mirror of
https://github.com/lubosz/overte.git
synced 2025-04-14 01:46:18 +02:00
tweaked the constraints, to do: start conditions and possibly using base rotation on shoulder to determine hand offset
This commit is contained in:
parent
f2301e7dac
commit
951380db15
2 changed files with 172 additions and 130 deletions
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@ -124,7 +124,7 @@ const AnimPoseVec& AnimPoleVectorConstraint::evaluate(const AnimVariantMap& anim
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glm::quat deltaRot = glm::angleAxis(theta, unitAxis);
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if (_tipJointName == "RightHand") {
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qCDebug(animation) << "anim ik theta " << (theta / PI)*180.0f;
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//qCDebug(animation) << "anim ik theta " << (theta / PI)*180.0f;
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}
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// transform result back into parent relative frame.
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@ -1691,22 +1691,8 @@ void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm
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}
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}
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bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int shoulderIndex, bool left, glm::vec3& poleVector) {
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// get the default poses for the upper and lower arm
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// then use this length to judge how far the hand is away from the shoulder.
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// then create weights that make the elbow angle less when the x value is large in either direction.
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// make the angle less when z is small.
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// lower y with x center lower angle
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// lower y with x out higher angle
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AnimPose handPose = _externalPoseSet._absolutePoses[handIndex];
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AnimPose shoulderPose = _externalPoseSet._absolutePoses[shoulderIndex];
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AnimPose elbowPose = _externalPoseSet._absolutePoses[elbowIndex];
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AnimPose absoluteShoulderPose = getAbsoluteDefaultPose(shoulderIndex);
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AnimPose absoluteHandPose = getAbsoluteDefaultPose(handIndex);
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float defaultArmLength = glm::length(absoluteHandPose.trans() - absoluteShoulderPose.trans());
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static float getHandPositionTheta(glm::vec3 armToHand, float defaultArmLength) {
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float handPositionTheta = 0.0f;
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//calculate the hand position influence on theta
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const float zStart = 0.6f;
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const float xStart = 0.1f;
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@ -1715,14 +1701,7 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
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// weights
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const float zWeightBottom = -100.0f;
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const glm::vec3 weights(-50.0f, 60.0f, 90.0f);
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glm::vec3 armToHand = handPose.trans() - shoulderPose.trans();
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glm::vec3 unitAxis;
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float axisLength = glm::length(armToHand);
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if (axisLength > 0.0f) {
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unitAxis = armToHand / axisLength;
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} else {
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unitAxis = Vectors::UNIT_Y;
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}
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float yFactor = (fabsf(armToHand[1] / defaultArmLength) * weights[1]) + biases[1];
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@ -1742,19 +1721,157 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
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}
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float theta = xFactor + yFactor + zFactor;
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//float theta = yFactor;
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if (theta < 13.0f) {
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theta = 13.0f;
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if (handPositionTheta < 13.0f) {
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handPositionTheta = 13.0f;
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}
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if (theta > 175.0f) {
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theta = 175.0f;
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if (handPositionTheta > 175.0f) {
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handPositionTheta = 175.0f;
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}
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if (left) {
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theta *= -1.0f;
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handPositionTheta *= -1.0f;
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}
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return handPositionTheta;
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}
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static float computeUlnarRadialCompensation(float ulnarRadialTheta, float twistTheta, bool left) {
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const float ULNAR_BOUNDARY_MINUS = PI / 6.0f;
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const float ULNAR_BOUNDARY_PLUS = -PI / 4.0f;
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float ulnarDiff = 0.0f;
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float ulnarCorrection = 0.0f;
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float currentWristCoefficient = 0.0f;
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if (left) {
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if (ulnarRadialTheta > ULNAR_BOUNDARY_MINUS) {
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ulnarDiff = ulnarRadialTheta - ULNAR_BOUNDARY_MINUS;
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} else if (ulnarRadialTheta < ULNAR_BOUNDARY_PLUS) {
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ulnarDiff = ulnarRadialTheta - ULNAR_BOUNDARY_PLUS;
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}
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if (fabsf(ulnarDiff) > 0.0f) {
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float twistCoefficient = (fabsf(twistTheta) / (PI / 20.0f));
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if (twistCoefficient > 1.0f) {
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twistCoefficient = 1.0f;
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}
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if (twistTheta < 0.0f) {
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ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 90.0f * twistCoefficient;
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} else {
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ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 90.0f * twistCoefficient;
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}
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if (fabsf(ulnarCorrection) > 20.0f) {
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ulnarCorrection = glm::sign(ulnarCorrection) * 20.0f;
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}
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// return this --V
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currentWristCoefficient += ulnarCorrection;
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}
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} else {
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if (ulnarRadialTheta > ULNAR_BOUNDARY_MINUS) {
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ulnarDiff = ulnarRadialTheta - ULNAR_BOUNDARY_MINUS;
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} else if (ulnarRadialTheta < ULNAR_BOUNDARY_PLUS) {
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ulnarDiff = ulnarRadialTheta - ULNAR_BOUNDARY_PLUS;
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}
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if (fabsf(ulnarDiff) > 0.0f) {
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float twistCoefficient = (fabsf(twistTheta) / (PI / 20.0f));
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if (twistCoefficient > 1.0f) {
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twistCoefficient = 1.0f;
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}
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if (twistTheta < 0.0f) {
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ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 90.0f * twistCoefficient;
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} else {
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ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 90.0f * twistCoefficient;
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}
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if (fabsf(ulnarCorrection) > 20.0f) {
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ulnarCorrection = glm::sign(ulnarCorrection) * 20.0f;
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}
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currentWristCoefficient += ulnarCorrection;
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}
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}
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return currentWristCoefficient;
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}
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static float computeTwistCompensation(float twistTheta, bool left) {
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const float TWIST_DEADZONE = (4 * PI) / 9.0f;
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float twistCorrection = 0.0f;
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if (left) {
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if (fabsf(twistTheta) > TWIST_DEADZONE) {
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twistCorrection = glm::sign(twistTheta) * ((fabsf(twistTheta) - TWIST_DEADZONE) / PI) * 100.0f;
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}
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} else {
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if (fabsf(twistTheta) > TWIST_DEADZONE) {
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twistCorrection = glm::sign(twistTheta) * ((fabsf(twistTheta) - TWIST_DEADZONE) / PI) * 100.0f;
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}
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}
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// limit the twist correction
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if (fabsf(twistCorrection) > 30.0f) {
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twistCorrection = glm::sign(twistCorrection) * 30.0f;
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}
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return twistCorrection;
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}
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static float computeFlexCompensation(float flexTheta, bool left) {
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const float FLEX_BOUNDARY = PI / 6.0f;
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const float EXTEND_BOUNDARY = -PI / 4.0f;
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float flexCorrection = 0.0f;
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float currentWristCoefficient = 0.0f;
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if (left) {
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if (flexTheta > FLEX_BOUNDARY) {
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flexCorrection = ((flexTheta - FLEX_BOUNDARY) / PI) * 180.0f;
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} else if (flexTheta < EXTEND_BOUNDARY) {
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flexCorrection = ((flexTheta - EXTEND_BOUNDARY) / PI) * 180.0f;
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}
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if (fabsf(flexCorrection) > 175.0f) {
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flexCorrection = glm::sign(flexCorrection) * 175.0f;
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}
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currentWristCoefficient += flexCorrection;
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} else {
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if (flexTheta > FLEX_BOUNDARY) {
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flexCorrection = ((flexTheta - FLEX_BOUNDARY) / PI) * 180.0f;
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} else if (flexTheta < EXTEND_BOUNDARY) {
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flexCorrection = ((flexTheta - EXTEND_BOUNDARY) / PI) * 180.0f;
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}
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if (fabsf(flexCorrection) > 175.0f) {
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flexCorrection = glm::sign(flexCorrection) * 175.0f;
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}
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currentWristCoefficient -= flexCorrection;
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}
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return currentWristCoefficient;
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}
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bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int shoulderIndex, bool left, glm::vec3& poleVector) {
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// get the default poses for the upper and lower arm
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// then use this length to judge how far the hand is away from the shoulder.
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// then create weights that make the elbow angle less when the x value is large in either direction.
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// make the angle less when z is small.
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// lower y with x center lower angle
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// lower y with x out higher angle
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AnimPose handPose = _externalPoseSet._absolutePoses[handIndex];
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AnimPose shoulderPose = _externalPoseSet._absolutePoses[shoulderIndex];
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AnimPose elbowPose = _externalPoseSet._absolutePoses[elbowIndex];
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AnimPose absoluteShoulderPose = getAbsoluteDefaultPose(shoulderIndex);
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AnimPose absoluteHandPose = getAbsoluteDefaultPose(handIndex);
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float defaultArmLength = glm::length(absoluteHandPose.trans() - absoluteShoulderPose.trans());
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glm::vec3 armToHand = handPose.trans() - shoulderPose.trans();
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glm::vec3 unitAxis;
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float axisLength = glm::length(armToHand);
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if (axisLength > 0.0f) {
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unitAxis = armToHand / axisLength;
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} else {
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unitAxis = Vectors::UNIT_Y;
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}
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float theta = 175.0f;// getHandPositionTheta(armToHand, defaultArmLength);
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float deltaTheta = 0.0f;
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if (left) {
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deltaTheta = theta - _lastThetaLeft;
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@ -1767,6 +1884,10 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
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AnimPose updatedBase = shoulderPose * deltaRot;
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AnimPose newAbsMid = updatedBase * relMid;
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glm::quat axisRotation;
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glm::quat nonAxisRotation;
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swingTwistDecomposition(updatedBase.rot(), unitAxis, nonAxisRotation, axisRotation);
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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;
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// now we calculate the contribution of the hand rotation relative to the arm
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// we are adding in the delta rotation so that we have the hand correction relative to the
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@ -1791,14 +1912,14 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
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ulnarDeviationTheta = -1.0f * ulnarDeviationTheta;
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}
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// put some smoothing on the theta
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_ulnarRadialThetaRunningAverageLeft = 0.5f * _ulnarRadialThetaRunningAverageLeft + 0.5f * ulnarDeviationTheta;
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_ulnarRadialThetaRunningAverageLeft = ulnarDeviationTheta;
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} else {
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if (glm::sign(ulnarDeviationTheta) != glm::sign(_ulnarRadialThetaRunningAverageRight) && fabsf(ulnarDeviationTheta) > (PI / 2.0f)) {
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// don't allow the theta to cross the 180 degree limit.
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ulnarDeviationTheta = -1.0f * ulnarDeviationTheta;
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}
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// put some smoothing on the theta
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_ulnarRadialThetaRunningAverageRight = 0.75f * _ulnarRadialThetaRunningAverageRight + 0.25f * ulnarDeviationTheta;
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_ulnarRadialThetaRunningAverageRight = ulnarDeviationTheta;
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}
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//get the flex/extension of the wrist rotation
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@ -1851,115 +1972,36 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
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_twistThetaRunningAverageRight = 0.5f * _twistThetaRunningAverageRight + 0.5f * trueTwistTheta;
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}
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float currentWristCoefficient = 0.0f;
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const float FLEX_BOUNDARY = 0.0f; // PI / 6.0f;
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const float EXTEND_BOUNDARY = 0.0f; //-PI / 4.0f;
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float flexCorrection = 0.0f;
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if (left) {
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if (_flexThetaRunningAverageLeft > FLEX_BOUNDARY) {
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flexCorrection = ((_flexThetaRunningAverageLeft - FLEX_BOUNDARY) / PI) * 180.0f;
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} else if (_flexThetaRunningAverageLeft < EXTEND_BOUNDARY) {
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flexCorrection = ((_flexThetaRunningAverageLeft - EXTEND_BOUNDARY) / PI) * 180.0f;
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}
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if (fabsf(flexCorrection) > 175.0f) {
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flexCorrection = glm::sign(flexCorrection) * 175.0f;
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}
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currentWristCoefficient += flexCorrection;
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currentWristCoefficient += computeUlnarRadialCompensation(_ulnarRadialThetaRunningAverageLeft, _twistThetaRunningAverageLeft, left);
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currentWristCoefficient += computeTwistCompensation(_twistThetaRunningAverageLeft, left);
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currentWristCoefficient += computeFlexCompensation(_flexThetaRunningAverageLeft, left);
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} else {
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if (_flexThetaRunningAverageRight > FLEX_BOUNDARY) {
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flexCorrection = ((_flexThetaRunningAverageRight - FLEX_BOUNDARY) / PI) * 180.0f;
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} else if (_flexThetaRunningAverageRight < EXTEND_BOUNDARY) {
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flexCorrection = ((_flexThetaRunningAverageRight - EXTEND_BOUNDARY) / PI) * 180.0f;
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}
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if (fabsf(flexCorrection) > 175.0f) {
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flexCorrection = glm::sign(flexCorrection) * 175.0f;
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}
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currentWristCoefficient -= flexCorrection;
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currentWristCoefficient += computeUlnarRadialCompensation(_ulnarRadialThetaRunningAverageRight, _twistThetaRunningAverageRight, left);
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currentWristCoefficient += computeTwistCompensation(_twistThetaRunningAverageRight, left);
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currentWristCoefficient += computeFlexCompensation(_flexThetaRunningAverageRight, left);
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}
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const float ULNAR_BOUNDARY_MINUS = -PI / 6.0f;
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const float ULNAR_BOUNDARY_PLUS = PI / 4.0f;
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float ulnarDiff = 0.0f;
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float ulnarCorrection = 0.0f;
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if (left) {
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if (_ulnarRadialThetaRunningAverageLeft > -ULNAR_BOUNDARY_MINUS) {
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ulnarDiff = _ulnarRadialThetaRunningAverageLeft + ULNAR_BOUNDARY_MINUS;
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} else if (_ulnarRadialThetaRunningAverageLeft < -ULNAR_BOUNDARY_PLUS) {
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ulnarDiff = _ulnarRadialThetaRunningAverageLeft + ULNAR_BOUNDARY_PLUS;
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}
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if (fabsf(ulnarDiff) > 0.0f) {
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float twistCoefficient = (fabsf(_twistThetaRunningAverageLeft) / (PI / 20.0f));
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if (twistCoefficient > 1.0f) {
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twistCoefficient = 1.0f;
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}
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if (left) {
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if (_twistThetaRunningAverageLeft < 0.0f) {
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ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 80.0f * twistCoefficient;
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} else {
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ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 80.0f * twistCoefficient;
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}
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}
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if (fabsf(ulnarCorrection) > 20.0f) {
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ulnarCorrection = glm::sign(ulnarCorrection) * 20.0f;
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}
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currentWristCoefficient += ulnarCorrection;
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}
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} else {
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if (_ulnarRadialThetaRunningAverageRight > ULNAR_BOUNDARY_PLUS) {
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ulnarDiff = _ulnarRadialThetaRunningAverageRight - ULNAR_BOUNDARY_PLUS;
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} else if (_ulnarRadialThetaRunningAverageRight < ULNAR_BOUNDARY_MINUS) {
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ulnarDiff = _ulnarRadialThetaRunningAverageRight - ULNAR_BOUNDARY_MINUS;
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}
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if (fabsf(ulnarDiff) > 0.0f) {
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float twistCoefficient = (fabsf(_twistThetaRunningAverageRight) / (PI / 20.0f));
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if (twistCoefficient > 1.0f) {
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twistCoefficient = 1.0f;
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}
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if (left) {
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if (_twistThetaRunningAverageRight < 0.0f) {
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ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 80.0f * twistCoefficient;
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} else {
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ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 80.0f * twistCoefficient;
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}
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}
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if (fabsf(ulnarCorrection) > 20.0f) {
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ulnarCorrection = glm::sign(ulnarCorrection) * 20.0f;
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}
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currentWristCoefficient += ulnarCorrection;
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}
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}
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const float TWIST_DEADZONE = (4 * PI) / 9.0f;
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float twistCorrection = 0.0f;
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if (left) {
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if (fabsf(_twistThetaRunningAverageLeft) > TWIST_DEADZONE) {
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twistCorrection = glm::sign(_twistThetaRunningAverageLeft) * ((fabsf(_twistThetaRunningAverageLeft) - TWIST_DEADZONE) / PI) * 80.0f;
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}
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} else {
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if (fabsf(_twistThetaRunningAverageRight) > TWIST_DEADZONE) {
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twistCorrection = glm::sign(_twistThetaRunningAverageRight) * ((fabsf(_twistThetaRunningAverageRight) - TWIST_DEADZONE) / PI) * 80.0f;
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}
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}
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// limit the twist correction
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if (fabsf(twistCorrection) > 30.0f) {
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currentWristCoefficient += glm::sign(twistCorrection) * 30.0f;
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} else {
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currentWristCoefficient += twistCorrection;
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}
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if (left) {
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_lastWristCoefficientLeft = _lastThetaLeft - theta;
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_lastWristCoefficientLeft += currentWristCoefficient;
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theta += _lastWristCoefficientLeft;
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if (theta > 0.0f) {
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theta = 0.0f;
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}
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} else {
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_lastWristCoefficientRight = _lastThetaRight - theta;
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_lastWristCoefficientRight += currentWristCoefficient;
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theta += _lastWristCoefficientRight;
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if (theta < 0.0f) {
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theta = 0.0f;
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}
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}
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if (left) {
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qCDebug(animation) << "theta " << theta << "Last wrist" << _lastWristCoefficientLeft << " flex ave: " << (_flexThetaRunningAverageLeft / PI) * 180.0f << " twist ave: " << (_twistThetaRunningAverageLeft / PI) * 180.0f << " ulnar deviation ave: " << (_ulnarRadialThetaRunningAverageLeft / PI) * 180.0f;
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if (!left) {
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// qCDebug(animation) << "theta " << theta << "Last wrist" << _lastWristCoefficientRight << " flex ave: " << (_flexThetaRunningAverageRight / PI) * 180.0f << " twist ave: " << (_twistThetaRunningAverageRight/ PI) * 180.0f << " ulnar deviation ave: " << (_ulnarRadialThetaRunningAverageRight / PI) * 180.0f;
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}
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// global limiting
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|
@ -1982,7 +2024,7 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
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if (fabsf(_lastThetaRight) < 10.0f) {
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||||
_lastThetaRight = glm::sign(_lastThetaRight) * 10.0f;
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||||
_lastThetaRight = glm::sign(_lastThetaRight) * 50.0f;
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||||
}
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||||
if (fabsf(_lastThetaRight) > 175.0f) {
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||||
_lastThetaRight = glm::sign(_lastThetaRight) * 175.0f;
|
||||
|
|
Loading…
Reference in a new issue