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latest spline code with ik node removed started cleanup
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5 changed files with 1321 additions and 1957 deletions
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@ -119,7 +119,7 @@
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"type": "poleVectorConstraint",
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"data": {
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"enabled": false,
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"referenceVector": [ 0, 0, 1 ],
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"referenceVector": [ -1, 0, 0 ],
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"baseJointName": "RightArm",
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"midJointName": "RightForeArm",
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"tipJointName": "RightHand",
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@ -149,7 +149,7 @@
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"type": "poleVectorConstraint",
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"data": {
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"enabled": false,
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"referenceVector": [ 0, 0, 1 ],
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"referenceVector": [ 1, 0, 0 ],
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"baseJointName": "LeftArm",
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"midJointName": "LeftForeArm",
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"tipJointName": "LeftHand",
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@ -886,8 +886,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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if (dt > MAX_OVERLAY_DT) {
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dt = MAX_OVERLAY_DT;
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}
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loadPoses(underPoses);
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/*
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if (_relativePoses.size() != underPoses.size()) {
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loadPoses(underPoses);
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} else {
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@ -974,8 +973,8 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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::blend(1, &prevHipsAbsPose, &absPose, alpha, &absPose);
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}
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//_relativePoses[_hipsIndex] = parentAbsPose.inverse() * absPose;
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//_relativePoses[_hipsIndex].scale() = glm::vec3(1.0f);
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_relativePoses[_hipsIndex] = parentAbsPose.inverse() * absPose;
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_relativePoses[_hipsIndex].scale() = glm::vec3(1.0f);
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}
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// if there is an active jointChainInfo for the hips store the post shifted hips into it.
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@ -1043,7 +1042,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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preconditionRelativePosesToAvoidLimbLock(context, targets);
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//qCDebug(animation) << "hips before ccd" << _relativePoses[_hipsIndex];
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//solve(context, targets, dt, jointChainInfoVec);
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solve(context, targets, dt, jointChainInfoVec);
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//qCDebug(animation) << "hips after ccd" << _relativePoses[_hipsIndex];
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}
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@ -1055,7 +1054,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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}
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processOutputJoints(triggersOut);
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*/
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return _relativePoses;
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}
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@ -71,133 +71,71 @@ const AnimPoseVec& AnimSplineIK::evaluate(const AnimVariantMap& animVars, const
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}
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//////////////////////////////////////////////////////////////////////////////////
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// check to see if we actually need absolute poses.
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AnimPoseVec absolutePoses;
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absolutePoses.resize(_poses.size());
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computeAbsolutePoses(absolutePoses);
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AnimPoseVec absolutePoses2;
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absolutePoses2.resize(_poses.size());
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// do this later
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//computeAbsolutePoses(absolutePoses2);
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int jointIndex2 = _skeleton->nameToJointIndex("Spine2");
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AnimPose origSpine2PoseAbs = _skeleton->getAbsolutePose(jointIndex2, _poses);
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if ((jointIndex2 != -1) && (_poses.size() > 0)) {
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AnimPose origSpine2 = _skeleton->getAbsolutePose(jointIndex2, _poses);
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AnimPose origSpine1 = _skeleton->getAbsolutePose(_skeleton->nameToJointIndex("Spine1"),_poses);
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//origSpine2PoseRel = origSpine1.inverse() * origSpine2;
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//qCDebug(animation) << "origSpine2Pose: " << origSpine2Pose.rot();
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//qCDebug(animation) << "original relative spine2 " << origSpine2PoseAbs;
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}
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IKTarget target;
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int jointIndex = _skeleton->nameToJointIndex("Head");
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if (jointIndex != -1) {
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if (_headIndex != -1) {
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target.setType(animVars.lookup("headType", (int)IKTarget::Type::RotationAndPosition));
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target.setIndex(jointIndex);
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AnimPose absPose = _skeleton->getAbsolutePose(jointIndex, _poses);
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target.setIndex(_headIndex);
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AnimPose absPose = _skeleton->getAbsolutePose(_headIndex, _poses);
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glm::quat rotation = animVars.lookupRigToGeometry("headRotation", absPose.rot());
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glm::vec3 translation = animVars.lookupRigToGeometry("headPosition", absPose.trans());
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float weight = animVars.lookup("headWeight", "4.0");
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//qCDebug(animation) << "target 1 rotation absolute" << rotation;
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target.setPose(rotation, translation);
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target.setWeight(weight);
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//const float* flexCoefficients = new float[5]{ 1.0f, 0.5f, 0.25f, 0.2f, 0.1f };
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const float* flexCoefficients = new float[2]{ 1.0f, 0.5f };
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target.setFlexCoefficients(2, flexCoefficients);
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// record the index of the hips ik target.
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if (target.getIndex() == _hipsIndex) {
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_hipsTargetIndex = 1;
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}
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const float* flexCoefficients = new float[5]{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f };
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//const float* flexCoefficients = new float[2]{ 0.0f, 1.0f };
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target.setFlexCoefficients(5, flexCoefficients);
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}
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AnimPose origAbsAfterHeadSpline;
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AnimPose finalSpine2;
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AnimChain jointChain;
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AnimPose targetSpine2;
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AnimPoseVec absolutePoses2;
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absolutePoses2.resize(_poses.size());
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if (_poses.size() > 0) {
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_snapshotChain.buildFromRelativePoses(_skeleton, _poses, target.getIndex());
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//_snapshotChain.buildFromRelativePoses(_skeleton, _poses, target.getIndex());
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jointChain.buildFromRelativePoses(_skeleton, _poses, target.getIndex());
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// jointChain2.buildFromRelativePoses(_skeleton, _poses, target2.getIndex());
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// for each target solve target with spline
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//qCDebug(animation) << "before head spline";
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//jointChain.dump();
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solveTargetWithSpline(context, target, absolutePoses, false, jointChain);
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AnimPose afterSolveSpine2 = jointChain.getAbsolutePoseFromJointIndex(jointIndex2);
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AnimPose afterSolveSpine1 = jointChain.getAbsolutePoseFromJointIndex(_skeleton->nameToJointIndex("Spine1"));
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AnimPose afterSolveSpine2Rel = afterSolveSpine1.inverse() * afterSolveSpine2;
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AnimPose originalSpine2Relative = afterSolveSpine1.inverse() * origSpine2PoseAbs;
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glm::quat rotation3 = animVars.lookupRigToGeometry("spine2Rotation", afterSolveSpine2.rot());
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glm::vec3 translation3 = animVars.lookupRigToGeometry("spine2Position", afterSolveSpine2.trans());
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targetSpine2 = AnimPose(rotation3, afterSolveSpine2.trans());
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finalSpine2 = afterSolveSpine1.inverse() * targetSpine2;
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//qCDebug(animation) << "relative spine2 after solve" << afterSolveSpine2Rel;
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//qCDebug(animation) << "relative spine2 orig" << originalSpine2Relative;
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AnimPose latestSpine2Relative(originalSpine2Relative.rot(), afterSolveSpine2Rel.trans());
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//jointChain.setRelativePoseAtJointIndex(jointIndex2, finalSpine2);
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jointChain.outputRelativePoses(_poses);
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//_poses[_headIndex] = jointChain.getRelativePoseAtJointIndex(_headIndex);
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//_poses[_skeleton->nameToJointIndex("Neck")] = jointChain.getRelativePoseAtJointIndex(_skeleton->nameToJointIndex("Neck"));
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//_poses[_spine2Index] = jointChain.getRelativePoseAtJointIndex(_spine2Index);
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//custom output code for the head. just do the head neck and spine2
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//qCDebug(animation) << "after head spline";
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//jointChain.dump();
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computeAbsolutePoses(absolutePoses2);
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//origAbsAfterHeadSpline = _skeleton->getAbsolutePose(jointIndex2, _poses);
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// qCDebug(animation) << "Spine2 trans after head spline: " << origAbsAfterHeadSpline.trans();
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AnimPose afterSolveSpine2 = _skeleton->getAbsolutePose(_spine2Index, _poses);
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glm::quat spine2RotationTarget = animVars.lookupRigToGeometry("spine2Rotation", afterSolveSpine2.rot());
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targetSpine2 = AnimPose(spine2RotationTarget, afterSolveSpine2.trans());
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}
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/*
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IKTarget target2;
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//int jointIndex2 = _skeleton->nameToJointIndex("Spine2");
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if (jointIndex2 != -1) {
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computeAbsolutePoses(absolutePoses2);
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if (_spine2Index != -1) {
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target2.setType(animVars.lookup("spine2Type", (int)IKTarget::Type::RotationAndPosition));
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target2.setIndex(jointIndex2);
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AnimPose absPose2 = _skeleton->getAbsolutePose(jointIndex2, _poses);
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glm::quat rotation2 = animVars.lookupRigToGeometry("spine2Rotation", absPose2.rot());
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glm::vec3 translation2 = animVars.lookupRigToGeometry("spine2Position", absPose2.trans());
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float weight2 = animVars.lookup("spine2Weight", "2.0");
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// qCDebug(animation) << "rig to geometry" << rotation2;
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target2.setIndex(_spine2Index);
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//target2.setPose(rotation2, translation2);
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float weight2 = animVars.lookup("spine2Weight", "2.0");
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target2.setPose(targetSpine2.rot(), targetSpine2.trans());
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target2.setWeight(weight2);
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const float* flexCoefficients2 = new float[3]{ 1.0f, 0.5f, 0.25f };
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const float* flexCoefficients2 = new float[3]{ 1.0f, 1.0f, 1.0f };
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target2.setFlexCoefficients(3, flexCoefficients2);
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}
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AnimChain jointChain2;
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AnimPose beforeSolveChestNeck;
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if (_poses.size() > 0) {
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// _snapshotChain.buildFromRelativePoses(_skeleton, _poses, target.getIndex());
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// jointChain.buildFromRelativePoses(_skeleton, _poses, target.getIndex());
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// jointChain2.buildFromRelativePoses(_skeleton, underPoses, target2.getIndex());
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beforeSolveChestNeck = _skeleton->getAbsolutePose(_skeleton->nameToJointIndex("Neck"), _poses);
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jointChain2.buildFromRelativePoses(_skeleton, _poses, target2.getIndex());
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// for each target solve target with spline
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solveTargetWithSpline(context, target2, absolutePoses2, false, jointChain2);
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//jointChain.outputRelativePoses(_poses);
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jointChain2.outputRelativePoses(_poses);
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//computeAbsolutePoses(absolutePoses);
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//qCDebug(animation) << "Spine2 spline";
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//jointChain2.dump();
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//qCDebug(animation) << "Spine2Pose trans after spine2 spline: " << _skeleton->getAbsolutePose(jointIndex2, _poses).trans();
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}
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*/
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const float FRAMES_PER_SECOND = 30.0f;
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@ -209,9 +147,26 @@ const AnimPoseVec& AnimSplineIK::evaluate(const AnimVariantMap& animVars, const
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// make the prevchain
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// interp from the previous chain to the new chain/or underposes if the ik is disabled.
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// update the relative poses and then we are done
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/**/
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// set the tip/head rotation to match the absolute rotation of the target.
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int headParent = _skeleton->getParentIndex(_headIndex);
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int spine2Parent = _skeleton->getParentIndex(_spine2Index);
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if ((spine2Parent != -1) && (headParent != -1) && (_poses.size() > 0)) {
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/*
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AnimPose spine2Target(target2.getRotation(), target2.getTranslation());
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AnimPose finalSpine2RelativePose = _skeleton->getAbsolutePose(spine2Parent, _poses).inverse() * spine2Target;
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_poses[_spine2Index] = finalSpine2RelativePose;
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AnimPose neckAbsolute = _skeleton->getAbsolutePose(headParent, _poses);
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AnimPose finalNeckAbsolute = AnimPose(safeLerp(target2.getRotation(), target.getRotation(), 1.0f),neckAbsolute.trans());
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_poses[headParent] = spine2Target.inverse() * beforeSolveChestNeck;
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*/
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AnimPose headTarget(target.getRotation(),target.getTranslation());
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AnimPose finalHeadRelativePose = _skeleton->getAbsolutePose(headParent,_poses).inverse() * headTarget;
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_poses[_headIndex] = finalHeadRelativePose;
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}
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return _poses;
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}
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@ -275,19 +230,19 @@ void AnimSplineIK::solveTargetWithSpline(const AnimContext& context, const IKTar
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// build spline from tip to base
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AnimPose tipPose = AnimPose(glm::vec3(1.0f), target.getRotation(), target.getTranslation());
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AnimPose basePose;
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if (target.getIndex() == _headIndex) {
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basePose = absolutePoses[headBaseIndex];
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} else {
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//if (target.getIndex() == _headIndex) {
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// basePose = absolutePoses[headBaseIndex];
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//} else {
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basePose = absolutePoses[baseIndex];
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}
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//}
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CubicHermiteSplineFunctorWithArcLength spline;
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if (target.getIndex() == _headIndex) {
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// set gain factors so that more curvature occurs near the tip of the spline.
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const float HIPS_GAIN = 0.5f;
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const float HEAD_GAIN = 1.0f;
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//spline = computeSplineFromTipAndBase(tipPose, basePose, HIPS_GAIN, HEAD_GAIN);
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spline = computeSplineFromTipAndBase(tipPose, basePose);
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spline = computeSplineFromTipAndBase(tipPose, basePose, HIPS_GAIN, HEAD_GAIN);
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// spline = computeSplineFromTipAndBase(tipPose, basePose);
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} else {
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spline = computeSplineFromTipAndBase(tipPose, basePose);
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}
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@ -359,6 +314,9 @@ void AnimSplineIK::solveTargetWithSpline(const AnimContext& context, const IKTar
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if (!chainInfoOut.setRelativePoseAtJointIndex(splineJointInfo.jointIndex, relPose)) {
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qCDebug(animation) << "we didn't find the joint index for the spline!!!!";
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}
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if (splineJointInfo.jointIndex == _skeleton->nameToJointIndex("Neck")) {
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qCDebug(animation) << "neck is " << relPose;
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}
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parentAbsPose = flexedAbsPose;
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}
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@ -393,8 +351,8 @@ void AnimSplineIK::computeAndCacheSplineJointInfosForIKTarget(const AnimContext&
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AnimPose tipPose = _skeleton->getAbsoluteDefaultPose(target.getIndex());
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AnimPose basePose;
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if (target.getIndex() == _headIndex) {
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//basePose = _skeleton->getAbsoluteDefaultPose(_hipsIndex);
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basePose = _skeleton->getAbsoluteDefaultPose(_spine2Index);
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basePose = _skeleton->getAbsoluteDefaultPose(_hipsIndex);
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//basePose = _skeleton->getAbsoluteDefaultPose(_spine2Index);
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} else {
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basePose = _skeleton->getAbsoluteDefaultPose(_hipsIndex);
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}
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@ -404,8 +362,8 @@ void AnimSplineIK::computeAndCacheSplineJointInfosForIKTarget(const AnimContext&
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// set gain factors so that more curvature occurs near the tip of the spline.
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const float HIPS_GAIN = 0.5f;
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const float HEAD_GAIN = 1.0f;
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// spline = computeSplineFromTipAndBase(tipPose, basePose, HIPS_GAIN, HEAD_GAIN);
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spline = computeSplineFromTipAndBase(tipPose, basePose);
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spline = computeSplineFromTipAndBase(tipPose, basePose, HIPS_GAIN, HEAD_GAIN);
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// spline = computeSplineFromTipAndBase(tipPose, basePose);
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} else {
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spline = computeSplineFromTipAndBase(tipPose, basePose);
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}
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@ -1544,6 +1544,7 @@ void Rig::updateHands2(bool leftHandEnabled, bool rightHandEnabled, bool headEna
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int oppositeArmJointIndex = _animSkeleton->nameToJointIndex("RightArm");
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glm::vec3 poleVector;
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bool usePoleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, shoulderJointIndex, oppositeArmJointIndex, poleVector);
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//glm::vec3 poleVector = calculateKneePoleVector(handJointIndex, elbowJointIndex, shoulderJointIndex, hipsIndex, rightHandPose);
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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, but in sensor space.
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@ -1556,7 +1557,7 @@ void Rig::updateHands2(bool leftHandEnabled, bool rightHandEnabled, bool headEna
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_prevLeftHandPoleVector = smoothDeltaRot * _prevLeftHandPoleVector;
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_animVars.set("leftHandPoleVectorEnabled", true);
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_animVars.set("leftHandPoleVector", transformVectorFast(sensorToRigMatrix, _prevLeftFootPoleVector));
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_animVars.set("leftHandPoleVector", transformVectorFast(sensorToRigMatrix, _prevLeftHandPoleVector));
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} else {
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// We want to drive the IK from the underlying animation.
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// This gives us the ability to squat while in the HMD, without the feet from dipping under the floor.
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@ -1595,7 +1596,7 @@ void Rig::updateHands2(bool leftHandEnabled, bool rightHandEnabled, bool headEna
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_prevRightHandPoleVector = smoothDeltaRot * _prevRightHandPoleVector;
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_animVars.set("rightHandPoleVectorEnabled", true);
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_animVars.set("rightHandPoleVector", transformVectorFast(sensorToRigMatrix, _prevRightFootPoleVector));
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_animVars.set("rightHandPoleVector", transformVectorFast(sensorToRigMatrix, _prevRightHandPoleVector));
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} else {
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// We want to drive the IK from the underlying animation.
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// This gives us the ability to squat while in the HMD, without the feet from dipping under the floor.
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@ -1856,14 +1857,14 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo
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updateHead(_headEnabled, hipsEnabled, params.primaryControllerPoses[PrimaryControllerType_Head]);
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//updateHands(leftHandEnabled, rightHandEnabled, hipsEnabled, hipsEstimated, leftArmEnabled, rightArmEnabled, _headEnabled, 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.rigToSensorMatrix, sensorToRigMatrix);
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updateHands(leftHandEnabled, rightHandEnabled, hipsEnabled, hipsEstimated, leftArmEnabled, rightArmEnabled, _headEnabled, 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.rigToSensorMatrix, sensorToRigMatrix);
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updateHands2(leftHandEnabled, rightHandEnabled, _headEnabled,
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params.primaryControllerPoses[PrimaryControllerType_LeftHand], params.primaryControllerPoses[PrimaryControllerType_RightHand],
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params.rigToSensorMatrix, sensorToRigMatrix);
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//updateHands2(leftHandEnabled, rightHandEnabled, _headEnabled,
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// params.primaryControllerPoses[PrimaryControllerType_LeftHand], params.primaryControllerPoses[PrimaryControllerType_RightHand],
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// params.rigToSensorMatrix, sensorToRigMatrix);
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updateFeet(leftFootEnabled, rightFootEnabled, _headEnabled,
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params.primaryControllerPoses[PrimaryControllerType_LeftFoot], params.primaryControllerPoses[PrimaryControllerType_RightFoot],
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