Added CriticallyDampedSpringPoseHelper to help smooth out hips.

This commit is contained in:
Anthony Thibault 2018-10-02 16:20:00 -07:00
parent a776f7e55a
commit 0283c9fbdc
5 changed files with 79 additions and 28 deletions

View file

@ -36,6 +36,7 @@ Rig::CharacterControllerState convertCharacterControllerState(CharacterControlle
static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
glm::mat4 worldToSensorMat = glm::inverse(myAvatar->getSensorToWorldMatrix());
// check for pinned hips.
auto hipsIndex = myAvatar->getJointIndex("Hips");
if (myAvatar->isJointPinned(hipsIndex)) {
@ -199,49 +200,38 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
if (avatarHeadPose.isValid() && !(params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] & (uint8_t)Rig::ControllerFlags::Enabled)) {
bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS);
if (!_prevHipsValid) {
AnimPose hips = computeHipsInSensorFrame(myAvatar, isFlying);
_prevHips = hips;
}
AnimPose hips = computeHipsInSensorFrame(myAvatar, isFlying);
// timescale in seconds
const float TRANS_HORIZ_TIMESCALE = 0.15f;
const float TRANS_VERT_TIMESCALE = 0.01f; // We want the vertical component of the hips to follow quickly to prevent spine squash/stretch.
const float ROT_TIMESCALE = 0.15f;
const float FLY_IDLE_TRANSITION_TIMESCALE = 0.25f;
float transHorizAlpha, transVertAlpha, rotAlpha;
if (_flyIdleTimer < 0.0f) {
transHorizAlpha = glm::min(deltaTime / TRANS_HORIZ_TIMESCALE, 1.0f);
transVertAlpha = glm::min(deltaTime / TRANS_VERT_TIMESCALE, 1.0f);
rotAlpha = glm::min(deltaTime / ROT_TIMESCALE, 1.0f);
_smoothHipsHelper.setHorizontalTranslationTimescale(TRANS_HORIZ_TIMESCALE);
_smoothHipsHelper.setVerticalTranslationTimescale(TRANS_VERT_TIMESCALE);
_smoothHipsHelper.setRotationTimescale(ROT_TIMESCALE);
} else {
transHorizAlpha = glm::min(deltaTime / FLY_IDLE_TRANSITION_TIMESCALE, 1.0f);
transVertAlpha = glm::min(deltaTime / FLY_IDLE_TRANSITION_TIMESCALE, 1.0f);
rotAlpha = glm::min(deltaTime / FLY_IDLE_TRANSITION_TIMESCALE, 1.0f);
_smoothHipsHelper.setHorizontalTranslationTimescale(FLY_IDLE_TRANSITION_TIMESCALE);
_smoothHipsHelper.setVerticalTranslationTimescale(FLY_IDLE_TRANSITION_TIMESCALE);
_smoothHipsHelper.setRotationTimescale(FLY_IDLE_TRANSITION_TIMESCALE);
}
// smootly lerp hips, in sensorframe, with different coeff for horiz and vertical translation.
float hipsY = hips.trans().y;
hips.trans() = lerp(_prevHips.trans(), hips.trans(), transHorizAlpha);
hips.trans().y = lerp(_prevHips.trans().y, hipsY, transVertAlpha);
hips.rot() = safeLerp(_prevHips.rot(), hips.rot(), rotAlpha);
_prevHips = hips;
_prevHipsValid = true;
AnimPose sensorHips = computeHipsInSensorFrame(myAvatar, isFlying);
if (!_prevIsEstimatingHips) {
_smoothHipsHelper.teleport(sensorHips);
}
sensorHips = _smoothHipsHelper.update(sensorHips, deltaTime);
glm::mat4 invRigMat = glm::inverse(myAvatar->getTransform().getMatrix() * Matrices::Y_180);
AnimPose sensorToRigPose(invRigMat * myAvatar->getSensorToWorldMatrix());
params.primaryControllerPoses[Rig::PrimaryControllerType_Hips] = sensorToRigPose * hips;
params.primaryControllerPoses[Rig::PrimaryControllerType_Hips] = sensorToRigPose * sensorHips;
params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] = (uint8_t)Rig::ControllerFlags::Enabled | (uint8_t)Rig::ControllerFlags::Estimated;
// set spine2 if we have hand controllers
if (myAvatar->getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND).isValid() &&
myAvatar->getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND).isValid() &&
!(params.primaryControllerFlags[Rig::PrimaryControllerType_Spine2] & (uint8_t)Rig::ControllerFlags::Enabled)) {
myAvatar->getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND).isValid() &&
!(params.primaryControllerFlags[Rig::PrimaryControllerType_Spine2] & (uint8_t)Rig::ControllerFlags::Enabled)) {
AnimPose currentSpine2Pose;
AnimPose currentHeadPose;
@ -267,8 +257,9 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
}
}
_prevIsEstimatingHips = true;
} else {
_prevHipsValid = false;
_prevIsEstimatingHips = false;
}
params.isTalking = head->getTimeWithoutTalking() <= 1.5f;

View file

@ -10,6 +10,7 @@
#define hifi_MySkeletonModel_h
#include <avatars-renderer/SkeletonModel.h>
#include <AnimUtil.h>
#include "MyAvatar.h"
/// A skeleton loaded from a model.
@ -26,11 +27,12 @@ public:
private:
void updateFingers();
AnimPose _prevHips; // sensor frame
bool _prevHipsValid { false };
CriticallyDampedSpringPoseHelper _smoothHipsHelper; // sensor frame
bool _prevIsFlying { false };
float _flyIdleTimer { 0.0f };
float _prevIsEstimatingHips { false };
std::map<int, int> _jointRotationFrameOffsetMap;
};

View file

@ -38,4 +38,57 @@ AnimPose boneLookAt(const glm::vec3& target, const AnimPose& bone);
// and returns a bodyRot that is also z-forward and y-up
glm::quat computeBodyFacingFromHead(const glm::quat& headRot, const glm::vec3& up);
// Uses a approximation of a critically damped spring to smooth full AnimPoses.
// It provides seperate timescales for horizontal, vertical and rotation components.
// The timescale is roughly how much time it will take the spring will reach halfway toward it's target.
class CriticallyDampedSpringPoseHelper {
public:
CriticallyDampedSpringPoseHelper() : _prevPoseValid(false) {}
void setHorizontalTranslationTimescale(float timescale) {
_horizontalTranslationTimescale = timescale;
}
void setVerticalTranslationTimescale(float timescale) {
_verticalTranslationTimescale = timescale;
}
void setRotationTimescale(float timescale) {
_rotationTimescale = timescale;
}
AnimPose update(const AnimPose& pose, float deltaTime) {
if (!_prevPoseValid) {
_prevPose = pose;
_prevPoseValid = true;
}
const float horizontalTranslationAlpha = glm::min(deltaTime / _horizontalTranslationTimescale, 1.0f);
const float verticalTranslationAlpha = glm::min(deltaTime / _verticalTranslationTimescale, 1.0f);
const float rotationAlpha = glm::min(deltaTime / _rotationTimescale, 1.0f);
const float poseY = pose.trans().y;
AnimPose newPose = _prevPose;
newPose.trans() = lerp(_prevPose.trans(), pose.trans(), horizontalTranslationAlpha);
newPose.trans().y = lerp(_prevPose.trans().y, poseY, verticalTranslationAlpha);
newPose.rot() = safeLerp(_prevPose.rot(), pose.rot(), rotationAlpha);
_prevPose = newPose;
_prevPoseValid = true;
return newPose;
}
void teleport(const AnimPose& pose) {
_prevPoseValid = true;
_prevPose = pose;
}
protected:
AnimPose _prevPose;
float _horizontalTranslationTimescale { 0.15f };
float _verticalTranslationTimescale { 0.15f };
float _rotationTimescale { 0.15f };
bool _prevPoseValid;
};
#endif

View file

@ -1609,6 +1609,7 @@ glm::vec3 Rig::calculateKneePoleVector(int footJointIndex, int kneeIndex, int up
void Rig::updateFromControllerParameters(const ControllerParameters& params, float dt) {
if (!_animSkeleton || !_animNode) {
_previousControllerParameters = params;
return;
}
@ -1700,6 +1701,8 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo
}
}
}
_previousControllerParameters = params;
}
void Rig::initAnimGraph(const QUrl& url) {

View file

@ -394,6 +394,8 @@ protected:
AnimContext _lastContext;
AnimVariantMap _lastAnimVars;
ControllerParameters _previousControllerParameters;
};
#endif /* defined(__hifi__Rig__) */