mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 03:24:00 +02:00
commit
6ea06ffc3c
8 changed files with 146 additions and 78 deletions
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@ -42,7 +42,23 @@ SkeletonModel::~SkeletonModel() {
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void SkeletonModel::initJointStates(QVector<JointState> states) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
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_boundingRadius = _rig->initJointStates(states, parentTransform);
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int rootJointIndex = geometry.rootJointIndex;
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int leftHandJointIndex = geometry.leftHandJointIndex;
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int leftElbowJointIndex = leftHandJointIndex >= 0 ? geometry.joints.at(leftHandJointIndex).parentIndex : -1;
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int leftShoulderJointIndex = leftElbowJointIndex >= 0 ? geometry.joints.at(leftElbowJointIndex).parentIndex : -1;
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int rightHandJointIndex = geometry.rightHandJointIndex;
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int rightElbowJointIndex = rightHandJointIndex >= 0 ? geometry.joints.at(rightHandJointIndex).parentIndex : -1;
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int rightShoulderJointIndex = rightElbowJointIndex >= 0 ? geometry.joints.at(rightElbowJointIndex).parentIndex : -1;
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_boundingRadius = _rig->initJointStates(states, parentTransform,
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rootJointIndex,
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leftHandJointIndex,
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leftElbowJointIndex,
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leftShoulderJointIndex,
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rightHandJointIndex,
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rightElbowJointIndex,
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rightShoulderJointIndex);
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// Determine the default eye position for avatar scale = 1.0
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int headJointIndex = _geometry->getFBXGeometry().headJointIndex;
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@ -227,7 +243,7 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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palmRotation = rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), fingerDirection) * palmRotation;
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if (Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK)) {
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setHandPosition(jointIndex, palmPosition, palmRotation);
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_rig->setHandPosition(jointIndex, palmPosition, palmRotation, extractUniformScale(_scale), PALM_PRIORITY);
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} else if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
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float forearmLength = geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale);
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glm::vec3 forearm = palmRotation * glm::vec3(sign * forearmLength, 0.0f, 0.0f);
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@ -332,69 +348,6 @@ void SkeletonModel::renderOrientationDirections(gpu::Batch& batch, int jointInde
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geometryCache->renderLine(batch, position, pFront, blue, jointLineIDs._front);
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}
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void SkeletonModel::setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation) {
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// this algorithm is from sample code from sixense
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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int elbowJointIndex = geometry.joints.at(jointIndex).parentIndex;
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if (elbowJointIndex == -1) {
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return;
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}
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int shoulderJointIndex = geometry.joints.at(elbowJointIndex).parentIndex;
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glm::vec3 shoulderPosition;
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if (!getJointPosition(shoulderJointIndex, shoulderPosition)) {
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return;
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}
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// precomputed lengths
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float scale = extractUniformScale(_scale);
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float upperArmLength = geometry.joints.at(elbowJointIndex).distanceToParent * scale;
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float lowerArmLength = geometry.joints.at(jointIndex).distanceToParent * scale;
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// first set wrist position
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glm::vec3 wristPosition = position;
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glm::vec3 shoulderToWrist = wristPosition - shoulderPosition;
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float distanceToWrist = glm::length(shoulderToWrist);
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// prevent gimbal lock
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if (distanceToWrist > upperArmLength + lowerArmLength - EPSILON) {
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distanceToWrist = upperArmLength + lowerArmLength - EPSILON;
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shoulderToWrist = glm::normalize(shoulderToWrist) * distanceToWrist;
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wristPosition = shoulderPosition + shoulderToWrist;
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}
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// cosine of angle from upper arm to hand vector
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float cosA = (upperArmLength * upperArmLength + distanceToWrist * distanceToWrist - lowerArmLength * lowerArmLength) /
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(2 * upperArmLength * distanceToWrist);
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float mid = upperArmLength * cosA;
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float height = sqrt(upperArmLength * upperArmLength + mid * mid - 2 * upperArmLength * mid * cosA);
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// direction of the elbow
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glm::vec3 handNormal = glm::cross(rotation * glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow rotating with wrist
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glm::vec3 relaxedNormal = glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow pointing straight down
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const float NORMAL_WEIGHT = 0.5f;
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glm::vec3 finalNormal = glm::mix(relaxedNormal, handNormal, NORMAL_WEIGHT);
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bool rightHand = (jointIndex == geometry.rightHandJointIndex);
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if (rightHand ? (finalNormal.y > 0.0f) : (finalNormal.y < 0.0f)) {
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finalNormal.y = 0.0f; // dont allow elbows to point inward (y is vertical axis)
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}
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glm::vec3 tangent = glm::normalize(glm::cross(shoulderToWrist, finalNormal));
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// ik solution
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glm::vec3 elbowPosition = shoulderPosition + glm::normalize(shoulderToWrist) * mid - tangent * height;
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glm::vec3 forwardVector(rightHand ? -1.0f : 1.0f, 0.0f, 0.0f);
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glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition);
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_rig->setJointRotationInBindFrame(shoulderJointIndex, shoulderRotation, PALM_PRIORITY);
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_rig->setJointRotationInBindFrame(elbowJointIndex,
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rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) *
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shoulderRotation, PALM_PRIORITY);
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_rig->setJointRotationInBindFrame(jointIndex, rotation, PALM_PRIORITY);
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}
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bool SkeletonModel::getLeftHandPosition(glm::vec3& position) const {
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return getJointPositionInWorldFrame(getLeftHandJointIndex(), position);
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}
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@ -131,11 +131,6 @@ private:
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QHash<int, OrientationLineIDs> _jointOrientationLines;
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int _triangleFanID;
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/// \param jointIndex index of joint in model
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/// \param position position of joint in model-frame
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/// \param rotation rotation of joint in model-frame
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void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation);
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bool getEyeModelPositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
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Avatar* _owningAvatar;
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@ -20,15 +20,81 @@ void AvatarRig::updateJointState(int index, glm::mat4 parentTransform) {
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const FBXJoint& joint = state.getFBXJoint();
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// compute model transforms
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int parentIndex = joint.parentIndex;
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if (parentIndex == -1) {
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if (index == _rootJointIndex) {
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// we always zero-out the translation part of an avatar's root join-transform.
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state.computeTransform(parentTransform);
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clearJointTransformTranslation(index);
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} else {
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// guard against out-of-bounds access to _jointStates
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if (joint.parentIndex >= 0 && joint.parentIndex < _jointStates.size()) {
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int parentIndex = joint.parentIndex;
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if (parentIndex >= 0 && parentIndex < _jointStates.size()) {
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const JointState& parentState = _jointStates.at(parentIndex);
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state.computeTransform(parentState.getTransform(), parentState.getTransformChanged());
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}
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}
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}
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void AvatarRig::setHandPosition(int jointIndex,
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const glm::vec3& position, const glm::quat& rotation,
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float scale, float priority) {
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bool rightHand = (jointIndex == _rightHandJointIndex);
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int elbowJointIndex = rightHand ? _rightElbowJointIndex : _leftElbowJointIndex;
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int shoulderJointIndex = rightHand ? _rightShoulderJointIndex : _leftShoulderJointIndex;
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// this algorithm is from sample code from sixense
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if (elbowJointIndex == -1 || shoulderJointIndex == -1) {
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return;
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}
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glm::vec3 shoulderPosition;
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if (!getJointPosition(shoulderJointIndex, shoulderPosition)) {
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return;
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}
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// precomputed lengths
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float upperArmLength = _jointStates[elbowJointIndex].getFBXJoint().distanceToParent * scale;
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float lowerArmLength = _jointStates[jointIndex].getFBXJoint().distanceToParent * scale;
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// first set wrist position
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glm::vec3 wristPosition = position;
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glm::vec3 shoulderToWrist = wristPosition - shoulderPosition;
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float distanceToWrist = glm::length(shoulderToWrist);
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// prevent gimbal lock
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if (distanceToWrist > upperArmLength + lowerArmLength - EPSILON) {
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distanceToWrist = upperArmLength + lowerArmLength - EPSILON;
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shoulderToWrist = glm::normalize(shoulderToWrist) * distanceToWrist;
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wristPosition = shoulderPosition + shoulderToWrist;
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}
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// cosine of angle from upper arm to hand vector
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float cosA = (upperArmLength * upperArmLength + distanceToWrist * distanceToWrist - lowerArmLength * lowerArmLength) /
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(2 * upperArmLength * distanceToWrist);
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float mid = upperArmLength * cosA;
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float height = sqrt(upperArmLength * upperArmLength + mid * mid - 2 * upperArmLength * mid * cosA);
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// direction of the elbow
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glm::vec3 handNormal = glm::cross(rotation * glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow rotating with wrist
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glm::vec3 relaxedNormal = glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow pointing straight down
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const float NORMAL_WEIGHT = 0.5f;
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glm::vec3 finalNormal = glm::mix(relaxedNormal, handNormal, NORMAL_WEIGHT);
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if (rightHand ? (finalNormal.y > 0.0f) : (finalNormal.y < 0.0f)) {
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finalNormal.y = 0.0f; // dont allow elbows to point inward (y is vertical axis)
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}
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glm::vec3 tangent = glm::normalize(glm::cross(shoulderToWrist, finalNormal));
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// ik solution
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glm::vec3 elbowPosition = shoulderPosition + glm::normalize(shoulderToWrist) * mid - tangent * height;
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glm::vec3 forwardVector(rightHand ? -1.0f : 1.0f, 0.0f, 0.0f);
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glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition);
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setJointRotationInBindFrame(shoulderJointIndex, shoulderRotation, priority);
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setJointRotationInBindFrame(elbowJointIndex,
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rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) *
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shoulderRotation, priority);
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setJointRotationInBindFrame(jointIndex, rotation, priority);
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}
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@ -22,6 +22,8 @@ class AvatarRig : public Rig {
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public:
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~AvatarRig() {}
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virtual void updateJointState(int index, glm::mat4 parentTransform);
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virtual void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
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float scale, float priority);
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};
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#endif // hifi_AvatarRig_h
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@ -22,6 +22,8 @@ class EntityRig : public Rig {
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public:
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~EntityRig() {}
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virtual void updateJointState(int index, glm::mat4 parentTransform);
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virtual void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
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float scale, float priority) {}
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};
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#endif // hifi_EntityRig_h
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@ -180,8 +180,24 @@ void Rig::deleteAnimations() {
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_animationHandles.clear();
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}
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float Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform) {
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float Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform,
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int rootJointIndex,
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int leftHandJointIndex,
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int leftElbowJointIndex,
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int leftShoulderJointIndex,
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int rightHandJointIndex,
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int rightElbowJointIndex,
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int rightShoulderJointIndex) {
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_jointStates = states;
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_rootJointIndex = rootJointIndex;
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_leftHandJointIndex = leftHandJointIndex;
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_leftElbowJointIndex = leftElbowJointIndex;
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_leftShoulderJointIndex = leftShoulderJointIndex;
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_rightHandJointIndex = rightHandJointIndex;
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_rightElbowJointIndex = rightElbowJointIndex;
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_rightShoulderJointIndex = rightShoulderJointIndex;
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initJointTransforms(parentTransform);
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int numStates = _jointStates.size();
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@ -42,7 +42,6 @@
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class AnimationHandle;
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typedef std::shared_ptr<AnimationHandle> AnimationHandlePointer;
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// typedef QWeakPointer<AnimationHandle> WeakAnimationHandlePointer;
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class Rig;
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typedef std::shared_ptr<Rig> RigPointer;
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@ -91,7 +90,14 @@ public:
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float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
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float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList(), bool startAutomatically = false);
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float initJointStates(QVector<JointState> states, glm::mat4 parentTransform);
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float initJointStates(QVector<JointState> states, glm::mat4 parentTransform,
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int rootJointIndex,
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int leftHandJointIndex,
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int leftElbowJointIndex,
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int leftShoulderJointIndex,
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int rightHandJointIndex,
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int rightElbowJointIndex,
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int rightShoulderJointIndex);
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bool jointStatesEmpty() { return _jointStates.isEmpty(); };
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int getJointStateCount() const { return _jointStates.size(); }
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int indexOfJoint(const QString& jointName) ;
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@ -150,6 +156,9 @@ public:
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void updateFromHeadParameters(const HeadParameters& params);
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virtual void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
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float scale, float priority) = 0;
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protected:
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void updateLeanJoint(int index, float leanSideways, float leanForward, float torsoTwist);
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@ -157,6 +166,15 @@ public:
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void updateEyeJoint(int index, const glm::quat& worldHeadOrientation, const glm::vec3& lookAt, const glm::vec3& saccade);
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QVector<JointState> _jointStates;
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int _rootJointIndex = -1;
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int _leftHandJointIndex = -1;
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int _leftElbowJointIndex = -1;
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int _leftShoulderJointIndex = -1;
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int _rightHandJointIndex = -1;
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int _rightElbowJointIndex = -1;
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int _rightShoulderJointIndex = -1;
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QList<AnimationHandlePointer> _animationHandles;
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QList<AnimationHandlePointer> _runningAnimations;
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@ -164,6 +182,6 @@ public:
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bool _enableRig;
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glm::vec3 _lastFront;
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glm::vec3 _lastPosition;
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};
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};
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#endif /* defined(__hifi__Rig__) */
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@ -473,7 +473,23 @@ bool Model::updateGeometry() {
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void Model::initJointStates(QVector<JointState> states) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
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_boundingRadius = _rig->initJointStates(states, parentTransform);
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int rootJointIndex = geometry.rootJointIndex;
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int leftHandJointIndex = geometry.leftHandJointIndex;
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int leftElbowJointIndex = leftHandJointIndex >= 0 ? geometry.joints.at(leftHandJointIndex).parentIndex : -1;
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int leftShoulderJointIndex = leftElbowJointIndex >= 0 ? geometry.joints.at(leftElbowJointIndex).parentIndex : -1;
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int rightHandJointIndex = geometry.rightHandJointIndex;
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int rightElbowJointIndex = rightHandJointIndex >= 0 ? geometry.joints.at(rightHandJointIndex).parentIndex : -1;
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int rightShoulderJointIndex = rightElbowJointIndex >= 0 ? geometry.joints.at(rightElbowJointIndex).parentIndex : -1;
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_boundingRadius = _rig->initJointStates(states, parentTransform,
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rootJointIndex,
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leftHandJointIndex,
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leftElbowJointIndex,
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leftShoulderJointIndex,
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rightHandJointIndex,
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rightElbowJointIndex,
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rightShoulderJointIndex);
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}
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bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
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