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add RotationConstraint and friends
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80
libraries/animation/src/ElbowConstraint.cpp
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80
libraries/animation/src/ElbowConstraint.cpp
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//
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// ElbowConstraint.cpp
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//
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// Copyright 2015 High Fidelity, Inc.
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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 "ElbowConstraint.h"
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#include <algorithm>
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#include <GeometryUtil.h>
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#include <NumericalConstants.h>
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ElbowConstraint::ElbowConstraint() :
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_referenceRotation(),
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_minAngle(-PI),
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_maxAngle(PI)
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{
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}
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void ElbowConstraint::setHingeAxis(const glm::vec3& axis) {
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float axisLength = glm::length(axis);
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assert(axisLength > EPSILON);
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_axis = axis / axisLength;
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// for later we need a second axis that is perpendicular to the first
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for (int i = 0; i < 3; ++i) {
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float component = _axis[i];
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const float MIN_LARGEST_NORMALIZED_VECTOR_COMPONENT = 0.57735f; // just under 1/sqrt(3)
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if (fabsf(component) > MIN_LARGEST_NORMALIZED_VECTOR_COMPONENT) {
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int j = (i + 1) % 3;
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int k = (j + 1) % 3;
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_perpAxis[i] = - _axis[j];
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_perpAxis[j] = component;
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_perpAxis[k] = 0.0f;
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_perpAxis = glm::normalize(_perpAxis);
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break;
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}
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}
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}
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void ElbowConstraint::setAngleLimits(float minAngle, float maxAngle) {
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// NOTE: min/maxAngle angles should be in the range [-PI, PI]
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_minAngle = glm::min(minAngle, maxAngle);
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_maxAngle = glm::max(minAngle, maxAngle);
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}
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bool ElbowConstraint::apply(glm::quat& rotation) const {
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// decompose the rotation into swing and twist
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// NOTE: rotation = postRotation * referenceRotation
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glm::quat postRotation = rotation * glm::inverse(_referenceRotation);
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glm::quat swingRotation, twistRotation;
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swingTwistDecomposition(postRotation, _axis, swingRotation, twistRotation);
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// NOTE: postRotation = swingRotation * twistRotation
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// compute twistAngle
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float twistAngle = 2.0f * acosf(fabsf(twistRotation.w));
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glm::vec3 twisted = twistRotation * _perpAxis;
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twistAngle *= copysignf(1.0f, glm::dot(glm::cross(_perpAxis, twisted), _axis));
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// clamp twistAngle
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float clampedTwistAngle = std::max(_minAngle, std::min(twistAngle, _maxAngle));
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bool twistWasClamped = (twistAngle != clampedTwistAngle);
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// update rotation
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const float MIN_SWING_REAL_PART = 0.99999f;
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if (twistWasClamped || fabsf(swingRotation.w < MIN_SWING_REAL_PART)) {
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if (twistWasClamped) {
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twistRotation = glm::angleAxis(clampedTwistAngle, _axis);
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}
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// we discard all swing and only keep twist
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rotation = twistRotation * _referenceRotation;
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return true;
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}
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return false;
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}
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30
libraries/animation/src/ElbowConstraint.h
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libraries/animation/src/ElbowConstraint.h
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//
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// ElbowConstraint.h
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//
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// Copyright 2015 High Fidelity, Inc.
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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_ElbowConstraint_h
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#define hifi_ElbowConstraint_h
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#include "RotationConstraint.h"
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class ElbowConstraint : public RotationConstraint {
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public:
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ElbowConstraint();
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virtual void setReferenceRotation(const glm::quat& rotation) override { _referenceRotation = rotation; }
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void setHingeAxis(const glm::vec3& axis);
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void setAngleLimits(float minAngle, float maxAngle);
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virtual bool apply(glm::quat& rotation) const override;
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protected:
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glm::quat _referenceRotation;
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glm::vec3 _axis;
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glm::vec3 _perpAxis;
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float _minAngle;
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float _maxAngle;
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};
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#endif // hifi_ElbowConstraint_h
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29
libraries/animation/src/RotationConstraint.h
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libraries/animation/src/RotationConstraint.h
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//
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// RotationConstrain.h
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//
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// Copyright 2015 High Fidelity, Inc.
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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_RotationConstraint_h
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#define hifi_RotationConstraint_h
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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class RotationConstraint {
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public:
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RotationConstraint() {}
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virtual ~RotationConstraint() {}
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/// \param rotation the default rotation that represents
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virtual void setReferenceRotation(const glm::quat& rotation) = 0;
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/// \param rotation rotation to clamp
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/// \return true if rotation is clamped
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virtual bool apply(glm::quat& rotation) const = 0;
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};
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#endif // hifi_RotationConstraint_h
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128
libraries/animation/src/SwingTwistConstraint.cpp
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128
libraries/animation/src/SwingTwistConstraint.cpp
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//
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// SwingTwistConstraint.cpp
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//
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// Copyright 2015 High Fidelity, Inc.
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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 "SwingTwistConstraint.h"
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#include <algorithm>
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#include <math.h>
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#include <GeometryUtil.h>
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#include <NumericalConstants.h>
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const float MIN_MINDOT = -0.999f;
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const float MAX_MINDOT = 1.0f;
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SwingTwistConstraint::SwingLimitFunction::SwingLimitFunction() {
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setCone(PI);
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}
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void SwingTwistConstraint::SwingLimitFunction::setCone(float maxAngle) {
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_minDots.clear();
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float minDot = std::max(MIN_MINDOT, std::min(cosf(maxAngle), MAX_MINDOT));
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_minDots.push_back(minDot);
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// push the first value to the back to establish cyclic boundary conditions
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_minDots.push_back(minDot);
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}
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void SwingTwistConstraint::SwingLimitFunction::setMinDots(const std::vector<float>& minDots) {
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int numDots = minDots.size();
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_minDots.clear();
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_minDots.reserve(numDots);
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for (int i = 0; i < numDots; ++i) {
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_minDots.push_back(std::max(MIN_MINDOT, std::min(minDots[i], MAX_MINDOT)));
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}
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// push the first value to the back to establish cyclic boundary conditions
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_minDots.push_back(_minDots[0]);
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}
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float SwingTwistConstraint::SwingLimitFunction::getMinDot(float theta) const {
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// extract the positive normalized fractional part of theta
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float integerPart;
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float normalizedTheta = modff(theta / TWO_PI, &integerPart);
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if (normalizedTheta < 0.0f) {
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normalizedTheta += 1.0f;
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}
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// interpolate between the two nearest points in the cycle
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float fractionPart = modff(normalizedTheta * (float)(_minDots.size() - 1), &integerPart);
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int i = (int)(integerPart);
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int j = (i + 1) % _minDots.size();
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return _minDots[i] * (1.0f - fractionPart) + _minDots[j] * fractionPart;
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}
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SwingTwistConstraint::SwingTwistConstraint() :
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_swingLimitFunction(),
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_referenceRotation(),
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_minTwist(-PI),
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_maxTwist(PI)
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{
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}
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void SwingTwistConstraint::setSwingLimits(std::vector<float> minDots) {
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_swingLimitFunction.setMinDots(minDots);
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}
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void SwingTwistConstraint::setTwistLimits(float minTwist, float maxTwist) {
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// NOTE: min/maxTwist angles should be in the range [-PI, PI]
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_minTwist = std::min(minTwist, maxTwist);
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_maxTwist = std::max(minTwist, maxTwist);
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}
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bool SwingTwistConstraint::apply(glm::quat& rotation) const {
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// decompose the rotation into first twist about yAxis, then swing about something perp
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const glm::vec3 yAxis(0.0f, 1.0f, 0.0f);
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// NOTE: rotation = postRotation * referenceRotation
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glm::quat postRotation = rotation * glm::inverse(_referenceRotation);
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glm::quat swingRotation, twistRotation;
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swingTwistDecomposition(postRotation, yAxis, swingRotation, twistRotation);
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// NOTE: postRotation = swingRotation * twistRotation
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// compute twistAngle
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float twistAngle = 2.0f * acosf(fabsf(twistRotation.w));
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const glm::vec3 xAxis = glm::vec3(1.0f, 0.0f, 0.0f);
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glm::vec3 twistedX = twistRotation * xAxis;
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twistAngle *= copysignf(1.0f, glm::dot(glm::cross(xAxis, twistedX), yAxis));
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// clamp twistAngle
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float clampedTwistAngle = std::max(_minTwist, std::min(twistAngle, _maxTwist));
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bool twistWasClamped = (twistAngle != clampedTwistAngle);
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// clamp the swing
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// The swingAxis is always perpendicular to the reference axis (yAxis in the constraint's frame).
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glm::vec3 swungY = swingRotation * yAxis;
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glm::vec3 swingAxis = glm::cross(yAxis, swungY);
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bool swingWasClamped = false;
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float axisLength = glm::length(swingAxis);
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if (axisLength > EPSILON) {
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// The limit of swing is a function of "theta" which can be computed from the swingAxis
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// (which is in the constraint's ZX plane).
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float theta = atan2f(-swingAxis.z, swingAxis.x);
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float minDot = _swingLimitFunction.getMinDot(theta);
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if (glm::dot(swungY, yAxis) < minDot) {
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// The swing limits are violated so we use the maxAngle to supply a new rotation.
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float maxAngle = acosf(minDot);
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if (minDot < 0.0f) {
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maxAngle = PI - maxAngle;
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}
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swingAxis /= axisLength;
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swingRotation = glm::angleAxis(maxAngle, swingAxis);
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swingWasClamped = true;
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}
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}
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if (swingWasClamped || twistWasClamped) {
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twistRotation = glm::angleAxis(clampedTwistAngle, yAxis);
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rotation = swingRotation * twistRotation * _referenceRotation;
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return true;
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}
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return false;
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}
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79
libraries/animation/src/SwingTwistConstraint.h
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libraries/animation/src/SwingTwistConstraint.h
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//
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// SwingTwistConstraint.h
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//
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// Copyright 2015 High Fidelity, Inc.
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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_SwingTwistConstraint_h
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#define hifi_SwingTwistConstraint_h
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#include <vector>
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#include "RotationConstraint.h"
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#include <math.h>
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class SwingTwistConstraint : RotationConstraint {
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public:
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// The SwingTwistConstraint starts in the "referenceRotation" and then measures an initial twist
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// about the yAxis followed by a swing about some axis that lies in the XZ plane, such that the twist
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// and swing combine to produce the rotation. Each partial rotation is constrained within limits
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// then used to construct the new final rotation.
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SwingTwistConstraint();
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/// \param referenceRotation the rotation from which rotation changes are measured.
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virtual void setReferenceRotation(const glm::quat& referenceRotation) override { _referenceRotation = referenceRotation; }
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/// \param minDots vector of minimum dot products between the twist and swung axes.
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/// \brief The values are minimum dot-products between the twist axis and the swung axes
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/// that correspond to swing axes equally spaced around the XZ plane. Another way to
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/// think about it is that the dot-products correspond to correspond to angles (theta)
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/// about the twist axis ranging from 0 to 2PI-deltaTheta (Note: the cyclic boundary
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/// conditions are handled internally, so don't duplicate the dot-product at 2PI).
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/// See the paper by Quang Liu and Edmond C. Prakash mentioned below for a more detailed
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/// description of how this works.
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void setSwingLimits(std::vector<float> minDots);
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/// \param minTwist the minimum angle of rotation about the twist axis
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/// \param maxTwist the maximum angle of rotation about the twist axis
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void setTwistLimits(float minTwist, float maxTwist);
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/// \param rotation[in/out] the current rotation to be modified to fit within constraints
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/// \return true if rotation is changed
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virtual bool apply(glm::quat& rotation) const override;
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// SwingLimitFunction is an implementation of the constraint check described in the paper:
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// "The Parameterization of Joint Rotation with the Unit Quaternion" by Quang Liu and Edmond C. Prakash
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class SwingLimitFunction {
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public:
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SwingLimitFunction();
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/// \brief use a uniform conical swing limit
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void setCone(float maxAngle);
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/// \brief use a vector of lookup values for swing limits
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void setMinDots(const std::vector<float>& minDots);
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/// \return minimum dotProduct between reference and swung axes
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float getMinDot(float theta) const;
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protected:
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// the limits are stored in a lookup table with cyclic boundary conditions
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std::vector<float> _minDots;
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};
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/// \return reference to SwingLimitFunction instance for unit-testing
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const SwingLimitFunction& getSwingLimitFunction() const { return _swingLimitFunction; }
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protected:
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SwingLimitFunction _swingLimitFunction;
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glm::quat _referenceRotation;
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float _minTwist;
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float _maxTwist;
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};
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#endif // hifi_SwingTwistConstraint_h
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