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Merge pull request #13519 from hyperlogic/bug-fix/stable-pole-vector-smoothing
Bug fix for unexpected avatar knee shifts for users wearing Vive Trackers.
This commit is contained in:
commit
c840670a54
3 changed files with 40 additions and 24 deletions
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@ -109,6 +109,11 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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AnimPose avatarToRigPose(glm::vec3(1.0f), Quaternions::Y_180, glm::vec3(0.0f));
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glm::mat4 rigToAvatarMatrix = Matrices::Y_180;
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glm::mat4 avatarToWorldMatrix = createMatFromQuatAndPos(myAvatar->getWorldOrientation(), myAvatar->getWorldPosition());
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glm::mat4 sensorToWorldMatrix = myAvatar->getSensorToWorldMatrix();
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params.rigToSensorMatrix = glm::inverse(sensorToWorldMatrix) * avatarToWorldMatrix * rigToAvatarMatrix;
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// input action is the highest priority source for head orientation.
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auto avatarHeadPose = myAvatar->getControllerPoseInAvatarFrame(controller::Action::HEAD);
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if (avatarHeadPose.isValid()) {
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@ -1244,7 +1244,8 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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bool leftArmEnabled, bool rightArmEnabled, float dt,
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const AnimPose& leftHandPose, const AnimPose& rightHandPose,
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const FBXJointShapeInfo& hipsShapeInfo, const FBXJointShapeInfo& spineShapeInfo,
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const FBXJointShapeInfo& spine1ShapeInfo, const FBXJointShapeInfo& spine2ShapeInfo) {
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const FBXJointShapeInfo& spine1ShapeInfo, const FBXJointShapeInfo& spine2ShapeInfo,
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const glm::mat4& rigToSensorMatrix, const glm::mat4& sensorToRigMatrix) {
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const bool ENABLE_POLE_VECTORS = false;
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const float ELBOW_POLE_VECTOR_BLEND_FACTOR = 0.95f;
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@ -1271,19 +1272,20 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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int elbowJointIndex = _animSkeleton->nameToJointIndex("LeftForeArm");
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if (ENABLE_POLE_VECTORS && !leftArmEnabled && handJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
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glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, true);
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glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, poleVector);
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// smooth toward desired pole vector from previous pole vector... to reduce jitter
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if (!_prevLeftHandPoleVectorValid) {
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_prevLeftHandPoleVectorValid = true;
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_prevLeftHandPoleVector = poleVector;
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_prevLeftHandPoleVector = sensorPoleVector;
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}
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glm::quat deltaRot = rotationBetween(_prevLeftHandPoleVector, poleVector);
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glm::quat deltaRot = rotationBetween(_prevLeftHandPoleVector, sensorPoleVector);
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glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, ELBOW_POLE_VECTOR_BLEND_FACTOR);
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_prevLeftHandPoleVector = smoothDeltaRot * _prevLeftHandPoleVector;
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_animVars.set("leftHandPoleVectorEnabled", true);
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_animVars.set("leftHandPoleReferenceVector", Vectors::UNIT_X);
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_animVars.set("leftHandPoleVector", _prevLeftHandPoleVector);
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_animVars.set("leftHandPoleVector", transformVectorFast(sensorToRigMatrix, _prevLeftHandPoleVector));
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} else {
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_prevLeftHandPoleVectorValid = false;
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_animVars.set("leftHandPoleVectorEnabled", false);
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@ -1318,19 +1320,20 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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int elbowJointIndex = _animSkeleton->nameToJointIndex("RightForeArm");
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if (ENABLE_POLE_VECTORS && !rightArmEnabled && handJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
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glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, false);
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glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, poleVector);
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// smooth toward desired pole vector from previous pole vector... to reduce jitter
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if (!_prevRightHandPoleVectorValid) {
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_prevRightHandPoleVectorValid = true;
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_prevRightHandPoleVector = poleVector;
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_prevRightHandPoleVector = sensorPoleVector;
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}
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glm::quat deltaRot = rotationBetween(_prevRightHandPoleVector, poleVector);
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glm::quat deltaRot = rotationBetween(_prevRightHandPoleVector, sensorPoleVector);
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glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, ELBOW_POLE_VECTOR_BLEND_FACTOR);
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_prevRightHandPoleVector = smoothDeltaRot * _prevRightHandPoleVector;
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_animVars.set("rightHandPoleVectorEnabled", true);
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_animVars.set("rightHandPoleReferenceVector", -Vectors::UNIT_X);
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_animVars.set("rightHandPoleVector", _prevRightHandPoleVector);
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_animVars.set("rightHandPoleVector", transformVectorFast(sensorToRigMatrix, _prevRightHandPoleVector));
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} else {
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_prevRightHandPoleVectorValid = false;
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_animVars.set("rightHandPoleVectorEnabled", false);
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@ -1345,7 +1348,8 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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}
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}
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void Rig::updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose& leftFootPose, const AnimPose& rightFootPose) {
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void Rig::updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose& leftFootPose, const AnimPose& rightFootPose,
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const glm::mat4& rigToSensorMatrix, const glm::mat4& sensorToRigMatrix) {
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const float KNEE_POLE_VECTOR_BLEND_FACTOR = 0.95f;
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@ -1360,19 +1364,20 @@ void Rig::updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose
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int kneeJointIndex = _animSkeleton->nameToJointIndex("LeftLeg");
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int upLegJointIndex = _animSkeleton->nameToJointIndex("LeftUpLeg");
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glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, kneeJointIndex, upLegJointIndex, hipsIndex, leftFootPose);
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glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, poleVector);
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// smooth toward desired pole vector from previous pole vector... to reduce jitter
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// smooth toward desired pole vector from previous pole vector... to reduce jitter, but in sensor space.
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if (!_prevLeftFootPoleVectorValid) {
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_prevLeftFootPoleVectorValid = true;
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_prevLeftFootPoleVector = poleVector;
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_prevLeftFootPoleVector = sensorPoleVector;
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}
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glm::quat deltaRot = rotationBetween(_prevLeftFootPoleVector, poleVector);
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glm::quat deltaRot = rotationBetween(_prevLeftFootPoleVector, sensorPoleVector);
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glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, KNEE_POLE_VECTOR_BLEND_FACTOR);
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_prevLeftFootPoleVector = smoothDeltaRot * _prevLeftFootPoleVector;
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_animVars.set("leftFootPoleVectorEnabled", true);
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_animVars.set("leftFootPoleReferenceVector", Vectors::UNIT_Z);
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_animVars.set("leftFootPoleVector", _prevLeftFootPoleVector);
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_animVars.set("leftFootPoleVector", transformVectorFast(sensorToRigMatrix, _prevLeftFootPoleVector));
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} else {
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_animVars.unset("leftFootPosition");
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_animVars.unset("leftFootRotation");
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@ -1390,19 +1395,20 @@ void Rig::updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose
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int kneeJointIndex = _animSkeleton->nameToJointIndex("RightLeg");
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int upLegJointIndex = _animSkeleton->nameToJointIndex("RightUpLeg");
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glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, kneeJointIndex, upLegJointIndex, hipsIndex, rightFootPose);
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glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, poleVector);
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// smooth toward desired pole vector from previous pole vector... to reduce jitter
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if (!_prevRightFootPoleVectorValid) {
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_prevRightFootPoleVectorValid = true;
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_prevRightFootPoleVector = poleVector;
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_prevRightFootPoleVector = sensorPoleVector;
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}
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glm::quat deltaRot = rotationBetween(_prevRightFootPoleVector, poleVector);
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glm::quat deltaRot = rotationBetween(_prevRightFootPoleVector, sensorPoleVector);
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glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, KNEE_POLE_VECTOR_BLEND_FACTOR);
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_prevRightFootPoleVector = smoothDeltaRot * _prevRightFootPoleVector;
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_animVars.set("rightFootPoleVectorEnabled", true);
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_animVars.set("rightFootPoleReferenceVector", Vectors::UNIT_Z);
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_animVars.set("rightFootPoleVector", _prevRightFootPoleVector);
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_animVars.set("rightFootPoleVector", transformVectorFast(sensorToRigMatrix, _prevRightFootPoleVector));
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} else {
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_animVars.unset("rightFootPosition");
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_animVars.unset("rightFootRotation");
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@ -1546,16 +1552,18 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo
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bool spine2Enabled = params.primaryControllerFlags[PrimaryControllerType_Spine2] & (uint8_t)ControllerFlags::Enabled;
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bool leftArmEnabled = params.secondaryControllerFlags[SecondaryControllerType_LeftArm] & (uint8_t)ControllerFlags::Enabled;
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bool rightArmEnabled = params.secondaryControllerFlags[SecondaryControllerType_RightArm] & (uint8_t)ControllerFlags::Enabled;
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glm::mat4 sensorToRigMatrix = glm::inverse(params.rigToSensorMatrix);
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updateHead(headEnabled, hipsEnabled, params.primaryControllerPoses[PrimaryControllerType_Head]);
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updateHands(leftHandEnabled, rightHandEnabled, hipsEnabled, hipsEstimated, leftArmEnabled, rightArmEnabled, dt,
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params.primaryControllerPoses[PrimaryControllerType_LeftHand], params.primaryControllerPoses[PrimaryControllerType_RightHand],
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params.hipsShapeInfo, params.spineShapeInfo, params.spine1ShapeInfo, params.spine2ShapeInfo);
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params.hipsShapeInfo, params.spineShapeInfo, params.spine1ShapeInfo, params.spine2ShapeInfo,
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params.rigToSensorMatrix, sensorToRigMatrix);
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updateFeet(leftFootEnabled, rightFootEnabled,
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params.primaryControllerPoses[PrimaryControllerType_LeftFoot], params.primaryControllerPoses[PrimaryControllerType_RightFoot]);
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params.primaryControllerPoses[PrimaryControllerType_LeftFoot], params.primaryControllerPoses[PrimaryControllerType_RightFoot],
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params.rigToSensorMatrix, sensorToRigMatrix);
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if (headEnabled) {
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// Blend IK chains toward the joint limit centers, this should stablize head and hand ik.
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@ -75,6 +75,7 @@ public:
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};
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struct ControllerParameters {
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glm::mat4 rigToSensorMatrix;
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AnimPose primaryControllerPoses[NumPrimaryControllerTypes]; // rig space
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uint8_t primaryControllerFlags[NumPrimaryControllerTypes];
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AnimPose secondaryControllerPoses[NumSecondaryControllerTypes]; // rig space
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@ -231,8 +232,10 @@ protected:
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bool leftArmEnabled, bool rightArmEnabled, float dt,
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const AnimPose& leftHandPose, const AnimPose& rightHandPose,
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const FBXJointShapeInfo& hipsShapeInfo, const FBXJointShapeInfo& spineShapeInfo,
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const FBXJointShapeInfo& spine1ShapeInfo, const FBXJointShapeInfo& spine2ShapeInfo);
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void updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose& leftFootPose, const AnimPose& rightFootPose);
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const FBXJointShapeInfo& spine1ShapeInfo, const FBXJointShapeInfo& spine2ShapeInfo,
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const glm::mat4& rigToSensorMatrix, const glm::mat4& sensorToRigMatrix);
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void updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose& leftFootPose, const AnimPose& rightFootPose,
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const glm::mat4& rigToSensorMatrix, const glm::mat4& sensorToRigMatrix);
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void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::vec3& lookAt, const glm::vec3& saccade);
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void calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const;
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@ -359,16 +362,16 @@ protected:
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int _nextStateHandlerId { 0 };
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QMutex _stateMutex;
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glm::vec3 _prevRightFootPoleVector { Vectors::UNIT_Z };
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glm::vec3 _prevRightFootPoleVector { Vectors::UNIT_Z }; // sensor space
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bool _prevRightFootPoleVectorValid { false };
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glm::vec3 _prevLeftFootPoleVector { Vectors::UNIT_Z };
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glm::vec3 _prevLeftFootPoleVector { Vectors::UNIT_Z }; // sensor space
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bool _prevLeftFootPoleVectorValid { false };
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glm::vec3 _prevRightHandPoleVector { -Vectors::UNIT_Z };
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glm::vec3 _prevRightHandPoleVector { -Vectors::UNIT_Z }; // sensor space
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bool _prevRightHandPoleVectorValid { false };
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glm::vec3 _prevLeftHandPoleVector { -Vectors::UNIT_Z };
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glm::vec3 _prevLeftHandPoleVector { -Vectors::UNIT_Z }; // sensor space
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bool _prevLeftHandPoleVectorValid { false };
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int _rigId;
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