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use animation state to compute bodyInSensorFrame
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91bc7ca062
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4 changed files with 40 additions and 49 deletions
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@ -1975,53 +1975,19 @@ glm::quat MyAvatar::getWorldBodyOrientation() const {
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// derive avatar body position and orientation from the current HMD Sensor location.
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// results are in sensor space
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glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
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// HMD is in sensor space.
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const glm::vec3 hmdPosition = getHMDSensorPosition();
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const glm::quat hmdOrientation = getHMDSensorOrientation();
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const glm::quat hmdOrientationYawOnly = cancelOutRollAndPitch(hmdOrientation);
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const glm::vec3 DEFAULT_RIGHT_EYE_POS(-0.3f, 1.6f, 0.0f);
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const glm::vec3 DEFAULT_LEFT_EYE_POS(0.3f, 1.6f, 0.0f);
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const glm::vec3 DEFAULT_NECK_POS(0.0f, 1.5f, 0.0f);
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const glm::vec3 DEFAULT_HIPS_POS(0.0f, 1.0f, 0.0f);
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vec3 localEyes, localNeck;
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if (!_debugDrawSkeleton) {
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const glm::quat rotY180 = glm::angleAxis((float)PI, glm::vec3(0.0f, 1.0f, 0.0f));
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localEyes = rotY180 * (((DEFAULT_RIGHT_EYE_POS + DEFAULT_LEFT_EYE_POS) / 2.0f) - DEFAULT_HIPS_POS);
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localNeck = rotY180 * (DEFAULT_NECK_POS - DEFAULT_HIPS_POS);
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} else {
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// TODO: At the moment MyAvatar does not have access to the rig, which has the skeleton, which has the bind poses.
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// for now use the _debugDrawSkeleton, which is initialized with the same FBX model as the rig.
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// TODO: cache these indices.
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int rightEyeIndex = _debugDrawSkeleton->nameToJointIndex("RightEye");
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int leftEyeIndex = _debugDrawSkeleton->nameToJointIndex("LeftEye");
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int neckIndex = _debugDrawSkeleton->nameToJointIndex("Neck");
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int hipsIndex = _debugDrawSkeleton->nameToJointIndex("Hips");
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glm::vec3 absRightEyePos = rightEyeIndex != -1 ? _debugDrawSkeleton->getAbsoluteBindPose(rightEyeIndex).trans : DEFAULT_RIGHT_EYE_POS;
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glm::vec3 absLeftEyePos = leftEyeIndex != -1 ? _debugDrawSkeleton->getAbsoluteBindPose(leftEyeIndex).trans : DEFAULT_LEFT_EYE_POS;
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glm::vec3 absNeckPos = neckIndex != -1 ? _debugDrawSkeleton->getAbsoluteBindPose(neckIndex).trans : DEFAULT_NECK_POS;
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glm::vec3 absHipsPos = neckIndex != -1 ? _debugDrawSkeleton->getAbsoluteBindPose(hipsIndex).trans : DEFAULT_HIPS_POS;
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const glm::quat rotY180 = glm::angleAxis((float)PI, glm::vec3(0.0f, 1.0f, 0.0f));
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localEyes = rotY180 * (((absRightEyePos + absLeftEyePos) / 2.0f) - absHipsPos);
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localNeck = rotY180 * (absNeckPos - absHipsPos);
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if (_rig) {
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// orientation
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const glm::quat hmdOrientation = getHMDSensorOrientation();
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const glm::quat yaw = cancelOutRollAndPitch(hmdOrientation);
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// position
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// we flip about yAxis when going from "root" to "avatar" frame
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// and we must also apply "yaw" to get into HMD frame
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glm::quat rotY180 = glm::angleAxis((float)M_PI, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::vec3 eyesInAvatarFrame = rotY180 * yaw * _rig->getEyesInRootFrame();
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glm::vec3 bodyPos = getHMDSensorPosition() - eyesInAvatarFrame;
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return createMatFromQuatAndPos(yaw, bodyPos);
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}
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// apply simplistic head/neck model
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// figure out where the avatar body should be by applying offsets from the avatar's neck & head joints.
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// eyeToNeck offset is relative full HMD orientation.
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// while neckToRoot offset is only relative to HMDs yaw.
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glm::vec3 eyeToNeck = hmdOrientation * (localNeck - localEyes);
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glm::vec3 neckToRoot = hmdOrientationYawOnly * -localNeck;
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glm::vec3 bodyPos = hmdPosition + eyeToNeck + neckToRoot;
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// avatar facing is determined solely by hmd orientation.
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return createMatFromQuatAndPos(hmdOrientationYawOnly, bodyPos);
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return glm::mat4();
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}
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glm::vec3 MyAvatar::getPositionForAudio() {
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@ -330,7 +330,7 @@ private:
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PalmData getActivePalmData(int palmIndex) const;
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// derive avatar body position and orientation from the current HMD Sensor location.
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// results are in sensor space
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// results are in HMD frame
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glm::mat4 deriveBodyFromHMDSensor() const;
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float _driveKeys[MAX_DRIVE_KEYS];
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@ -407,6 +407,24 @@ void Rig::calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds,
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*alphaOut = alpha;
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}
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void Rig::computeEyesInRootFrame(const AnimPoseVec& poses) {
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// TODO: use cached eye/hips indices for these calculations
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int numPoses = poses.size();
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int rightEyeIndex = _animSkeleton->nameToJointIndex(QString("RightEye"));
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int leftEyeIndex = _animSkeleton->nameToJointIndex(QString("LeftEye"));
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if (numPoses > rightEyeIndex && numPoses > leftEyeIndex
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&& rightEyeIndex > 0 && leftEyeIndex > 0) {
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int hipsIndex = _animSkeleton->nameToJointIndex(QString("Hips"));
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int headIndex = _animSkeleton->nameToJointIndex(QString("Head"));
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if (hipsIndex >= 0 && headIndex > 0) {
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glm::vec3 rightEye = _animSkeleton->getAbsolutePose(rightEyeIndex, poses).trans;
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glm::vec3 leftEye = _animSkeleton->getAbsolutePose(leftEyeIndex, poses).trans;
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glm::vec3 hips = _animSkeleton->getAbsolutePose(hipsIndex, poses).trans;
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_eyesInRootFrame = 0.5f * (rightEye + leftEye) - hips;
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}
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}
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}
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// animation reference speeds.
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static const std::vector<float> FORWARD_SPEEDS = { 0.4f, 1.4f, 4.5f }; // m/s
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static const std::vector<float> BACKWARD_SPEEDS = { 0.6f, 1.45f }; // m/s
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@ -730,6 +748,7 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) {
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setJointTranslation((int)i, true, poses[i].trans, PRIORITY);
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}
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computeEyesInRootFrame(poses);
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} else {
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// First normalize the fades so that they sum to 1.0.
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@ -1124,14 +1143,14 @@ void Rig::updateLeanJoint(int index, float leanSideways, float leanForward, floa
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static AnimPose avatarToBonePose(AnimPose pose, AnimSkeleton::ConstPointer skeleton) {
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AnimPose rootPose = skeleton->getAbsoluteBindPose(skeleton->nameToJointIndex("Hips"));
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AnimPose rotY180(glm::vec3(1), glm::angleAxis((float)PI, glm::vec3(0.0f, 1.0f, 0.0f)), glm::vec3(0));
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AnimPose rotY180(glm::vec3(1.0f), glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)), glm::vec3(0));
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return rootPose * rotY180 * pose;
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}
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#ifdef DEBUG_RENDERING
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static AnimPose boneToAvatarPose(AnimPose pose, AnimSkeleton::ConstPointer skeleton) {
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AnimPose rootPose = skeleton->getAbsoluteBindPose(skeleton->nameToJointIndex("Hips"));
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AnimPose rotY180(glm::vec3(1), glm::angleAxis((float)PI, glm::vec3(0.0f, 1.0f, 0.0f)), glm::vec3(0));
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AnimPose rotY180(glm::vec3(1.0f), glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)), glm::vec3(0));
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return (rootPose * rotY180).inverse() * pose;
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}
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#endif
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@ -1342,6 +1361,7 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
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void Rig::makeAnimSkeleton(const FBXGeometry& fbxGeometry) {
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if (!_animSkeleton) {
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_animSkeleton = std::make_shared<AnimSkeleton>(fbxGeometry);
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computeEyesInRootFrame(_animSkeleton->getRelativeBindPoses());
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}
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}
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@ -214,6 +214,8 @@ public:
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bool getModelOffset(glm::vec3& modelOffsetOut) const;
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const glm::vec3& getEyesInRootFrame() const { return _eyesInRootFrame; }
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protected:
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void updateAnimationStateHandlers();
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@ -222,6 +224,8 @@ public:
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void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::quat& worldHeadOrientation, const glm::vec3& lookAt, const glm::vec3& saccade);
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void calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const;
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void computeEyesInRootFrame(const AnimPoseVec& poses);
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QVector<JointState> _jointStates;
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int _rootJointIndex = -1;
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@ -241,6 +245,7 @@ public:
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glm::vec3 _lastFront;
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glm::vec3 _lastPosition;
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glm::vec3 _lastVelocity;
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glm::vec3 _eyesInRootFrame { Vectors::ZERO };
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std::shared_ptr<AnimNode> _animNode;
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std::shared_ptr<AnimSkeleton> _animSkeleton;
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