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fix for vive controller to place hand for IK
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1 changed files with 58 additions and 3 deletions
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@ -324,9 +324,64 @@ void ViveControllerManager::handlePoseEvent(const mat4& mat, int index) {
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glm::vec3 position = extractTranslation(mat);
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glm::quat rotation = glm::quat_cast(mat);
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// Flip the rotation appropriately for each hand
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int sign = index == LEFT_HAND ? 1 : -1;
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rotation = rotation * glm::angleAxis(PI, glm::vec3(1.0f, 0.0f, 0.0f)) * glm::angleAxis(sign * PI_OVER_TWO, glm::vec3(0.0f, 0.0f, 1.0f));
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// When the sensor-to-world rotation is identity the coordinate axes look like this:
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//
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// user
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// forward
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// z
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// |
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// y| user
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// y o----x right
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// o-----x user
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// | up
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// |
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// z
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//
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// Vive
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//
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// From ABOVE the hand canonical axes looks like this:
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//
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// | | | | y | | | |
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// | | | | | | | | |
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// | | | | |
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// |left | / x---- + \ |right|
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// | _/ z \_ |
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// | | | |
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// | | | |
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//
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// So when the user is standing in Vive space facing the -zAxis with hands outstretched and palms down
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// the rotation to align the Vive axes with those of the hands is:
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//
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// QviveToHand = halfTurnAboutY * quaterTurnAboutX
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// Due to how the Vive controllers fit into the palm there is an offset that is different for each hand.
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// You can think of this offset as the inverse of the measured rotation when the hands are posed, such that
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// the combination (measurement * offset) is identity at this orientation.
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//
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// Qoffset = glm::inverse(deltaRotation when hand is posed fingers forward, palm down)
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//
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// An approximate offset for the Vive can be obtained by inpection:
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//
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// Qoffset = glm::inverse(glm::angleAxis(sign * PI/4.0f, zAxis) * glm::angleAxis(PI/2.0f, xAxis))
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//
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// Finally there is another flip around the yAxis to re-align from model to Vive space, so the full equation is:
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//
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// Q = yFlip * combinedMeasurement * viveToHand
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//
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// Q = yFlip * (deltaQ * QOffset) * (yFlip * quarterTurnAboutX)
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//
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// Q = yFlip * (deltaQ * inverse(deltaQForAlignedHand)) * (yFlip * quarterTurnAboutX)
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const glm::quat quarterX = glm::angleAxis(PI / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f));
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const glm::quat yFlip = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
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float sign = (index == LEFT_HAND) ? -1.0f : 1.0f;
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const glm::quat signedQuaterZ = glm::angleAxis(sign * PI / 2.0f, glm::vec3(0.0f, 0.0f, 1.0f));
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const glm::quat eighthX = glm::angleAxis(PI / 4.0f, glm::vec3(1.0f, 0.0f, 0.0f));
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const glm::quat offset = glm::inverse(signedQuaterZ * eighthX);
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rotation = yFlip * rotation * offset * yFlip * quarterX;
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position += rotation * glm::vec3(0, 0, -CONTROLLER_LENGTH_OFFSET);
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