Merge pull request #10319 from hyperlogic/feature/head-standard-action

Head, Hips and Chest IK can now be controlled from Controller inputs
This commit is contained in:
Seth Alves 2017-05-01 13:03:23 -07:00 committed by GitHub
commit a75544a9fb
16 changed files with 524 additions and 179 deletions

View file

@ -61,6 +61,11 @@
{ "from": "Standard.RightHand", "to": "Actions.RightHand" },
{ "from": "Standard.LeftFoot", "to": "Actions.LeftFoot" },
{ "from": "Standard.RightFoot", "to": "Actions.RightFoot" }
{ "from": "Standard.RightFoot", "to": "Actions.RightFoot" },
{ "from": "Standard.Hips", "to": "Actions.Hips" },
{ "from": "Standard.Spine2", "to": "Actions.Spine2" },
{ "from": "Standard.Head", "to": "Actions.Head" }
]
}

View file

@ -4355,7 +4355,13 @@ void Application::update(float deltaTime) {
controller::InputCalibrationData calibrationData = {
myAvatar->getSensorToWorldMatrix(),
createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getPosition()),
myAvatar->getHMDSensorMatrix()
myAvatar->getHMDSensorMatrix(),
myAvatar->getCenterEyeCalibrationMat(),
myAvatar->getHeadCalibrationMat(),
myAvatar->getSpine2CalibrationMat(),
myAvatar->getHipsCalibrationMat(),
myAvatar->getLeftFootCalibrationMat(),
myAvatar->getRightFootCalibrationMat()
};
InputPluginPointer keyboardMousePlugin;
@ -4403,6 +4409,13 @@ void Application::update(float deltaTime) {
controller::Pose rightFootPose = userInputMapper->getPoseState(controller::Action::RIGHT_FOOT);
myAvatar->setFootControllerPosesInSensorFrame(leftFootPose.transform(avatarToSensorMatrix), rightFootPose.transform(avatarToSensorMatrix));
controller::Pose hipsPose = userInputMapper->getPoseState(controller::Action::HIPS);
controller::Pose spine2Pose = userInputMapper->getPoseState(controller::Action::SPINE2);
myAvatar->setSpineControllerPosesInSensorFrame(hipsPose.transform(avatarToSensorMatrix), spine2Pose.transform(avatarToSensorMatrix));
controller::Pose headPose = userInputMapper->getPoseState(controller::Action::HEAD);
myAvatar->setHeadControllerPoseInSensorFrame(headPose.transform(avatarToSensorMatrix));
updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process...
updateDialogs(deltaTime); // update various stats dialogs if present

View file

@ -82,6 +82,18 @@ const float MyAvatar::ZOOM_MIN = 0.5f;
const float MyAvatar::ZOOM_MAX = 25.0f;
const float MyAvatar::ZOOM_DEFAULT = 1.5f;
// default values, used when avatar is missing joints... (avatar space)
// static const glm::quat DEFAULT_AVATAR_MIDDLE_EYE_ROT { Quaternions::Y_180 };
static const glm::vec3 DEFAULT_AVATAR_MIDDLE_EYE_POS { 0.0f, 0.6f, 0.0f };
static const glm::vec3 DEFAULT_AVATAR_HEAD_POS { 0.0f, 0.53f, 0.0f };
static const glm::vec3 DEFAULT_AVATAR_NECK_POS { 0.0f, 0.445f, 0.025f };
static const glm::vec3 DEFAULT_AVATAR_SPINE2_POS { 0.0f, 0.32f, 0.02f };
static const glm::vec3 DEFAULT_AVATAR_HIPS_POS { 0.0f, 0.0f, 0.0f };
static const glm::vec3 DEFAULT_AVATAR_LEFTFOOT_POS { -0.08f, -0.96f, 0.029f};
static const glm::quat DEFAULT_AVATAR_LEFTFOOT_ROT { -0.40167322754859924f, 0.9154590368270874f, -0.005437685176730156f, -0.023744143545627594f };
static const glm::vec3 DEFAULT_AVATAR_RIGHTFOOT_POS { 0.08f, -0.96f, 0.029f };
static const glm::quat DEFAULT_AVATAR_RIGHTFOOT_ROT { -0.4016716778278351f, 0.9154615998268127f, 0.0053307069465518f, 0.023696165531873703f };
MyAvatar::MyAvatar(QThread* thread, RigPointer rig) :
Avatar(thread, rig),
_wasPushing(false),
@ -655,13 +667,8 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
if (inHmd) {
estimatedPosition = extractTranslation(getHMDSensorMatrix());
estimatedPosition.x *= -1.0f;
_trackedHeadPosition = estimatedPosition;
const float OCULUS_LEAN_SCALE = 0.05f;
estimatedPosition /= OCULUS_LEAN_SCALE;
} else if (inFacetracker) {
estimatedPosition = tracker->getHeadTranslation();
_trackedHeadPosition = estimatedPosition;
estimatedRotation = glm::degrees(safeEulerAngles(tracker->getHeadRotation()));
}
@ -1378,6 +1385,65 @@ controller::Pose MyAvatar::getRightFootControllerPoseInAvatarFrame() const {
return getRightFootControllerPoseInWorldFrame().transform(invAvatarMatrix);
}
void MyAvatar::setSpineControllerPosesInSensorFrame(const controller::Pose& hips, const controller::Pose& spine2) {
if (controller::InputDevice::getLowVelocityFilter()) {
auto oldHipsPose = getHipsControllerPoseInSensorFrame();
auto oldSpine2Pose = getSpine2ControllerPoseInSensorFrame();
_hipsControllerPoseInSensorFrameCache.set(applyLowVelocityFilter(oldHipsPose, hips));
_spine2ControllerPoseInSensorFrameCache.set(applyLowVelocityFilter(oldSpine2Pose, spine2));
} else {
_hipsControllerPoseInSensorFrameCache.set(hips);
_spine2ControllerPoseInSensorFrameCache.set(spine2);
}
}
controller::Pose MyAvatar::getHipsControllerPoseInSensorFrame() const {
return _hipsControllerPoseInSensorFrameCache.get();
}
controller::Pose MyAvatar::getSpine2ControllerPoseInSensorFrame() const {
return _spine2ControllerPoseInSensorFrameCache.get();
}
controller::Pose MyAvatar::getHipsControllerPoseInWorldFrame() const {
return _hipsControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getSpine2ControllerPoseInWorldFrame() const {
return _spine2ControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getHipsControllerPoseInAvatarFrame() const {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getHipsControllerPoseInWorldFrame().transform(invAvatarMatrix);
}
controller::Pose MyAvatar::getSpine2ControllerPoseInAvatarFrame() const {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getSpine2ControllerPoseInWorldFrame().transform(invAvatarMatrix);
}
void MyAvatar::setHeadControllerPoseInSensorFrame(const controller::Pose& head) {
if (controller::InputDevice::getLowVelocityFilter()) {
auto oldHeadPose = getHeadControllerPoseInSensorFrame();
_headControllerPoseInSensorFrameCache.set(applyLowVelocityFilter(oldHeadPose, head));
} else {
_headControllerPoseInSensorFrameCache.set(head);
}
}
controller::Pose MyAvatar::getHeadControllerPoseInSensorFrame() const {
return _headControllerPoseInSensorFrameCache.get();
}
controller::Pose MyAvatar::getHeadControllerPoseInWorldFrame() const {
return _headControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
}
controller::Pose MyAvatar::getHeadControllerPoseInAvatarFrame() const {
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
return getHeadControllerPoseInWorldFrame().transform(invAvatarMatrix);
}
void MyAvatar::updateMotors() {
_characterController.clearMotors();
@ -2220,22 +2286,17 @@ glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
const glm::quat hmdOrientation = getHMDSensorOrientation();
const glm::quat hmdOrientationYawOnly = cancelOutRollAndPitch(hmdOrientation);
// 2 meter tall dude (in rig coordinates)
const glm::vec3 DEFAULT_RIG_MIDDLE_EYE_POS(0.0f, 0.9f, 0.0f);
const glm::vec3 DEFAULT_RIG_NECK_POS(0.0f, 0.70f, 0.0f);
const glm::vec3 DEFAULT_RIG_HIPS_POS(0.0f, 0.05f, 0.0f);
int rightEyeIndex = _rig->indexOfJoint("RightEye");
int leftEyeIndex = _rig->indexOfJoint("LeftEye");
int neckIndex = _rig->indexOfJoint("Neck");
int hipsIndex = _rig->indexOfJoint("Hips");
glm::vec3 rigMiddleEyePos = DEFAULT_RIG_MIDDLE_EYE_POS;
glm::vec3 rigMiddleEyePos = DEFAULT_AVATAR_MIDDLE_EYE_POS;
if (leftEyeIndex >= 0 && rightEyeIndex >= 0) {
rigMiddleEyePos = (_rig->getAbsoluteDefaultPose(leftEyeIndex).trans() + _rig->getAbsoluteDefaultPose(rightEyeIndex).trans()) / 2.0f;
}
glm::vec3 rigNeckPos = neckIndex != -1 ? _rig->getAbsoluteDefaultPose(neckIndex).trans() : DEFAULT_RIG_NECK_POS;
glm::vec3 rigHipsPos = hipsIndex != -1 ? _rig->getAbsoluteDefaultPose(hipsIndex).trans() : DEFAULT_RIG_HIPS_POS;
glm::vec3 rigNeckPos = neckIndex != -1 ? _rig->getAbsoluteDefaultPose(neckIndex).trans() : DEFAULT_AVATAR_NECK_POS;
glm::vec3 rigHipsPos = hipsIndex != -1 ? _rig->getAbsoluteDefaultPose(hipsIndex).trans() : DEFAULT_AVATAR_HIPS_POS;
glm::vec3 localEyes = (rigMiddleEyePos - rigHipsPos);
glm::vec3 localNeck = (rigNeckPos - rigHipsPos);
@ -2599,6 +2660,79 @@ glm::vec3 MyAvatar::getAbsoluteJointTranslationInObjectFrame(int index) const {
}
}
glm::mat4 MyAvatar::getCenterEyeCalibrationMat() const {
// TODO: as an optimization cache this computation, then invalidate the cache when the avatar model is changed.
int rightEyeIndex = _rig->indexOfJoint("RightEye");
int leftEyeIndex = _rig->indexOfJoint("LeftEye");
if (rightEyeIndex >= 0 && leftEyeIndex >= 0) {
auto centerEyePos = (getAbsoluteDefaultJointTranslationInObjectFrame(rightEyeIndex) + getAbsoluteDefaultJointTranslationInObjectFrame(leftEyeIndex)) * 0.5f;
auto centerEyeRot = Quaternions::Y_180;
return createMatFromQuatAndPos(centerEyeRot, centerEyePos);
} else {
return createMatFromQuatAndPos(DEFAULT_AVATAR_MIDDLE_EYE_POS, DEFAULT_AVATAR_MIDDLE_EYE_POS);
}
}
glm::mat4 MyAvatar::getHeadCalibrationMat() const {
// TODO: as an optimization cache this computation, then invalidate the cache when the avatar model is changed.
int headIndex = _rig->indexOfJoint("Head");
if (headIndex >= 0) {
auto headPos = getAbsoluteDefaultJointTranslationInObjectFrame(headIndex);
auto headRot = getAbsoluteDefaultJointRotationInObjectFrame(headIndex);
return createMatFromQuatAndPos(headRot, headPos);
} else {
return createMatFromQuatAndPos(DEFAULT_AVATAR_HEAD_POS, DEFAULT_AVATAR_HEAD_POS);
}
}
glm::mat4 MyAvatar::getSpine2CalibrationMat() const {
// TODO: as an optimization cache this computation, then invalidate the cache when the avatar model is changed.
int spine2Index = _rig->indexOfJoint("Spine2");
if (spine2Index >= 0) {
auto spine2Pos = getAbsoluteDefaultJointTranslationInObjectFrame(spine2Index);
auto spine2Rot = getAbsoluteDefaultJointRotationInObjectFrame(spine2Index);
return createMatFromQuatAndPos(spine2Rot, spine2Pos);
} else {
return createMatFromQuatAndPos(DEFAULT_AVATAR_SPINE2_POS, DEFAULT_AVATAR_SPINE2_POS);
}
}
glm::mat4 MyAvatar::getHipsCalibrationMat() const {
// TODO: as an optimization cache this computation, then invalidate the cache when the avatar model is changed.
int hipsIndex = _rig->indexOfJoint("Hips");
if (hipsIndex >= 0) {
auto hipsPos = getAbsoluteDefaultJointTranslationInObjectFrame(hipsIndex);
auto hipsRot = getAbsoluteDefaultJointRotationInObjectFrame(hipsIndex);
return createMatFromQuatAndPos(hipsRot, hipsPos);
} else {
return createMatFromQuatAndPos(DEFAULT_AVATAR_HIPS_POS, DEFAULT_AVATAR_HIPS_POS);
}
}
glm::mat4 MyAvatar::getLeftFootCalibrationMat() const {
// TODO: as an optimization cache this computation, then invalidate the cache when the avatar model is changed.
int leftFootIndex = _rig->indexOfJoint("LeftFoot");
if (leftFootIndex >= 0) {
auto leftFootPos = getAbsoluteDefaultJointTranslationInObjectFrame(leftFootIndex);
auto leftFootRot = getAbsoluteDefaultJointRotationInObjectFrame(leftFootIndex);
return createMatFromQuatAndPos(leftFootRot, leftFootPos);
} else {
return createMatFromQuatAndPos(DEFAULT_AVATAR_LEFTFOOT_POS, DEFAULT_AVATAR_LEFTFOOT_POS);
}
}
glm::mat4 MyAvatar::getRightFootCalibrationMat() const {
// TODO: as an optimization cache this computation, then invalidate the cache when the avatar model is changed.
int rightFootIndex = _rig->indexOfJoint("RightFoot");
if (rightFootIndex >= 0) {
auto rightFootPos = getAbsoluteDefaultJointTranslationInObjectFrame(rightFootIndex);
auto rightFootRot = getAbsoluteDefaultJointRotationInObjectFrame(rightFootIndex);
return createMatFromQuatAndPos(rightFootRot, rightFootPos);
} else {
return createMatFromQuatAndPos(DEFAULT_AVATAR_RIGHTFOOT_POS, DEFAULT_AVATAR_RIGHTFOOT_POS);
}
}
bool MyAvatar::pinJoint(int index, const glm::vec3& position, const glm::quat& orientation) {
auto hipsIndex = getJointIndex("Hips");
if (index != hipsIndex) {

View file

@ -353,7 +353,6 @@ public:
eyeContactTarget getEyeContactTarget();
Q_INVOKABLE glm::vec3 getTrackedHeadPosition() const { return _trackedHeadPosition; }
Q_INVOKABLE glm::vec3 getHeadPosition() const { return getHead()->getPosition(); }
Q_INVOKABLE float getHeadFinalYaw() const { return getHead()->getFinalYaw(); }
Q_INVOKABLE float getHeadFinalRoll() const { return getHead()->getFinalRoll(); }
@ -453,6 +452,19 @@ public:
controller::Pose getLeftFootControllerPoseInAvatarFrame() const;
controller::Pose getRightFootControllerPoseInAvatarFrame() const;
void setSpineControllerPosesInSensorFrame(const controller::Pose& hips, const controller::Pose& spine2);
controller::Pose getHipsControllerPoseInSensorFrame() const;
controller::Pose getSpine2ControllerPoseInSensorFrame() const;
controller::Pose getHipsControllerPoseInWorldFrame() const;
controller::Pose getSpine2ControllerPoseInWorldFrame() const;
controller::Pose getHipsControllerPoseInAvatarFrame() const;
controller::Pose getSpine2ControllerPoseInAvatarFrame() const;
void setHeadControllerPoseInSensorFrame(const controller::Pose& head);
controller::Pose getHeadControllerPoseInSensorFrame() const;
controller::Pose getHeadControllerPoseInWorldFrame() const;
controller::Pose getHeadControllerPoseInAvatarFrame() const;
bool hasDriveInput() const;
Q_INVOKABLE void setCharacterControllerEnabled(bool enabled);
@ -461,6 +473,14 @@ public:
virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override;
virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
// all calibration matrices are in absolute avatar space.
glm::mat4 getCenterEyeCalibrationMat() const;
glm::mat4 getHeadCalibrationMat() const;
glm::mat4 getSpine2CalibrationMat() const;
glm::mat4 getHipsCalibrationMat() const;
glm::mat4 getLeftFootCalibrationMat() const;
glm::mat4 getRightFootCalibrationMat() const;
void addHoldAction(AvatarActionHold* holdAction); // thread-safe
void removeHoldAction(AvatarActionHold* holdAction); // thread-safe
void updateHoldActions(const AnimPose& prePhysicsPose, const AnimPose& postUpdatePose);
@ -693,9 +713,11 @@ private:
// These are stored in SENSOR frame
ThreadSafeValueCache<controller::Pose> _leftHandControllerPoseInSensorFrameCache { controller::Pose() };
ThreadSafeValueCache<controller::Pose> _rightHandControllerPoseInSensorFrameCache { controller::Pose() };
ThreadSafeValueCache<controller::Pose> _leftFootControllerPoseInSensorFrameCache{ controller::Pose() };
ThreadSafeValueCache<controller::Pose> _rightFootControllerPoseInSensorFrameCache{ controller::Pose() };
ThreadSafeValueCache<controller::Pose> _hipsControllerPoseInSensorFrameCache{ controller::Pose() };
ThreadSafeValueCache<controller::Pose> _spine2ControllerPoseInSensorFrameCache{ controller::Pose() };
ThreadSafeValueCache<controller::Pose> _headControllerPoseInSensorFrameCache{ controller::Pose() };
bool _hmdLeanRecenterEnabled = true;

View file

@ -107,33 +107,49 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
Rig::HeadParameters headParams;
if (qApp->isHMDMode()) {
headParams.isInHMD = true;
// get HMD position from sensor space into world space, and back into rig space
glm::mat4 worldHMDMat = myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
glm::mat4 rigToWorld = createMatFromQuatAndPos(getRotation(), getTranslation());
glm::mat4 worldToRig = glm::inverse(rigToWorld);
glm::mat4 rigHMDMat = worldToRig * worldHMDMat;
headParams.rigHeadPosition = extractTranslation(rigHMDMat);
headParams.rigHeadOrientation = extractRotation(rigHMDMat);
headParams.worldHeadOrientation = extractRotation(worldHMDMat);
// TODO: if hips target sensor is valid.
// Copy it into headParams.hipsMatrix, and set headParams.hipsEnabled to true.
headParams.hipsEnabled = false;
// input action is the highest priority source for head orientation.
auto avatarHeadPose = myAvatar->getHeadControllerPoseInAvatarFrame();
if (avatarHeadPose.isValid()) {
glm::mat4 rigHeadMat = Matrices::Y_180 * createMatFromQuatAndPos(avatarHeadPose.getRotation(), avatarHeadPose.getTranslation());
headParams.rigHeadPosition = extractTranslation(rigHeadMat);
headParams.rigHeadOrientation = glmExtractRotation(rigHeadMat);
headParams.headEnabled = true;
} else {
headParams.hipsEnabled = false;
headParams.isInHMD = false;
// We don't have a valid localHeadPosition.
headParams.rigHeadOrientation = Quaternions::Y_180 * head->getFinalOrientationInLocalFrame();
headParams.worldHeadOrientation = head->getFinalOrientationInWorldFrame();
if (qApp->isHMDMode()) {
// get HMD position from sensor space into world space, and back into rig space
glm::mat4 worldHMDMat = myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
glm::mat4 rigToWorld = createMatFromQuatAndPos(getRotation(), getTranslation());
glm::mat4 worldToRig = glm::inverse(rigToWorld);
glm::mat4 rigHMDMat = worldToRig * worldHMDMat;
_rig->computeHeadFromHMD(AnimPose(rigHMDMat), headParams.rigHeadPosition, headParams.rigHeadOrientation);
headParams.headEnabled = true;
} else {
// even though full head IK is disabled, the rig still needs the head orientation to rotate the head up and down in desktop mode.
// preMult 180 is necessary to convert from avatar to rig coordinates.
// postMult 180 is necessary to convert head from -z forward to z forward.
headParams.rigHeadOrientation = Quaternions::Y_180 * head->getFinalOrientationInLocalFrame() * Quaternions::Y_180;
headParams.headEnabled = false;
}
}
auto avatarHipsPose = myAvatar->getHipsControllerPoseInAvatarFrame();
if (avatarHipsPose.isValid()) {
glm::mat4 rigHipsMat = Matrices::Y_180 * createMatFromQuatAndPos(avatarHipsPose.getRotation(), avatarHipsPose.getTranslation());
headParams.hipsMatrix = rigHipsMat;
headParams.hipsEnabled = true;
} else {
headParams.hipsEnabled = false;
}
auto avatarSpine2Pose = myAvatar->getSpine2ControllerPoseInAvatarFrame();
if (avatarSpine2Pose.isValid()) {
glm::mat4 rigSpine2Mat = Matrices::Y_180 * createMatFromQuatAndPos(avatarSpine2Pose.getRotation(), avatarSpine2Pose.getTranslation());
headParams.spine2Matrix = rigSpine2Mat;
headParams.spine2Enabled = true;
} else {
headParams.spine2Enabled = false;
}
headParams.neckJointIndex = geometry.neckJointIndex;
headParams.isTalking = head->getTimeWithoutTalking() <= 1.5f;
_rig->updateFromHeadParameters(headParams, deltaTime);
@ -193,7 +209,6 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
Model::updateRig(deltaTime, parentTransform);
Rig::EyeParameters eyeParams;
eyeParams.worldHeadOrientation = headParams.worldHeadOrientation;
eyeParams.eyeLookAt = lookAt;
eyeParams.eyeSaccade = head->getSaccade();
eyeParams.modelRotation = getRotation();
@ -225,7 +240,6 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
head->setBaseRoll(glm::degrees(-eulers.z));
Rig::EyeParameters eyeParams;
eyeParams.worldHeadOrientation = head->getFinalOrientationInWorldFrame();
eyeParams.eyeLookAt = lookAt;
eyeParams.eyeSaccade = glm::vec3(0.0f);
eyeParams.modelRotation = getRotation();

View file

@ -46,7 +46,6 @@ static bool isEqual(const glm::quat& p, const glm::quat& q) {
const glm::vec3 DEFAULT_RIGHT_EYE_POS(-0.3f, 0.9f, 0.0f);
const glm::vec3 DEFAULT_LEFT_EYE_POS(0.3f, 0.9f, 0.0f);
const glm::vec3 DEFAULT_HEAD_POS(0.0f, 0.75f, 0.0f);
const glm::vec3 DEFAULT_NECK_POS(0.0f, 0.70f, 0.0f);
void Rig::overrideAnimation(const QString& url, float fps, bool loop, float firstFrame, float lastFrame) {
@ -1020,7 +1019,7 @@ glm::quat Rig::getJointDefaultRotationInParentFrame(int jointIndex) {
}
void Rig::updateFromHeadParameters(const HeadParameters& params, float dt) {
updateNeckJoint(params.neckJointIndex, params);
updateHeadAnimVars(params);
_animVars.set("isTalking", params.isTalking);
_animVars.set("notIsTalking", !params.isTalking);
@ -1028,101 +1027,73 @@ void Rig::updateFromHeadParameters(const HeadParameters& params, float dt) {
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);
_animVars.set("hipsRotation", glmExtractRotation(params.hipsMatrix));
} else {
_animVars.set("hipsType", (int)IKTarget::Type::Unknown);
}
// by default this IK target is disabled.
_animVars.set("spine2Type", (int)IKTarget::Type::Unknown);
if (params.spine2Enabled) {
_animVars.set("spine2Type", (int)IKTarget::Type::RotationAndPosition);
_animVars.set("spine2Position", extractTranslation(params.spine2Matrix));
_animVars.set("spine2Rotation", glmExtractRotation(params.spine2Matrix));
} else {
_animVars.set("spine2Type", (int)IKTarget::Type::Unknown);
}
}
void Rig::updateFromEyeParameters(const EyeParameters& params) {
updateEyeJoint(params.leftEyeJointIndex, params.modelTranslation, params.modelRotation,
params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
updateEyeJoint(params.rightEyeJointIndex, params.modelTranslation, params.modelRotation,
params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
updateEyeJoint(params.leftEyeJointIndex, params.modelTranslation, params.modelRotation, params.eyeLookAt, params.eyeSaccade);
updateEyeJoint(params.rightEyeJointIndex, params.modelTranslation, params.modelRotation, params.eyeLookAt, params.eyeSaccade);
}
void Rig::computeHeadNeckAnimVars(const AnimPose& hmdPose, glm::vec3& headPositionOut, glm::quat& headOrientationOut,
glm::vec3& neckPositionOut, glm::quat& neckOrientationOut) const {
void Rig::computeHeadFromHMD(const AnimPose& hmdPose, glm::vec3& headPositionOut, glm::quat& headOrientationOut) const {
// the input hmd values are in avatar/rig space
const glm::vec3& hmdPosition = hmdPose.trans();
const glm::quat& hmdOrientation = hmdPose.rot();
// the HMD looks down the negative z axis, but the head bone looks down the z axis, so apply a 180 degree rotation.
const glm::quat& hmdOrientation = hmdPose.rot() * Quaternions::Y_180;
// TODO: cache jointIndices
int rightEyeIndex = indexOfJoint("RightEye");
int leftEyeIndex = indexOfJoint("LeftEye");
int headIndex = indexOfJoint("Head");
int neckIndex = indexOfJoint("Neck");
glm::vec3 absRightEyePos = rightEyeIndex != -1 ? getAbsoluteDefaultPose(rightEyeIndex).trans() : DEFAULT_RIGHT_EYE_POS;
glm::vec3 absLeftEyePos = leftEyeIndex != -1 ? getAbsoluteDefaultPose(leftEyeIndex).trans() : DEFAULT_LEFT_EYE_POS;
glm::vec3 absHeadPos = headIndex != -1 ? getAbsoluteDefaultPose(headIndex).trans() : DEFAULT_HEAD_POS;
glm::vec3 absNeckPos = neckIndex != -1 ? getAbsoluteDefaultPose(neckIndex).trans() : DEFAULT_NECK_POS;
glm::vec3 absCenterEyePos = (absRightEyePos + absLeftEyePos) / 2.0f;
glm::vec3 eyeOffset = absCenterEyePos - absHeadPos;
glm::vec3 headOffset = absHeadPos - absNeckPos;
// apply simplistic head/neck model
// head
headPositionOut = hmdPosition - hmdOrientation * eyeOffset;
headOrientationOut = hmdOrientation;
// neck
neckPositionOut = hmdPosition - hmdOrientation * (headOffset + eyeOffset);
// slerp between default orientation and hmdOrientation
neckOrientationOut = safeMix(hmdOrientation, _animSkeleton->getRelativeDefaultPose(neckIndex).rot(), 0.5f);
}
void Rig::updateNeckJoint(int index, const HeadParameters& params) {
if (_animSkeleton && index >= 0 && index < _animSkeleton->getNumJoints()) {
glm::quat yFlip180 = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
if (params.isInHMD) {
glm::vec3 headPos, neckPos;
glm::quat headRot, neckRot;
AnimPose hmdPose(glm::vec3(1.0f), params.rigHeadOrientation * yFlip180, params.rigHeadPosition);
computeHeadNeckAnimVars(hmdPose, headPos, headRot, neckPos, neckRot);
// debug rendering
#ifdef DEBUG_RENDERING
const glm::vec4 red(1.0f, 0.0f, 0.0f, 1.0f);
const glm::vec4 green(0.0f, 1.0f, 0.0f, 1.0f);
// transform from bone into avatar space
AnimPose headPose(glm::vec3(1), headRot, headPos);
DebugDraw::getInstance().addMyAvatarMarker("headTarget", headPose.rot, headPose.trans, red);
// transform from bone into avatar space
AnimPose neckPose(glm::vec3(1), neckRot, neckPos);
DebugDraw::getInstance().addMyAvatarMarker("neckTarget", neckPose.rot, neckPose.trans, green);
#endif
_animVars.set("headPosition", headPos);
_animVars.set("headRotation", headRot);
_animVars.set("headType", (int)IKTarget::Type::HmdHead);
_animVars.set("neckPosition", neckPos);
_animVars.set("neckRotation", neckRot);
_animVars.set("neckType", (int)IKTarget::Type::Unknown); // 'Unknown' disables the target
void Rig::updateHeadAnimVars(const HeadParameters& params) {
if (_animSkeleton) {
if (params.headEnabled) {
_animVars.set("headPosition", params.rigHeadPosition);
_animVars.set("headRotation", params.rigHeadOrientation);
if (params.hipsEnabled) {
// Since there is an explicit hips ik target, switch the head to use the more generic RotationAndPosition IK chain type.
// this will allow the spine to bend more, ensuring that it can reach the head target position.
_animVars.set("headType", (int)IKTarget::Type::RotationAndPosition);
} else {
// When there is no hips IK target, use the HmdHead IK chain type. This will make the spine very stiff,
// but because the IK _hipsOffset is enabled, the hips will naturally follow underneath the head.
_animVars.set("headType", (int)IKTarget::Type::HmdHead);
}
} else {
_animVars.unset("headPosition");
_animVars.set("headRotation", params.rigHeadOrientation * yFlip180);
_animVars.set("headAndNeckType", (int)IKTarget::Type::RotationOnly);
_animVars.set("headRotation", params.rigHeadOrientation);
_animVars.set("headType", (int)IKTarget::Type::RotationOnly);
_animVars.unset("neckPosition");
_animVars.unset("neckRotation");
_animVars.set("neckType", (int)IKTarget::Type::RotationOnly);
}
}
}
void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::quat& worldHeadOrientation, const glm::vec3& lookAtSpot, const glm::vec3& saccade) {
void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::vec3& lookAtSpot, const glm::vec3& saccade) {
// TODO: does not properly handle avatar scale.

View file

@ -42,18 +42,17 @@ public:
};
struct HeadParameters {
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
glm::mat4 hipsMatrix = glm::mat4(); // rig space
glm::mat4 spine2Matrix = glm::mat4(); // rig space
glm::quat rigHeadOrientation = glm::quat(); // rig space (-z forward)
glm::vec3 rigHeadPosition = glm::vec3(); // rig space
bool hipsEnabled = false;
bool isInHMD = false;
int neckJointIndex = -1;
bool headEnabled = false;
bool spine2Enabled = false;
bool isTalking = false;
};
struct EyeParameters {
glm::quat worldHeadOrientation = glm::quat();
glm::vec3 eyeLookAt = glm::vec3(); // world space
glm::vec3 eyeSaccade = glm::vec3(); // world space
glm::vec3 modelTranslation = glm::vec3();
@ -230,6 +229,9 @@ public:
void setEnableDebugDrawIKTargets(bool enableDebugDrawIKTargets) { _enableDebugDrawIKTargets = enableDebugDrawIKTargets; }
// input assumed to be in rig space
void computeHeadFromHMD(const AnimPose& hmdPose, glm::vec3& headPositionOut, glm::quat& headOrientationOut) const;
signals:
void onLoadComplete();
@ -239,10 +241,9 @@ protected:
void applyOverridePoses();
void buildAbsoluteRigPoses(const AnimPoseVec& relativePoses, AnimPoseVec& absolutePosesOut);
void updateNeckJoint(int index, const HeadParameters& params);
void computeHeadNeckAnimVars(const AnimPose& hmdPose, glm::vec3& headPositionOut, glm::quat& headOrientationOut,
glm::vec3& neckPositionOut, glm::quat& neckOrientationOut) const;
void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::quat& worldHeadOrientation, const glm::vec3& lookAt, const glm::vec3& saccade);
void updateHeadAnimVars(const HeadParameters& params);
void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::vec3& lookAt, const glm::vec3& saccade);
void calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const;
AnimPose _modelOffset; // model to rig space

View file

@ -53,6 +53,9 @@ namespace controller {
makePosePair(Action::RIGHT_HAND, "RightHand"),
makePosePair(Action::LEFT_FOOT, "LeftFoot"),
makePosePair(Action::RIGHT_FOOT, "RightFoot"),
makePosePair(Action::HIPS, "Hips"),
makePosePair(Action::SPINE2, "Spine2"),
makePosePair(Action::HEAD, "Head"),
makeButtonPair(Action::LEFT_HAND_CLICK, "LeftHandClick"),
makeButtonPair(Action::RIGHT_HAND_CLICK, "RightHandClick"),

View file

@ -44,6 +44,9 @@ enum class Action {
RIGHT_HAND,
LEFT_FOOT,
RIGHT_FOOT,
HIPS,
SPINE2,
HEAD,
LEFT_HAND_CLICK,
RIGHT_HAND_CLICK,

View file

@ -16,9 +16,15 @@
namespace controller {
struct InputCalibrationData {
glm::mat4 sensorToWorldMat;
glm::mat4 avatarMat;
glm::mat4 hmdSensorMat;
glm::mat4 sensorToWorldMat; // sensor to world
glm::mat4 avatarMat; // avatar to world
glm::mat4 hmdSensorMat; // hmd pos and orientation in sensor space
glm::mat4 defaultCenterEyeMat; // default pose for the center of the eyes in avatar space.
glm::mat4 defaultHeadMat; // default pose for head joint in avatar space
glm::mat4 defaultSpine2; // default pose for spine2 joint in avatar space
glm::mat4 defaultHips; // default pose for hips joint in avatar space
glm::mat4 defaultLeftFoot; // default pose for leftFoot joint in avatar space
glm::mat4 defaultRightFoot; // default pose for leftFoot joint in avatar space
};
enum class ChannelType {

View file

@ -104,6 +104,9 @@ Input::NamedVector StandardController::getAvailableInputs() const {
makePair(RIGHT_HAND, "RightHand"),
makePair(LEFT_FOOT, "LeftFoot"),
makePair(RIGHT_FOOT, "RightFoot"),
makePair(HIPS, "Hips"),
makePair(SPINE2, "Spine2"),
makePair(HEAD, "Head"),
// Aliases, PlayStation style names
makePair(LB, "L1"),

View file

@ -38,6 +38,11 @@ const quat Quaternions::X_180{ 0.0f, 1.0f, 0.0f, 0.0f };
const quat Quaternions::Y_180{ 0.0f, 0.0f, 1.0f, 0.0f };
const quat Quaternions::Z_180{ 0.0f, 0.0f, 0.0f, 1.0f };
const mat4 Matrices::IDENTITY { glm::mat4() };
const mat4 Matrices::X_180 { createMatFromQuatAndPos(Quaternions::X_180, Vectors::ZERO) };
const mat4 Matrices::Y_180 { createMatFromQuatAndPos(Quaternions::Y_180, Vectors::ZERO) };
const mat4 Matrices::Z_180 { createMatFromQuatAndPos(Quaternions::Z_180, Vectors::ZERO) };
// Safe version of glm::mix; based on the code in Nick Bobick's article,
// http://www.gamasutra.com/features/19980703/quaternions_01.htm (via Clyde,
// https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Quaternion.java)

View file

@ -54,6 +54,13 @@ const glm::vec3 IDENTITY_FORWARD = glm::vec3( 0.0f, 0.0f,-1.0f);
glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
class Matrices {
public:
static const mat4 IDENTITY;
static const mat4 X_180;
static const mat4 Y_180;
static const mat4 Z_180;
};
class Quaternions {
public:

View file

@ -0,0 +1,105 @@
//
// hipsControllerTest.js
//
// Created by Anthony Thibault on 4/24/17
// Copyright 2017 High Fidelity, Inc.
//
// Test procedural manipulation of the Avatar hips via the controller system.
// 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 triggerPressHandled = 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 CONTROLLER_MAPPING_NAME = "com.highfidelity.hipsIkTest.controller";
var controllerMapping;
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 currentXform;
}
function calibrate() {
hips = computeCurrentXform(MyAvatar.getJointIndex("Hips"));
}
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 calibrationCount = 0;
function update(dt) {
if (rightTriggerPressed && leftTriggerPressed) {
if (!triggerPressHandled) {
triggerPressHandled = true;
if (controllerMapping) {
hips = undefined;
Controller.disableMapping(CONTROLLER_MAPPING_NAME + calibrationCount);
controllerMapping = undefined;
} else {
calibrate();
calibrationCount++;
controllerMapping = Controller.newMapping(CONTROLLER_MAPPING_NAME + calibrationCount);
var n = Y_AXIS;
var t = 0;
if (hips) {
controllerMapping.from(function () {
t += (1 / 60) * 4;
return {
valid: true,
translation: Vec3.sum(hips.pos, circleOffset(0.1, t, n)),
rotation: hips.rot,
velocity: ZERO,
angularVelocity: ZERO
};
}).to(Controller.Standard.Hips);
}
Controller.enableMapping(CONTROLLER_MAPPING_NAME + calibrationCount);
}
}
} else {
triggerPressHandled = false;
}
}
Script.update.connect(update);
Script.scriptEnding.connect(function () {
Controller.disableMapping(MAPPING_NAME);
if (controllerMapping) {
Controller.disableMapping(CONTROLLER_MAPPING_NAME + calibrationCount);
}
Script.update.disconnect(update);
});

View file

@ -11,19 +11,22 @@ var TRACKED_OBJECT_POSES = [
var triggerPressHandled = false;
var rightTriggerPressed = false;
var leftTriggerPressed = false;
var calibrationCount = 0;
var MAPPING_NAME = "com.highfidelity.viveMotionCapture";
var mapping = Controller.newMapping(MAPPING_NAME);
mapping.from([Controller.Standard.RTClick]).peek().to(function (value) {
var TRIGGER_MAPPING_NAME = "com.highfidelity.viveMotionCapture.triggers";
var triggerMapping = Controller.newMapping(TRIGGER_MAPPING_NAME);
triggerMapping.from([Controller.Standard.RTClick]).peek().to(function (value) {
rightTriggerPressed = (value !== 0) ? true : false;
});
mapping.from([Controller.Standard.LTClick]).peek().to(function (value) {
triggerMapping.from([Controller.Standard.LTClick]).peek().to(function (value) {
leftTriggerPressed = (value !== 0) ? true : false;
});
Controller.enableMapping(TRIGGER_MAPPING_NAME);
Controller.enableMapping(MAPPING_NAME);
var CONTROLLER_MAPPING_NAME = "com.highfidelity.viveMotionCapture.controller";
var controllerMapping;
var head;
var leftFoot;
var rightFoot;
var hips;
@ -75,8 +78,29 @@ function computeDefaultToReferenceXform() {
}
}
function computeHeadOffsetXform() {
var leftEyeIndex = MyAvatar.getJointIndex("LeftEye");
var rightEyeIndex = MyAvatar.getJointIndex("RightEye");
var headIndex = MyAvatar.getJointIndex("Head");
if (leftEyeIndex > 0 && rightEyeIndex > 0 && headIndex > 0) {
var defaultHeadXform = new Xform(MyAvatar.getAbsoluteDefaultJointRotationInObjectFrame(headIndex),
MyAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(headIndex));
var defaultLeftEyeXform = new Xform(MyAvatar.getAbsoluteDefaultJointRotationInObjectFrame(leftEyeIndex),
MyAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(leftEyeIndex));
var defaultRightEyeXform = new Xform(MyAvatar.getAbsoluteDefaultJointRotationInObjectFrame(rightEyeIndex),
MyAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(rightEyeIndex));
var defaultCenterEyePos = Vec3.multiply(0.5, Vec3.sum(defaultLeftEyeXform.pos, defaultRightEyeXform.pos));
var defaultCenterEyeXform = new Xform(defaultLeftEyeXform.rot, defaultCenterEyePos);
return Xform.mul(defaultCenterEyeXform.inv(), defaultHeadXform);
} else {
return undefined;
}
}
function calibrate() {
head = undefined;
leftFoot = undefined;
rightFoot = undefined;
hips = undefined;
@ -84,6 +108,13 @@ function calibrate() {
var defaultToReferenceXform = computeDefaultToReferenceXform();
var headOffsetXform = computeHeadOffsetXform();
print("AJT: computed headOffsetXform " + (headOffsetXform ? JSON.stringify(headOffsetXform) : "undefined"));
if (headOffsetXform) {
head = { offsetXform: headOffsetXform };
}
var poses = [];
if (Controller.Hardware.Vive) {
TRACKED_OBJECT_POSES.forEach(function (key) {
@ -92,7 +123,8 @@ function calibrate() {
if (pose.valid) {
poses.push({
channel: channel,
pose: pose
pose: pose,
lastestPose: pose
});
}
});
@ -177,85 +209,91 @@ var ikTypes = {
var handlerId;
function computeIKTargetXform(jointInfo) {
var pose = Controller.getPoseValue(jointInfo.channel);
function convertJointInfoToPose(jointInfo) {
var latestPose = jointInfo.latestPose;
var offsetXform = jointInfo.offsetXform;
return Xform.mul(Y_180_XFORM, Xform.mul(new Xform(pose.rotation, pose.translation), offsetXform));
var xform = Xform.mul(new Xform(latestPose.rotation, latestPose.translation), offsetXform);
return {
valid: true,
translation: xform.pos,
rotation: xform.rot,
velocity: Vec3.sum(latestPose.velocity, Vec3.cross(latestPose.angularVelocity, Vec3.subtract(xform.pos, latestPose.translation))),
angularVelocity: latestPose.angularVelocity
};
}
function update(dt) {
if (rightTriggerPressed && leftTriggerPressed) {
if (!triggerPressHandled) {
triggerPressHandled = true;
if (handlerId) {
print("AJT: UN-CALIBRATE!");
if (controllerMapping) {
// go back to normal, vive pucks will be ignored.
print("AJT: UN-CALIBRATE!");
head = undefined;
leftFoot = undefined;
rightFoot = undefined;
hips = undefined;
spine2 = undefined;
if (handlerId) {
print("AJT: un-hooking animation state handler");
MyAvatar.removeAnimationStateHandler(handlerId);
handlerId = undefined;
}
Controller.disableMapping(CONTROLLER_MAPPING_NAME + calibrationCount);
controllerMapping = undefined;
} else {
print("AJT: CALIBRATE!");
calibrate();
calibrationCount++;
var animVars = [];
controllerMapping = Controller.newMapping(CONTROLLER_MAPPING_NAME + calibrationCount);
if (head) {
controllerMapping.from(function () {
var worldToAvatarXform = (new Xform(MyAvatar.orientation, MyAvatar.position)).inv();
head.latestPose = {
valid: true,
translation: worldToAvatarXform.xformPoint(HMD.position),
rotation: Quat.multiply(worldToAvatarXform.rot, Quat.multiply(HMD.orientation, Y_180)), // postMult 180 rot flips head direction
velocity: {x: 0, y: 0, z: 0}, // TODO: currently this is unused anyway...
angularVelocity: {x: 0, y: 0, z: 0}
};
return convertJointInfoToPose(head);
}).to(Controller.Standard.Head);
}
if (leftFoot) {
animVars.push("leftFootType");
animVars.push("leftFootPosition");
animVars.push("leftFootRotation");
controllerMapping.from(leftFoot.channel).to(function (pose) {
leftFoot.latestPose = pose;
});
controllerMapping.from(function () {
return convertJointInfoToPose(leftFoot);
}).to(Controller.Standard.LeftFoot);
}
if (rightFoot) {
animVars.push("rightFootType");
animVars.push("rightFootPosition");
animVars.push("rightFootRotation");
controllerMapping.from(rightFoot.channel).to(function (pose) {
rightFoot.latestPose = pose;
});
controllerMapping.from(function () {
return convertJointInfoToPose(rightFoot);
}).to(Controller.Standard.RightFoot);
}
if (hips) {
animVars.push("hipsType");
animVars.push("hipsPosition");
animVars.push("hipsRotation");
controllerMapping.from(hips.channel).to(function (pose) {
hips.latestPose = pose;
});
controllerMapping.from(function () {
return convertJointInfoToPose(hips);
}).to(Controller.Standard.Hips);
}
if (spine2) {
animVars.push("spine2Type");
animVars.push("spine2Position");
animVars.push("spine2Rotation");
controllerMapping.from(spine2.channel).to(function (pose) {
spine2.latestPose = pose;
});
controllerMapping.from(function () {
return convertJointInfoToPose(spine2);
}).to(Controller.Standard.Spine2);
}
// 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);
Controller.enableMapping(CONTROLLER_MAPPING_NAME + calibrationCount);
}
}
} else {
@ -301,7 +339,10 @@ function update(dt) {
Script.update.connect(update);
Script.scriptEnding.connect(function () {
Controller.disableMapping(MAPPING_NAME);
Controller.disableMapping(TRIGGER_MAPPING_NAME);
if (controllerMapping) {
Controller.disableMapping(CONTROLLER_MAPPING_NAME + calibrationCount);
}
Script.update.disconnect(update);
});

View file

@ -114,6 +114,12 @@ int main(int argc, char** argv) {
last = now;
InputCalibrationData calibrationData = {
glm::mat4(),
glm::mat4(),
glm::mat4(),
glm::mat4(),
glm::mat4(),
glm::mat4(),
glm::mat4(),
glm::mat4(),
glm::mat4()
@ -130,6 +136,12 @@ int main(int argc, char** argv) {
{
InputCalibrationData calibrationData = {
glm::mat4(),
glm::mat4(),
glm::mat4(),
glm::mat4(),
glm::mat4(),
glm::mat4(),
glm::mat4(),
glm::mat4(),
glm::mat4()