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Pole Vectors always calculated when arms are crossed
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3 changed files with 61 additions and 13 deletions
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@ -612,6 +612,8 @@ public:
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const MyHead* getMyHead() const;
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Q_INVOKABLE void toggleSmoothPoleVectors() { _skeletonModel->getRig().toggleSmoothPoleVectors(); };
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/**jsdoc
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* Get the current position of the avatar's "Head" joint.
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* @function MyAvatar.getHeadPosition
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@ -1247,6 +1247,9 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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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 = true;
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const float ELBOW_POLE_VECTOR_BLEND_FACTOR = 0.95f;
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if (leftHandEnabled) {
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glm::vec3 handPosition = leftHandPose.trans();
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@ -1266,22 +1269,38 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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int armJointIndex = _animSkeleton->nameToJointIndex("LeftArm");
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int elbowJointIndex = _animSkeleton->nameToJointIndex("LeftForeArm");
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int oppositeArmJointIndex = _animSkeleton->nameToJointIndex("RightArm");
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if (handJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0 && oppositeArmJointIndex >= 0) {
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if (ENABLE_POLE_VECTORS && handJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0 && oppositeArmJointIndex >= 0) {
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glm::vec3 poleVector;
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bool usePoleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, oppositeArmJointIndex, poleVector);
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if (usePoleVector) {
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glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, poleVector);
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if (_smoothPoleVectors) {
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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 = sensorPoleVector;
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}
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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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} else {
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_prevLeftHandPoleVector = sensorPoleVector;
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}
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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", transformVectorFast(sensorToRigMatrix, sensorPoleVector));
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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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}
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} else {
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_prevLeftHandPoleVectorValid = false;
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_animVars.set("leftHandPoleVectorEnabled", false);
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}
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} else {
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_prevLeftHandPoleVectorValid = false;
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_animVars.set("leftHandPoleVectorEnabled", false);
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_animVars.unset("leftHandPosition");
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@ -1309,22 +1328,38 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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int elbowJointIndex = _animSkeleton->nameToJointIndex("RightForeArm");
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int oppositeArmJointIndex = _animSkeleton->nameToJointIndex("LeftArm");
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if (handJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0 && oppositeArmJointIndex >= 0) {
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if (ENABLE_POLE_VECTORS && handJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0 && oppositeArmJointIndex >= 0) {
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glm::vec3 poleVector;
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bool usePoleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, oppositeArmJointIndex, poleVector);
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if (usePoleVector) {
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glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, poleVector);
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if (_smoothPoleVectors) {
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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 = sensorPoleVector;
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}
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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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} else {
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_prevRightHandPoleVector = sensorPoleVector;
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}
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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", transformVectorFast(sensorToRigMatrix, sensorPoleVector));
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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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}
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} else {
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_prevRightHandPoleVectorValid = false;
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_animVars.set("rightHandPoleVectorEnabled", false);
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}
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} else {
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_prevRightHandPoleVectorValid = false;
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_animVars.set("rightHandPoleVectorEnabled", false);
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_animVars.unset("rightHandPosition");
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@ -1487,21 +1522,23 @@ bool Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex,
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glm::vec3 headForward = headCenter + horizontalModule * frontVector;
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glm::vec3 armToHead = headForward - armPose.trans();
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float armToHandDistance = glm::length(armToHand);
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float armToElbowDistance = glm::length(armToElbow);
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float elbowToHandDistance = glm::length(elbowToHand);
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float armTotalDistance = armToElbowDistance + elbowToHandDistance;
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// Don't use pole vector when the hands are behind
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if (glm::dot(frontVector, armToHand) < 0) {
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return false;
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}
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glm::vec3 armToHandDir = armToHand / armToHandDistance;
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glm::vec3 armToHeadPlaneNormal = glm::cross(armToHead, armToHandDir);
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// How much the hand is reaching for the opposite side
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float oppositeProjection = glm::dot(armToHandDir, glm::normalize(backVector));
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// Don't use pole vector when the hands are behind
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if (glm::dot(frontVector, armToHand) < 0 && oppositeProjection < 0.5f * armTotalDistance) {
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return false;
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}
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// The strenght of the resulting pole determined by the arm flex.
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float armFlexCoeficient = armToHandDistance / armTotalDistance;
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glm::vec3 attenuationVector = armFlexCoeficient * armToHandDir;
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@ -1515,7 +1552,7 @@ bool Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex,
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const float FORWARD_CORRECTOR_WEIGHT = 3.0f;
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float elbowForwardTrigger = FORWARD_TRIGGER_PERCENTAGE * armToHandDistance;
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float oppositeProjection = glm::dot(armToHandDir, glm::normalize(backVector));
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if (oppositeProjection > -elbowForwardTrigger) {
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float forwardAmount = FORWARD_CORRECTOR_WEIGHT * (elbowForwardTrigger + oppositeProjection);
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correctionVector = forwardAmount * frontVector;
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@ -217,7 +217,7 @@ public:
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// input assumed to be in rig space
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void computeHeadFromHMD(const AnimPose& hmdPose, glm::vec3& headPositionOut, glm::quat& headOrientationOut) const;
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void toggleSmoothPoleVectors() { _smoothPoleVectors = !_smoothPoleVectors; };
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signals:
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void onLoadComplete();
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@ -245,6 +245,7 @@ protected:
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glm::vec3 deflectHandFromTorso(const glm::vec3& handPosition, const FBXJointShapeInfo& hipsShapeInfo, const FBXJointShapeInfo& spineShapeInfo,
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const FBXJointShapeInfo& spine1ShapeInfo, const FBXJointShapeInfo& spine2ShapeInfo) const;
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AnimPose _modelOffset; // model to rig space
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AnimPose _geometryOffset; // geometry to model space (includes unit offset & fst offsets)
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AnimPose _invGeometryOffset;
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@ -368,6 +369,14 @@ protected:
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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 }; // sensor space
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bool _prevRightHandPoleVectorValid{ false };
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glm::vec3 _prevLeftHandPoleVector{ -Vectors::UNIT_Z }; // sensor space
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bool _prevLeftHandPoleVectorValid{ false };
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bool _smoothPoleVectors { false };
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int _rigId;
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};
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