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https://github.com/overte-org/overte.git
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Merge pull request #10822 from hyperlogic/feature/no-toe-wiggle
Eliminated toe wiggle while pucks are enabled.
This commit is contained in:
commit
1e23fa7baa
10 changed files with 157 additions and 20 deletions
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@ -150,28 +150,19 @@
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"children": []
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},
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{
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"id": "hipsManipulatorOverlay",
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"id": "defaultPoseOverlay",
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"type": "overlay",
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"data": {
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"alpha": 0.0,
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"boneSet": "hipsOnly"
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"alphaVar": "defaultPoseOverlayAlpha",
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"boneSet": "fullBody",
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"boneSetVar": "defaultPoseOverlayBoneSet"
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},
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"children": [
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{
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"id": "hipsManipulator",
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"type": "manipulator",
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"id": "defaultPose",
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"type": "defaultPose",
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"data": {
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"alpha": 0.0,
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"alphaVar": "hipsManipulatorAlpha",
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"joints": [
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{
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"jointName": "Hips",
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"rotationType": "absolute",
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"translationType": "absolute",
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"rotationVar": "hipsManipulatorRotation",
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"translationVar": "hipsManipulatorPosition"
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}
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]
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},
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"children": []
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},
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34
libraries/animation/src/AnimDefaultPose.cpp
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34
libraries/animation/src/AnimDefaultPose.cpp
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@ -0,0 +1,34 @@
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//
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// AnimDefaultPose.cpp
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//
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// Created by Anthony J. Thibault on 6/26/17.
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// Copyright (c) 2017 High Fidelity, Inc. All rights reserved.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "AnimDefaultPose.h"
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AnimDefaultPose::AnimDefaultPose(const QString& id) :
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AnimNode(AnimNode::Type::DefaultPose, id)
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{
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}
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AnimDefaultPose::~AnimDefaultPose() {
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}
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const AnimPoseVec& AnimDefaultPose::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) {
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if (_skeleton) {
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_poses = _skeleton->getRelativeDefaultPoses();
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} else {
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_poses.clear();
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}
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return _poses;
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}
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const AnimPoseVec& AnimDefaultPose::getPosesInternal() const {
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return _poses;
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}
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36
libraries/animation/src/AnimDefaultPose.h
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36
libraries/animation/src/AnimDefaultPose.h
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@ -0,0 +1,36 @@
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//
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// AnimDefaultPose.h
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//
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// Created by Anthony J. Thibault on 6/26/17.
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// Copyright (c) 2017 High Fidelity, Inc. All rights reserved.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_AnimDefaultPose_h
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#define hifi_AnimDefaultPose_h
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#include <string>
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#include "AnimNode.h"
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// Always returns the default pose of the current skeleton.
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class AnimDefaultPose : public AnimNode {
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public:
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AnimDefaultPose(const QString& id);
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virtual ~AnimDefaultPose() override;
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virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) override;
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protected:
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// for AnimDebugDraw rendering
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virtual const AnimPoseVec& getPosesInternal() const override;
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AnimPoseVec _poses;
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// no copies
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AnimDefaultPose(const AnimDefaultPose&) = delete;
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AnimDefaultPose& operator=(const AnimDefaultPose&) = delete;
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};
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#endif // hifi_AnimDefaultPose_h
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@ -870,9 +870,9 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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float scaleFactor = ((offsetLength - MIN_HIPS_OFFSET_LENGTH) / offsetLength);
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glm::vec3 hipsOffset = scaleFactor * _hipsOffset;
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if (_hipsParentIndex == -1) {
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_relativePoses[_hipsIndex].trans() = underPoses[_hipsIndex].trans() + hipsOffset;
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_relativePoses[_hipsIndex].trans() = _relativePoses[_hipsIndex].trans() + hipsOffset;
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} else {
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auto absHipsPose = _skeleton->getAbsolutePose(_hipsIndex, underPoses);
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auto absHipsPose = _skeleton->getAbsolutePose(_hipsIndex, _relativePoses);
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absHipsPose.trans() += hipsOffset;
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_relativePoses[_hipsIndex] = _skeleton->getAbsolutePose(_hipsParentIndex, _relativePoses).inverse() * absHipsPose;
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}
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@ -1732,6 +1732,10 @@ void AnimInverseKinematics::initRelativePosesFromSolutionSource(SolutionSource s
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break;
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case SolutionSource::RelaxToLimitCenterPoses:
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blendToPoses(_limitCenterPoses, underPoses, RELAX_BLEND_FACTOR);
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// special case for hips: copy over hips pose whether or not IK is enabled.
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if (_hipsIndex >= 0 && _hipsIndex < (int)_relativePoses.size()) {
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_relativePoses[_hipsIndex] = _limitCenterPoses[_hipsIndex];
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}
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break;
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case SolutionSource::PreviousSolution:
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// do nothing... _relativePoses is already the previous solution
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@ -44,6 +44,7 @@ public:
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StateMachine,
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Manipulator,
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InverseKinematics,
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DefaultPose,
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NumTypes
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};
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using Pointer = std::shared_ptr<AnimNode>;
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@ -23,6 +23,7 @@
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#include "AnimStateMachine.h"
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#include "AnimManipulator.h"
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#include "AnimInverseKinematics.h"
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#include "AnimDefaultPose.h"
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using NodeLoaderFunc = AnimNode::Pointer (*)(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl);
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using NodeProcessFunc = bool (*)(AnimNode::Pointer node, const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl);
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@ -35,6 +36,7 @@ static AnimNode::Pointer loadOverlayNode(const QJsonObject& jsonObj, const QStri
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static AnimNode::Pointer loadStateMachineNode(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl);
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static AnimNode::Pointer loadManipulatorNode(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl);
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static AnimNode::Pointer loadInverseKinematicsNode(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl);
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static AnimNode::Pointer loadDefaultPoseNode(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl);
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// called after children have been loaded
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// returns node on success, nullptr on failure.
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@ -50,6 +52,7 @@ static const char* animNodeTypeToString(AnimNode::Type type) {
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case AnimNode::Type::StateMachine: return "stateMachine";
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case AnimNode::Type::Manipulator: return "manipulator";
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case AnimNode::Type::InverseKinematics: return "inverseKinematics";
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case AnimNode::Type::DefaultPose: return "defaultPose";
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case AnimNode::Type::NumTypes: return nullptr;
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};
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return nullptr;
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@ -109,6 +112,7 @@ static NodeLoaderFunc animNodeTypeToLoaderFunc(AnimNode::Type type) {
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case AnimNode::Type::StateMachine: return loadStateMachineNode;
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case AnimNode::Type::Manipulator: return loadManipulatorNode;
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case AnimNode::Type::InverseKinematics: return loadInverseKinematicsNode;
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case AnimNode::Type::DefaultPose: return loadDefaultPoseNode;
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case AnimNode::Type::NumTypes: return nullptr;
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};
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return nullptr;
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@ -123,6 +127,7 @@ static NodeProcessFunc animNodeTypeToProcessFunc(AnimNode::Type type) {
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case AnimNode::Type::StateMachine: return processStateMachineNode;
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case AnimNode::Type::Manipulator: return processDoNothing;
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case AnimNode::Type::InverseKinematics: return processDoNothing;
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case AnimNode::Type::DefaultPose: return processDoNothing;
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case AnimNode::Type::NumTypes: return nullptr;
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};
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return nullptr;
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@ -347,7 +352,8 @@ static const char* boneSetStrings[AnimOverlay::NumBoneSets] = {
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"empty",
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"leftHand",
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"rightHand",
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"hipsOnly"
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"hipsOnly",
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"bothFeet"
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};
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static AnimOverlay::BoneSet stringToBoneSetEnum(const QString& str) {
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@ -517,6 +523,11 @@ AnimNode::Pointer loadInverseKinematicsNode(const QJsonObject& jsonObj, const QS
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return node;
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}
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static AnimNode::Pointer loadDefaultPoseNode(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl) {
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auto node = std::make_shared<AnimDefaultPose>(id);
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return node;
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}
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void buildChildMap(std::map<QString, int>& map, AnimNode::Pointer node) {
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for (int i = 0; i < (int)node->getChildCount(); ++i) {
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map.insert(std::pair<QString, int>(node->getChild(i)->getID(), i));
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@ -35,6 +35,7 @@ void AnimOverlay::buildBoneSet(BoneSet boneSet) {
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case LeftHandBoneSet: buildLeftHandBoneSet(); break;
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case RightHandBoneSet: buildRightHandBoneSet(); break;
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case HipsOnlyBoneSet: buildHipsOnlyBoneSet(); break;
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case BothFeetBoneSet: buildBothFeetBoneSet(); break;
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default:
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case EmptyBoneSet: buildEmptyBoneSet(); break;
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}
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@ -196,6 +197,20 @@ void AnimOverlay::buildHipsOnlyBoneSet() {
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_boneSetVec[hipsJoint] = 1.0f;
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}
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void AnimOverlay::buildBothFeetBoneSet() {
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assert(_skeleton);
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buildEmptyBoneSet();
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int rightFoot = _skeleton->nameToJointIndex("RightFoot");
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for_each_child_joint(_skeleton, rightFoot, [&](int i) {
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_boneSetVec[i] = 1.0f;
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});
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int leftFoot = _skeleton->nameToJointIndex("LeftFoot");
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for_each_child_joint(_skeleton, leftFoot, [&](int i) {
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_boneSetVec[i] = 1.0f;
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});
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}
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// for AnimDebugDraw rendering
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const AnimPoseVec& AnimOverlay::getPosesInternal() const {
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return _poses;
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@ -38,6 +38,7 @@ public:
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LeftHandBoneSet,
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RightHandBoneSet,
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HipsOnlyBoneSet,
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BothFeetBoneSet,
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NumBoneSets
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};
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@ -77,6 +78,7 @@ public:
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void buildLeftHandBoneSet();
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void buildRightHandBoneSet();
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void buildHipsOnlyBoneSet();
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void buildBothFeetBoneSet();
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// no copies
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AnimOverlay(const AnimOverlay&) = delete;
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@ -27,6 +27,7 @@
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#include "AnimationLogging.h"
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#include "AnimClip.h"
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#include "AnimInverseKinematics.h"
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#include "AnimOverlay.h"
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#include "AnimSkeleton.h"
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#include "AnimUtil.h"
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#include "IKTarget.h"
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@ -1459,13 +1460,28 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo
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updateFeet(leftFootEnabled, rightFootEnabled,
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params.controllerPoses[ControllerType_LeftFoot], params.controllerPoses[ControllerType_RightFoot]);
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if (hipsEnabled) {
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// if the hips or the feet are being controlled.
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if (hipsEnabled || rightFootEnabled || leftFootEnabled) {
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// for more predictable IK solve from the center of the joint limits, not from the underpose
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_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToLimitCenterPoses);
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// replace the feet animation with the default pose, this is to prevent unexpected toe wiggling.
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_animVars.set("defaultPoseOverlayAlpha", 1.0f);
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_animVars.set("defaultPoseOverlayBoneSet", (int)AnimOverlay::BothFeetBoneSet);
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} else {
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// augment the IK with the underPose.
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_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToUnderPoses);
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// feet should follow source animation
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_animVars.unset("defaultPoseOverlayAlpha");
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_animVars.unset("defaultPoseOverlayBoneSet");
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}
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if (hipsEnabled) {
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_animVars.set("hipsType", (int)IKTarget::Type::RotationAndPosition);
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_animVars.set("hipsPosition", params.controllerPoses[ControllerType_Hips].trans());
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_animVars.set("hipsRotation", params.controllerPoses[ControllerType_Hips].rot());
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} else {
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_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToUnderPoses);
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_animVars.set("hipsType", (int)IKTarget::Type::Unknown);
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}
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27
tools/avatar-json-to-dot.js
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27
tools/avatar-json-to-dot.js
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// usage:
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// node avatar-json-to-dot.js /path/to/avatar-animaton.json > out.dot
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//
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// Then if you have graphviz installed you can run the following command to generate a png.
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// dot -Tpng out.dot > out.png
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var fs = require('fs');
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var filename = process.argv[2];
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function dumpNodes(node) {
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node.children.forEach(function (child) {
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console.log(' ' + node.id + ' -> ' + child.id + ';');
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dumpNodes(child);
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});
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}
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fs.readFile(filename, 'utf8', function (err, data) {
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if (err) {
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console.log('error opening ' + filename + ', err = ' + err);
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} else {
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var graph = JSON.parse(data);
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console.log('digraph graphname {');
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console.log(' rankdir = "LR";');
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dumpNodes(graph.root);
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console.log('}');
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}
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});
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