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debug draw ik chains, bug fix for flex coef on tips

And opened up hip constraints.
This commit is contained in:
Anthony J. Thibault 2017-05-18 16:29:55 -07:00
parent 87adeb0565
commit e99001d86c
10 changed files with 62 additions and 49 deletions

View file

@ -113,7 +113,7 @@
"typeVar": "headType",
"weightVar": "headWeight",
"weight": 4.0,
"flexCoefficients": [1, 0.35, 0.5, 0.35, 0.25]
"flexCoefficients": [1, 0.05, 0.25, 0.25, 0.25]
}
]
},

View file

@ -525,6 +525,8 @@ Menu::Menu() {
avatar.get(), SLOT(setEnableDebugDrawIKTargets(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderIKConstraints, 0, false,
avatar.get(), SLOT(setEnableDebugDrawIKConstraints(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderIKChains, 0, false,
avatar.get(), SLOT(setEnableDebugDrawIKChains(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::ActionMotorControl,
Qt::CTRL | Qt::SHIFT | Qt::Key_K, true, avatar.get(), SLOT(updateMotionBehaviorFromMenu()),

View file

@ -162,6 +162,7 @@ namespace MenuOption {
const QString RenderSensorToWorldMatrix = "Show SensorToWorld Matrix";
const QString RenderIKTargets = "Show IK Targets";
const QString RenderIKConstraints = "Show IK Constraints";
const QString RenderIKChains = "Show IK Chains";
const QString ResetAvatarSize = "Reset Avatar Size";
const QString ResetSensors = "Reset Sensors";
const QString RunningScripts = "Running Scripts...";

View file

@ -531,6 +531,7 @@ void MyAvatar::simulate(float deltaTime) {
if (_rig) {
_rig->setEnableDebugDrawIKTargets(_enableDebugDrawIKTargets);
_rig->setEnableDebugDrawIKConstraints(_enableDebugDrawIKConstraints);
_rig->setEnableDebugDrawIKChains(_enableDebugDrawIKChains);
}
_skeletonModel->simulate(deltaTime);
@ -958,6 +959,10 @@ void MyAvatar::setEnableDebugDrawIKConstraints(bool isEnabled) {
_enableDebugDrawIKConstraints = isEnabled;
}
void MyAvatar::setEnableDebugDrawIKChains(bool isEnabled) {
_enableDebugDrawIKChains = isEnabled;
}
void MyAvatar::setEnableMeshVisible(bool isEnabled) {
_skeletonModel->setVisibleInScene(isEnabled, qApp->getMain3DScene());
}

View file

@ -524,6 +524,7 @@ public slots:
void setEnableDebugDrawSensorToWorldMatrix(bool isEnabled);
void setEnableDebugDrawIKTargets(bool isEnabled);
void setEnableDebugDrawIKConstraints(bool isEnabled);
void setEnableDebugDrawIKChains(bool isEnabled);
bool getEnableMeshVisible() const { return _skeletonModel->isVisible(); }
void setEnableMeshVisible(bool isEnabled);
void setUseAnimPreAndPostRotations(bool isEnabled);
@ -718,6 +719,7 @@ private:
bool _enableDebugDrawSensorToWorldMatrix { false };
bool _enableDebugDrawIKTargets { false };
bool _enableDebugDrawIKConstraints { false };
bool _enableDebugDrawIKChains { false };
AudioListenerMode _audioListenerMode;
glm::vec3 _customListenPosition;

View file

@ -10,10 +10,11 @@
#include "AnimContext.h"
AnimContext::AnimContext(bool enableDebugDrawIKTargets, bool enableDebugDrawIKConstraints,
AnimContext::AnimContext(bool enableDebugDrawIKTargets, bool enableDebugDrawIKConstraints, bool enableDebugDrawIKChains,
const glm::mat4& geometryToRigMatrix, const glm::mat4& rigToWorldMatrix) :
_enableDebugDrawIKTargets(enableDebugDrawIKTargets),
_enableDebugDrawIKConstraints(enableDebugDrawIKConstraints),
_enableDebugDrawIKChains(enableDebugDrawIKChains),
_geometryToRigMatrix(geometryToRigMatrix),
_rigToWorldMatrix(rigToWorldMatrix)
{

View file

@ -16,18 +16,20 @@
class AnimContext {
public:
AnimContext(bool enableDebugDrawIKTargets, bool enableDebugDrawIKConstraints,
AnimContext(bool enableDebugDrawIKTargets, bool enableDebugDrawIKConstraints, bool enableDebugDrawIKChains,
const glm::mat4& geometryToRigMatrix, const glm::mat4& rigToWorldMatrix);
bool getEnableDebugDrawIKTargets() const { return _enableDebugDrawIKTargets; }
bool getEnableDebugDrawIKConstraints() const { return _enableDebugDrawIKConstraints; }
bool getEnableDebugDrawIKChains() const { return _enableDebugDrawIKChains; }
const glm::mat4& getGeometryToRigMatrix() const { return _geometryToRigMatrix; }
const glm::mat4& getRigToWorldMatrix() const { return _rigToWorldMatrix; }
protected:
bool _enableDebugDrawIKTargets { false };
bool _enableDebugDrawIKConstraints{ false };
bool _enableDebugDrawIKConstraints { false };
bool _enableDebugDrawIKChains { false };
glm::mat4 _geometryToRigMatrix;
glm::mat4 _rigToWorldMatrix;
};

View file

@ -193,9 +193,10 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const AnimContext&
while (maxError > MAX_ERROR_TOLERANCE && numLoops < MAX_IK_LOOPS) {
++numLoops;
bool debug = context.getEnableDebugDrawIKChains() && numLoops == MAX_IK_LOOPS;
// solve all targets
for (auto& target: targets) {
bool debug = false;
solveTargetWithCCD(context, target, absolutePoses, debug);
}
@ -292,15 +293,11 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
// rotate tip toward target orientation
glm::quat deltaRot = target.getRotation() * glm::inverse(tipOrientation);
// decompose deltaRot into axis angle
glm::vec3 axis = glm::axis(deltaRot);
float angle = glm::angle(deltaRot);
// apply flexCoefficent and re-compose quat
glm::quat deltaRotation = glm::angleAxis(angle * target.getFlexCoefficient(chainDepth), axis);
deltaRot *= target.getFlexCoefficient(chainDepth);
glm::normalize(deltaRot);
// compute parent relative rotation
glm::quat tipRelativeRotation = glm::inverse(tipParentOrientation) * deltaRotation * tipOrientation;
glm::quat tipRelativeRotation = glm::inverse(tipParentOrientation) * deltaRot * tipOrientation;
// then enforce tip's constraint
RotationConstraint* constraint = getConstraint(tipIndex);
@ -680,8 +677,8 @@ static void setEllipticalSwingLimits(SwingTwistConstraint* stConstraint, float l
float dTheta = TWO_PI / NUM_SUBDIVISIONS;
float theta = 0.0f;
for (int i = 0; i < NUM_SUBDIVISIONS; i++) {
float theta_prime = atanf((lateralSwingPhi / anteriorSwingPhi) * tanf(theta));
float phi = (cosf(2.0f * theta_prime) * ((lateralSwingPhi - anteriorSwingPhi) / 2.0f)) + ((lateralSwingPhi + anteriorSwingPhi) / 2.0f);
float theta_prime = atanf((anteriorSwingPhi / lateralSwingPhi) * tanf(theta));
float phi = (cosf(2.0f * theta_prime) * ((anteriorSwingPhi - lateralSwingPhi) / 2.0f)) + ((anteriorSwingPhi + lateralSwingPhi) / 2.0f);
minDots.push_back(cosf(phi));
theta += dTheta;
}
@ -793,27 +790,36 @@ void AnimInverseKinematics::initConstraints() {
std::vector<glm::vec3> swungDirections;
float deltaTheta = PI / 4.0f;
float theta = 0.0f;
swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.25f, sinf(theta)));
swungDirections.push_back(glm::vec3(mirror * cosf(theta), 1.0f, sinf(theta))); // posterior
theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.0f, sinf(theta)));
swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta)));
theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta))); // posterior
swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta)));
theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.0f, sinf(theta)));
swungDirections.push_back(glm::vec3(mirror * cosf(theta), -1.5f, sinf(theta)));
theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.25f, sinf(theta)));
swungDirections.push_back(glm::vec3(mirror * cosf(theta), -3.0f, sinf(theta))); // anterior
theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.5f, sinf(theta)));
swungDirections.push_back(glm::vec3(mirror * cosf(theta), -1.5f, sinf(theta)));
theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.5f, sinf(theta))); // anterior
swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta)));
theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.5f, sinf(theta)));
swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta)));
std::vector<float> minDots;
for (size_t i = 0; i < swungDirections.size(); i++) {
minDots.push_back(glm::dot(glm::normalize(swungDirections[i]), Vectors::UNIT_Y));
}
stConstraint->setSwingLimits(minDots);
/*
// simple cone
std::vector<float> minDots;
const float MAX_HAND_SWING = 2.9f; // 170 deg //2 * PI / 3.0f;
minDots.push_back(cosf(MAX_HAND_SWING));
stConstraint->setSwingLimits(minDots);
*/
constraint = static_cast<RotationConstraint*>(stConstraint);
} else if (0 == baseName.compare("Hand", Qt::CaseSensitive)) {
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
@ -861,7 +867,7 @@ void AnimInverseKinematics::initConstraints() {
} else if (baseName.startsWith("Shoulder", Qt::CaseSensitive)) {
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
const float MAX_SHOULDER_TWIST = PI / 20.0f;
const float MAX_SHOULDER_TWIST = PI / 10.0f;
stConstraint->setTwistLimits(-MAX_SHOULDER_TWIST, MAX_SHOULDER_TWIST);
std::vector<float> minDots;
@ -895,8 +901,8 @@ void AnimInverseKinematics::initConstraints() {
stConstraint->setTwistLimits(-MAX_NECK_TWIST, MAX_NECK_TWIST);
// limit lateral swings more then forward-backward swings
const float MAX_NECK_LATERAL_SWING = PI / 8.0f;
const float MAX_NECK_ANTERIOR_SWING = PI / 6.0f;
const float MAX_NECK_LATERAL_SWING = PI / 12.0f;
const float MAX_NECK_ANTERIOR_SWING = PI / 10.0f;
setEllipticalSwingLimits(stConstraint, MAX_NECK_LATERAL_SWING, MAX_NECK_ANTERIOR_SWING);
constraint = static_cast<RotationConstraint*>(stConstraint);
@ -906,10 +912,10 @@ void AnimInverseKinematics::initConstraints() {
const float MAX_HEAD_TWIST = PI / 6.0f;
stConstraint->setTwistLimits(-MAX_HEAD_TWIST, MAX_HEAD_TWIST);
std::vector<float> minDots;
const float MAX_HEAD_SWING = PI / 6.0f;
minDots.push_back(cosf(MAX_HEAD_SWING));
stConstraint->setSwingLimits(minDots);
// limit lateral swings more then forward-backward swings
const float MAX_NECK_LATERAL_SWING = PI / 4.0f;
const float MAX_NECK_ANTERIOR_SWING = PI / 3.0f;
setEllipticalSwingLimits(stConstraint, MAX_NECK_LATERAL_SWING, MAX_NECK_ANTERIOR_SWING);
constraint = static_cast<RotationConstraint*>(stConstraint);
} else if (0 == baseName.compare("ForeArm", Qt::CaseSensitive)) {
@ -1066,7 +1072,7 @@ void AnimInverseKinematics::setSkeletonInternal(AnimSkeleton::ConstPointer skele
static glm::vec3 sphericalToCartesian(float phi, float theta) {
float cos_phi = cosf(phi);
float sin_phi = sinf(phi);
return glm::vec3(sin_phi * cosf(theta), cos_phi, -sin_phi * sinf(theta));
return glm::vec3(sin_phi * cosf(theta), cos_phi, sin_phi * sinf(theta));
}
void AnimInverseKinematics::debugDrawRelativePoses(const AnimContext& context) const {
@ -1167,20 +1173,12 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
const vec4 CYAN(0.0f, 1.0f, 1.0f, 1.0f);
const vec4 GRAY(0.2f, 0.2f, 0.2f, 1.0f);
const vec4 MAGENTA(1.0f, 0.0f, 1.0f, 1.0f);
const float AXIS_LENGTH = 2.0f; // cm
const float AXIS_LENGTH = 5.0f; // cm
const float TWIST_LENGTH = 4.0f; // cm
const float HINGE_LENGTH = 6.0f; // cm
const float SWING_LENGTH = 5.0f; // cm
const float HINGE_LENGTH = 4.0f; // cm
const float SWING_LENGTH = 4.0f; // cm
AnimPoseVec poses = _skeleton->getRelativeDefaultPoses();
// copy reference rotations into the relative poses
for (int i = 0; i < (int)poses.size(); i++) {
const RotationConstraint* constraint = getConstraint(i);
if (constraint) {
poses[i].rot() = constraint->getReferenceRotation();
}
}
AnimPoseVec poses = _relativePoses;
// convert relative poses to absolute
_skeleton->convertRelativePosesToAbsolute(poses);
@ -1238,8 +1236,8 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
glm::vec3 hingeAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * Vectors::UNIT_Y);
DebugDraw::getInstance().drawRay(pos, pos + HINGE_LENGTH * hingeAxis, MAGENTA);
glm::quat minRot = glm::angleAxis(swingTwistConstraint->getMinTwist(), Vectors::UNIT_Y);
glm::quat maxRot = glm::angleAxis(swingTwistConstraint->getMaxTwist(), Vectors::UNIT_Y);
glm::quat minRot = glm::angleAxis(swingTwistConstraint->getMinTwist(), refRot * Vectors::UNIT_Y);
glm::quat maxRot = glm::angleAxis(swingTwistConstraint->getMaxTwist(), refRot * Vectors::UNIT_Y);
const int NUM_SWING_STEPS = 10;
for (int i = 0; i < NUM_SWING_STEPS + 1; i++) {
@ -1251,17 +1249,18 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
// draw swing constraints.
const size_t NUM_MIN_DOTS = swingTwistConstraint->getMinDots().size();
const float D_THETA = TWO_PI / (NUM_MIN_DOTS - 1);
const float PI_2 = PI / 2.0f;
float theta = 0.0f;
for (size_t i = 0, j = NUM_MIN_DOTS - 2; i < NUM_MIN_DOTS - 1; j = i, i++, theta += D_THETA) {
// compute swing rotation from theta and phi angles.
float phi = acosf(swingTwistConstraint->getMinDots()[i]);
glm::vec3 swungAxis = sphericalToCartesian(phi, theta);
glm::vec3 swungAxis = sphericalToCartesian(phi, theta - PI_2);
glm::vec3 worldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * swungAxis);
glm::vec3 swingTip = pos + SWING_LENGTH * worldSwungAxis;
float prevPhi = acos(swingTwistConstraint->getMinDots()[j]);
float prevTheta = theta - D_THETA;
glm::vec3 prevSwungAxis = sphericalToCartesian(prevPhi, prevTheta);
glm::vec3 prevSwungAxis = sphericalToCartesian(prevPhi, prevTheta - PI_2);
glm::vec3 prevWorldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * prevSwungAxis);
glm::vec3 prevSwingTip = pos + SWING_LENGTH * prevWorldSwungAxis;
@ -1270,7 +1269,6 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
}
}
}
pose.rot() = constraint->computeCenterRotation();
}
}
}

View file

@ -954,7 +954,7 @@ void Rig::updateAnimations(float deltaTime, const glm::mat4& rootTransform, cons
updateAnimationStateHandlers();
_animVars.setRigToGeometryTransform(_rigToGeometryTransform);
AnimContext context(_enableDebugDrawIKTargets, _enableDebugDrawIKConstraints,
AnimContext context(_enableDebugDrawIKTargets, _enableDebugDrawIKConstraints, _enableDebugDrawIKChains,
getGeometryToRigTransform(), rigToWorldTransform);
// evaluate the animation
@ -1452,7 +1452,7 @@ void Rig::computeAvatarBoundingCapsule(
// call overlay twice: once to verify AnimPoseVec joints and again to do the IK
AnimNode::Triggers triggersOut;
AnimContext context(false, false, glm::mat4(), glm::mat4());
AnimContext context(false, false, false, glm::mat4(), glm::mat4());
float dt = 1.0f; // the value of this does not matter
ikNode.overlay(animVars, context, dt, triggersOut, _animSkeleton->getRelativeBindPoses());
AnimPoseVec finalPoses = ikNode.overlay(animVars, context, dt, triggersOut, _animSkeleton->getRelativeBindPoses());

View file

@ -232,6 +232,7 @@ public:
void setEnableDebugDrawIKTargets(bool enableDebugDrawIKTargets) { _enableDebugDrawIKTargets = enableDebugDrawIKTargets; }
void setEnableDebugDrawIKConstraints(bool enableDebugDrawIKConstraints) { _enableDebugDrawIKConstraints = enableDebugDrawIKConstraints; }
void setEnableDebugDrawIKChains(bool enableDebugDrawIKChains) { _enableDebugDrawIKChains = enableDebugDrawIKChains; }
// input assumed to be in rig space
void computeHeadFromHMD(const AnimPose& hmdPose, glm::vec3& headPositionOut, glm::quat& headOrientationOut) const;
@ -343,6 +344,7 @@ protected:
bool _enableDebugDrawIKTargets { false };
bool _enableDebugDrawIKConstraints { false };
bool _enableDebugDrawIKChains { false };
private:
QMap<int, StateHandler> _stateHandlers;