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removed ulnar coeff, too jumpy
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1 changed files with 119 additions and 163 deletions
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@ -1738,33 +1738,16 @@ static float getHandPositionTheta(glm::vec3 armToHand, float defaultArmLength, b
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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_MINUS = -PI / 4.0f;
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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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/*
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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) * 45.0f * twistCoefficient;
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} else {
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ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * 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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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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} else {
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if (ulnarRadialTheta > ULNAR_BOUNDARY_MINUS) {
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@ -1772,48 +1755,43 @@ static float computeUlnarRadialCompensation(float ulnarRadialTheta, float twistT
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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) * 45.0f * twistCoefficient;
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} else {
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ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * 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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*/
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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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float twistCoefficient = 0.0f;
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if (left) {
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twistCoefficient = twistTheta;
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if (twistCoefficient > (PI / 6.0f)) {
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twistCoefficient = 1.0f;
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} else {
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twistCoefficient = 0.0f;
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}
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} else {
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twistCoefficient = twistTheta;
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if (twistCoefficient < (-PI / 6.0f)) {
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twistCoefficient = 1.0f;
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} else {
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twistCoefficient = 0.0f;
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}
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}
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if (twistTheta < 0.0f) {
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if (left) {
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ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * twistCoefficient;
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ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 180.0f * twistCoefficient;
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} else {
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ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * twistCoefficient;
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ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 180.0f * twistCoefficient;
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}
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} else {
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if (left) {
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ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * twistCoefficient;
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ulnarCorrection += glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 180.0f * twistCoefficient;
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} else {
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ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 45.0f * twistCoefficient;
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ulnarCorrection -= glm::sign(ulnarDiff) * (fabsf(ulnarDiff) / PI) * 180.0f * 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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if (fabsf(ulnarCorrection) > 100.0f) {
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ulnarCorrection = glm::sign(ulnarCorrection) * 100.0f;
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}
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currentWristCoefficient += ulnarCorrection;
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}
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@ -1829,7 +1807,7 @@ static float computeTwistCompensation(float twistTheta, bool left) {
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float twistCorrection = 0.0f;
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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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twistCorrection = glm::sign(twistTheta) * ((fabsf(twistTheta) - TWIST_DEADZONE) / PI) * 90.0f;
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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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@ -1864,13 +1842,22 @@ static float computeFlexCompensation(float flexTheta, bool left) {
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}
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static float getAxisThetaFromRotation(glm::vec3 axis, glm::quat rotation) {
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//get the flex/extension of the wrist rotation
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glm::quat rotationAboutTheAxis;
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glm::quat rotationOrthoganalToAxis;
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swingTwistDecomposition(rotation, axis, rotationOrthoganalToAxis, rotationAboutTheAxis);
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if (rotationAboutTheAxis.w < 0.0f) {
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rotationAboutTheAxis *= -1.0f;
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}
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glm::vec3 rotAxis = glm::axis(rotationAboutTheAxis);
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float axisTheta = glm::sign(glm::dot(rotAxis, axis)) * glm::angle(rotationAboutTheAxis);
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return axisTheta;
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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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@ -1879,6 +1866,7 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
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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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@ -1888,9 +1876,11 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
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unitAxis = Vectors::UNIT_Y;
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}
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// get the pole vector theta based on the hand position relative to the shoulder.
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float positionalTheta = getHandPositionTheta(armToHand, defaultArmLength, left);
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qCDebug(animation) << "hand position theta " << left << " " << positionalTheta;
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//qCDebug(animation) << "hand position theta " << left << " " << positionalTheta;
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/*
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float deltaTheta = 0.0f;
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if (left) {
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deltaTheta = positionalTheta - _lastThetaLeft;
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@ -1907,166 +1897,132 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s
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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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//glm::quat relativeHandRotation = (newAbsMid.inverse() * handPose).rot();
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*/
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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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// latest theta for hand position
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//glm::quat relativeHandRotation = (newAbsMid.inverse() * handPose).rot();
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glm::quat relativeHandRotation = (elbowPose.inverse() * handPose).rot();
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if (relativeHandRotation.w < 0.0f) {
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relativeHandRotation *= -1.0f;
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}
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glm::quat ulnarDeviation;
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glm::quat nonUlnarDeviation;
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swingTwistDecomposition(relativeHandRotation, Vectors::UNIT_Z, nonUlnarDeviation, ulnarDeviation);
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if (ulnarDeviation.w < 0.0f) {
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ulnarDeviation *= 1.0f;
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}
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glm::vec3 ulnarAxis = glm::axis(ulnarDeviation);
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float ulnarDeviationTheta = glm::sign(ulnarAxis[2]) * glm::angle(ulnarDeviation);
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// find the thetas, hand relative to avatar arm
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const glm::vec3 ULNAR_ROTATION_AXIS = Vectors::UNIT_Z;
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const glm::vec3 TWIST_ROTATION_AXIS = Vectors::UNIT_Y;
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const glm::vec3 FLEX__ROTATION_AXIS = Vectors::UNIT_X;
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float ulnarDeviationTheta = getAxisThetaFromRotation(ULNAR_ROTATION_AXIS, relativeHandRotation);
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float flexTheta = getAxisThetaFromRotation(FLEX__ROTATION_AXIS, relativeHandRotation);
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float trueTwistTheta = getAxisThetaFromRotation(TWIST_ROTATION_AXIS, relativeHandRotation);
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const float HALFWAY_ANGLE = PI / 2.0f;
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const float SMOOTHING_COEFFICIENT = 0.5f;
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if (left) {
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if (glm::sign(ulnarDeviationTheta) != glm::sign(_ulnarRadialThetaRunningAverageLeft) && fabsf(ulnarDeviationTheta) > (PI / 2.0f)) {
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// don't allow the theta to cross the 180 degree limit.
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if (glm::sign(ulnarDeviationTheta) != glm::sign(_ulnarRadialThetaRunningAverageLeft) && fabsf(ulnarDeviationTheta) > HALFWAY_ANGLE) {
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// don't allow the theta to cross the 180 degree limit. ie don't go from 179 to -179 degrees
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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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if (glm::sign(flexTheta) != glm::sign(_flexThetaRunningAverageLeft) && fabsf(flexTheta) > HALFWAY_ANGLE) {
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// don't allow the theta to cross the 180 degree limit.
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flexTheta = -1.0f * flexTheta;
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}
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if (glm::sign(trueTwistTheta) != glm::sign(_twistThetaRunningAverageLeft) && fabsf(trueTwistTheta) > HALFWAY_ANGLE) {
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// don't allow the theta to cross the 180 degree limit.
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trueTwistTheta = -1.0f * trueTwistTheta;
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}
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// put some smoothing on the thetas
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_ulnarRadialThetaRunningAverageLeft = ulnarDeviationTheta;
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_flexThetaRunningAverageLeft = SMOOTHING_COEFFICIENT * _flexThetaRunningAverageLeft + (1.0f - SMOOTHING_COEFFICIENT) * flexTheta;
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_twistThetaRunningAverageLeft = SMOOTHING_COEFFICIENT * _twistThetaRunningAverageLeft + (1.0f - SMOOTHING_COEFFICIENT) * trueTwistTheta;
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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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if (glm::sign(ulnarDeviationTheta) != glm::sign(_ulnarRadialThetaRunningAverageRight) && fabsf(ulnarDeviationTheta) > HALFWAY_ANGLE) {
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// don't allow the theta to cross the 180 degree limit. ie don't go from 179 to -179 degrees
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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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if (glm::sign(flexTheta) != glm::sign(_flexThetaRunningAverageRight) && fabsf(flexTheta) > HALFWAY_ANGLE) {
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// don't allow the theta to cross the 180 degree limit.
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flexTheta = -1.0f * flexTheta;
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}
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if (glm::sign(trueTwistTheta) != glm::sign(_twistThetaRunningAverageRight) && fabsf(trueTwistTheta) > HALFWAY_ANGLE) {
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// don't allow the theta to cross the 180 degree limit.
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trueTwistTheta = -1.0f * trueTwistTheta;
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}
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// put some smoothing on the thetas
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_twistThetaRunningAverageRight = SMOOTHING_COEFFICIENT * _twistThetaRunningAverageRight + (1.0f - SMOOTHING_COEFFICIENT) * trueTwistTheta;
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_flexThetaRunningAverageRight = SMOOTHING_COEFFICIENT * _flexThetaRunningAverageRight + (1.0f - SMOOTHING_COEFFICIENT) * flexTheta;
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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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glm::quat flex;
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glm::quat nonFlex;
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swingTwistDecomposition(relativeHandRotation, Vectors::UNIT_X, nonFlex, flex);
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if (flex.w < 0.0f) {
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flex *= 1.0f;
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}
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glm::vec3 flexAxis = glm::axis(flex);
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float flexTheta = glm::sign(flexAxis[0]) * glm::angle(flex);
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if (left) {
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if (glm::sign(flexTheta) != glm::sign(_flexThetaRunningAverageLeft) && fabsf(flexTheta) > (PI / 2.0f)) {
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// don't allow the theta to cross the 180 degree limit.
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flexTheta = -1.0f * flexTheta;
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}
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// put some smoothing on the theta
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_flexThetaRunningAverageLeft = 0.5f * _flexThetaRunningAverageLeft + 0.5f * flexTheta;
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} else {
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if (glm::sign(flexTheta) != glm::sign(_flexThetaRunningAverageRight) && fabsf(flexTheta) > (PI / 2.0f)) {
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// don't allow the theta to cross the 180 degree limit.
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flexTheta = -1.0f * flexTheta;
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}
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// put some smoothing on the theta
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_flexThetaRunningAverageRight = 0.5f * _flexThetaRunningAverageRight + 0.5f * flexTheta;
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}
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glm::quat twist;
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glm::quat nonTwist;
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swingTwistDecomposition(relativeHandRotation, Vectors::UNIT_Y, nonTwist, twist);
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if (twist.w < 0.0f) {
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twist *= 1.0f;
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}
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glm::vec3 trueTwistAxis = glm::axis(twist);
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float trueTwistTheta = glm::sign(trueTwistAxis[1]) * glm::angle(twist);
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if (left) {
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if (glm::sign(trueTwistTheta) != glm::sign(_twistThetaRunningAverageLeft) && fabsf(trueTwistTheta) > (PI / 2.0f)) {
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// don't allow the theta to cross the 180 degree limit.
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trueTwistTheta = -1.0f * trueTwistTheta;
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}
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// put some smoothing on the theta
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_twistThetaRunningAverageLeft = 0.5f * _twistThetaRunningAverageLeft + 0.5f * trueTwistTheta;
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} else {
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if (glm::sign(trueTwistTheta) != glm::sign(_twistThetaRunningAverageRight) && fabsf(trueTwistTheta) > (PI / 2.0f)) {
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// don't allow the theta to cross the 180 degree limit.
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trueTwistTheta = -1.0f * trueTwistTheta;
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}
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// put some smoothing on the theta
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_twistThetaRunningAverageRight = 0.5f * _twistThetaRunningAverageRight + 0.5f * trueTwistTheta;
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}
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// get the correction angle for each axis and add it to the base pole vector theta
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float currentWristCoefficient = 0.0f;
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if (left) {
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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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//currentWristCoefficient += computeUlnarRadialCompensation(_ulnarRadialThetaRunningAverageLeft, _twistThetaRunningAverageLeft, left);
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} else {
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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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//currentWristCoefficient += computeUlnarRadialCompensation(_ulnarRadialThetaRunningAverageRight, _twistThetaRunningAverageRight, left);
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}
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// i think limit theta here so we don't subtract more than is possible from last theta.
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// actually theta is limited. to what though?
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float theta = 0.0f;
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// find the previous contribution of the wrist and add the current wrist correction to it
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if (left) {
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_lastWristCoefficientLeft = _lastThetaLeft - _lastPositionThetaLeft;
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_lastWristCoefficientLeft += currentWristCoefficient;
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_lastPositionThetaLeft = positionalTheta;
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theta = positionalTheta + _lastWristCoefficientLeft;
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if (theta > 0.0f) {
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theta = 0.0f;
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}
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//qCDebug(animation) << "theta " << theta << " lastThetaLeft " << _lastThetaLeft << "last position theta left"<<_lastPositionThetaLeft << "last wrist coeff " << _lastWristCoefficientLeft;
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_lastThetaLeft = positionalTheta + _lastWristCoefficientLeft;
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} else {
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_lastWristCoefficientRight = _lastThetaRight - _lastPositionThetaRight;
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_lastWristCoefficientRight += currentWristCoefficient;
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_lastPositionThetaRight = positionalTheta;
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theta += positionalTheta + _lastWristCoefficientRight;
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if (theta < 0.0f) {
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theta = 0.0f;
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}
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_lastThetaRight = positionalTheta + _lastWristCoefficientRight;
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}
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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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if (left) {
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qCDebug(animation) << " ulnar deviation ave: " << (_ulnarRadialThetaRunningAverageLeft / PI) * 180.0f << " ulnar correction " << currentWristCoefficient << " twist theta " << (trueTwistTheta / PI) * 180.0f;
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}
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// global limiting
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// limit the correction anatomically possible angles and change to radians
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const float LOWER_ANATOMICAL_ANGLE = 175.0f;
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const float UPPER_ANATOMICAL_ANGLE = 50.0f;
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float thetaRadians = 0.0f;
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if (left) {
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// final global smoothing
|
||||
//_lastThetaLeft = 0.5f * _lastThetaLeft + 0.5f * theta;
|
||||
_lastThetaLeft = theta;
|
||||
|
||||
if (_lastThetaLeft > -50.0f) {
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||||
_lastThetaLeft = -50.0f;
|
||||
}
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||||
if (_lastThetaLeft < -175.0f) {
|
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_lastThetaLeft = -175.0f;
|
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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);
|
||||
|
|
Loading…
Reference in a new issue