removed ulnar coeff, too jumpy

This commit is contained in:
amantley 2019-02-20 15:02:12 -08:00
parent 7639eac3ad
commit 95b3fbdc35

View file

@ -1738,33 +1738,16 @@ static float getHandPositionTheta(glm::vec3 armToHand, float defaultArmLength, b
}
static float computeUlnarRadialCompensation(float ulnarRadialTheta, float twistTheta, bool left) {
const float ULNAR_BOUNDARY_MINUS = PI / 6.0f;
const float ULNAR_BOUNDARY_MINUS = -PI / 4.0f;
const float ULNAR_BOUNDARY_PLUS = -PI / 4.0f;
float ulnarDiff = 0.0f;
float ulnarCorrection = 0.0f;
float currentWristCoefficient = 0.0f;
/*
if (left) {
if (ulnarRadialTheta > ULNAR_BOUNDARY_MINUS) {
ulnarDiff = ulnarRadialTheta - ULNAR_BOUNDARY_MINUS;
} else if (ulnarRadialTheta < ULNAR_BOUNDARY_PLUS) {
ulnarDiff = ulnarRadialTheta - ULNAR_BOUNDARY_PLUS;
}
if (fabsf(ulnarDiff) > 0.0f) {
float twistCoefficient = (fabsf(twistTheta) / (PI / 20.0f));
if (twistCoefficient > 1.0f) {
twistCoefficient = 1.0f;
}
if (twistTheta < 0.0f) {
ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * twistCoefficient;
} else {
ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * twistCoefficient;
}
if (fabsf(ulnarCorrection) > 20.0f) {
ulnarCorrection = glm::sign(ulnarCorrection) * 20.0f;
}
// return this --V
currentWristCoefficient += ulnarCorrection;
if (ulnarRadialTheta > -ULNAR_BOUNDARY_MINUS) {
ulnarDiff = ulnarRadialTheta - (-ULNAR_BOUNDARY_MINUS);
} else if (ulnarRadialTheta < -ULNAR_BOUNDARY_PLUS) {
ulnarDiff = ulnarRadialTheta - (-ULNAR_BOUNDARY_PLUS);
}
} else {
if (ulnarRadialTheta > ULNAR_BOUNDARY_MINUS) {
@ -1772,48 +1755,43 @@ static float computeUlnarRadialCompensation(float ulnarRadialTheta, float twistT
} else if (ulnarRadialTheta < ULNAR_BOUNDARY_PLUS) {
ulnarDiff = ulnarRadialTheta - ULNAR_BOUNDARY_PLUS;
}
if (fabsf(ulnarDiff) > 0.0f) {
float twistCoefficient = (fabsf(twistTheta) / (PI / 20.0f));
if (twistCoefficient > 1.0f) {
twistCoefficient = 1.0f;
}
if (twistTheta < 0.0f) {
ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * twistCoefficient;
} else {
ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * twistCoefficient;
}
if (fabsf(ulnarCorrection) > 20.0f) {
ulnarCorrection = glm::sign(ulnarCorrection) * 20.0f;
}
currentWristCoefficient += ulnarCorrection;
}
}
*/
if (ulnarRadialTheta > ULNAR_BOUNDARY_MINUS) {
ulnarDiff = ulnarRadialTheta - ULNAR_BOUNDARY_MINUS;
} else if (ulnarRadialTheta < ULNAR_BOUNDARY_PLUS) {
ulnarDiff = ulnarRadialTheta - ULNAR_BOUNDARY_PLUS;
}
if (fabsf(ulnarDiff) > 0.0f) {
float twistCoefficient = (fabsf(twistTheta) / (PI / 20.0f));
if (twistCoefficient > 1.0f) {
twistCoefficient = 1.0f;
float twistCoefficient = 0.0f;
if (left) {
twistCoefficient = twistTheta;
if (twistCoefficient > (PI / 6.0f)) {
twistCoefficient = 1.0f;
} else {
twistCoefficient = 0.0f;
}
} else {
twistCoefficient = twistTheta;
if (twistCoefficient < (-PI / 6.0f)) {
twistCoefficient = 1.0f;
} else {
twistCoefficient = 0.0f;
}
}
if (twistTheta < 0.0f) {
if (left) {
ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * twistCoefficient;
ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 180.0f * twistCoefficient;
} else {
ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * twistCoefficient;
ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 180.0f * twistCoefficient;
}
} else {
if (left) {
ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * twistCoefficient;
ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 180.0f * twistCoefficient;
} else {
ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * twistCoefficient;
ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 180.0f * twistCoefficient;
}
}
if (fabsf(ulnarCorrection) > 20.0f) {
ulnarCorrection = glm::sign(ulnarCorrection) * 20.0f;
if (fabsf(ulnarCorrection) > 100.0f) {
ulnarCorrection = glm::sign(ulnarCorrection) * 100.0f;
}
currentWristCoefficient += ulnarCorrection;
}
@ -1829,7 +1807,7 @@ static float computeTwistCompensation(float twistTheta, bool left) {
float twistCorrection = 0.0f;
if (fabsf(twistTheta) > TWIST_DEADZONE) {
twistCorrection = glm::sign(twistTheta) * ((fabsf(twistTheta) - TWIST_DEADZONE) / PI) * 100.0f;
twistCorrection = glm::sign(twistTheta) * ((fabsf(twistTheta) - TWIST_DEADZONE) / PI) * 90.0f;
}
// limit the twist correction
if (fabsf(twistCorrection) > 30.0f) {
@ -1864,13 +1842,22 @@ static float computeFlexCompensation(float flexTheta, bool left) {
}
static float getAxisThetaFromRotation(glm::vec3 axis, glm::quat rotation) {
//get the flex/extension of the wrist rotation
glm::quat rotationAboutTheAxis;
glm::quat rotationOrthoganalToAxis;
swingTwistDecomposition(rotation, axis, rotationOrthoganalToAxis, rotationAboutTheAxis);
if (rotationAboutTheAxis.w < 0.0f) {
rotationAboutTheAxis *= -1.0f;
}
glm::vec3 rotAxis = glm::axis(rotationAboutTheAxis);
float axisTheta = glm::sign(glm::dot(rotAxis, axis)) * glm::angle(rotationAboutTheAxis);
return axisTheta;
}
bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int shoulderIndex, bool left, glm::vec3& poleVector) {
// get the default poses for the upper and lower arm
// then use this length to judge how far the hand is away from the shoulder.
// then create weights that make the elbow angle less when the x value is large in either direction.
// make the angle less when z is small.
// lower y with x center lower angle
// lower y with x out higher angle
AnimPose handPose = _externalPoseSet._absolutePoses[handIndex];
AnimPose shoulderPose = _externalPoseSet._absolutePoses[shoulderIndex];
@ -1879,6 +1866,7 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
AnimPose absoluteShoulderPose = getAbsoluteDefaultPose(shoulderIndex);
AnimPose absoluteHandPose = getAbsoluteDefaultPose(handIndex);
float defaultArmLength = glm::length(absoluteHandPose.trans() - absoluteShoulderPose.trans());
glm::vec3 armToHand = handPose.trans() - shoulderPose.trans();
glm::vec3 unitAxis;
float axisLength = glm::length(armToHand);
@ -1888,9 +1876,11 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
unitAxis = Vectors::UNIT_Y;
}
// get the pole vector theta based on the hand position relative to the shoulder.
float positionalTheta = getHandPositionTheta(armToHand, defaultArmLength, left);
qCDebug(animation) << "hand position theta " << left << " " << positionalTheta;
//qCDebug(animation) << "hand position theta " << left << " " << positionalTheta;
/*
float deltaTheta = 0.0f;
if (left) {
deltaTheta = positionalTheta - _lastThetaLeft;
@ -1907,166 +1897,132 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
glm::quat nonAxisRotation;
swingTwistDecomposition(updatedBase.rot(), unitAxis, nonAxisRotation, axisRotation);
//qCDebug(animation) << "the rotation about the axis of the arm " << (glm::sign(glm::axis(axisRotation)[2]) * glm::angle(axisRotation) / PI)*180.0f << " delta Rot theta " << deltaTheta;
//glm::quat relativeHandRotation = (newAbsMid.inverse() * handPose).rot();
*/
// now we calculate the contribution of the hand rotation relative to the arm
// we are adding in the delta rotation so that we have the hand correction relative to the
// latest theta for hand position
//glm::quat relativeHandRotation = (newAbsMid.inverse() * handPose).rot();
glm::quat relativeHandRotation = (elbowPose.inverse() * handPose).rot();
if (relativeHandRotation.w < 0.0f) {
relativeHandRotation *= -1.0f;
}
glm::quat ulnarDeviation;
glm::quat nonUlnarDeviation;
swingTwistDecomposition(relativeHandRotation, Vectors::UNIT_Z, nonUlnarDeviation, ulnarDeviation);
if (ulnarDeviation.w < 0.0f) {
ulnarDeviation *= 1.0f;
}
glm::vec3 ulnarAxis = glm::axis(ulnarDeviation);
float ulnarDeviationTheta = glm::sign(ulnarAxis[2]) * glm::angle(ulnarDeviation);
// find the thetas, hand relative to avatar arm
const glm::vec3 ULNAR_ROTATION_AXIS = Vectors::UNIT_Z;
const glm::vec3 TWIST_ROTATION_AXIS = Vectors::UNIT_Y;
const glm::vec3 FLEX__ROTATION_AXIS = Vectors::UNIT_X;
float ulnarDeviationTheta = getAxisThetaFromRotation(ULNAR_ROTATION_AXIS, relativeHandRotation);
float flexTheta = getAxisThetaFromRotation(FLEX__ROTATION_AXIS, relativeHandRotation);
float trueTwistTheta = getAxisThetaFromRotation(TWIST_ROTATION_AXIS, relativeHandRotation);
const float HALFWAY_ANGLE = PI / 2.0f;
const float SMOOTHING_COEFFICIENT = 0.5f;
if (left) {
if (glm::sign(ulnarDeviationTheta) != glm::sign(_ulnarRadialThetaRunningAverageLeft) && fabsf(ulnarDeviationTheta) > (PI / 2.0f)) {
// don't allow the theta to cross the 180 degree limit.
if (glm::sign(ulnarDeviationTheta) != glm::sign(_ulnarRadialThetaRunningAverageLeft) && fabsf(ulnarDeviationTheta) > HALFWAY_ANGLE) {
// don't allow the theta to cross the 180 degree limit. ie don't go from 179 to -179 degrees
ulnarDeviationTheta = -1.0f * ulnarDeviationTheta;
}
// put some smoothing on the theta
if (glm::sign(flexTheta) != glm::sign(_flexThetaRunningAverageLeft) && fabsf(flexTheta) > HALFWAY_ANGLE) {
// don't allow the theta to cross the 180 degree limit.
flexTheta = -1.0f * flexTheta;
}
if (glm::sign(trueTwistTheta) != glm::sign(_twistThetaRunningAverageLeft) && fabsf(trueTwistTheta) > HALFWAY_ANGLE) {
// don't allow the theta to cross the 180 degree limit.
trueTwistTheta = -1.0f * trueTwistTheta;
}
// put some smoothing on the thetas
_ulnarRadialThetaRunningAverageLeft = ulnarDeviationTheta;
_flexThetaRunningAverageLeft = SMOOTHING_COEFFICIENT * _flexThetaRunningAverageLeft + (1.0f - SMOOTHING_COEFFICIENT) * flexTheta;
_twistThetaRunningAverageLeft = SMOOTHING_COEFFICIENT * _twistThetaRunningAverageLeft + (1.0f - SMOOTHING_COEFFICIENT) * trueTwistTheta;
} else {
if (glm::sign(ulnarDeviationTheta) != glm::sign(_ulnarRadialThetaRunningAverageRight) && fabsf(ulnarDeviationTheta) > (PI / 2.0f)) {
// don't allow the theta to cross the 180 degree limit.
if (glm::sign(ulnarDeviationTheta) != glm::sign(_ulnarRadialThetaRunningAverageRight) && fabsf(ulnarDeviationTheta) > HALFWAY_ANGLE) {
// don't allow the theta to cross the 180 degree limit. ie don't go from 179 to -179 degrees
ulnarDeviationTheta = -1.0f * ulnarDeviationTheta;
}
// put some smoothing on the theta
if (glm::sign(flexTheta) != glm::sign(_flexThetaRunningAverageRight) && fabsf(flexTheta) > HALFWAY_ANGLE) {
// don't allow the theta to cross the 180 degree limit.
flexTheta = -1.0f * flexTheta;
}
if (glm::sign(trueTwistTheta) != glm::sign(_twistThetaRunningAverageRight) && fabsf(trueTwistTheta) > HALFWAY_ANGLE) {
// don't allow the theta to cross the 180 degree limit.
trueTwistTheta = -1.0f * trueTwistTheta;
}
// put some smoothing on the thetas
_twistThetaRunningAverageRight = SMOOTHING_COEFFICIENT * _twistThetaRunningAverageRight + (1.0f - SMOOTHING_COEFFICIENT) * trueTwistTheta;
_flexThetaRunningAverageRight = SMOOTHING_COEFFICIENT * _flexThetaRunningAverageRight + (1.0f - SMOOTHING_COEFFICIENT) * flexTheta;
_ulnarRadialThetaRunningAverageRight = ulnarDeviationTheta;
}
//get the flex/extension of the wrist rotation
glm::quat flex;
glm::quat nonFlex;
swingTwistDecomposition(relativeHandRotation, Vectors::UNIT_X, nonFlex, flex);
if (flex.w < 0.0f) {
flex *= 1.0f;
}
glm::vec3 flexAxis = glm::axis(flex);
float flexTheta = glm::sign(flexAxis[0]) * glm::angle(flex);
if (left) {
if (glm::sign(flexTheta) != glm::sign(_flexThetaRunningAverageLeft) && fabsf(flexTheta) > (PI / 2.0f)) {
// don't allow the theta to cross the 180 degree limit.
flexTheta = -1.0f * flexTheta;
}
// put some smoothing on the theta
_flexThetaRunningAverageLeft = 0.5f * _flexThetaRunningAverageLeft + 0.5f * flexTheta;
} else {
if (glm::sign(flexTheta) != glm::sign(_flexThetaRunningAverageRight) && fabsf(flexTheta) > (PI / 2.0f)) {
// don't allow the theta to cross the 180 degree limit.
flexTheta = -1.0f * flexTheta;
}
// put some smoothing on the theta
_flexThetaRunningAverageRight = 0.5f * _flexThetaRunningAverageRight + 0.5f * flexTheta;
}
glm::quat twist;
glm::quat nonTwist;
swingTwistDecomposition(relativeHandRotation, Vectors::UNIT_Y, nonTwist, twist);
if (twist.w < 0.0f) {
twist *= 1.0f;
}
glm::vec3 trueTwistAxis = glm::axis(twist);
float trueTwistTheta = glm::sign(trueTwistAxis[1]) * glm::angle(twist);
if (left) {
if (glm::sign(trueTwistTheta) != glm::sign(_twistThetaRunningAverageLeft) && fabsf(trueTwistTheta) > (PI / 2.0f)) {
// don't allow the theta to cross the 180 degree limit.
trueTwistTheta = -1.0f * trueTwistTheta;
}
// put some smoothing on the theta
_twistThetaRunningAverageLeft = 0.5f * _twistThetaRunningAverageLeft + 0.5f * trueTwistTheta;
} else {
if (glm::sign(trueTwistTheta) != glm::sign(_twistThetaRunningAverageRight) && fabsf(trueTwistTheta) > (PI / 2.0f)) {
// don't allow the theta to cross the 180 degree limit.
trueTwistTheta = -1.0f * trueTwistTheta;
}
// put some smoothing on the theta
_twistThetaRunningAverageRight = 0.5f * _twistThetaRunningAverageRight + 0.5f * trueTwistTheta;
}
// get the correction angle for each axis and add it to the base pole vector theta
float currentWristCoefficient = 0.0f;
if (left) {
currentWristCoefficient += computeUlnarRadialCompensation(_ulnarRadialThetaRunningAverageLeft, _twistThetaRunningAverageLeft, left);
currentWristCoefficient += computeTwistCompensation(_twistThetaRunningAverageLeft, left);
currentWristCoefficient += computeFlexCompensation(_flexThetaRunningAverageLeft, left);
//currentWristCoefficient += computeUlnarRadialCompensation(_ulnarRadialThetaRunningAverageLeft, _twistThetaRunningAverageLeft, left);
} else {
currentWristCoefficient += computeUlnarRadialCompensation(_ulnarRadialThetaRunningAverageRight, _twistThetaRunningAverageRight, left);
currentWristCoefficient += computeTwistCompensation(_twistThetaRunningAverageRight, left);
currentWristCoefficient += computeFlexCompensation(_flexThetaRunningAverageRight, left);
//currentWristCoefficient += computeUlnarRadialCompensation(_ulnarRadialThetaRunningAverageRight, _twistThetaRunningAverageRight, left);
}
// i think limit theta here so we don't subtract more than is possible from last theta.
// actually theta is limited. to what though?
float theta = 0.0f;
// find the previous contribution of the wrist and add the current wrist correction to it
if (left) {
_lastWristCoefficientLeft = _lastThetaLeft - _lastPositionThetaLeft;
_lastWristCoefficientLeft += currentWristCoefficient;
_lastPositionThetaLeft = positionalTheta;
theta = positionalTheta + _lastWristCoefficientLeft;
if (theta > 0.0f) {
theta = 0.0f;
}
//qCDebug(animation) << "theta " << theta << " lastThetaLeft " << _lastThetaLeft << "last position theta left"<<_lastPositionThetaLeft << "last wrist coeff " << _lastWristCoefficientLeft;
_lastThetaLeft = positionalTheta + _lastWristCoefficientLeft;
} else {
_lastWristCoefficientRight = _lastThetaRight - _lastPositionThetaRight;
_lastWristCoefficientRight += currentWristCoefficient;
_lastPositionThetaRight = positionalTheta;
theta += positionalTheta + _lastWristCoefficientRight;
if (theta < 0.0f) {
theta = 0.0f;
}
_lastThetaRight = positionalTheta + _lastWristCoefficientRight;
}
if (!left) {
// 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;
if (left) {
qCDebug(animation) << " ulnar deviation ave: " << (_ulnarRadialThetaRunningAverageLeft / PI) * 180.0f << " ulnar correction " << currentWristCoefficient << " twist theta " << (trueTwistTheta / PI) * 180.0f;
}
// global limiting
// limit the correction anatomically possible angles and change to radians
const float LOWER_ANATOMICAL_ANGLE = 175.0f;
const float UPPER_ANATOMICAL_ANGLE = 50.0f;
float thetaRadians = 0.0f;
if (left) {
// final global smoothing
//_lastThetaLeft = 0.5f * _lastThetaLeft + 0.5f * theta;
_lastThetaLeft = theta;
if (_lastThetaLeft > -50.0f) {
_lastThetaLeft = -50.0f;
}
if (_lastThetaLeft < -175.0f) {
_lastThetaLeft = -175.0f;
if (_lastThetaLeft < -LOWER_ANATOMICAL_ANGLE) {
_lastThetaLeft = -LOWER_ANATOMICAL_ANGLE;
}
const float MIN_VALUE = 0.0001f;
if (fabsf(_lastPositionThetaLeft - _lastThetaLeft) > MIN_VALUE) {
qCDebug(animation) << "theta " << theta << " lastThetaLeft " << _lastThetaLeft << "last position theta left" << _lastPositionThetaLeft << "last wrist coeff " << _lastWristCoefficientLeft;
//qCDebug(animation) << " lastThetaLeft " << _lastThetaLeft << "last position theta left" << _lastPositionThetaLeft << "last wrist coeff " << _lastWristCoefficientLeft;
}
// convert to radians and make 180 0 to match pole vector theta
thetaRadians = ((180.0f - _lastThetaLeft) / 180.0f)*PI;
} else {
// final global smoothing
_lastThetaRight = theta; // 0.5f * _lastThetaRight + 0.5f * theta;
if (_lastThetaRight < 50.0f) {
_lastThetaRight = 50.0f;
if (_lastThetaRight < UPPER_ANATOMICAL_ANGLE) {
_lastThetaRight = UPPER_ANATOMICAL_ANGLE;
}
if (_lastThetaRight > 175.0f) {
_lastThetaRight = 175.0f;
if (_lastThetaRight > LOWER_ANATOMICAL_ANGLE) {
_lastThetaRight = LOWER_ANATOMICAL_ANGLE;
}
// convert to radians and make 180 0 to match pole vector theta
thetaRadians = ((180.0f - _lastThetaRight) / 180.0f)*PI;
}
float xValue = -1.0f * sin(thetaRadians);
float yValue = -1.0f * cos(thetaRadians);
float zValue = 0.0f;
glm::vec3 thetaVector(xValue, yValue, zValue);
// convert the final theta to a pole vector value
float poleVectorXValue = -1.0f * sin(thetaRadians);
float poleVectorYValue = -1.0f * cos(thetaRadians);
float poleVectorZValue = 0.0f;
glm::vec3 thetaVector(poleVectorXValue, poleVectorYValue, poleVectorZValue);
glm::vec3 up = Vectors::UNIT_Y;
glm::vec3 fwd = armToHand/glm::length(armToHand);