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Merge pull request #5826 from AndrewMeadows/ik-repairs-000
prevent initial bad IK targets for hands
This commit is contained in:
commit
5eef0e21ad
3 changed files with 118 additions and 78 deletions
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@ -9,6 +9,7 @@
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#include "AnimInverseKinematics.h"
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#include <GLMHelpers.h>
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#include <NumericalConstants.h>
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#include <SharedUtil.h>
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@ -54,7 +55,20 @@ void AnimInverseKinematics::computeAbsolutePoses(AnimPoseVec& absolutePoses) con
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void AnimInverseKinematics::setTargetVars(const QString& jointName, const QString& positionVar, const QString& rotationVar) {
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// if there are dups, last one wins.
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_targetVarVec.push_back(IKTargetVar(jointName, positionVar.toStdString(), rotationVar.toStdString()));
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bool found = false;
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for (auto& targetVar: _targetVarVec) {
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if (targetVar.jointName == jointName) {
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// update existing targetVar
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targetVar.positionVar = positionVar.toStdString();
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targetVar.rotationVar = rotationVar.toStdString();
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found = true;
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break;
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}
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}
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if (!found) {
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// create a new entry
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_targetVarVec.push_back(IKTargetVar(jointName, positionVar.toStdString(), rotationVar.toStdString()));
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}
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}
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static int findRootJointInSkeleton(AnimSkeleton::ConstPointer skeleton, int index) {
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@ -68,6 +82,12 @@ static int findRootJointInSkeleton(AnimSkeleton::ConstPointer skeleton, int inde
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return rootIndex;
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}
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struct IKTarget {
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AnimPose pose;
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int index;
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int rootIndex;
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};
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//virtual
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const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVars, float dt, AnimNode::Triggers& triggersOut) {
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@ -76,43 +96,53 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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return _relativePoses;
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}
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// evaluate target vars
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// build a list of targets from _targetVarVec
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std::vector<IKTarget> targets;
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bool removeUnfoundJoints = false;
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for (auto& targetVar : _targetVarVec) {
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// lazy look up of jointIndices and insertion into _absoluteTargets map
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if (!targetVar.hasPerformedJointLookup) {
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targetVar.jointIndex = _skeleton->nameToJointIndex(targetVar.jointName);
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if (targetVar.jointIndex >= 0) {
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// insert into _absoluteTargets map
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IKTarget target;
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target.pose = AnimPose::identity;
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target.rootIndex = findRootJointInSkeleton(_skeleton, targetVar.jointIndex);
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_absoluteTargets[targetVar.jointIndex] = target;
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if (targetVar.jointIndex > _maxTargetIndex) {
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_maxTargetIndex = targetVar.jointIndex;
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}
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if (targetVar.jointIndex == -1) {
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// this targetVar hasn't been validated yet...
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int jointIndex = _skeleton->nameToJointIndex(targetVar.jointName);
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if (jointIndex >= 0) {
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// this targetVar has a valid joint --> cache the indices
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targetVar.jointIndex = jointIndex;
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targetVar.rootIndex = findRootJointInSkeleton(_skeleton, jointIndex);
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} else {
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qCWarning(animation) << "AnimInverseKinematics could not find jointName" << targetVar.jointName << "in skeleton";
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removeUnfoundJoints = true;
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}
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targetVar.hasPerformedJointLookup = true;
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}
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if (targetVar.jointIndex >= 0) {
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// update pose in _absoluteTargets map
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auto iter = _absoluteTargets.find(targetVar.jointIndex);
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if (iter != _absoluteTargets.end()) {
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} else {
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// TODO: get this done without a double-lookup of each var in animVars
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if (animVars.hasKey(targetVar.positionVar) || animVars.hasKey(targetVar.rotationVar)) {
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IKTarget target;
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AnimPose defaultPose = _skeleton->getAbsolutePose(targetVar.jointIndex, _relativePoses);
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iter->second.pose.trans = animVars.lookup(targetVar.positionVar, defaultPose.trans);
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iter->second.pose.rot = animVars.lookup(targetVar.rotationVar, defaultPose.rot);
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target.pose.trans = animVars.lookup(targetVar.positionVar, defaultPose.trans);
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target.pose.rot = animVars.lookup(targetVar.rotationVar, defaultPose.rot);
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target.rootIndex = targetVar.rootIndex;
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target.index = targetVar.jointIndex;
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targets.push_back(target);
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}
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}
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}
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// RELAX! Don't do it.
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// relaxTowardDefaults(dt);
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if (removeUnfoundJoints) {
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int numVars = _targetVarVec.size();
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int i = 0;
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while (i < numVars) {
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if (_targetVarVec[i].jointIndex == -1) {
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if (numVars > 1) {
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// swap i for last element
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_targetVarVec[i] = _targetVarVec[numVars - 1];
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}
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_targetVarVec.pop_back();
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--numVars;
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} else {
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++i;
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}
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}
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}
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if (_absoluteTargets.empty()) {
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if (targets.empty()) {
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// no IK targets but still need to enforce constraints
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std::map<int, RotationConstraint*>::iterator constraintItr = _constraints.begin();
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while (constraintItr != _constraints.end()) {
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@ -135,11 +165,11 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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quint64 expiry = usecTimestampNow() + MAX_IK_TIME;
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do {
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largestError = 0.0f;
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for (auto& targetPair: _absoluteTargets) {
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for (auto& target: targets) {
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int lowestMovedIndex = _relativePoses.size() - 1;
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int tipIndex = targetPair.first;
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AnimPose targetPose = targetPair.second.pose;
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int rootIndex = targetPair.second.rootIndex;
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int tipIndex = target.index;
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AnimPose targetPose = target.pose;
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int rootIndex = target.rootIndex;
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if (rootIndex != -1) {
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// transform targetPose into skeleton's absolute frame
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AnimPose& rootPose = _relativePoses[rootIndex];
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@ -150,11 +180,11 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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glm::vec3 tip = absolutePoses[tipIndex].trans;
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float error = glm::length(targetPose.trans - tip);
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// descend toward root, rotating each joint to get tip closer to target
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int index = _skeleton->getParentIndex(tipIndex);
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while (index != -1 && error > ACCEPTABLE_RELATIVE_ERROR) {
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// descend toward root, pivoting each joint to get tip closer to target
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int pivotIndex = _skeleton->getParentIndex(tipIndex);
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while (pivotIndex != -1 && error > ACCEPTABLE_RELATIVE_ERROR) {
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// compute the two lines that should be aligned
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glm::vec3 jointPosition = absolutePoses[index].trans;
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glm::vec3 jointPosition = absolutePoses[pivotIndex].trans;
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glm::vec3 leverArm = tip - jointPosition;
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glm::vec3 targetLine = targetPose.trans - jointPosition;
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@ -173,29 +203,34 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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angle = 0.5f * angle;
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glm::quat deltaRotation = glm::angleAxis(angle, axis);
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int parentIndex = _skeleton->getParentIndex(index);
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int parentIndex = _skeleton->getParentIndex(pivotIndex);
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if (parentIndex == -1) {
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// TODO? apply constraints to root?
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// TODO? harvest the root's transform as movement of entire skeleton?
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} else {
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// compute joint's new parent-relative rotation
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// Q' = dQ * Q and Q = Qp * q --> q' = Qp^ * dQ * Q
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glm::quat newRot = glm::normalize(glm::inverse(absolutePoses[parentIndex].rot) * deltaRotation * absolutePoses[index].rot);
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RotationConstraint* constraint = getConstraint(index);
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glm::quat newRot = glm::normalize(glm::inverse(
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absolutePoses[parentIndex].rot) *
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deltaRotation *
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absolutePoses[pivotIndex].rot);
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RotationConstraint* constraint = getConstraint(pivotIndex);
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if (constraint) {
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bool constrained = constraint->apply(newRot);
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if (constrained) {
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// the constraint will modify the movement of the tip so we have to compute the modified
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// model-frame deltaRotation
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// Q' = Qp^ * dQ * Q --> dQ = Qp * Q' * Q^
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deltaRotation = absolutePoses[parentIndex].rot * newRot * glm::inverse(absolutePoses[index].rot);
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deltaRotation = absolutePoses[parentIndex].rot *
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newRot *
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glm::inverse(absolutePoses[pivotIndex].rot);
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}
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}
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_relativePoses[index].rot = newRot;
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_relativePoses[pivotIndex].rot = newRot;
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}
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// this joint has been changed so we check to see if it has the lowest index
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if (index < lowestMovedIndex) {
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lowestMovedIndex = index;
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if (pivotIndex < lowestMovedIndex) {
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lowestMovedIndex = pivotIndex;
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}
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// keep track of tip's new position as we descend towards root
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@ -203,7 +238,7 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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error = glm::length(targetPose.trans - tip);
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}
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}
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index = _skeleton->getParentIndex(index);
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pivotIndex = _skeleton->getParentIndex(pivotIndex);
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}
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if (largestError < error) {
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largestError = error;
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@ -248,12 +283,16 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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loadPoses(underPoses);
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} else {
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// relax toward underpose
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const float RELAXATION_TIMESCALE = 0.125f;
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const float alpha = glm::clamp(dt / RELAXATION_TIMESCALE, 0.0f, 1.0f);
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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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_relativePoses[i].rot = glm::normalize(glm::lerp(_relativePoses[i].rot, dotSign * underPoses[i].rot, alpha));
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_relativePoses[i].rot = glm::normalize(glm::lerp(_relativePoses[i].rot, dotSign * underPoses[i].rot, blend));
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}
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}
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return evaluate(animVars, dt, triggersOut);
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@ -277,10 +316,6 @@ void AnimInverseKinematics::clearConstraints() {
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_constraints.clear();
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}
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const glm::vec3 xAxis(1.0f, 0.0f, 0.0f);
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const glm::vec3 yAxis(0.0f, 1.0f, 0.0f);
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const glm::vec3 zAxis(0.0f, 0.0f, 1.0f);
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void AnimInverseKinematics::initConstraints() {
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if (!_skeleton) {
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return;
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@ -288,7 +323,7 @@ void AnimInverseKinematics::initConstraints() {
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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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//
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//
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//
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// O RightHand
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// Head /
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// O /
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@ -306,7 +341,7 @@ void AnimInverseKinematics::initConstraints() {
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// y |
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// | |
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// | O---O---O RightUpLeg
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// z | | |
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// z | | Hips2 |
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// \ | | |
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// \| | |
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// x -----+ O O RightLeg
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@ -334,7 +369,7 @@ void AnimInverseKinematics::initConstraints() {
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_constraints.clear();
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for (int i = 0; i < numJoints; ++i) {
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// compute the joint's baseName and remember if it was Left or not
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// compute the joint's baseName and remember whether its prefix was "Left" or not
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QString baseName = _skeleton->getJointName(i);
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bool isLeft = baseName.startsWith("Left", Qt::CaseInsensitive);
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float mirror = isLeft ? -1.0f : 1.0f;
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@ -442,7 +477,7 @@ void AnimInverseKinematics::initConstraints() {
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const float MAX_HAND_SWING = PI / 2.0f;
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minDots.push_back(cosf(MAX_HAND_SWING));
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stConstraint->setSwingLimits(minDots);
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constraint = static_cast<RotationConstraint*>(stConstraint);
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} else if (baseName.startsWith("Shoulder", Qt::CaseInsensitive)) {
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SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
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@ -467,6 +502,18 @@ void AnimInverseKinematics::initConstraints() {
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minDots.push_back(cosf(MAX_SPINE_SWING));
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stConstraint->setSwingLimits(minDots);
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constraint = static_cast<RotationConstraint*>(stConstraint);
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} else if (baseName.startsWith("Hips2", Qt::CaseInsensitive)) {
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SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
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stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot);
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const float MAX_SPINE_TWIST = PI / 8.0f;
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stConstraint->setTwistLimits(-MAX_SPINE_TWIST, MAX_SPINE_TWIST);
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std::vector<float> minDots;
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const float MAX_SPINE_SWING = PI / 14.0f;
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minDots.push_back(cosf(MAX_SPINE_SWING));
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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("Neck", Qt::CaseInsensitive)) {
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SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
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@ -488,18 +535,18 @@ void AnimInverseKinematics::initConstraints() {
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// we determine the max/min angles by rotating the swing limit lines from parent- to child-frame
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// then measure the angles to swing the yAxis into alignment
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glm::vec3 hingeAxis = - mirror * zAxis;
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glm::vec3 hingeAxis = - mirror * Vectors::UNIT_Z;
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const float MIN_ELBOW_ANGLE = 0.05f;
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const float MAX_ELBOW_ANGLE = 11.0f * PI / 12.0f;
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glm::quat invReferenceRotation = glm::inverse(referenceRotation);
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glm::vec3 minSwingAxis = invReferenceRotation * glm::angleAxis(MIN_ELBOW_ANGLE, hingeAxis) * yAxis;
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glm::vec3 maxSwingAxis = invReferenceRotation * glm::angleAxis(MAX_ELBOW_ANGLE, hingeAxis) * yAxis;
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glm::vec3 minSwingAxis = invReferenceRotation * glm::angleAxis(MIN_ELBOW_ANGLE, hingeAxis) * Vectors::UNIT_Y;
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glm::vec3 maxSwingAxis = invReferenceRotation * glm::angleAxis(MAX_ELBOW_ANGLE, hingeAxis) * Vectors::UNIT_Y;
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// for the rest of the math we rotate hingeAxis into the child frame
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hingeAxis = referenceRotation * hingeAxis;
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eConstraint->setHingeAxis(hingeAxis);
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glm::vec3 projectedYAxis = glm::normalize(yAxis - glm::dot(yAxis, hingeAxis) * hingeAxis);
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glm::vec3 projectedYAxis = glm::normalize(Vectors::UNIT_Y - glm::dot(Vectors::UNIT_Y, hingeAxis) * hingeAxis);
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float minAngle = acosf(glm::dot(projectedYAxis, minSwingAxis));
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if (glm::dot(hingeAxis, glm::cross(projectedYAxis, minSwingAxis)) < 0.0f) {
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minAngle = - minAngle;
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@ -516,21 +563,21 @@ void AnimInverseKinematics::initConstraints() {
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ElbowConstraint* eConstraint = new ElbowConstraint();
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glm::quat referenceRotation = _defaultRelativePoses[i].rot;
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eConstraint->setReferenceRotation(referenceRotation);
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glm::vec3 hingeAxis = -1.0f * xAxis;
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glm::vec3 hingeAxis = -1.0f * Vectors::UNIT_X;
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// we determine the max/min angles by rotating the swing limit lines from parent- to child-frame
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// then measure the angles to swing the yAxis into alignment
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const float MIN_KNEE_ANGLE = 0.0f;
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const float MAX_KNEE_ANGLE = 3.0f * PI / 4.0f;
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glm::quat invReferenceRotation = glm::inverse(referenceRotation);
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glm::vec3 minSwingAxis = invReferenceRotation * glm::angleAxis(MIN_KNEE_ANGLE, hingeAxis) * yAxis;
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glm::vec3 maxSwingAxis = invReferenceRotation * glm::angleAxis(MAX_KNEE_ANGLE, hingeAxis) * yAxis;
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glm::vec3 minSwingAxis = invReferenceRotation * glm::angleAxis(MIN_KNEE_ANGLE, hingeAxis) * Vectors::UNIT_Y;
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glm::vec3 maxSwingAxis = invReferenceRotation * glm::angleAxis(MAX_KNEE_ANGLE, hingeAxis) * Vectors::UNIT_Y;
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// for the rest of the math we rotate hingeAxis into the child frame
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hingeAxis = referenceRotation * hingeAxis;
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eConstraint->setHingeAxis(hingeAxis);
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glm::vec3 projectedYAxis = glm::normalize(yAxis - glm::dot(yAxis, hingeAxis) * hingeAxis);
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glm::vec3 projectedYAxis = glm::normalize(Vectors::UNIT_Y - glm::dot(Vectors::UNIT_Y, hingeAxis) * hingeAxis);
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float minAngle = acosf(glm::dot(projectedYAxis, minSwingAxis));
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if (glm::dot(hingeAxis, glm::cross(projectedYAxis, minSwingAxis)) < 0.0f) {
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minAngle = - minAngle;
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@ -550,8 +597,8 @@ void AnimInverseKinematics::initConstraints() {
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// these directions are approximate swing limits in parent-frame
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// NOTE: they don't need to be normalized
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std::vector<glm::vec3> swungDirections;
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swungDirections.push_back(yAxis);
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swungDirections.push_back(xAxis);
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swungDirections.push_back(Vectors::UNIT_Y);
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swungDirections.push_back(Vectors::UNIT_X);
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swungDirections.push_back(glm::vec3(1.0f, 1.0f, 1.0f));
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swungDirections.push_back(glm::vec3(1.0f, 1.0f, -1.0f));
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@ -575,13 +622,10 @@ void AnimInverseKinematics::setSkeletonInternal(AnimSkeleton::ConstPointer skele
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AnimNode::setSkeletonInternal(skeleton);
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// invalidate all targetVars
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for (auto& targetVar : _targetVarVec) {
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targetVar.hasPerformedJointLookup = false;
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for (auto& targetVar: _targetVarVec) {
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targetVar.jointIndex = -1;
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}
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// invalidate all targets
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_absoluteTargets.clear();
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_maxTargetIndex = 0;
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if (skeleton) {
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@ -50,23 +50,17 @@ protected:
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rotationVar(rotationVarIn),
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jointName(jointNameIn),
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jointIndex(-1),
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hasPerformedJointLookup(false) {}
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rootIndex(-1) {}
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||||
|
||||
std::string positionVar;
|
||||
std::string rotationVar;
|
||||
QString jointName;
|
||||
int jointIndex; // cached joint index
|
||||
bool hasPerformedJointLookup = false;
|
||||
};
|
||||
|
||||
struct IKTarget {
|
||||
AnimPose pose;
|
||||
int rootIndex;
|
||||
int rootIndex; // cached root index
|
||||
};
|
||||
|
||||
std::map<int, RotationConstraint*> _constraints;
|
||||
std::vector<IKTargetVar> _targetVarVec;
|
||||
std::map<int, IKTarget> _absoluteTargets; // IK targets of end-points
|
||||
AnimPoseVec _defaultRelativePoses; // poses of the relaxed state
|
||||
AnimPoseVec _relativePoses; // current relative poses
|
||||
|
||||
|
|
|
@ -154,6 +154,8 @@ public:
|
|||
void setTrigger(const std::string& key) { _triggers.insert(key); }
|
||||
void clearTriggers() { _triggers.clear(); }
|
||||
|
||||
bool hasKey(const std::string& key) const { return _map.find(key) != _map.end(); }
|
||||
|
||||
protected:
|
||||
std::map<std::string, AnimVariant> _map;
|
||||
std::set<std::string> _triggers;
|
||||
|
|
Loading…
Reference in a new issue