Merge pull request #7129 from hyperlogic/tony/no-hands-in-body

Prevent avatar's wrists from entering torso
This commit is contained in:
Andrew Meadows 2016-02-19 10:53:12 -08:00
commit c53e583bf4
5 changed files with 45 additions and 3 deletions

View file

@ -144,6 +144,7 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
} else {
handParams.isRightEnabled = false;
}
handParams.bodyCapsuleRadius = myAvatar->getCharacterController()->getCapsuleRadius();
_rig->updateFromHandParameters(handParams, deltaTime);

View file

@ -670,7 +670,7 @@ void AnimInverseKinematics::initConstraints() {
stConstraint->setTwistLimits(-MAX_SHOULDER_TWIST, MAX_SHOULDER_TWIST);
std::vector<float> minDots;
const float MAX_SHOULDER_SWING = PI / 20.0f;
const float MAX_SHOULDER_SWING = PI / 6.0f;
minDots.push_back(cosf(MAX_SHOULDER_SWING));
stConstraint->setSwingLimits(minDots);

View file

@ -1080,8 +1080,31 @@ void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm
void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
if (_animSkeleton && _animNode) {
const float HAND_RADIUS = 0.05f;
const float BODY_RADIUS = params.bodyCapsuleRadius;
const float MIN_LENGTH = 1.0e-4f;
// project the hips onto the xz plane.
auto hipsTrans = _internalPoseSet._absolutePoses[_animSkeleton->nameToJointIndex("Hips")].trans;
const glm::vec2 bodyCircleCenter(hipsTrans.x, hipsTrans.z);
if (params.isLeftEnabled) {
_animVars.set("leftHandPosition", params.leftPosition);
// project the hand position onto the xz plane.
glm::vec2 handCircleCenter(params.leftPosition.x, params.leftPosition.z);
// check for 2d overlap of the hand and body circles.
auto circleToCircle = handCircleCenter - bodyCircleCenter;
const float circleToCircleLength = glm::length(circleToCircle);
const float penetrationDistance = HAND_RADIUS + BODY_RADIUS - circleToCircleLength;
if (penetrationDistance > 0.0f && circleToCircleLength > MIN_LENGTH) {
// push the hands out of the body
handCircleCenter += penetrationDistance * glm::normalize(circleToCircle);
}
glm::vec3 handPosition(handCircleCenter.x, params.leftPosition.y, handCircleCenter.y);
_animVars.set("leftHandPosition", handPosition);
_animVars.set("leftHandRotation", params.leftOrientation);
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
} else {
@ -1089,8 +1112,23 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
_animVars.unset("leftHandRotation");
_animVars.set("leftHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
}
if (params.isRightEnabled) {
_animVars.set("rightHandPosition", params.rightPosition);
// project the hand position onto the xz plane.
glm::vec2 handCircleCenter(params.rightPosition.x, params.rightPosition.z);
// check for 2d overlap of the hand and body circles.
auto circleToCircle = handCircleCenter - bodyCircleCenter;
const float circleToCircleLength = glm::length(circleToCircle);
const float penetrationDistance = HAND_RADIUS + BODY_RADIUS - circleToCircleLength;
if (penetrationDistance > 0.0f && circleToCircleLength > MIN_LENGTH) {
// push the hands out of the body
handCircleCenter += penetrationDistance * glm::normalize(circleToCircle);
}
glm::vec3 handPosition(handCircleCenter.x, params.rightPosition.y, handCircleCenter.y);
_animVars.set("rightHandPosition", handPosition);
_animVars.set("rightHandRotation", params.rightOrientation);
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
} else {

View file

@ -67,6 +67,7 @@ public:
struct HandParameters {
bool isLeftEnabled;
bool isRightEnabled;
float bodyCapsuleRadius;
glm::vec3 leftPosition = glm::vec3(); // rig space
glm::quat leftOrientation = glm::quat(); // rig space (z forward)
glm::vec3 rightPosition = glm::vec3(); // rig space

View file

@ -78,6 +78,8 @@ public:
glm::vec3 getLinearVelocity() const;
float getCapsuleRadius() const { return _radius; }
enum class State {
Ground = 0,
Takeoff,