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Merge pull request #10419 from hyperlogic/feature/ik-solver-init-config
More stable IK when hips, feet and chest are controlled via external input
This commit is contained in:
commit
49d4cf4e68
22 changed files with 413 additions and 67 deletions
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@ -49,6 +49,8 @@
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"id": "ik",
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"type": "inverseKinematics",
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"data": {
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"solutionSource": "relaxToUnderPoses",
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"solutionSourceVar": "solutionSource",
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"targets": [
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{
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"jointName": "Hips",
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@ -523,6 +523,8 @@ Menu::Menu() {
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avatar.get(), SLOT(setEnableDebugDrawSensorToWorldMatrix(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderIKTargets, 0, false,
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avatar.get(), SLOT(setEnableDebugDrawIKTargets(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderIKConstraints, 0, false,
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avatar.get(), SLOT(setEnableDebugDrawIKConstraints(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::ActionMotorControl,
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Qt::CTRL | Qt::SHIFT | Qt::Key_K, true, avatar.get(), SLOT(updateMotionBehaviorFromMenu()),
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@ -161,6 +161,7 @@ namespace MenuOption {
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const QString RenderResolutionQuarter = "1/4";
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const QString RenderSensorToWorldMatrix = "Show SensorToWorld Matrix";
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const QString RenderIKTargets = "Show IK Targets";
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const QString RenderIKConstraints = "Show IK Constraints";
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const QString ResetAvatarSize = "Reset Avatar Size";
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const QString ResetSensors = "Reset Sensors";
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const QString RunningScripts = "Running Scripts...";
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@ -38,6 +38,7 @@
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#include <UserActivityLogger.h>
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#include <AnimDebugDraw.h>
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#include <AnimClip.h>
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#include <AnimInverseKinematics.h>
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#include <recording/Deck.h>
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#include <recording/Recorder.h>
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#include <recording/Clip.h>
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@ -504,6 +505,7 @@ void MyAvatar::simulate(float deltaTime) {
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if (_rig) {
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_rig->setEnableDebugDrawIKTargets(_enableDebugDrawIKTargets);
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_rig->setEnableDebugDrawIKConstraints(_enableDebugDrawIKConstraints);
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}
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_skeletonModel->simulate(deltaTime);
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@ -927,6 +929,10 @@ void MyAvatar::setEnableDebugDrawIKTargets(bool isEnabled) {
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_enableDebugDrawIKTargets = isEnabled;
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}
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void MyAvatar::setEnableDebugDrawIKConstraints(bool isEnabled) {
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_enableDebugDrawIKConstraints = isEnabled;
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}
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void MyAvatar::setEnableMeshVisible(bool isEnabled) {
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_skeletonModel->setVisibleInScene(isEnabled, qApp->getMain3DScene());
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}
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@ -521,6 +521,7 @@ public slots:
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void setEnableDebugDrawHandControllers(bool isEnabled);
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void setEnableDebugDrawSensorToWorldMatrix(bool isEnabled);
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void setEnableDebugDrawIKTargets(bool isEnabled);
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void setEnableDebugDrawIKConstraints(bool isEnabled);
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bool getEnableMeshVisible() const { return _skeletonModel->isVisible(); }
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void setEnableMeshVisible(bool isEnabled);
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void setUseAnimPreAndPostRotations(bool isEnabled);
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@ -706,6 +707,7 @@ private:
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bool _enableDebugDrawHandControllers { false };
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bool _enableDebugDrawSensorToWorldMatrix { false };
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bool _enableDebugDrawIKTargets { false };
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bool _enableDebugDrawIKConstraints { false };
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AudioListenerMode _audioListenerMode;
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glm::vec3 _customListenPosition;
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@ -10,7 +10,11 @@
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#include "AnimContext.h"
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AnimContext::AnimContext(bool enableDebugDrawIKTargets, const glm::mat4& geometryToRigMatrix) :
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AnimContext::AnimContext(bool enableDebugDrawIKTargets, bool enableDebugDrawIKConstraints,
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const glm::mat4& geometryToRigMatrix, const glm::mat4& rigToWorldMatrix) :
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_enableDebugDrawIKTargets(enableDebugDrawIKTargets),
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_geometryToRigMatrix(geometryToRigMatrix) {
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_enableDebugDrawIKConstraints(enableDebugDrawIKConstraints),
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_geometryToRigMatrix(geometryToRigMatrix),
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_rigToWorldMatrix(rigToWorldMatrix)
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{
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}
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@ -16,15 +16,20 @@
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class AnimContext {
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public:
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AnimContext(bool enableDebugDrawIKTargets, const glm::mat4& geometryToRigMatrix);
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AnimContext(bool enableDebugDrawIKTargets, bool enableDebugDrawIKConstraints,
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const glm::mat4& geometryToRigMatrix, const glm::mat4& rigToWorldMatrix);
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bool getEnableDebugDrawIKTargets() const { return _enableDebugDrawIKTargets; }
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bool getEnableDebugDrawIKConstraints() const { return _enableDebugDrawIKConstraints; }
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const glm::mat4& getGeometryToRigMatrix() const { return _geometryToRigMatrix; }
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const glm::mat4& getRigToWorldMatrix() const { return _rigToWorldMatrix; }
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protected:
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bool _enableDebugDrawIKTargets { false };
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bool _enableDebugDrawIKConstraints{ false };
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glm::mat4 _geometryToRigMatrix;
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glm::mat4 _rigToWorldMatrix;
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};
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#endif // hifi_AnimContext_h
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@ -399,6 +399,13 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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//virtual
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const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) {
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// allows solutionSource to be overridden by an animVar
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auto solutionSource = animVars.lookup(_solutionSourceVar, (int)_solutionSource);
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if (context.getEnableDebugDrawIKConstraints()) {
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debugDrawConstraints(context);
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}
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const float MAX_OVERLAY_DT = 1.0f / 30.0f; // what to clamp delta-time to in AnimInverseKinematics::overlay
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if (dt > MAX_OVERLAY_DT) {
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dt = MAX_OVERLAY_DT;
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@ -410,25 +417,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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PROFILE_RANGE_EX(simulation_animation, "ik/relax", 0xffff00ff, 0);
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// relax toward underPoses
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// HACK: this relaxation needs to be constant per-frame rather than per-realtime
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// in order to prevent IK "flutter" for bad FPS. The bad news is that the good parts
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// of this relaxation will be FPS dependent (low FPS will make the limbs align slower
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// in real-time), however most people will not notice this and this problem is less
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// annoying than the flutter.
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const float blend = (1.0f / 60.0f) / (0.25f); // effectively: dt / RELAXATION_TIMESCALE
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int numJoints = (int)_relativePoses.size();
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for (int i = 0; i < numJoints; ++i) {
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float dotSign = copysignf(1.0f, glm::dot(_relativePoses[i].rot(), underPoses[i].rot()));
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if (_accumulators[i].isDirty()) {
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// this joint is affected by IK --> blend toward underPose rotation
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_relativePoses[i].rot() = glm::normalize(glm::lerp(_relativePoses[i].rot(), dotSign * underPoses[i].rot(), blend));
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} else {
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// this joint is NOT affected by IK --> slam to underPose rotation
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_relativePoses[i].rot() = underPoses[i].rot();
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}
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_relativePoses[i].trans() = underPoses[i].trans();
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}
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initRelativePosesFromSolutionSource((SolutionSource)solutionSource, underPoses);
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if (!underPoses.empty()) {
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// Sometimes the underpose itself can violate the constraints. Rather than
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@ -604,9 +593,9 @@ void AnimInverseKinematics::clearIKJointLimitHistory() {
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}
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}
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RotationConstraint* AnimInverseKinematics::getConstraint(int index) {
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RotationConstraint* AnimInverseKinematics::getConstraint(int index) const {
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RotationConstraint* constraint = nullptr;
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std::map<int, RotationConstraint*>::iterator constraintItr = _constraints.find(index);
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std::map<int, RotationConstraint*>::const_iterator constraintItr = _constraints.find(index);
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if (constraintItr != _constraints.end()) {
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constraint = constraintItr->second;
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}
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@ -622,17 +611,19 @@ void AnimInverseKinematics::clearConstraints() {
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_constraints.clear();
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}
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// set up swing limits around a swingTwistConstraint in an ellipse, where lateralSwingTheta is the swing limit for lateral swings (side to side)
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// anteriorSwingTheta is swing limit for forward and backward swings. (where x-axis of reference rotation is sideways and -z-axis is forward)
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static void setEllipticalSwingLimits(SwingTwistConstraint* stConstraint, float lateralSwingTheta, float anteriorSwingTheta) {
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// set up swing limits around a swingTwistConstraint in an ellipse, where lateralSwingPhi is the swing limit for lateral swings (side to side)
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// anteriorSwingPhi is swing limit for forward and backward swings. (where x-axis of reference rotation is sideways and -z-axis is forward)
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static void setEllipticalSwingLimits(SwingTwistConstraint* stConstraint, float lateralSwingPhi, float anteriorSwingPhi) {
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assert(stConstraint);
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const int NUM_SUBDIVISIONS = 8;
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const int NUM_SUBDIVISIONS = 16;
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std::vector<float> minDots;
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minDots.reserve(NUM_SUBDIVISIONS);
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float dTheta = TWO_PI / NUM_SUBDIVISIONS;
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float theta = 0.0f;
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for (int i = 0; i < NUM_SUBDIVISIONS; i++) {
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minDots.push_back(cosf(glm::length(glm::vec2(anteriorSwingTheta * cosf(theta), lateralSwingTheta * sinf(theta)))));
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float theta_prime = atanf((lateralSwingPhi / anteriorSwingPhi) * tanf(theta));
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float phi = (cosf(2.0f * theta_prime) * ((lateralSwingPhi - anteriorSwingPhi) / 2.0f)) + ((lateralSwingPhi + anteriorSwingPhi) / 2.0f);
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minDots.push_back(cosf(phi));
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theta += dTheta;
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}
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stConstraint->setSwingLimits(minDots);
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@ -640,7 +631,6 @@ static void setEllipticalSwingLimits(SwingTwistConstraint* stConstraint, float l
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void AnimInverseKinematics::initConstraints() {
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if (!_skeleton) {
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return;
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}
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// We create constraints for the joints shown here
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// (and their Left counterparts if applicable).
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@ -744,30 +734,27 @@ void AnimInverseKinematics::initConstraints() {
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std::vector<glm::vec3> swungDirections;
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float deltaTheta = PI / 4.0f;
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float theta = 0.0f;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta)));
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.25f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.0f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.25f, sinf(theta))); // posterior
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta))); // posterior
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.0f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta)));
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.25f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta)));
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.5f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta))); // anterior
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.5f, sinf(theta))); // anterior
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta)));
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.5f, sinf(theta)));
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// rotate directions into joint-frame
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glm::quat invAbsoluteRotation = glm::inverse(absolutePoses[i].rot());
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int numDirections = (int)swungDirections.size();
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for (int j = 0; j < numDirections; ++j) {
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swungDirections[j] = invAbsoluteRotation * swungDirections[j];
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std::vector<float> minDots;
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for (size_t i = 0; i < swungDirections.size(); i++) {
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minDots.push_back(glm::dot(glm::normalize(swungDirections[i]), Vectors::UNIT_Y));
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}
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stConstraint->setSwingLimits(swungDirections);
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stConstraint->setSwingLimits(minDots);
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constraint = static_cast<RotationConstraint*>(stConstraint);
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} else if (0 == baseName.compare("Hand", Qt::CaseSensitive)) {
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SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
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@ -957,6 +944,32 @@ void AnimInverseKinematics::initConstraints() {
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}
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}
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void AnimInverseKinematics::initLimitCenterPoses() {
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assert(_skeleton);
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_limitCenterPoses.reserve(_skeleton->getNumJoints());
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for (int i = 0; i < _skeleton->getNumJoints(); i++) {
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AnimPose pose = _skeleton->getRelativeDefaultPose(i);
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RotationConstraint* constraint = getConstraint(i);
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if (constraint) {
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pose.rot() = constraint->computeCenterRotation();
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}
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_limitCenterPoses.push_back(pose);
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}
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// The limit center rotations for the LeftArm and RightArm form a t-pose.
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// In order for the elbows to look more natural, we rotate them down by the avatar's sides
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const float UPPER_ARM_THETA = PI / 3.0f; // 60 deg
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int leftArmIndex = _skeleton->nameToJointIndex("LeftArm");
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const glm::quat armRot = glm::angleAxis(UPPER_ARM_THETA, Vectors::UNIT_X);
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if (leftArmIndex >= 0 && leftArmIndex < (int)_limitCenterPoses.size()) {
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_limitCenterPoses[leftArmIndex].rot() = _limitCenterPoses[leftArmIndex].rot() * armRot;
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}
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int rightArmIndex = _skeleton->nameToJointIndex("RightArm");
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if (rightArmIndex >= 0 && rightArmIndex < (int)_limitCenterPoses.size()) {
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_limitCenterPoses[rightArmIndex].rot() = _limitCenterPoses[rightArmIndex].rot() * armRot;
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}
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}
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void AnimInverseKinematics::setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) {
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AnimNode::setSkeletonInternal(skeleton);
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@ -973,6 +986,7 @@ void AnimInverseKinematics::setSkeletonInternal(AnimSkeleton::ConstPointer skele
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if (skeleton) {
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initConstraints();
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initLimitCenterPoses();
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_headIndex = _skeleton->nameToJointIndex("Head");
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_hipsIndex = _skeleton->nameToJointIndex("Hips");
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@ -989,3 +1003,170 @@ void AnimInverseKinematics::setSkeletonInternal(AnimSkeleton::ConstPointer skele
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_hipsParentIndex = -1;
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}
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}
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static glm::vec3 sphericalToCartesian(float phi, float theta) {
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float cos_phi = cosf(phi);
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float sin_phi = sinf(phi);
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return glm::vec3(sin_phi * cosf(theta), cos_phi, -sin_phi * sinf(theta));
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}
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void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) const {
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if (_skeleton) {
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const vec4 RED(1.0f, 0.0f, 0.0f, 1.0f);
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const vec4 GREEN(0.0f, 1.0f, 0.0f, 1.0f);
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const vec4 BLUE(0.0f, 0.0f, 1.0f, 1.0f);
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const vec4 PURPLE(0.5f, 0.0f, 1.0f, 1.0f);
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const vec4 CYAN(0.0f, 1.0f, 1.0f, 1.0f);
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const vec4 GRAY(0.2f, 0.2f, 0.2f, 1.0f);
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const vec4 MAGENTA(1.0f, 0.0f, 1.0f, 1.0f);
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const float AXIS_LENGTH = 2.0f; // cm
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const float TWIST_LENGTH = 4.0f; // cm
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const float HINGE_LENGTH = 6.0f; // cm
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const float SWING_LENGTH = 5.0f; // cm
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AnimPoseVec poses = _skeleton->getRelativeDefaultPoses();
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// copy reference rotations into the relative poses
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for (int i = 0; i < (int)poses.size(); i++) {
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const RotationConstraint* constraint = getConstraint(i);
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if (constraint) {
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poses[i].rot() = constraint->getReferenceRotation();
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}
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}
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// convert relative poses to absolute
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_skeleton->convertRelativePosesToAbsolute(poses);
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mat4 geomToWorldMatrix = context.getRigToWorldMatrix() * context.getGeometryToRigMatrix();
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// draw each pose and constraint
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for (int i = 0; i < (int)poses.size(); i++) {
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// transform local axes into world space.
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auto pose = poses[i];
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glm::vec3 xAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_X);
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glm::vec3 yAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Y);
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glm::vec3 zAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Z);
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glm::vec3 pos = transformPoint(geomToWorldMatrix, pose.trans());
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DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * xAxis, RED);
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DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * yAxis, GREEN);
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DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * zAxis, BLUE);
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// draw line to parent
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int parentIndex = _skeleton->getParentIndex(i);
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if (parentIndex != -1) {
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glm::vec3 parentPos = transformPoint(geomToWorldMatrix, poses[parentIndex].trans());
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DebugDraw::getInstance().drawRay(pos, parentPos, GRAY);
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}
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glm::quat parentAbsRot;
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if (parentIndex != -1) {
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parentAbsRot = poses[parentIndex].rot();
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}
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const RotationConstraint* constraint = getConstraint(i);
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if (constraint) {
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glm::quat refRot = constraint->getReferenceRotation();
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const ElbowConstraint* elbowConstraint = dynamic_cast<const ElbowConstraint*>(constraint);
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if (elbowConstraint) {
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glm::vec3 hingeAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * elbowConstraint->getHingeAxis());
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DebugDraw::getInstance().drawRay(pos, pos + HINGE_LENGTH * hingeAxis, MAGENTA);
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// draw elbow constraints
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glm::quat minRot = glm::angleAxis(elbowConstraint->getMinAngle(), elbowConstraint->getHingeAxis());
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glm::quat maxRot = glm::angleAxis(elbowConstraint->getMaxAngle(), elbowConstraint->getHingeAxis());
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const int NUM_SWING_STEPS = 10;
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for (int i = 0; i < NUM_SWING_STEPS + 1; i++) {
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glm::quat rot = glm::normalize(glm::lerp(minRot, maxRot, i * (1.0f / NUM_SWING_STEPS)));
|
||||
glm::vec3 axis = transformVectorFast(geomToWorldMatrix, parentAbsRot * rot * refRot * Vectors::UNIT_Y);
|
||||
DebugDraw::getInstance().drawRay(pos, pos + TWIST_LENGTH * axis, CYAN);
|
||||
}
|
||||
|
||||
} else {
|
||||
const SwingTwistConstraint* swingTwistConstraint = dynamic_cast<const SwingTwistConstraint*>(constraint);
|
||||
if (swingTwistConstraint) {
|
||||
// twist constraints
|
||||
|
||||
glm::vec3 hingeAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * Vectors::UNIT_Y);
|
||||
DebugDraw::getInstance().drawRay(pos, pos + HINGE_LENGTH * hingeAxis, MAGENTA);
|
||||
|
||||
glm::quat minRot = glm::angleAxis(swingTwistConstraint->getMinTwist(), Vectors::UNIT_Y);
|
||||
glm::quat maxRot = glm::angleAxis(swingTwistConstraint->getMaxTwist(), Vectors::UNIT_Y);
|
||||
|
||||
const int NUM_SWING_STEPS = 10;
|
||||
for (int i = 0; i < NUM_SWING_STEPS + 1; i++) {
|
||||
glm::quat rot = glm::normalize(glm::lerp(minRot, maxRot, i * (1.0f / NUM_SWING_STEPS)));
|
||||
glm::vec3 axis = transformVectorFast(geomToWorldMatrix, parentAbsRot * rot * refRot * Vectors::UNIT_X);
|
||||
DebugDraw::getInstance().drawRay(pos, pos + TWIST_LENGTH * axis, CYAN);
|
||||
}
|
||||
|
||||
// draw swing constraints.
|
||||
const size_t NUM_MIN_DOTS = swingTwistConstraint->getMinDots().size();
|
||||
const float D_THETA = TWO_PI / (NUM_MIN_DOTS - 1);
|
||||
float theta = 0.0f;
|
||||
for (size_t i = 0, j = NUM_MIN_DOTS - 2; i < NUM_MIN_DOTS - 1; j = i, i++, theta += D_THETA) {
|
||||
// compute swing rotation from theta and phi angles.
|
||||
float phi = acosf(swingTwistConstraint->getMinDots()[i]);
|
||||
glm::vec3 swungAxis = sphericalToCartesian(phi, theta);
|
||||
glm::vec3 worldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * swungAxis);
|
||||
glm::vec3 swingTip = pos + SWING_LENGTH * worldSwungAxis;
|
||||
|
||||
float prevPhi = acos(swingTwistConstraint->getMinDots()[j]);
|
||||
float prevTheta = theta - D_THETA;
|
||||
glm::vec3 prevSwungAxis = sphericalToCartesian(prevPhi, prevTheta);
|
||||
glm::vec3 prevWorldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * prevSwungAxis);
|
||||
glm::vec3 prevSwingTip = pos + SWING_LENGTH * prevWorldSwungAxis;
|
||||
|
||||
DebugDraw::getInstance().drawRay(pos, swingTip, PURPLE);
|
||||
DebugDraw::getInstance().drawRay(prevSwingTip, swingTip, PURPLE);
|
||||
}
|
||||
}
|
||||
}
|
||||
pose.rot() = constraint->computeCenterRotation();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// for bones under IK, blend between previous solution (_relativePoses) to targetPoses
|
||||
// for bones NOT under IK, copy directly from underPoses.
|
||||
// mutates _relativePoses.
|
||||
void AnimInverseKinematics::blendToPoses(const AnimPoseVec& targetPoses, const AnimPoseVec& underPoses, float blendFactor) {
|
||||
// relax toward poses
|
||||
int numJoints = (int)_relativePoses.size();
|
||||
for (int i = 0; i < numJoints; ++i) {
|
||||
float dotSign = copysignf(1.0f, glm::dot(_relativePoses[i].rot(), targetPoses[i].rot()));
|
||||
if (_accumulators[i].isDirty()) {
|
||||
// this joint is affected by IK --> blend toward the targetPoses rotation
|
||||
_relativePoses[i].rot() = glm::normalize(glm::lerp(_relativePoses[i].rot(), dotSign * targetPoses[i].rot(), blendFactor));
|
||||
} else {
|
||||
// this joint is NOT affected by IK --> slam to underPoses rotation
|
||||
_relativePoses[i].rot() = underPoses[i].rot();
|
||||
}
|
||||
_relativePoses[i].trans() = underPoses[i].trans();
|
||||
}
|
||||
}
|
||||
|
||||
void AnimInverseKinematics::initRelativePosesFromSolutionSource(SolutionSource solutionSource, const AnimPoseVec& underPoses) {
|
||||
const float RELAX_BLEND_FACTOR = (1.0f / 16.0f);
|
||||
const float COPY_BLEND_FACTOR = 1.0f;
|
||||
switch (solutionSource) {
|
||||
default:
|
||||
case SolutionSource::RelaxToUnderPoses:
|
||||
blendToPoses(underPoses, underPoses, RELAX_BLEND_FACTOR);
|
||||
break;
|
||||
case SolutionSource::RelaxToLimitCenterPoses:
|
||||
blendToPoses(_limitCenterPoses, underPoses, RELAX_BLEND_FACTOR);
|
||||
break;
|
||||
case SolutionSource::PreviousSolution:
|
||||
// do nothing... _relativePoses is already the previous solution
|
||||
break;
|
||||
case SolutionSource::UnderPoses:
|
||||
_relativePoses = underPoses;
|
||||
break;
|
||||
case SolutionSource::LimitCenterPoses:
|
||||
// essentially copy limitCenterPoses over to _relativePoses.
|
||||
blendToPoses(_limitCenterPoses, underPoses, COPY_BLEND_FACTOR);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -43,18 +43,34 @@ public:
|
|||
|
||||
float getMaxErrorOnLastSolve() { return _maxErrorOnLastSolve; }
|
||||
|
||||
enum class SolutionSource {
|
||||
RelaxToUnderPoses = 0,
|
||||
RelaxToLimitCenterPoses,
|
||||
PreviousSolution,
|
||||
UnderPoses,
|
||||
LimitCenterPoses,
|
||||
NumSolutionSources,
|
||||
};
|
||||
|
||||
void setSolutionSource(SolutionSource solutionSource) { _solutionSource = solutionSource; }
|
||||
void setSolutionSourceVar(const QString& solutionSourceVar) { _solutionSourceVar = solutionSourceVar; }
|
||||
|
||||
protected:
|
||||
void computeTargets(const AnimVariantMap& animVars, std::vector<IKTarget>& targets, const AnimPoseVec& underPoses);
|
||||
void solveWithCyclicCoordinateDescent(const std::vector<IKTarget>& targets);
|
||||
int solveTargetWithCCD(const IKTarget& target, AnimPoseVec& absolutePoses);
|
||||
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) override;
|
||||
void debugDrawConstraints(const AnimContext& context) const;
|
||||
void initRelativePosesFromSolutionSource(SolutionSource solutionSource, const AnimPoseVec& underPose);
|
||||
void blendToPoses(const AnimPoseVec& targetPoses, const AnimPoseVec& underPose, float blendFactor);
|
||||
|
||||
// for AnimDebugDraw rendering
|
||||
virtual const AnimPoseVec& getPosesInternal() const override { return _relativePoses; }
|
||||
|
||||
RotationConstraint* getConstraint(int index);
|
||||
RotationConstraint* getConstraint(int index) const;
|
||||
void clearConstraints();
|
||||
void initConstraints();
|
||||
void initLimitCenterPoses();
|
||||
void computeHipsOffset(const std::vector<IKTarget>& targets, const AnimPoseVec& underPoses, float dt);
|
||||
|
||||
// no copies
|
||||
|
@ -85,6 +101,7 @@ protected:
|
|||
std::vector<IKTargetVar> _targetVarVec;
|
||||
AnimPoseVec _defaultRelativePoses; // poses of the relaxed state
|
||||
AnimPoseVec _relativePoses; // current relative poses
|
||||
AnimPoseVec _limitCenterPoses; // relative
|
||||
|
||||
// experimental data for moving hips during IK
|
||||
glm::vec3 _hipsOffset { Vectors::ZERO };
|
||||
|
@ -100,6 +117,8 @@ protected:
|
|||
|
||||
float _maxErrorOnLastSolve { FLT_MAX };
|
||||
bool _previousEnableDebugIKTargets { false };
|
||||
SolutionSource _solutionSource { SolutionSource::RelaxToUnderPoses };
|
||||
QString _solutionSourceVar;
|
||||
};
|
||||
|
||||
#endif // hifi_AnimInverseKinematics_h
|
||||
|
|
|
@ -352,6 +352,23 @@ static AnimOverlay::BoneSet stringToBoneSetEnum(const QString& str) {
|
|||
return AnimOverlay::NumBoneSets;
|
||||
}
|
||||
|
||||
static const char* solutionSourceStrings[(int)AnimInverseKinematics::SolutionSource::NumSolutionSources] = {
|
||||
"relaxToUnderPoses",
|
||||
"relaxToLimitCenterPoses",
|
||||
"previousSolution",
|
||||
"underPoses",
|
||||
"limitCenterPoses"
|
||||
};
|
||||
|
||||
static AnimInverseKinematics::SolutionSource stringToSolutionSourceEnum(const QString& str) {
|
||||
for (int i = 0; i < (int)AnimInverseKinematics::SolutionSource::NumSolutionSources; i++) {
|
||||
if (str == solutionSourceStrings[i]) {
|
||||
return (AnimInverseKinematics::SolutionSource)i;
|
||||
}
|
||||
}
|
||||
return AnimInverseKinematics::SolutionSource::NumSolutionSources;
|
||||
}
|
||||
|
||||
static AnimNode::Pointer loadOverlayNode(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl) {
|
||||
|
||||
READ_STRING(boneSet, jsonObj, id, jsonUrl, nullptr);
|
||||
|
@ -457,6 +474,23 @@ AnimNode::Pointer loadInverseKinematicsNode(const QJsonObject& jsonObj, const QS
|
|||
node->setTargetVars(jointName, positionVar, rotationVar, typeVar);
|
||||
};
|
||||
|
||||
READ_OPTIONAL_STRING(solutionSource, jsonObj);
|
||||
|
||||
if (!solutionSource.isEmpty()) {
|
||||
AnimInverseKinematics::SolutionSource solutionSourceType = stringToSolutionSourceEnum(solutionSource);
|
||||
if (solutionSourceType != AnimInverseKinematics::SolutionSource::NumSolutionSources) {
|
||||
node->setSolutionSource(solutionSourceType);
|
||||
} else {
|
||||
qCWarning(animation) << "AnimNodeLoader, bad solutionSourceType in \"solutionSource\", id = " << id << ", url = " << jsonUrl.toDisplayString();
|
||||
}
|
||||
}
|
||||
|
||||
READ_OPTIONAL_STRING(solutionSourceVar, jsonObj);
|
||||
|
||||
if (!solutionSourceVar.isEmpty()) {
|
||||
node->setSolutionSourceVar(solutionSourceVar);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
|
|
|
@ -39,7 +39,7 @@ glm::vec3 AnimPose::xformPoint(const glm::vec3& rhs) const {
|
|||
return *this * rhs;
|
||||
}
|
||||
|
||||
// really slow
|
||||
// really slow, but accurate for transforms with non-uniform scale
|
||||
glm::vec3 AnimPose::xformVector(const glm::vec3& rhs) const {
|
||||
glm::vec3 xAxis = _rot * glm::vec3(_scale.x, 0.0f, 0.0f);
|
||||
glm::vec3 yAxis = _rot * glm::vec3(0.0f, _scale.y, 0.0f);
|
||||
|
@ -49,6 +49,11 @@ glm::vec3 AnimPose::xformVector(const glm::vec3& rhs) const {
|
|||
return transInvMat * rhs;
|
||||
}
|
||||
|
||||
// faster, but does not handle non-uniform scale correctly.
|
||||
glm::vec3 AnimPose::xformVectorFast(const glm::vec3& rhs) const {
|
||||
return _rot * (_scale * rhs);
|
||||
}
|
||||
|
||||
AnimPose AnimPose::operator*(const AnimPose& rhs) const {
|
||||
glm::mat4 result;
|
||||
glm_mat4u_mul(*this, rhs, result);
|
||||
|
|
|
@ -25,7 +25,8 @@ public:
|
|||
static const AnimPose identity;
|
||||
|
||||
glm::vec3 xformPoint(const glm::vec3& rhs) const;
|
||||
glm::vec3 xformVector(const glm::vec3& rhs) const; // really slow
|
||||
glm::vec3 xformVector(const glm::vec3& rhs) const; // really slow, but accurate for transforms with non-uniform scale
|
||||
glm::vec3 xformVectorFast(const glm::vec3& rhs) const; // faster, but does not handle non-uniform scale correctly.
|
||||
|
||||
glm::vec3 operator*(const glm::vec3& rhs) const; // same as xformPoint
|
||||
AnimPose operator*(const AnimPose& rhs) const;
|
||||
|
|
|
@ -33,6 +33,23 @@ void blend(size_t numPoses, const AnimPose* a, const AnimPose* b, float alpha, A
|
|||
}
|
||||
}
|
||||
|
||||
glm::quat averageQuats(size_t numQuats, const glm::quat* quats) {
|
||||
if (numQuats == 0) {
|
||||
return glm::quat();
|
||||
}
|
||||
glm::quat accum = quats[0];
|
||||
glm::quat firstRot = quats[0];
|
||||
for (size_t i = 1; i < numQuats; i++) {
|
||||
glm::quat rot = quats[i];
|
||||
float dot = glm::dot(firstRot, rot);
|
||||
if (dot < 0.0f) {
|
||||
rot = -rot;
|
||||
}
|
||||
accum += rot;
|
||||
}
|
||||
return glm::normalize(accum);
|
||||
}
|
||||
|
||||
float accumulateTime(float startFrame, float endFrame, float timeScale, float currentFrame, float dt, bool loopFlag,
|
||||
const QString& id, AnimNode::Triggers& triggersOut) {
|
||||
|
||||
|
|
|
@ -16,9 +16,9 @@
|
|||
// this is where the magic happens
|
||||
void blend(size_t numPoses, const AnimPose* a, const AnimPose* b, float alpha, AnimPose* result);
|
||||
|
||||
glm::quat averageQuats(size_t numQuats, const glm::quat* quats);
|
||||
|
||||
float accumulateTime(float startFrame, float endFrame, float timeScale, float currentFrame, float dt, bool loopFlag,
|
||||
const QString& id, AnimNode::Triggers& triggersOut);
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
|
||||
#include <GeometryUtil.h>
|
||||
#include <NumericalConstants.h>
|
||||
#include "AnimUtil.h"
|
||||
|
||||
ElbowConstraint::ElbowConstraint() :
|
||||
_minAngle(-PI),
|
||||
|
@ -77,3 +78,10 @@ bool ElbowConstraint::apply(glm::quat& rotation) const {
|
|||
return false;
|
||||
}
|
||||
|
||||
glm::quat ElbowConstraint::computeCenterRotation() const {
|
||||
const size_t NUM_LIMITS = 2;
|
||||
glm::quat limits[NUM_LIMITS];
|
||||
limits[0] = glm::angleAxis(_minAngle, _axis) * _referenceRotation;
|
||||
limits[1] = glm::angleAxis(_maxAngle, _axis) * _referenceRotation;
|
||||
return averageQuats(NUM_LIMITS, limits);
|
||||
}
|
||||
|
|
|
@ -18,6 +18,12 @@ public:
|
|||
void setHingeAxis(const glm::vec3& axis);
|
||||
void setAngleLimits(float minAngle, float maxAngle);
|
||||
virtual bool apply(glm::quat& rotation) const override;
|
||||
virtual glm::quat computeCenterRotation() const override;
|
||||
|
||||
glm::vec3 getHingeAxis() const { return _axis; }
|
||||
float getMinAngle() const { return _minAngle; }
|
||||
float getMaxAngle() const { return _maxAngle; }
|
||||
|
||||
protected:
|
||||
glm::vec3 _axis;
|
||||
glm::vec3 _perpAxis;
|
||||
|
|
|
@ -305,30 +305,35 @@ void Rig::clearJointAnimationPriority(int index) {
|
|||
}
|
||||
}
|
||||
|
||||
void Rig::clearIKJointLimitHistory() {
|
||||
std::shared_ptr<AnimInverseKinematics> Rig::getAnimInverseKinematicsNode() const {
|
||||
std::shared_ptr<AnimInverseKinematics> result;
|
||||
if (_animNode) {
|
||||
_animNode->traverse([&](AnimNode::Pointer node) {
|
||||
// only report clip nodes as valid roles.
|
||||
auto ikNode = std::dynamic_pointer_cast<AnimInverseKinematics>(node);
|
||||
if (ikNode) {
|
||||
ikNode->clearIKJointLimitHistory();
|
||||
result = ikNode;
|
||||
return false;
|
||||
} else {
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
});
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void Rig::clearIKJointLimitHistory() {
|
||||
auto ikNode = getAnimInverseKinematicsNode();
|
||||
if (ikNode) {
|
||||
ikNode->clearIKJointLimitHistory();
|
||||
}
|
||||
}
|
||||
|
||||
void Rig::setMaxHipsOffsetLength(float maxLength) {
|
||||
_maxHipsOffsetLength = maxLength;
|
||||
|
||||
if (_animNode) {
|
||||
_animNode->traverse([&](AnimNode::Pointer node) {
|
||||
auto ikNode = std::dynamic_pointer_cast<AnimInverseKinematics>(node);
|
||||
if (ikNode) {
|
||||
ikNode->setMaxHipsOffsetLength(_maxHipsOffsetLength);
|
||||
}
|
||||
return true;
|
||||
});
|
||||
auto ikNode = getAnimInverseKinematicsNode();
|
||||
if (ikNode) {
|
||||
ikNode->setMaxHipsOffsetLength(_maxHipsOffsetLength);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -936,7 +941,7 @@ void Rig::updateAnimationStateHandlers() { // called on avatar update thread (wh
|
|||
}
|
||||
}
|
||||
|
||||
void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) {
|
||||
void Rig::updateAnimations(float deltaTime, const glm::mat4& rootTransform, const glm::mat4& rigToWorldTransform) {
|
||||
|
||||
PROFILE_RANGE_EX(simulation_animation_detail, __FUNCTION__, 0xffff00ff, 0);
|
||||
PerformanceTimer perfTimer("updateAnimations");
|
||||
|
@ -949,7 +954,8 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) {
|
|||
updateAnimationStateHandlers();
|
||||
_animVars.setRigToGeometryTransform(_rigToGeometryTransform);
|
||||
|
||||
AnimContext context(_enableDebugDrawIKTargets, getGeometryToRigTransform());
|
||||
AnimContext context(_enableDebugDrawIKTargets, _enableDebugDrawIKConstraints,
|
||||
getGeometryToRigTransform(), rigToWorldTransform);
|
||||
|
||||
// evaluate the animation
|
||||
AnimNode::Triggers triggersOut;
|
||||
|
@ -1025,10 +1031,12 @@ void Rig::updateFromHeadParameters(const HeadParameters& params, float dt) {
|
|||
_animVars.set("notIsTalking", !params.isTalking);
|
||||
|
||||
if (params.hipsEnabled) {
|
||||
_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToLimitCenterPoses);
|
||||
_animVars.set("hipsType", (int)IKTarget::Type::RotationAndPosition);
|
||||
_animVars.set("hipsPosition", extractTranslation(params.hipsMatrix));
|
||||
_animVars.set("hipsRotation", glmExtractRotation(params.hipsMatrix));
|
||||
} else {
|
||||
_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToUnderPoses);
|
||||
_animVars.set("hipsType", (int)IKTarget::Type::Unknown);
|
||||
}
|
||||
|
||||
|
@ -1440,7 +1448,7 @@ void Rig::computeAvatarBoundingCapsule(
|
|||
|
||||
// call overlay twice: once to verify AnimPoseVec joints and again to do the IK
|
||||
AnimNode::Triggers triggersOut;
|
||||
AnimContext context(false, glm::mat4());
|
||||
AnimContext context(false, false, glm::mat4(), glm::mat4());
|
||||
float dt = 1.0f; // the value of this does not matter
|
||||
ikNode.overlay(animVars, context, dt, triggersOut, _animSkeleton->getRelativeBindPoses());
|
||||
AnimPoseVec finalPoses = ikNode.overlay(animVars, context, dt, triggersOut, _animSkeleton->getRelativeBindPoses());
|
||||
|
|
|
@ -26,6 +26,7 @@
|
|||
#include "SimpleMovingAverage.h"
|
||||
|
||||
class Rig;
|
||||
class AnimInverseKinematics;
|
||||
typedef std::shared_ptr<Rig> RigPointer;
|
||||
|
||||
// Rig instances are reentrant.
|
||||
|
@ -111,6 +112,8 @@ public:
|
|||
void clearJointStates();
|
||||
void clearJointAnimationPriority(int index);
|
||||
|
||||
std::shared_ptr<AnimInverseKinematics> getAnimInverseKinematicsNode() const;
|
||||
|
||||
void clearIKJointLimitHistory();
|
||||
void setMaxHipsOffsetLength(float maxLength);
|
||||
float getMaxHipsOffsetLength() const;
|
||||
|
@ -159,7 +162,7 @@ public:
|
|||
void computeMotionAnimationState(float deltaTime, const glm::vec3& worldPosition, const glm::vec3& worldVelocity, const glm::quat& worldRotation, CharacterControllerState ccState);
|
||||
|
||||
// Regardless of who started the animations or how many, update the joints.
|
||||
void updateAnimations(float deltaTime, glm::mat4 rootTransform);
|
||||
void updateAnimations(float deltaTime, const glm::mat4& rootTransform, const glm::mat4& rigToWorldTransform);
|
||||
|
||||
// legacy
|
||||
void inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority,
|
||||
|
@ -228,6 +231,7 @@ public:
|
|||
const glm::mat4& getGeometryToRigTransform() const { return _geometryToRigTransform; }
|
||||
|
||||
void setEnableDebugDrawIKTargets(bool enableDebugDrawIKTargets) { _enableDebugDrawIKTargets = enableDebugDrawIKTargets; }
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||||
void setEnableDebugDrawIKConstraints(bool enableDebugDrawIKConstraints) { _enableDebugDrawIKConstraints = enableDebugDrawIKConstraints; }
|
||||
|
||||
// input assumed to be in rig space
|
||||
void computeHeadFromHMD(const AnimPose& hmdPose, glm::vec3& headPositionOut, glm::quat& headOrientationOut) const;
|
||||
|
@ -338,6 +342,7 @@ protected:
|
|||
float _maxHipsOffsetLength { 1.0f };
|
||||
|
||||
bool _enableDebugDrawIKTargets { false };
|
||||
bool _enableDebugDrawIKConstraints { false };
|
||||
|
||||
private:
|
||||
QMap<int, StateHandler> _stateHandlers;
|
||||
|
|
|
@ -38,6 +38,9 @@ public:
|
|||
/// \brief reset any remembered joint limit history
|
||||
virtual void clearHistory() {};
|
||||
|
||||
/// \brief return the rotation that lies at the "center" of all the joint limits.
|
||||
virtual glm::quat computeCenterRotation() const = 0;
|
||||
|
||||
protected:
|
||||
glm::quat _referenceRotation = glm::quat();
|
||||
};
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
#include <GeometryUtil.h>
|
||||
#include <GLMHelpers.h>
|
||||
#include <NumericalConstants.h>
|
||||
#include "AnimUtil.h"
|
||||
|
||||
|
||||
const float MIN_MINDOT = -0.999f;
|
||||
|
@ -430,3 +431,33 @@ void SwingTwistConstraint::dynamicallyAdjustLimits(const glm::quat& rotation) {
|
|||
void SwingTwistConstraint::clearHistory() {
|
||||
_lastTwistBoundary = LAST_CLAMP_NO_BOUNDARY;
|
||||
}
|
||||
|
||||
glm::quat SwingTwistConstraint::computeCenterRotation() const {
|
||||
const size_t NUM_TWIST_LIMITS = 2;
|
||||
const size_t NUM_MIN_DOTS = getMinDots().size();
|
||||
std::vector<glm::quat> swingLimits;
|
||||
swingLimits.reserve(NUM_MIN_DOTS);
|
||||
|
||||
glm::quat twistLimits[NUM_TWIST_LIMITS];
|
||||
if (_minTwist != _maxTwist) {
|
||||
// to ensure that twists do not flip the center rotation, we devide twist angle by 2.
|
||||
twistLimits[0] = glm::angleAxis(_minTwist / 2.0f, _referenceRotation * Vectors::UNIT_Y);
|
||||
twistLimits[1] = glm::angleAxis(_maxTwist / 2.0f, _referenceRotation * Vectors::UNIT_Y);
|
||||
}
|
||||
const float D_THETA = TWO_PI / (NUM_MIN_DOTS - 1);
|
||||
float theta = 0.0f;
|
||||
for (size_t i = 0; i < NUM_MIN_DOTS - 1; i++, theta += D_THETA) {
|
||||
// compute swing rotation from theta and phi angles.
|
||||
float phi = acos(getMinDots()[i]);
|
||||
float cos_phi = getMinDots()[i];
|
||||
float sin_phi = sinf(phi);
|
||||
glm::vec3 swungAxis(sin_phi * cosf(theta), cos_phi, -sin_phi * sinf(theta));
|
||||
|
||||
// to ensure that swings > 90 degrees do not flip the center rotation, we devide phi / 2
|
||||
glm::quat swing = glm::angleAxis(phi / 2, glm::normalize(glm::cross(Vectors::UNIT_Y, swungAxis)));
|
||||
swingLimits.push_back(swing);
|
||||
}
|
||||
glm::quat averageSwing = averageQuats(swingLimits.size(), &swingLimits[0]);
|
||||
glm::quat averageTwist = averageQuats(2, twistLimits);
|
||||
return averageSwing * averageTwist * _referenceRotation;
|
||||
}
|
||||
|
|
|
@ -58,7 +58,7 @@ public:
|
|||
virtual void dynamicallyAdjustLimits(const glm::quat& rotation) override;
|
||||
|
||||
// for testing purposes
|
||||
const std::vector<float>& getMinDots() { return _swingLimitFunction.getMinDots(); }
|
||||
const std::vector<float>& getMinDots() const { return _swingLimitFunction.getMinDots(); }
|
||||
|
||||
// SwingLimitFunction is an implementation of the constraint check described in the paper:
|
||||
// "The Parameterization of Joint Rotation with the Unit Quaternion" by Quang Liu and Edmond C. Prakash
|
||||
|
@ -81,7 +81,7 @@ public:
|
|||
float getMinDot(float theta) const;
|
||||
|
||||
// for testing purposes
|
||||
const std::vector<float>& getMinDots() { return _minDots; }
|
||||
const std::vector<float>& getMinDots() const { return _minDots; }
|
||||
|
||||
private:
|
||||
// the limits are stored in a lookup table with cyclic boundary conditions
|
||||
|
@ -99,6 +99,11 @@ public:
|
|||
|
||||
void clearHistory() override;
|
||||
|
||||
virtual glm::quat computeCenterRotation() const override;
|
||||
|
||||
float getMinTwist() const { return _minTwist; }
|
||||
float getMaxTwist() const { return _maxTwist; }
|
||||
|
||||
private:
|
||||
float handleTwistBoundaryConditions(float twistAngle) const;
|
||||
|
||||
|
|
|
@ -1046,7 +1046,8 @@ void Model::simulate(float deltaTime, bool fullUpdate) {
|
|||
//virtual
|
||||
void Model::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
||||
_needsUpdateClusterMatrices = true;
|
||||
_rig->updateAnimations(deltaTime, parentTransform);
|
||||
glm::mat4 rigToWorldTransform = createMatFromQuatAndPos(getRotation(), getTranslation());
|
||||
_rig->updateAnimations(deltaTime, parentTransform, rigToWorldTransform);
|
||||
}
|
||||
|
||||
void Model::computeMeshPartLocalBounds() {
|
||||
|
|
Loading…
Reference in a new issue