PI / NUM_SUBDIVISIONS;
|
||||
float theta = 0.0f;
|
||||
for (int i = 0; i < NUM_SUBDIVISIONS; i++) {
|
||||
minDots.push_back(cosf(glm::length(glm::vec2(anteriorSwingTheta * cosf(theta), lateralSwingTheta * sinf(theta)))));
|
||||
theta += dTheta;
|
||||
}
|
||||
stConstraint->setSwingLimits(minDots);
|
||||
}
|
||||
|
||||
void AnimInverseKinematics::initConstraints() {
|
||||
if (!_skeleton) {
|
||||
return;
|
||||
|
@ -783,41 +827,31 @@ void AnimInverseKinematics::initConstraints() {
|
|||
} else if (baseName.startsWith("Spine", Qt::CaseSensitive)) {
|
||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
||||
const float MAX_SPINE_TWIST = PI / 12.0f;
|
||||
const float MAX_SPINE_TWIST = PI / 20.0f;
|
||||
stConstraint->setTwistLimits(-MAX_SPINE_TWIST, MAX_SPINE_TWIST);
|
||||
|
||||
std::vector<float> minDots;
|
||||
const float MAX_SPINE_SWING = PI / 10.0f;
|
||||
minDots.push_back(cosf(MAX_SPINE_SWING));
|
||||
stConstraint->setSwingLimits(minDots);
|
||||
// limit lateral swings more then forward-backward swings
|
||||
const float MAX_SPINE_LATERAL_SWING = PI / 30.0f;
|
||||
const float MAX_SPINE_ANTERIOR_SWING = PI / 20.0f;
|
||||
setEllipticalSwingLimits(stConstraint, MAX_SPINE_LATERAL_SWING, MAX_SPINE_ANTERIOR_SWING);
|
||||
|
||||
if (0 == baseName.compare("Spine1", Qt::CaseSensitive)
|
||||
|| 0 == baseName.compare("Spine", Qt::CaseSensitive)) {
|
||||
stConstraint->setLowerSpine(true);
|
||||
}
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(stConstraint);
|
||||
} else if (baseName.startsWith("Hips2", Qt::CaseSensitive)) {
|
||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
||||
const float MAX_SPINE_TWIST = PI / 8.0f;
|
||||
stConstraint->setTwistLimits(-MAX_SPINE_TWIST, MAX_SPINE_TWIST);
|
||||
|
||||
std::vector<float> minDots;
|
||||
const float MAX_SPINE_SWING = PI / 14.0f;
|
||||
minDots.push_back(cosf(MAX_SPINE_SWING));
|
||||
stConstraint->setSwingLimits(minDots);
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(stConstraint);
|
||||
} else if (0 == baseName.compare("Neck", Qt::CaseSensitive)) {
|
||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
||||
const float MAX_NECK_TWIST = PI / 9.0f;
|
||||
const float MAX_NECK_TWIST = PI / 10.0f;
|
||||
stConstraint->setTwistLimits(-MAX_NECK_TWIST, MAX_NECK_TWIST);
|
||||
|
||||
std::vector<float> minDots;
|
||||
const float MAX_NECK_SWING = PI / 8.0f;
|
||||
minDots.push_back(cosf(MAX_NECK_SWING));
|
||||
stConstraint->setSwingLimits(minDots);
|
||||
// limit lateral swings more then forward-backward swings
|
||||
const float MAX_NECK_LATERAL_SWING = PI / 10.0f;
|
||||
const float MAX_NECK_ANTERIOR_SWING = PI / 8.0f;
|
||||
setEllipticalSwingLimits(stConstraint, MAX_NECK_LATERAL_SWING, MAX_NECK_ANTERIOR_SWING);
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(stConstraint);
|
||||
} else if (0 == baseName.compare("Head", Qt::CaseSensitive)) {
|
||||
|
@ -872,7 +906,7 @@ void AnimInverseKinematics::initConstraints() {
|
|||
|
||||
// we determine the max/min angles by rotating the swing limit lines from parent- to child-frame
|
||||
// then measure the angles to swing the yAxis into alignment
|
||||
const float MIN_KNEE_ANGLE = 0.0f;
|
||||
const float MIN_KNEE_ANGLE = 0.097f; // ~5 deg
|
||||
const float MAX_KNEE_ANGLE = 7.0f * PI / 8.0f;
|
||||
glm::quat invReferenceRotation = glm::inverse(referenceRotation);
|
||||
glm::vec3 minSwingAxis = invReferenceRotation * glm::angleAxis(MIN_KNEE_ANGLE, hingeAxis) * Vectors::UNIT_Y;
|
||||
|
|
|
@ -55,6 +55,7 @@ protected:
|
|||
RotationConstraint* getConstraint(int index);
|
||||
void clearConstraints();
|
||||
void initConstraints();
|
||||
void computeHipsOffset(const std::vector<IKTarget>& targets, const AnimPoseVec& underPoses, float dt);
|
||||
|
||||
// no copies
|
||||
AnimInverseKinematics(const AnimInverseKinematics&) = delete;
|
||||
|
@ -91,6 +92,7 @@ protected:
|
|||
int _headIndex { -1 };
|
||||
int _hipsIndex { -1 };
|
||||
int _hipsParentIndex { -1 };
|
||||
int _hipsTargetIndex { -1 };
|
||||
|
||||
// _maxTargetIndex is tracked to help optimize the recalculation of absolute poses
|
||||
// during the the cyclic coordinate descent algorithm
|
||||
|
|
|
@ -12,6 +12,16 @@
|
|||
#include "AnimUtil.h"
|
||||
#include "AnimationLogging.h"
|
||||
|
||||
AnimManipulator::JointVar::JointVar(const QString& jointNameIn, Type rotationTypeIn, Type translationTypeIn,
|
||||
const QString& rotationVarIn, const QString& translationVarIn) :
|
||||
jointName(jointNameIn),
|
||||
rotationType(rotationTypeIn),
|
||||
translationType(translationTypeIn),
|
||||
rotationVar(rotationVarIn),
|
||||
translationVar(translationVarIn),
|
||||
jointIndex(-1),
|
||||
hasPerformedJointLookup(false) {}
|
||||
|
||||
AnimManipulator::AnimManipulator(const QString& id, float alpha) :
|
||||
AnimNode(AnimNode::Type::Manipulator, id),
|
||||
_alpha(alpha) {
|
||||
|
@ -36,7 +46,10 @@ const AnimPoseVec& AnimManipulator::overlay(const AnimVariantMap& animVars, cons
|
|||
}
|
||||
|
||||
for (auto& jointVar : _jointVars) {
|
||||
|
||||
if (!jointVar.hasPerformedJointLookup) {
|
||||
|
||||
// map from joint name to joint index and cache the result.
|
||||
jointVar.jointIndex = _skeleton->nameToJointIndex(jointVar.jointName);
|
||||
if (jointVar.jointIndex < 0) {
|
||||
qCWarning(animation) << "AnimManipulator could not find jointName" << jointVar.jointName << "in skeleton";
|
||||
|
@ -100,34 +113,62 @@ AnimPose AnimManipulator::computeRelativePoseFromJointVar(const AnimVariantMap&
|
|||
|
||||
AnimPose defaultAbsPose = _skeleton->getAbsolutePose(jointVar.jointIndex, underPoses);
|
||||
|
||||
if (jointVar.type == JointVar::Type::AbsoluteRotation || jointVar.type == JointVar::Type::AbsolutePosition) {
|
||||
// compute relative translation
|
||||
glm::vec3 relTrans;
|
||||
switch (jointVar.translationType) {
|
||||
case JointVar::Type::Absolute: {
|
||||
glm::vec3 absTrans = animVars.lookupRigToGeometry(jointVar.translationVar, defaultAbsPose.trans());
|
||||
|
||||
if (jointVar.type == JointVar::Type::AbsoluteRotation) {
|
||||
defaultAbsPose.rot() = animVars.lookupRigToGeometry(jointVar.var, defaultAbsPose.rot());
|
||||
} else if (jointVar.type == JointVar::Type::AbsolutePosition) {
|
||||
defaultAbsPose.trans() = animVars.lookupRigToGeometry(jointVar.var, defaultAbsPose.trans());
|
||||
// convert to from absolute to relative.
|
||||
AnimPose parentAbsPose;
|
||||
int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex);
|
||||
if (parentIndex >= 0) {
|
||||
parentAbsPose = _skeleton->getAbsolutePose(parentIndex, underPoses);
|
||||
}
|
||||
|
||||
// convert from absolute to relative
|
||||
relTrans = transformPoint(parentAbsPose.inverse(), absTrans);
|
||||
break;
|
||||
}
|
||||
|
||||
// because jointVar is absolute, we must use an absolute parent frame to convert into a relative pose.
|
||||
AnimPose parentAbsPose = AnimPose::identity;
|
||||
int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex);
|
||||
if (parentIndex >= 0) {
|
||||
parentAbsPose = _skeleton->getAbsolutePose(parentIndex, underPoses);
|
||||
}
|
||||
|
||||
// convert from absolute to relative
|
||||
return parentAbsPose.inverse() * defaultAbsPose;
|
||||
|
||||
} else {
|
||||
|
||||
// override the default rel pose
|
||||
AnimPose relPose = defaultRelPose;
|
||||
if (jointVar.type == JointVar::Type::RelativeRotation) {
|
||||
relPose.rot() = animVars.lookupRigToGeometry(jointVar.var, defaultRelPose.rot());
|
||||
} else if (jointVar.type == JointVar::Type::RelativePosition) {
|
||||
relPose.trans() = animVars.lookupRigToGeometry(jointVar.var, defaultRelPose.trans());
|
||||
}
|
||||
|
||||
return relPose;
|
||||
case JointVar::Type::Relative:
|
||||
relTrans = animVars.lookupRigToGeometryVector(jointVar.translationVar, defaultRelPose.trans());
|
||||
break;
|
||||
case JointVar::Type::UnderPose:
|
||||
relTrans = underPoses[jointVar.jointIndex].trans();
|
||||
break;
|
||||
case JointVar::Type::Default:
|
||||
default:
|
||||
relTrans = defaultRelPose.trans();
|
||||
break;
|
||||
}
|
||||
|
||||
glm::quat relRot;
|
||||
switch (jointVar.rotationType) {
|
||||
case JointVar::Type::Absolute: {
|
||||
glm::quat absRot = animVars.lookupRigToGeometry(jointVar.translationVar, defaultAbsPose.rot());
|
||||
|
||||
// convert to from absolute to relative.
|
||||
AnimPose parentAbsPose;
|
||||
int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex);
|
||||
if (parentIndex >= 0) {
|
||||
parentAbsPose = _skeleton->getAbsolutePose(parentIndex, underPoses);
|
||||
}
|
||||
|
||||
// convert from absolute to relative
|
||||
relRot = glm::inverse(parentAbsPose.rot()) * absRot;
|
||||
break;
|
||||
}
|
||||
case JointVar::Type::Relative:
|
||||
relRot = animVars.lookupRigToGeometry(jointVar.translationVar, defaultRelPose.rot());
|
||||
break;
|
||||
case JointVar::Type::UnderPose:
|
||||
relRot = underPoses[jointVar.jointIndex].rot();
|
||||
break;
|
||||
case JointVar::Type::Default:
|
||||
default:
|
||||
relRot = defaultRelPose.rot();
|
||||
break;
|
||||
}
|
||||
|
||||
return AnimPose(glm::vec3(1), relRot, relTrans);
|
||||
}
|
||||
|
|
|
@ -31,17 +31,20 @@ public:
|
|||
|
||||
struct JointVar {
|
||||
enum class Type {
|
||||
AbsoluteRotation = 0,
|
||||
AbsolutePosition,
|
||||
RelativeRotation,
|
||||
RelativePosition,
|
||||
Absolute,
|
||||
Relative,
|
||||
UnderPose,
|
||||
Default,
|
||||
NumTypes
|
||||
};
|
||||
|
||||
JointVar(const QString& varIn, const QString& jointNameIn, Type typeIn) : var(varIn), jointName(jointNameIn), type(typeIn), jointIndex(-1), hasPerformedJointLookup(false) {}
|
||||
QString var = "";
|
||||
JointVar(const QString& jointNameIn, Type rotationType, Type translationType, const QString& rotationVarIn, const QString& translationVarIn);
|
||||
QString jointName = "";
|
||||
Type type = Type::AbsoluteRotation;
|
||||
Type rotationType = Type::Absolute;
|
||||
Type translationType = Type::Absolute;
|
||||
QString rotationVar = "";
|
||||
QString translationVar = "";
|
||||
|
||||
int jointIndex = -1;
|
||||
bool hasPerformedJointLookup = false;
|
||||
bool isRelative = false;
|
||||
|
|
|
@ -79,10 +79,10 @@ static AnimStateMachine::InterpType stringToInterpType(const QString& str) {
|
|||
|
||||
static const char* animManipulatorJointVarTypeToString(AnimManipulator::JointVar::Type type) {
|
||||
switch (type) {
|
||||
case AnimManipulator::JointVar::Type::AbsoluteRotation: return "absoluteRotation";
|
||||
case AnimManipulator::JointVar::Type::AbsolutePosition: return "absolutePosition";
|
||||
case AnimManipulator::JointVar::Type::RelativeRotation: return "relativeRotation";
|
||||
case AnimManipulator::JointVar::Type::RelativePosition: return "relativePosition";
|
||||
case AnimManipulator::JointVar::Type::Absolute: return "absolute";
|
||||
case AnimManipulator::JointVar::Type::Relative: return "relative";
|
||||
case AnimManipulator::JointVar::Type::UnderPose: return "underPose";
|
||||
case AnimManipulator::JointVar::Type::Default: return "default";
|
||||
case AnimManipulator::JointVar::Type::NumTypes: return nullptr;
|
||||
};
|
||||
return nullptr;
|
||||
|
@ -339,7 +339,8 @@ static const char* boneSetStrings[AnimOverlay::NumBoneSets] = {
|
|||
"spineOnly",
|
||||
"empty",
|
||||
"leftHand",
|
||||
"rightHand"
|
||||
"rightHand",
|
||||
"hipsOnly"
|
||||
};
|
||||
|
||||
static AnimOverlay::BoneSet stringToBoneSetEnum(const QString& str) {
|
||||
|
@ -406,17 +407,25 @@ static AnimNode::Pointer loadManipulatorNode(const QJsonObject& jsonObj, const Q
|
|||
}
|
||||
auto jointObj = jointValue.toObject();
|
||||
|
||||
READ_STRING(type, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(jointName, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(var, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(rotationType, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(translationType, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(rotationVar, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(translationVar, jointObj, id, jsonUrl, nullptr);
|
||||
|
||||
AnimManipulator::JointVar::Type jointVarType = stringToAnimManipulatorJointVarType(type);
|
||||
if (jointVarType == AnimManipulator::JointVar::Type::NumTypes) {
|
||||
qCCritical(animation) << "AnimNodeLoader, bad type in \"joints\", id =" << id << ", url =" << jsonUrl.toDisplayString();
|
||||
return nullptr;
|
||||
AnimManipulator::JointVar::Type jointVarRotationType = stringToAnimManipulatorJointVarType(rotationType);
|
||||
if (jointVarRotationType == AnimManipulator::JointVar::Type::NumTypes) {
|
||||
qCWarning(animation) << "AnimNodeLoader, bad rotationType in \"joints\", id =" << id << ", url =" << jsonUrl.toDisplayString();
|
||||
jointVarRotationType = AnimManipulator::JointVar::Type::Default;
|
||||
}
|
||||
|
||||
AnimManipulator::JointVar jointVar(var, jointName, jointVarType);
|
||||
AnimManipulator::JointVar::Type jointVarTranslationType = stringToAnimManipulatorJointVarType(translationType);
|
||||
if (jointVarTranslationType == AnimManipulator::JointVar::Type::NumTypes) {
|
||||
qCWarning(animation) << "AnimNodeLoader, bad translationType in \"joints\", id =" << id << ", url =" << jsonUrl.toDisplayString();
|
||||
jointVarTranslationType = AnimManipulator::JointVar::Type::Default;
|
||||
}
|
||||
|
||||
AnimManipulator::JointVar jointVar(jointName, jointVarRotationType, jointVarTranslationType, rotationVar, translationVar);
|
||||
node->addJointVar(jointVar);
|
||||
};
|
||||
|
||||
|
|
|
@ -34,6 +34,7 @@ void AnimOverlay::buildBoneSet(BoneSet boneSet) {
|
|||
case SpineOnlyBoneSet: buildSpineOnlyBoneSet(); break;
|
||||
case LeftHandBoneSet: buildLeftHandBoneSet(); break;
|
||||
case RightHandBoneSet: buildRightHandBoneSet(); break;
|
||||
case HipsOnlyBoneSet: buildHipsOnlyBoneSet(); break;
|
||||
default:
|
||||
case EmptyBoneSet: buildEmptyBoneSet(); break;
|
||||
}
|
||||
|
@ -188,6 +189,13 @@ void AnimOverlay::buildRightHandBoneSet() {
|
|||
});
|
||||
}
|
||||
|
||||
void AnimOverlay::buildHipsOnlyBoneSet() {
|
||||
assert(_skeleton);
|
||||
buildEmptyBoneSet();
|
||||
int hipsJoint = _skeleton->nameToJointIndex("Hips");
|
||||
_boneSetVec[hipsJoint] = 1.0f;
|
||||
}
|
||||
|
||||
// for AnimDebugDraw rendering
|
||||
const AnimPoseVec& AnimOverlay::getPosesInternal() const {
|
||||
return _poses;
|
||||
|
|
|
@ -37,6 +37,7 @@ public:
|
|||
EmptyBoneSet,
|
||||
LeftHandBoneSet,
|
||||
RightHandBoneSet,
|
||||
HipsOnlyBoneSet,
|
||||
NumBoneSets
|
||||
};
|
||||
|
||||
|
@ -75,6 +76,7 @@ public:
|
|||
void buildEmptyBoneSet();
|
||||
void buildLeftHandBoneSet();
|
||||
void buildRightHandBoneSet();
|
||||
void buildHipsOnlyBoneSet();
|
||||
|
||||
// no copies
|
||||
AnimOverlay(const AnimOverlay&) = delete;
|
||||
|
|
|
@ -165,6 +165,15 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
glm::vec3 lookupRigToGeometryVector(const QString& key, const glm::vec3& defaultValue) const {
|
||||
if (key.isEmpty()) {
|
||||
return defaultValue;
|
||||
} else {
|
||||
auto iter = _map.find(key);
|
||||
return iter != _map.end() ? transformVectorFast(_rigToGeometryMat, iter->second.getVec3()) : defaultValue;
|
||||
}
|
||||
}
|
||||
|
||||
const glm::quat& lookupRaw(const QString& key, const glm::quat& defaultValue) const {
|
||||
if (key.isEmpty()) {
|
||||
return defaultValue;
|
||||
|
|
|
@ -21,13 +21,14 @@ public:
|
|||
RotationOnly,
|
||||
HmdHead,
|
||||
HipsRelativeRotationAndPosition,
|
||||
Unknown,
|
||||
Unknown
|
||||
};
|
||||
|
||||
IKTarget() {}
|
||||
|
||||
const glm::vec3& getTranslation() const { return _pose.trans(); }
|
||||
const glm::quat& getRotation() const { return _pose.rot(); }
|
||||
const AnimPose& getPose() const { return _pose; }
|
||||
int getIndex() const { return _index; }
|
||||
Type getType() const { return _type; }
|
||||
|
||||
|
|
|
@ -1024,6 +1024,17 @@ void Rig::updateFromHeadParameters(const HeadParameters& params, float dt) {
|
|||
|
||||
_animVars.set("isTalking", params.isTalking);
|
||||
_animVars.set("notIsTalking", !params.isTalking);
|
||||
|
||||
if (params.hipsEnabled) {
|
||||
_animVars.set("hipsType", (int)IKTarget::Type::RotationAndPosition);
|
||||
_animVars.set("hipsPosition", extractTranslation(params.hipsMatrix));
|
||||
_animVars.set("hipsRotation", glmExtractRotation(params.hipsMatrix) * Quaternions::Y_180);
|
||||
} else {
|
||||
_animVars.set("hipsType", (int)IKTarget::Type::Unknown);
|
||||
}
|
||||
|
||||
// by default this IK target is disabled.
|
||||
_animVars.set("spine2Type", (int)IKTarget::Type::Unknown);
|
||||
}
|
||||
|
||||
void Rig::updateFromEyeParameters(const EyeParameters& params) {
|
||||
|
@ -1161,13 +1172,19 @@ void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, f
|
|||
const glm::vec3 bodyCapsuleStart = bodyCapsuleCenter - glm::vec3(0, params.bodyCapsuleHalfHeight, 0);
|
||||
const glm::vec3 bodyCapsuleEnd = bodyCapsuleCenter + glm::vec3(0, params.bodyCapsuleHalfHeight, 0);
|
||||
|
||||
// TODO: add isHipsEnabled
|
||||
bool bodySensorTrackingEnabled = params.isLeftFootEnabled || params.isRightFootEnabled;
|
||||
|
||||
if (params.isLeftEnabled) {
|
||||
|
||||
// prevent the hand IK targets from intersecting the body capsule
|
||||
glm::vec3 handPosition = params.leftPosition;
|
||||
glm::vec3 displacement;
|
||||
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
|
||||
handPosition -= displacement;
|
||||
|
||||
if (!bodySensorTrackingEnabled) {
|
||||
// prevent the hand IK targets from intersecting the body capsule
|
||||
glm::vec3 displacement;
|
||||
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
|
||||
handPosition -= displacement;
|
||||
}
|
||||
}
|
||||
|
||||
_animVars.set("leftHandPosition", handPosition);
|
||||
|
@ -1181,11 +1198,14 @@ void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, f
|
|||
|
||||
if (params.isRightEnabled) {
|
||||
|
||||
// prevent the hand IK targets from intersecting the body capsule
|
||||
glm::vec3 handPosition = params.rightPosition;
|
||||
glm::vec3 displacement;
|
||||
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
|
||||
handPosition -= displacement;
|
||||
|
||||
if (!bodySensorTrackingEnabled) {
|
||||
// prevent the hand IK targets from intersecting the body capsule
|
||||
glm::vec3 displacement;
|
||||
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
|
||||
handPosition -= displacement;
|
||||
}
|
||||
}
|
||||
|
||||
_animVars.set("rightHandPosition", handPosition);
|
||||
|
|
|
@ -45,6 +45,8 @@ public:
|
|||
glm::quat worldHeadOrientation = glm::quat(); // world space (-z forward)
|
||||
glm::quat rigHeadOrientation = glm::quat(); // rig space (-z forward)
|
||||
glm::vec3 rigHeadPosition = glm::vec3(); // rig space
|
||||
glm::mat4 hipsMatrix = glm::mat4(); // rig space
|
||||
bool hipsEnabled = false;
|
||||
bool isInHMD = false;
|
||||
int neckJointIndex = -1;
|
||||
bool isTalking = false;
|
||||
|
|
|
@ -122,3 +122,10 @@ bool Quat::equal(const glm::quat& q1, const glm::quat& q2) {
|
|||
return q1 == q2;
|
||||
}
|
||||
|
||||
glm::quat Quat::cancelOutRollAndPitch(const glm::quat& q) {
|
||||
return ::cancelOutRollAndPitch(q);
|
||||
}
|
||||
|
||||
glm::quat Quat::cancelOutRoll(const glm::quat& q) {
|
||||
return ::cancelOutRoll(q);
|
||||
}
|
||||
|
|
|
@ -60,6 +60,8 @@ public slots:
|
|||
float dot(const glm::quat& q1, const glm::quat& q2);
|
||||
void print(const QString& label, const glm::quat& q);
|
||||
bool equal(const glm::quat& q1, const glm::quat& q2);
|
||||
glm::quat cancelOutRollAndPitch(const glm::quat& q);
|
||||
glm::quat cancelOutRoll(const glm::quat& q);
|
||||
};
|
||||
|
||||
#endif // hifi_Quat_h
|
||||
|
|
118
scripts/developer/tests/hipsIkTest.js
Normal file
118
scripts/developer/tests/hipsIkTest.js
Normal file
|
@ -0,0 +1,118 @@
|
|||
//
|
||||
// hipsIKTest.js
|
||||
//
|
||||
// Created by Anthony Thibault on 4/24/17
|
||||
// Copyright 2017 High Fidelity, Inc.
|
||||
//
|
||||
// Test procedural manipulation of the Avatar hips IK target.
|
||||
// Pull the left and right triggers on your hand controllers, you hips should begin to gyrate in an amusing mannor.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
|
||||
/* global Xform */
|
||||
Script.include("/~/system/libraries/Xform.js");
|
||||
|
||||
var calibrated = false;
|
||||
var rightTriggerPressed = false;
|
||||
var leftTriggerPressed = false;
|
||||
|
||||
var MAPPING_NAME = "com.highfidelity.hipsIkTest";
|
||||
|
||||
var mapping = Controller.newMapping(MAPPING_NAME);
|
||||
mapping.from([Controller.Standard.RTClick]).peek().to(function (value) {
|
||||
rightTriggerPressed = (value !== 0) ? true : false;
|
||||
});
|
||||
mapping.from([Controller.Standard.LTClick]).peek().to(function (value) {
|
||||
leftTriggerPressed = (value !== 0) ? true : false;
|
||||
});
|
||||
|
||||
Controller.enableMapping(MAPPING_NAME);
|
||||
|
||||
var ANIM_VARS = [
|
||||
"headType",
|
||||
"hipsType",
|
||||
"hipsPosition",
|
||||
"hipsRotation"
|
||||
];
|
||||
|
||||
var ZERO = {x: 0, y: 0, z: 0};
|
||||
var X_AXIS = {x: 1, y: 0, z: 0};
|
||||
var Y_AXIS = {x: 0, y: 1, z: 0};
|
||||
var Y_180 = {x: 0, y: 1, z: 0, w: 0};
|
||||
var Y_180_XFORM = new Xform(Y_180, {x: 0, y: 0, z: 0});
|
||||
|
||||
var hips = undefined;
|
||||
|
||||
function computeCurrentXform(jointIndex) {
|
||||
var currentXform = new Xform(MyAvatar.getAbsoluteJointRotationInObjectFrame(jointIndex),
|
||||
MyAvatar.getAbsoluteJointTranslationInObjectFrame(jointIndex));
|
||||
return Xform.mul(Y_180_XFORM, currentXform);
|
||||
}
|
||||
|
||||
function calibrate() {
|
||||
hips = computeCurrentXform(MyAvatar.getJointIndex("Hips"));
|
||||
}
|
||||
|
||||
var ikTypes = {
|
||||
RotationAndPosition: 0,
|
||||
RotationOnly: 1,
|
||||
HmdHead: 2,
|
||||
HipsRelativeRotationAndPosition: 3,
|
||||
Off: 4
|
||||
};
|
||||
|
||||
function circleOffset(radius, theta, normal) {
|
||||
var pos = {x: radius * Math.cos(theta), y: radius * Math.sin(theta), z: 0};
|
||||
var lookAtRot = Quat.lookAt(normal, ZERO, X_AXIS);
|
||||
return Vec3.multiplyQbyV(lookAtRot, pos);
|
||||
}
|
||||
|
||||
var handlerId;
|
||||
|
||||
function update(dt) {
|
||||
if (rightTriggerPressed && leftTriggerPressed) {
|
||||
if (!calibrated) {
|
||||
calibrate();
|
||||
calibrated = true;
|
||||
|
||||
if (handlerId) {
|
||||
MyAvatar.removeAnimationStateHandler(handlerId);
|
||||
handlerId = undefined;
|
||||
} else {
|
||||
|
||||
var n = Y_AXIS;
|
||||
var t = 0;
|
||||
handlerId = MyAvatar.addAnimationStateHandler(function (props) {
|
||||
|
||||
t += (1 / 60) * 4;
|
||||
var result = {}, xform;
|
||||
if (hips) {
|
||||
xform = hips;
|
||||
result.hipsType = ikTypes.RotationAndPosition;
|
||||
result.hipsPosition = Vec3.sum(xform.pos, circleOffset(0.1, t, n));
|
||||
result.hipsRotation = xform.rot;
|
||||
result.headType = ikTypes.RotationAndPosition;
|
||||
} else {
|
||||
result.headType = ikTypes.HmdHead;
|
||||
result.hipsType = props.hipsType;
|
||||
result.hipsPosition = props.hipsPosition;
|
||||
result.hipsRotation = props.hipsRotation;
|
||||
}
|
||||
|
||||
return result;
|
||||
}, ANIM_VARS);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
calibrated = false;
|
||||
}
|
||||
}
|
||||
|
||||
Script.update.connect(update);
|
||||
|
||||
Script.scriptEnding.connect(function () {
|
||||
Controller.disableMapping(MAPPING_NAME);
|
||||
Script.update.disconnect(update);
|
||||
});
|
||||
|
307
scripts/developer/tests/viveMotionCapture.js
Normal file
307
scripts/developer/tests/viveMotionCapture.js
Normal file
|
@ -0,0 +1,307 @@
|
|||
/* global Xform */
|
||||
Script.include("/~/system/libraries/Xform.js");
|
||||
|
||||
var TRACKED_OBJECT_POSES = [
|
||||
"TrackedObject00", "TrackedObject01", "TrackedObject02", "TrackedObject03",
|
||||
"TrackedObject04", "TrackedObject05", "TrackedObject06", "TrackedObject07",
|
||||
"TrackedObject08", "TrackedObject09", "TrackedObject10", "TrackedObject11",
|
||||
"TrackedObject12", "TrackedObject13", "TrackedObject14", "TrackedObject15"
|
||||
];
|
||||
|
||||
var triggerPressHandled = false;
|
||||
var rightTriggerPressed = false;
|
||||
var leftTriggerPressed = false;
|
||||
|
||||
var MAPPING_NAME = "com.highfidelity.viveMotionCapture";
|
||||
|
||||
var mapping = Controller.newMapping(MAPPING_NAME);
|
||||
mapping.from([Controller.Standard.RTClick]).peek().to(function (value) {
|
||||
rightTriggerPressed = (value !== 0) ? true : false;
|
||||
});
|
||||
mapping.from([Controller.Standard.LTClick]).peek().to(function (value) {
|
||||
leftTriggerPressed = (value !== 0) ? true : false;
|
||||
});
|
||||
|
||||
Controller.enableMapping(MAPPING_NAME);
|
||||
|
||||
var leftFoot;
|
||||
var rightFoot;
|
||||
var hips;
|
||||
var spine2;
|
||||
|
||||
var FEET_ONLY = 0;
|
||||
var FEET_AND_HIPS = 1;
|
||||
var FEET_AND_CHEST = 2;
|
||||
var FEET_HIPS_AND_CHEST = 3;
|
||||
var AUTO = 4;
|
||||
|
||||
var SENSOR_CONFIG_NAMES = [
|
||||
"FeetOnly",
|
||||
"FeetAndHips",
|
||||
"FeetAndChest",
|
||||
"FeetHipsAndChest",
|
||||
"Auto"
|
||||
];
|
||||
|
||||
var sensorConfig = AUTO;
|
||||
|
||||
var Y_180 = {x: 0, y: 1, z: 0, w: 0};
|
||||
var Y_180_XFORM = new Xform(Y_180, {x: 0, y: 0, z: 0});
|
||||
|
||||
function computeOffsetXform(defaultToReferenceXform, pose, jointIndex) {
|
||||
var poseXform = new Xform(pose.rotation, pose.translation);
|
||||
|
||||
var defaultJointXform = new Xform(MyAvatar.getAbsoluteDefaultJointRotationInObjectFrame(jointIndex),
|
||||
MyAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(jointIndex));
|
||||
|
||||
var referenceJointXform = Xform.mul(defaultToReferenceXform, defaultJointXform);
|
||||
|
||||
return Xform.mul(poseXform.inv(), referenceJointXform);
|
||||
}
|
||||
|
||||
function computeDefaultToReferenceXform() {
|
||||
var headIndex = MyAvatar.getJointIndex("Head");
|
||||
if (headIndex >= 0) {
|
||||
var defaultHeadXform = new Xform(MyAvatar.getAbsoluteDefaultJointRotationInObjectFrame(headIndex),
|
||||
MyAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(headIndex));
|
||||
var currentHeadXform = new Xform(Quat.cancelOutRollAndPitch(MyAvatar.getAbsoluteJointRotationInObjectFrame(headIndex)),
|
||||
MyAvatar.getAbsoluteJointTranslationInObjectFrame(headIndex));
|
||||
|
||||
var defaultToReferenceXform = Xform.mul(currentHeadXform, defaultHeadXform.inv());
|
||||
|
||||
return defaultToReferenceXform;
|
||||
} else {
|
||||
return Xform.ident();
|
||||
}
|
||||
}
|
||||
|
||||
function calibrate() {
|
||||
|
||||
leftFoot = undefined;
|
||||
rightFoot = undefined;
|
||||
hips = undefined;
|
||||
spine2 = undefined;
|
||||
|
||||
var defaultToReferenceXform = computeDefaultToReferenceXform();
|
||||
|
||||
var poses = [];
|
||||
if (Controller.Hardware.Vive) {
|
||||
TRACKED_OBJECT_POSES.forEach(function (key) {
|
||||
var channel = Controller.Hardware.Vive[key];
|
||||
var pose = Controller.getPoseValue(channel);
|
||||
if (pose.valid) {
|
||||
poses.push({
|
||||
channel: channel,
|
||||
pose: pose
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
print("AJT: calibrating, num tracked poses = " + poses.length + ", sensorConfig = " + SENSOR_CONFIG_NAMES[sensorConfig]);
|
||||
|
||||
var config = sensorConfig;
|
||||
|
||||
if (config === AUTO) {
|
||||
if (poses.length === 2) {
|
||||
config = FEET_ONLY;
|
||||
} else if (poses.length === 3) {
|
||||
config = FEET_AND_HIPS;
|
||||
} else if (poses.length >= 4) {
|
||||
config = FEET_HIPS_AND_CHEST;
|
||||
} else {
|
||||
print("AJT: auto config failed: poses.length = " + poses.length);
|
||||
config = FEET_ONLY;
|
||||
}
|
||||
}
|
||||
|
||||
if (poses.length >= 2) {
|
||||
// sort by y
|
||||
poses.sort(function(a, b) {
|
||||
var ay = a.pose.translation.y;
|
||||
var by = b.pose.translation.y;
|
||||
return ay - by;
|
||||
});
|
||||
|
||||
if (poses[0].pose.translation.x > poses[1].pose.translation.x) {
|
||||
rightFoot = poses[0];
|
||||
leftFoot = poses[1];
|
||||
} else {
|
||||
rightFoot = poses[1];
|
||||
leftFoot = poses[0];
|
||||
}
|
||||
|
||||
// compute offsets
|
||||
rightFoot.offsetXform = computeOffsetXform(defaultToReferenceXform, rightFoot.pose, MyAvatar.getJointIndex("RightFoot"));
|
||||
leftFoot.offsetXform = computeOffsetXform(defaultToReferenceXform, leftFoot.pose, MyAvatar.getJointIndex("LeftFoot"));
|
||||
|
||||
print("AJT: rightFoot = " + JSON.stringify(rightFoot));
|
||||
print("AJT: leftFoot = " + JSON.stringify(leftFoot));
|
||||
|
||||
if (config === FEET_ONLY) {
|
||||
// we're done!
|
||||
} else if (config === FEET_AND_HIPS && poses.length >= 3) {
|
||||
hips = poses[2];
|
||||
} else if (config === FEET_AND_CHEST && poses.length >= 3) {
|
||||
spine2 = poses[2];
|
||||
} else if (config === FEET_HIPS_AND_CHEST && poses.length >= 4) {
|
||||
hips = poses[2];
|
||||
spine2 = poses[3];
|
||||
} else {
|
||||
// TODO: better error messages
|
||||
print("AJT: could not calibrate for sensor config " + SENSOR_CONFIG_NAMES[config] + ", please try again!");
|
||||
}
|
||||
|
||||
if (hips) {
|
||||
hips.offsetXform = computeOffsetXform(defaultToReferenceXform, hips.pose, MyAvatar.getJointIndex("Hips"));
|
||||
print("AJT: hips = " + JSON.stringify(hips));
|
||||
}
|
||||
|
||||
if (spine2) {
|
||||
spine2.offsetXform = computeOffsetXform(defaultToReferenceXform, spine2.pose, MyAvatar.getJointIndex("Spine2"));
|
||||
print("AJT: spine2 = " + JSON.stringify(spine2));
|
||||
}
|
||||
|
||||
} else {
|
||||
print("AJT: could not find two trackers, try again!");
|
||||
}
|
||||
}
|
||||
|
||||
var ikTypes = {
|
||||
RotationAndPosition: 0,
|
||||
RotationOnly: 1,
|
||||
HmdHead: 2,
|
||||
HipsRelativeRotationAndPosition: 3,
|
||||
Off: 4
|
||||
};
|
||||
|
||||
var handlerId;
|
||||
|
||||
function computeIKTargetXform(jointInfo) {
|
||||
var pose = Controller.getPoseValue(jointInfo.channel);
|
||||
var offsetXform = jointInfo.offsetXform;
|
||||
return Xform.mul(Y_180_XFORM, Xform.mul(new Xform(pose.rotation, pose.translation), offsetXform));
|
||||
}
|
||||
|
||||
function update(dt) {
|
||||
if (rightTriggerPressed && leftTriggerPressed) {
|
||||
if (!triggerPressHandled) {
|
||||
triggerPressHandled = true;
|
||||
if (handlerId) {
|
||||
print("AJT: UN-CALIBRATE!");
|
||||
|
||||
// go back to normal, vive pucks will be ignored.
|
||||
leftFoot = undefined;
|
||||
rightFoot = undefined;
|
||||
hips = undefined;
|
||||
spine2 = undefined;
|
||||
if (handlerId) {
|
||||
print("AJT: un-hooking animation state handler");
|
||||
MyAvatar.removeAnimationStateHandler(handlerId);
|
||||
handlerId = undefined;
|
||||
}
|
||||
} else {
|
||||
print("AJT: CALIBRATE!");
|
||||
calibrate();
|
||||
|
||||
var animVars = [];
|
||||
|
||||
if (leftFoot) {
|
||||
animVars.push("leftFootType");
|
||||
animVars.push("leftFootPosition");
|
||||
animVars.push("leftFootRotation");
|
||||
}
|
||||
if (rightFoot) {
|
||||
animVars.push("rightFootType");
|
||||
animVars.push("rightFootPosition");
|
||||
animVars.push("rightFootRotation");
|
||||
}
|
||||
if (hips) {
|
||||
animVars.push("hipsType");
|
||||
animVars.push("hipsPosition");
|
||||
animVars.push("hipsRotation");
|
||||
}
|
||||
if (spine2) {
|
||||
animVars.push("spine2Type");
|
||||
animVars.push("spine2Position");
|
||||
animVars.push("spine2Rotation");
|
||||
}
|
||||
|
||||
// hook up new anim state handler that maps vive pucks to ik system.
|
||||
handlerId = MyAvatar.addAnimationStateHandler(function (props) {
|
||||
var result = {}, xform;
|
||||
if (rightFoot) {
|
||||
xform = computeIKTargetXform(rightFoot);
|
||||
result.rightFootType = ikTypes.RotationAndPosition;
|
||||
result.rightFootPosition = xform.pos;
|
||||
result.rightFootRotation = xform.rot;
|
||||
}
|
||||
if (leftFoot) {
|
||||
xform = computeIKTargetXform(leftFoot);
|
||||
result.leftFootType = ikTypes.RotationAndPosition;
|
||||
result.leftFootPosition = xform.pos;
|
||||
result.leftFootRotation = xform.rot;
|
||||
}
|
||||
if (hips) {
|
||||
xform = computeIKTargetXform(hips);
|
||||
result.hipsType = ikTypes.RotationAndPosition;
|
||||
result.hipsPosition = xform.pos;
|
||||
result.hipsRotation = xform.rot;
|
||||
}
|
||||
if (spine2) {
|
||||
xform = computeIKTargetXform(spine2);
|
||||
result.spine2Type = ikTypes.RotationAndPosition;
|
||||
result.spine2Position = xform.pos;
|
||||
result.spine2Rotation = xform.rot;
|
||||
}
|
||||
return result;
|
||||
}, animVars);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
triggerPressHandled = false;
|
||||
}
|
||||
|
||||
var drawMarkers = false;
|
||||
if (drawMarkers) {
|
||||
var RED = {x: 1, y: 0, z: 0, w: 1};
|
||||
var BLUE = {x: 0, y: 0, z: 1, w: 1};
|
||||
|
||||
if (leftFoot) {
|
||||
var leftFootPose = Controller.getPoseValue(leftFoot.channel);
|
||||
DebugDraw.addMyAvatarMarker("leftFootTracker", leftFootPose.rotation, leftFootPose.translation, BLUE);
|
||||
}
|
||||
|
||||
if (rightFoot) {
|
||||
var rightFootPose = Controller.getPoseValue(rightFoot.channel);
|
||||
DebugDraw.addMyAvatarMarker("rightFootTracker", rightFootPose.rotation, rightFootPose.translation, RED);
|
||||
}
|
||||
|
||||
if (hips) {
|
||||
var hipsPose = Controller.getPoseValue(hips.channel);
|
||||
DebugDraw.addMyAvatarMarker("hipsTracker", hipsPose.rotation, hipsPose.translation, GREEN);
|
||||
}
|
||||
}
|
||||
|
||||
var drawReferencePose = false;
|
||||
if (drawReferencePose) {
|
||||
var GREEN = {x: 0, y: 1, z: 0, w: 1};
|
||||
var defaultToReferenceXform = computeDefaultToReferenceXform();
|
||||
var leftFootIndex = MyAvatar.getJointIndex("LeftFoot");
|
||||
if (leftFootIndex > 0) {
|
||||
var defaultLeftFootXform = new Xform(MyAvatar.getAbsoluteDefaultJointRotationInObjectFrame(leftFootIndex),
|
||||
MyAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(leftFootIndex));
|
||||
var referenceLeftFootXform = Xform.mul(defaultToReferenceXform, defaultLeftFootXform);
|
||||
DebugDraw.addMyAvatarMarker("leftFootTracker", referenceLeftFootXform.rot, referenceLeftFootXform.pos, GREEN);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Script.update.connect(update);
|
||||
|
||||
Script.scriptEnding.connect(function () {
|
||||
Controller.disableMapping(MAPPING_NAME);
|
||||
Script.update.disconnect(update);
|
||||
});
|
||||
|
|
@ -18,14 +18,14 @@ function shutdown() {
|
|||
});
|
||||
}
|
||||
|
||||
var WHITE = {x: 1, y: 1, z: 1, w: 1};
|
||||
var BLUE = {x: 0, y: 0, z: 1, w: 1};
|
||||
|
||||
function update(dt) {
|
||||
if (Controller.Hardware.Vive) {
|
||||
TRACKED_OBJECT_POSES.forEach(function (key) {
|
||||
var pose = Controller.getPoseValue(Controller.Hardware.Vive[key]);
|
||||
if (pose.valid) {
|
||||
DebugDraw.addMyAvatarMarker(key, pose.rotation, pose.translation, WHITE);
|
||||
DebugDraw.addMyAvatarMarker(key, pose.rotation, pose.translation, BLUE);
|
||||
} else {
|
||||
DebugDraw.removeMyAvatarMarker(key);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue