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Merge pull request #6938 from AndrewMeadows/reduce-hip-swing
reduce hips swing driven by head orientation when wearing HMD
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commit
0fdfb69cae
1 changed files with 38 additions and 22 deletions
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@ -153,7 +153,6 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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continue;
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}
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// cache tip absolute transform
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int tipIndex = target.getIndex();
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int pivotIndex = _skeleton->getParentIndex(tipIndex);
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if (pivotIndex == -1 || pivotIndex == _hipsIndex) {
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@ -165,12 +164,30 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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continue;
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}
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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 absolute orientation
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glm::quat tipOrientation = 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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// as we proceed walking down the joint chain
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glm::quat tipParentRotation = absolutePoses[pivotIndex].rot;
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// also cache tip's parent's absolute orientation so we can recompute
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// the tip's parent-relative as we proceed up the chain
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glm::quat tipParentOrientation = absolutePoses[pivotIndex].rot;
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if (targetType == IKTarget::Type::HmdHead) {
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// rotate tip directly to target orientation
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tipOrientation = 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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glm::quat tipRelativeRotation = glm::normalize(tipOrientation * glm::inverse(tipParentOrientation));
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bool constrained = constraint->apply(tipRelativeRotation);
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if (constrained) {
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tipOrientation = glm::normalize(tipRelativeRotation * tipParentOrientation);
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}
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}
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}
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// cache tip absolute position
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glm::vec3 tipPosition = absolutePoses[tipIndex].trans;
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// descend toward root, pivoting each joint to get tip closer to target
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while (pivotIndex != _hipsIndex && pivotsParentIndex != -1) {
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@ -201,9 +218,9 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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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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// 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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// new orientation and its target. This is the final parent-relative orientation that the tip joint have
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// make to achieve its target orientation.
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glm::quat tipRelativeRotation = glm::inverse(deltaRotation * tipParentOrientation) * target.getRotation();
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// enforce tip's constraint
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RotationConstraint* constraint = getConstraint(tipIndex);
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@ -212,7 +229,7 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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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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// 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 constrainedTipRotation = deltaRotation * tipParentOrientation * tipRelativeRotation;
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glm::quat missingRotation = target.getRotation() * glm::inverse(constrainedTipRotation);
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glm::quat swingPart;
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glm::quat twistPart;
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@ -227,9 +244,9 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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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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// 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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deltaRotation = target.getRotation() * glm::inverse(tipOrientation);
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float dotSign = copysignf(1.0f, deltaRotation.w);
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const float ANGLE_DISTRIBUTION_FACTOR = 0.15f;
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const float ANGLE_DISTRIBUTION_FACTOR = 0.35f;
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deltaRotation = glm::normalize(glm::lerp(glm::quat(), dotSign * deltaRotation, ANGLE_DISTRIBUTION_FACTOR));
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}
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@ -245,12 +262,11 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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if (constraint) {
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bool constrained = constraint->apply(newRot);
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if (constrained) {
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// the constraint will modify the movement of the tip so we have to compute the modified
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// model-frame deltaRotation
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// the constraint will modify the local rotation of the tip so we must
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// compute the corresponding model-frame deltaRotation
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// Q' = Qp^ * dQ * Q --> dQ = Qp * Q' * Q^
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deltaRotation = absolutePoses[pivotsParentIndex].rot *
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newRot *
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glm::inverse(absolutePoses[pivotIndex].rot);
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newRot * glm::inverse(absolutePoses[pivotIndex].rot);
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}
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}
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@ -264,8 +280,8 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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// keep track of tip's new transform as we descend towards root
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tipPosition = jointPosition + deltaRotation * leverArm;
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tipRotation = glm::normalize(deltaRotation * tipRotation);
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tipParentRotation = glm::normalize(deltaRotation * tipParentRotation);
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tipOrientation = glm::normalize(deltaRotation * tipOrientation);
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tipParentOrientation = glm::normalize(deltaRotation * tipParentOrientation);
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pivotIndex = pivotsParentIndex;
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pivotsParentIndex = _skeleton->getParentIndex(pivotIndex);
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@ -629,11 +645,11 @@ void AnimInverseKinematics::initConstraints() {
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} else if (0 == baseName.compare("Neck", Qt::CaseInsensitive)) {
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SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
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stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot);
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const float MAX_NECK_TWIST = PI / 4.0f;
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const float MAX_NECK_TWIST = PI / 6.0f;
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stConstraint->setTwistLimits(-MAX_NECK_TWIST, MAX_NECK_TWIST);
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std::vector<float> minDots;
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const float MAX_NECK_SWING = PI / 3.0f;
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const float MAX_NECK_SWING = PI / 4.0f;
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minDots.push_back(cosf(MAX_NECK_SWING));
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stConstraint->setSwingLimits(minDots);
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@ -641,11 +657,11 @@ void AnimInverseKinematics::initConstraints() {
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} else if (0 == baseName.compare("Head", Qt::CaseInsensitive)) {
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SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
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stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot);
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const float MAX_HEAD_TWIST = PI / 4.0f;
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const float MAX_HEAD_TWIST = PI / 8.0f;
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stConstraint->setTwistLimits(-MAX_HEAD_TWIST, MAX_HEAD_TWIST);
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std::vector<float> minDots;
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const float MAX_HEAD_SWING = PI / 4.0f;
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const float MAX_HEAD_SWING = PI / 6.0f;
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minDots.push_back(cosf(MAX_HEAD_SWING));
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stConstraint->setSwingLimits(minDots);
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