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more cleanup
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parent
22786dea7d
commit
8ebdd25b71
1 changed files with 16 additions and 15 deletions
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@ -56,9 +56,9 @@ void AnimInverseKinematics::computeAbsolutePoses(AnimPoseVec& absolutePoses) con
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}
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void AnimInverseKinematics::setTargetVars(
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const QString& jointName,
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const QString& positionVar,
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const QString& rotationVar,
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const QString& jointName,
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const QString& positionVar,
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const QString& rotationVar,
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const QString& typeVar) {
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// if there are dups, last one wins.
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bool found = false;
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@ -98,7 +98,7 @@ void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::
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target.setType(animVars.lookup(targetVar.typeVar, (int)IKTarget::Type::RotationAndPosition));
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if (target.getType() != IKTarget::Type::Unknown) {
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AnimPose defaultPose = _skeleton->getAbsolutePose(targetVar.jointIndex, underPoses);
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glm::quat rotation = animVars.lookup(targetVar.rotationVar, defaultPose.rot);
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glm::quat rotation = animVars.lookup(targetVar.rotationVar, defaultPose.rot);
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glm::vec3 translation = animVars.lookup(targetVar.positionVar, defaultPose.trans);
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if (target.getType() == IKTarget::Type::HipsRelativeRotationAndPosition) {
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translation += _hipsOffset;
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@ -168,7 +168,7 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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glm::vec3 tipPosition = absolutePoses[tipIndex].trans;
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glm::quat tipRotation = absolutePoses[tipIndex].rot;
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// cache tip's parent's absolute rotation so we can recompute the tip's parent-relative
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// cache tip's parent's absolute rotation so we can recompute the tip's parent-relative
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// as we proceed walking down the joint chain
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glm::quat tipParentRotation = absolutePoses[pivotIndex].rot;
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@ -179,7 +179,7 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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glm::vec3 leverArm = tipPosition - jointPosition;
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glm::quat deltaRotation;
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if (targetType == IKTarget::Type::RotationAndPosition ||
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if (targetType == IKTarget::Type::RotationAndPosition ||
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targetType == IKTarget::Type::HipsRelativeRotationAndPosition) {
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// compute the swing that would get get tip closer
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glm::vec3 targetLine = target.getTranslation() - jointPosition;
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@ -190,7 +190,7 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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// compute deltaRotation for alignment (swings tip closer to target)
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axis /= axisLength;
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float angle = acosf(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)));
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// NOTE: even when axisLength is not zero (e.g. lever-arm and pivot-arm are not quite aligned) it is
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// still possible for the angle to be zero so we also check that to avoid unnecessary calculations.
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const float MIN_ADJUSTMENT_ANGLE = 1.0e-4f;
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@ -199,18 +199,18 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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const float fraction = 0.5f;
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angle *= fraction;
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deltaRotation = glm::angleAxis(angle, axis);
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// The swing will re-orient the tip but there will tend to be be a non-zero delta between the tip's
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// The swing will re-orient the tip but there will tend to be be a non-zero delta between the tip's
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// new rotation and its target. This is the final parent-relative rotation that the tip joint have
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// make to achieve its target rotation.
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glm::quat tipRelativeRotation = glm::inverse(deltaRotation * tipParentRotation) * target.getRotation();
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// enforce tip's constraint
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RotationConstraint* constraint = getConstraint(tipIndex);
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if (constraint) {
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bool constrained = constraint->apply(tipRelativeRotation);
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if (constrained) {
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// The tip's final parent-relative rotation would violate its constraint
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// The tip's final parent-relative rotation would violate its constraint
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// so we try to pre-twist this pivot to compensate.
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glm::quat constrainedTipRotation = deltaRotation * tipParentRotation * tipRelativeRotation;
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glm::quat missingRotation = target.getRotation() * glm::inverse(constrainedTipRotation);
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@ -225,11 +225,12 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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}
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}
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} else if (targetType == IKTarget::Type::HmdHead) {
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// An HmdHead target slaves the orientation of the end-effector by distributing rotation
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// An HmdHead target slaves the orientation of the end-effector by distributing rotation
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// deltas up the hierarchy. Its target position is enforced later by shifting the hips.
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deltaRotation = target.getRotation() * glm::inverse(tipRotation);
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float dotSign = copysignf(1.0f, deltaRotation.w);
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deltaRotation = glm::normalize(glm::lerp(glm::quat(), dotSign * deltaRotation, 0.15f));
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const float ANGLE_DISTRIBUTION_FACTOR = 0.15f;
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deltaRotation = glm::normalize(glm::lerp(glm::quat(), dotSign * deltaRotation, ANGLE_DISTRIBUTION_FACTOR));
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}
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// compute joint's new parent-relative rotation after swing
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@ -327,7 +328,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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// relax toward underpose
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// HACK: this relaxation needs to be constant per-frame rather than per-realtime
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// in order to prevent IK "flutter" for bad FPS. The bad news is that the good parts
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// of this relaxation will be FPS dependent (low FPS will make the limbs align slower
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// of this relaxation will be FPS dependent (low FPS will make the limbs align slower
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// in real-time), however most people will not notice this and this problem is less
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// annoying than the flutter.
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const float blend = (1.0f / 60.0f) / (0.25f); // effectively: dt / RELAXATION_TIMESCALE
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@ -379,7 +380,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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if (targetIndex == _headIndex && _headIndex != -1) {
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// special handling for headTarget
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if (target.getType() == IKTarget::Type::RotationOnly) {
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// we want to shift the hips to bring the underpose closer
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// we want to shift the hips to bring the underpose closer
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// to where the head happens to be (overpose)
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glm::vec3 under = _skeleton->getAbsolutePose(_headIndex, underPoses).trans;
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans;
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