First cut at stretching the arms out and aligning forearms with wrists.

Closes #1423, #1504.
This commit is contained in:
Andrzej Kapolka 2014-01-14 15:27:28 -08:00
parent a8bbe41642
commit 5d88953f12
7 changed files with 80 additions and 32 deletions

View file

@ -60,7 +60,7 @@ bool FaceModel::render(float alpha) {
void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
// get the rotation axes in joint space and use them to adjust the rotation
glm::mat3 axes = glm::mat3_cast(_rotation);
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.transform *
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.transform * glm::translate(state.translation) *
joint.preTransform * glm::mat4_cast(joint.preRotation)));
state.rotation = glm::angleAxis(-_owningHead->getRoll(), glm::normalize(inverse * axes[2])) *
glm::angleAxis(_owningHead->getYaw(), glm::normalize(inverse * axes[1])) *

View file

@ -154,7 +154,6 @@ void SkeletonModel::applyPalmData(int jointIndex, const QVector<int>& fingerJoin
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
setJointPosition(jointIndex, palm.getPosition());
float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
glm::quat palmRotation;
getJointRotation(jointIndex, palmRotation, true);
@ -186,6 +185,7 @@ void SkeletonModel::applyPalmData(int jointIndex, const QVector<int>& fingerJoin
// no point in continuing if there are no fingers
if (palm.getNumFingers() == 0 || fingerJointIndices.isEmpty()) {
stretchArm(jointIndex, palm.getPosition());
return;
}
@ -203,6 +203,8 @@ void SkeletonModel::applyPalmData(int jointIndex, const QVector<int>& fingerJoin
setJointRotation(fingerJointIndex, rotationBetween(palmRotation * jointVector, fingerVector) * palmRotation, true);
}
stretchArm(jointIndex, palm.getPosition());
}
void SkeletonModel::updateJointState(int index) {
@ -219,9 +221,47 @@ void SkeletonModel::updateJointState(int index) {
void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
// get the rotation axes in joint space and use them to adjust the rotation
glm::mat3 axes = glm::mat3_cast(_rotation);
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.transform *
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.transform * glm::translate(state.translation) *
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
state.rotation = glm::angleAxis(-_owningAvatar->getHead().getLeanSideways(), glm::normalize(inverse * axes[2])) *
glm::angleAxis(-_owningAvatar->getHead().getLeanForward(), glm::normalize(inverse * axes[0])) * joint.rotation;
}
void SkeletonModel::stretchArm(int jointIndex, const glm::vec3& position) {
// find out where the hand is pointing
glm::quat handRotation;
getJointRotation(jointIndex, handRotation, true);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
glm::vec3 forwardVector(jointIndex == geometry.rightHandJointIndex ? -1.0f : 1.0f, 0.0f, 0.0f);
glm::vec3 handVector = handRotation * forwardVector;
// align elbow with hand
const FBXJoint& joint = geometry.joints.at(jointIndex);
if (joint.parentIndex == -1) {
return;
}
glm::quat elbowRotation;
getJointRotation(joint.parentIndex, elbowRotation, true);
applyRotationDelta(joint.parentIndex, rotationBetween(elbowRotation * forwardVector, handVector), false);
// set position according to normal length
float scale = extractUniformScale(_scale);
glm::vec3 handPosition = position - _translation;
glm::vec3 elbowPosition = handPosition - handVector * joint.distanceToParent * scale;
// set shoulder orientation to point to elbow
const FBXJoint& parentJoint = geometry.joints.at(joint.parentIndex);
if (parentJoint.parentIndex == -1) {
return;
}
glm::quat shoulderRotation;
getJointRotation(parentJoint.parentIndex, shoulderRotation, true);
applyRotationDelta(parentJoint.parentIndex, rotationBetween(shoulderRotation * forwardVector,
elbowPosition - extractTranslation(_jointStates.at(parentJoint.parentIndex).transform)), false);
// update the shoulder state
updateJointState(parentJoint.parentIndex);
// adjust the elbow's local translation
setJointTranslation(joint.parentIndex, elbowPosition);
}

View file

@ -40,6 +40,10 @@ protected:
private:
/// Using the current position and rotation of the identified (hand) joint, computes a
/// reasonable stretched configuration for the connected arm.
void stretchArm(int jointIndex, const glm::vec3& position);
Avatar* _owningAvatar;
};

View file

@ -484,6 +484,7 @@ public:
int parentIndex;
glm::vec3 translation;
glm::mat4 preTransform;
glm::quat preRotation;
glm::quat rotation;
@ -499,8 +500,8 @@ glm::mat4 getGlobalTransform(const QMultiHash<QString, QString>& parentMap,
glm::mat4 globalTransform;
while (!nodeID.isNull()) {
const FBXModel& model = models.value(nodeID);
globalTransform = model.preTransform * glm::mat4_cast(model.preRotation * model.rotation * model.postRotation) *
model.postTransform * globalTransform;
globalTransform = glm::translate(model.translation) * model.preTransform * glm::mat4_cast(model.preRotation *
model.rotation * model.postRotation) * model.postTransform * globalTransform;
QList<QString> parentIDs = parentMap.values(nodeID);
nodeID = QString();
@ -956,8 +957,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
}
}
// see FBX documentation, http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/index.html
model.preTransform = glm::translate(translation) * glm::translate(rotationOffset) *
glm::translate(rotationPivot);
model.translation = translation;
model.preTransform = glm::translate(rotationOffset) * glm::translate(rotationPivot);
model.preRotation = glm::quat(glm::radians(preRotation));
model.rotation = glm::quat(glm::radians(rotation));
model.postRotation = glm::quat(glm::radians(postRotation));
@ -1142,6 +1143,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
}
joint.freeLineage.remove(lastFreeIndex + 1, joint.freeLineage.size() - lastFreeIndex - 1);
joint.translation = model.translation;
joint.preTransform = model.preTransform;
joint.preRotation = model.preRotation;
joint.rotation = model.rotation;
@ -1151,13 +1153,14 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
joint.rotationMax = model.rotationMax;
glm::quat combinedRotation = model.preRotation * model.rotation * model.postRotation;
if (joint.parentIndex == -1) {
joint.transform = geometry.offset * model.preTransform * glm::mat4_cast(combinedRotation) * model.postTransform;
joint.transform = geometry.offset * glm::translate(model.translation) * model.preTransform *
glm::mat4_cast(combinedRotation) * model.postTransform;
joint.inverseDefaultRotation = glm::inverse(combinedRotation);
joint.distanceToParent = 0.0f;
} else {
const FBXJoint& parentJoint = geometry.joints.at(joint.parentIndex);
joint.transform = parentJoint.transform *
joint.transform = parentJoint.transform * glm::translate(model.translation) *
model.preTransform * glm::mat4_cast(combinedRotation) * model.postTransform;
joint.inverseDefaultRotation = glm::inverse(combinedRotation) * parentJoint.inverseDefaultRotation;
joint.distanceToParent = glm::distance(extractTranslation(parentJoint.transform),

View file

@ -48,6 +48,7 @@ public:
int parentIndex;
float distanceToParent;
float boneRadius;
glm::vec3 translation;
glm::mat4 preTransform;
glm::quat preRotation;
glm::quat rotation;

View file

@ -99,6 +99,7 @@ void Model::simulate(float deltaTime) {
if (_jointStates.isEmpty()) {
foreach (const FBXJoint& joint, geometry.joints) {
JointState state;
state.translation = joint.translation;
state.rotation = joint.rotation;
_jointStates.append(state);
}
@ -626,7 +627,7 @@ void Model::updateJointState(int index) {
glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset);
glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
state.transform = baseTransform * geometry.offset * joint.preTransform *
state.transform = baseTransform * geometry.offset * glm::translate(state.translation) * joint.preTransform *
glm::mat4_cast(combinedRotation) * joint.postTransform;
state.combinedRotation = _rotation * combinedRotation;
@ -642,7 +643,7 @@ void Model::updateJointState(int index) {
maybeUpdateEyeRotation(parentState, joint, state);
}
glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
state.transform = parentState.transform * joint.preTransform *
state.transform = parentState.transform * glm::translate(state.translation) * joint.preTransform *
glm::mat4_cast(combinedRotation) * joint.postTransform;
state.combinedRotation = parentState.combinedRotation * combinedRotation;
}
@ -747,6 +748,23 @@ bool Model::setJointRotation(int jointIndex, const glm::quat& rotation, bool fro
return true;
}
void Model::setJointTranslation(int jointIndex, const glm::vec3& translation) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const FBXJoint& joint = geometry.joints.at(jointIndex);
glm::mat4 parentTransform;
if (joint.parentIndex == -1) {
parentTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
} else {
parentTransform = _jointStates.at(joint.parentIndex).transform;
}
JointState& state = _jointStates[jointIndex];
glm::vec3 preTranslation = extractTranslation(joint.preTransform * glm::mat4_cast(joint.preRotation *
state.rotation * joint.postRotation) * joint.postTransform);
state.translation = glm::vec3(glm::inverse(parentTransform) * glm::vec4(translation, 1.0f)) - preTranslation;
}
bool Model::restoreJointPosition(int jointIndex, float percent) {
if (jointIndex == -1 || _jointStates.isEmpty()) {
return false;
@ -824,25 +842,6 @@ void Model::renderCollisionProxies(float alpha) {
glPopMatrix();
}
void Model::setJointTranslation(int jointIndex, int parentIndex, int childIndex, const glm::vec3& translation) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
JointState& state = _jointStates[jointIndex];
if (childIndex != -1 && geometry.joints.at(jointIndex).isFree) {
// if there's a child, then I must adjust *my* rotation
glm::vec3 childTranslation = extractTranslation(_jointStates.at(childIndex).transform);
applyRotationDelta(jointIndex, rotationBetween(childTranslation - extractTranslation(state.transform),
childTranslation - translation));
}
if (parentIndex != -1 && geometry.joints.at(parentIndex).isFree) {
// if there's a parent, then I must adjust *its* rotation
JointState& parent = _jointStates[parentIndex];
glm::vec3 parentTranslation = extractTranslation(parent.transform);
applyRotationDelta(parentIndex, rotationBetween(extractTranslation(state.transform) - parentTranslation,
translation - parentTranslation));
}
::setTranslation(state.transform, translation);
}
void Model::deleteGeometry() {
foreach (Model* attachment, _attachments) {
delete attachment;

View file

@ -141,6 +141,7 @@ protected:
class JointState {
public:
glm::vec3 translation;
glm::quat rotation;
glm::mat4 transform;
glm::quat combinedRotation;
@ -172,6 +173,8 @@ protected:
bool allIntermediatesFree = false, const glm::vec3& alignment = glm::vec3(0.0f, -1.0f, 0.0f));
bool setJointRotation(int jointIndex, const glm::quat& rotation, bool fromBind = false);
void setJointTranslation(int jointIndex, const glm::vec3& translation);
/// Restores the indexed joint to its default position.
/// \param percent the percentage of the default position to apply (i.e., 0.25f to slerp one fourth of the way to
/// the original position
@ -188,8 +191,6 @@ protected:
private:
void setJointTranslation(int jointIndex, int parentIndex, int childIndex, const glm::vec3& translation);
void deleteGeometry();
float _pupilDilation;