Rig: issue warnings for missing joints

Also, Removed Rig::computeEyesInRigFrame, it was causing warnings because it was looking up
Eye and Head joints for all models, not just avatars.
This commit is contained in:
Anthony J. Thibault 2016-03-01 11:07:22 -08:00
parent 460582239a
commit 3cde972174
3 changed files with 29 additions and 55 deletions

View file

@ -1766,25 +1766,6 @@ glm::quat MyAvatar::getWorldBodyOrientation() const {
return glm::quat_cast(_sensorToWorldMatrix * _bodySensorMatrix);
}
#if 0
// derive avatar body position and orientation from the current HMD Sensor location.
// results are in sensor space
glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
if (_rig) {
// orientation
const glm::quat hmdOrientation = getHMDSensorOrientation();
const glm::quat yaw = cancelOutRollAndPitch(hmdOrientation);
// position
// we flip about yAxis when going from "root" to "avatar" frame
// and we must also apply "yaw" to get into HMD frame
glm::quat rotY180 = glm::angleAxis((float)M_PI, glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec3 eyesInAvatarFrame = rotY180 * yaw * _rig->getEyesInRootFrame();
glm::vec3 bodyPos = getHMDSensorPosition() - eyesInAvatarFrame;
return createMatFromQuatAndPos(yaw, bodyPos);
}
return glm::mat4();
}
#else
// old school meat hook style
glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
@ -1825,7 +1806,6 @@ glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
return createMatFromQuatAndPos(hmdOrientationYawOnly, bodyPos);
}
#endif
glm::vec3 MyAvatar::getPositionForAudio() {
switch (_audioListenerMode) {

View file

@ -173,8 +173,6 @@ void Rig::initJointStates(const FBXGeometry& geometry, const glm::mat4& modelOff
_animSkeleton = std::make_shared<AnimSkeleton>(geometry);
computeEyesInRootFrame(_animSkeleton->getRelativeDefaultPoses());
_internalPoseSet._relativePoses.clear();
_internalPoseSet._relativePoses = _animSkeleton->getRelativeDefaultPoses();
@ -201,8 +199,6 @@ void Rig::reset(const FBXGeometry& geometry) {
_geometryOffset = AnimPose(geometry.offset);
_animSkeleton = std::make_shared<AnimSkeleton>(geometry);
computeEyesInRootFrame(_animSkeleton->getRelativeDefaultPoses());
_internalPoseSet._relativePoses.clear();
_internalPoseSet._relativePoses = _animSkeleton->getRelativeDefaultPoses();
@ -237,10 +233,20 @@ int Rig::getJointStateCount() const {
return (int)_internalPoseSet._relativePoses.size();
}
static const uint32_t MAX_JOINT_NAME_WARNING_COUNT = 100;
int Rig::indexOfJoint(const QString& jointName) const {
if (_animSkeleton) {
return _animSkeleton->nameToJointIndex(jointName);
int result = _animSkeleton->nameToJointIndex(jointName);
// This is a content error, so we should issue a warning.
if (result < 0 && _jointNameWarningCount < MAX_JOINT_NAME_WARNING_COUNT) {
qCWarning(animation) << "Rig: Missing joint" << jointName << "in avatar model";
_jointNameWarningCount++;
}
return result;
} else {
// This is normal and can happen when the avatar model has not been dowloaded/loaded yet.
return -1;
}
}
@ -444,26 +450,6 @@ void Rig::calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds,
*alphaOut = alpha;
}
void Rig::computeEyesInRootFrame(const AnimPoseVec& poses) {
// TODO: use cached eye/hips indices for these calculations
int numPoses = (int)poses.size();
int hipsIndex = _animSkeleton->nameToJointIndex(QString("Hips"));
int headIndex = _animSkeleton->nameToJointIndex(QString("Head"));
if (hipsIndex > 0 && headIndex > 0) {
int rightEyeIndex = _animSkeleton->nameToJointIndex(QString("RightEye"));
int leftEyeIndex = _animSkeleton->nameToJointIndex(QString("LeftEye"));
if (numPoses > rightEyeIndex && numPoses > leftEyeIndex && rightEyeIndex > 0 && leftEyeIndex > 0) {
glm::vec3 rightEye = _animSkeleton->getAbsolutePose(rightEyeIndex, poses).trans;
glm::vec3 leftEye = _animSkeleton->getAbsolutePose(leftEyeIndex, poses).trans;
glm::vec3 hips = _animSkeleton->getAbsolutePose(hipsIndex, poses).trans;
_eyesInRootFrame = 0.5f * (rightEye + leftEye) - hips;
} else {
glm::vec3 hips = _animSkeleton->getAbsolutePose(hipsIndex, poses).trans;
_eyesInRootFrame = 0.5f * (DEFAULT_RIGHT_EYE_POS + DEFAULT_LEFT_EYE_POS) - hips;
}
}
}
void Rig::setEnableInverseKinematics(bool enable) {
_enableInverseKinematics = enable;
}
@ -893,8 +879,6 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) {
for (auto& trigger : triggersOut) {
_animVars.setTrigger(trigger);
}
computeEyesInRootFrame(_internalPoseSet._relativePoses);
}
applyOverridePoses();
@ -1070,7 +1054,7 @@ void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm
glm::quat desiredQuat = rotationBetween(IDENTITY_FRONT, zAxis);
glm::quat headQuat;
int headIndex = _animSkeleton->nameToJointIndex("Head");
int headIndex = indexOfJoint("Head");
if (headIndex >= 0) {
headQuat = _internalPoseSet._absolutePoses[headIndex].rot;
}
@ -1093,7 +1077,11 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
const float MIN_LENGTH = 1.0e-4f;
// project the hips onto the xz plane.
auto hipsTrans = _internalPoseSet._absolutePoses[_animSkeleton->nameToJointIndex("Hips")].trans;
int hipsIndex = indexOfJoint("Hips");
glm::vec3 hipsTrans;
if (hipsIndex >= 0) {
hipsTrans = _internalPoseSet._absolutePoses[hipsIndex].trans;
}
const glm::vec2 bodyCircleCenter(hipsTrans.x, hipsTrans.z);
if (params.isLeftEnabled) {
@ -1278,7 +1266,11 @@ void Rig::computeAvatarBoundingCapsule(
AnimPose geometryToRig = _modelOffset * _geometryOffset;
AnimPose hips = geometryToRig * _animSkeleton->getAbsoluteBindPose(_animSkeleton->nameToJointIndex("Hips"));
AnimPose hips(glm::vec3(1), glm::quat(), glm::vec3());
int hipsIndex = indexOfJoint("Hips");
if (hipsIndex >= 0) {
hips = geometryToRig * _animSkeleton->getAbsoluteBindPose(hipsIndex);
}
AnimVariantMap animVars;
glm::quat handRotation = glm::angleAxis(PI, Vectors::UNIT_X);
animVars.set("leftHandPosition", hips.trans);
@ -1288,8 +1280,8 @@ void Rig::computeAvatarBoundingCapsule(
animVars.set("rightHandRotation", handRotation);
animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
int rightFootIndex = _animSkeleton->nameToJointIndex("RightFoot");
int leftFootIndex = _animSkeleton->nameToJointIndex("LeftFoot");
int rightFootIndex = indexOfJoint("RightFoot");
int leftFootIndex = indexOfJoint("LeftFoot");
if (rightFootIndex != -1 && leftFootIndex != -1) {
glm::vec3 foot = Vectors::ZERO;
glm::quat footRotation = glm::angleAxis(0.5f * PI, Vectors::UNIT_X);
@ -1321,7 +1313,7 @@ void Rig::computeAvatarBoundingCapsule(
// HACK to reduce the radius of the bounding capsule to be tight with the torso, we only consider joints
// from the head to the hips when computing the rest of the bounding capsule.
int index = _animSkeleton->nameToJointIndex(QString("Head"));
int index = indexOfJoint("Head");
while (index != -1) {
const FBXJointShapeInfo& shapeInfo = geometry.joints.at(index).shapeInfo;
AnimPose pose = finalPoses[index];
@ -1344,3 +1336,5 @@ void Rig::computeAvatarBoundingCapsule(
glm::vec3 rigCenter = (geometryToRig * (0.5f * (totalExtents.maximum + totalExtents.minimum)));
localOffsetOut = rigCenter - (geometryToRig * rootPosition);
}

View file

@ -231,8 +231,6 @@ public:
void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::quat& worldHeadOrientation, const glm::vec3& lookAt, const glm::vec3& saccade);
void calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const;
void computeEyesInRootFrame(const AnimPoseVec& poses);
AnimPose _modelOffset; // model to rig space
AnimPose _geometryOffset; // geometry to model space (includes unit offset & fst offsets)
@ -305,6 +303,8 @@ public:
bool _lastEnableInverseKinematics { true };
bool _enableInverseKinematics { true };
mutable uint32_t _jointNameWarningCount { 0 };
private:
QMap<int, StateHandler> _stateHandlers;
int _nextStateHandlerId { 0 };