mirror of
https://github.com/overte-org/overte.git
synced 2025-04-22 19:13:38 +02:00
Hooked up IK constraint rendering
This commit is contained in:
parent
e992d6703a
commit
7af93f9fea
10 changed files with 89 additions and 54 deletions
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@ -523,6 +523,8 @@ Menu::Menu() {
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avatar.get(), SLOT(setEnableDebugDrawSensorToWorldMatrix(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderIKTargets, 0, false,
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avatar.get(), SLOT(setEnableDebugDrawIKTargets(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderIKConstraints, 0, false,
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avatar.get(), SLOT(setEnableDebugDrawIKConstraints(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::ActionMotorControl,
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Qt::CTRL | Qt::SHIFT | Qt::Key_K, true, avatar.get(), SLOT(updateMotionBehaviorFromMenu()),
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@ -161,6 +161,7 @@ namespace MenuOption {
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const QString RenderResolutionQuarter = "1/4";
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const QString RenderSensorToWorldMatrix = "Show SensorToWorld Matrix";
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const QString RenderIKTargets = "Show IK Targets";
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const QString RenderIKConstraints = "Show IK Constraints";
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const QString ResetAvatarSize = "Reset Avatar Size";
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const QString ResetSensors = "Reset Sensors";
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const QString RunningScripts = "Running Scripts...";
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@ -505,6 +505,7 @@ void MyAvatar::simulate(float deltaTime) {
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if (_rig) {
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_rig->setEnableDebugDrawIKTargets(_enableDebugDrawIKTargets);
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_rig->setEnableDebugDrawIKConstraints(_enableDebugDrawIKConstraints);
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}
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_skeletonModel->simulate(deltaTime);
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@ -930,6 +931,10 @@ void MyAvatar::setEnableDebugDrawIKTargets(bool isEnabled) {
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_enableDebugDrawIKTargets = isEnabled;
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}
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void MyAvatar::setEnableDebugDrawIKConstraints(bool isEnabled) {
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_enableDebugDrawIKConstraints = isEnabled;
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}
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void MyAvatar::setEnableMeshVisible(bool isEnabled) {
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_skeletonModel->setVisibleInScene(isEnabled, qApp->getMain3DScene());
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}
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@ -518,6 +518,7 @@ public slots:
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void setEnableDebugDrawHandControllers(bool isEnabled);
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void setEnableDebugDrawSensorToWorldMatrix(bool isEnabled);
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void setEnableDebugDrawIKTargets(bool isEnabled);
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void setEnableDebugDrawIKConstraints(bool isEnabled);
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bool getEnableMeshVisible() const { return _skeletonModel->isVisible(); }
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void setEnableMeshVisible(bool isEnabled);
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void setUseAnimPreAndPostRotations(bool isEnabled);
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@ -703,6 +704,7 @@ private:
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bool _enableDebugDrawHandControllers { false };
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bool _enableDebugDrawSensorToWorldMatrix { false };
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bool _enableDebugDrawIKTargets { false };
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bool _enableDebugDrawIKConstraints { false };
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AudioListenerMode _audioListenerMode;
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glm::vec3 _customListenPosition;
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@ -10,8 +10,10 @@
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#include "AnimContext.h"
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AnimContext::AnimContext(bool enableDebugDrawIKTargets, const glm::mat4& geometryToRigMatrix, const glm::mat4& rigToWorldMatrix) :
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AnimContext::AnimContext(bool enableDebugDrawIKTargets, bool enableDebugDrawIKConstraints,
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const glm::mat4& geometryToRigMatrix, const glm::mat4& rigToWorldMatrix) :
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_enableDebugDrawIKTargets(enableDebugDrawIKTargets),
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_enableDebugDrawIKConstraints(enableDebugDrawIKConstraints),
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_geometryToRigMatrix(geometryToRigMatrix),
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_rigToWorldMatrix(rigToWorldMatrix)
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{
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@ -16,15 +16,18 @@
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class AnimContext {
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public:
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AnimContext(bool enableDebugDrawIKTargets, const glm::mat4& geometryToRigMatrix, const glm::mat4& rigToWorldMatrix);
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AnimContext(bool enableDebugDrawIKTargets, bool enableDebugDrawIKConstraints,
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const glm::mat4& geometryToRigMatrix, const glm::mat4& rigToWorldMatrix);
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bool getEnableDebugDrawIKTargets() const { return _enableDebugDrawIKTargets; }
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bool getEnableDebugDrawIKConstraints() const { return _enableDebugDrawIKConstraints; }
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const glm::mat4& getGeometryToRigMatrix() const { return _geometryToRigMatrix; }
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const glm::mat4& getRigToWorldMatrix() const { return _rigToWorldMatrix; }
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protected:
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bool _enableDebugDrawIKTargets { false };
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bool _enableDebugDrawIKConstraints{ false };
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glm::mat4 _geometryToRigMatrix;
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glm::mat4 _rigToWorldMatrix;
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};
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@ -399,7 +399,9 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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//virtual
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const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) {
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debugDrawConstraints(context);
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if (context.getEnableDebugDrawIKConstraints()) {
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debugDrawConstraints(context);
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}
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const float MAX_OVERLAY_DT = 1.0f / 30.0f; // what to clamp delta-time to in AnimInverseKinematics::overlay
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if (dt > MAX_OVERLAY_DT) {
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@ -624,17 +626,19 @@ void AnimInverseKinematics::clearConstraints() {
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_constraints.clear();
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}
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// set up swing limits around a swingTwistConstraint in an ellipse, where lateralSwingTheta is the swing limit for lateral swings (side to side)
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// anteriorSwingTheta is swing limit for forward and backward swings. (where x-axis of reference rotation is sideways and -z-axis is forward)
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static void setEllipticalSwingLimits(SwingTwistConstraint* stConstraint, float lateralSwingTheta, float anteriorSwingTheta) {
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// set up swing limits around a swingTwistConstraint in an ellipse, where lateralSwingPhi is the swing limit for lateral swings (side to side)
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// anteriorSwingPhi is swing limit for forward and backward swings. (where x-axis of reference rotation is sideways and -z-axis is forward)
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static void setEllipticalSwingLimits(SwingTwistConstraint* stConstraint, float lateralSwingPhi, float anteriorSwingPhi) {
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assert(stConstraint);
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const int NUM_SUBDIVISIONS = 8;
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const int NUM_SUBDIVISIONS = 16;
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std::vector<float> minDots;
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minDots.reserve(NUM_SUBDIVISIONS);
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float dTheta = TWO_PI / NUM_SUBDIVISIONS;
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float theta = 0.0f;
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for (int i = 0; i < NUM_SUBDIVISIONS; i++) {
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minDots.push_back(cosf(glm::length(glm::vec2(anteriorSwingTheta * cosf(theta), lateralSwingTheta * sinf(theta)))));
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float theta_prime = atanf((lateralSwingPhi / anteriorSwingPhi) * tanf(theta));
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float phi = (cosf(2.0f * theta_prime) * ((lateralSwingPhi - anteriorSwingPhi) / 2.0f)) + ((lateralSwingPhi + anteriorSwingPhi) / 2.0f);
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minDots.push_back(cosf(phi));
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theta += dTheta;
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}
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stConstraint->setSwingLimits(minDots);
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@ -642,7 +646,6 @@ static void setEllipticalSwingLimits(SwingTwistConstraint* stConstraint, float l
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void AnimInverseKinematics::initConstraints() {
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if (!_skeleton) {
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return;
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}
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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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@ -746,30 +749,27 @@ void AnimInverseKinematics::initConstraints() {
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std::vector<glm::vec3> swungDirections;
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float deltaTheta = PI / 4.0f;
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float theta = 0.0f;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta)));
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swungDirections.push_back(glm::vec3(cosf(theta), -0.25f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.0f, sinf(theta)));
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swungDirections.push_back(glm::vec3(cosf(theta), 0.0f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.25f, sinf(theta))); // posterior
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swungDirections.push_back(glm::vec3(cosf(theta), 0.25f, sinf(theta))); // posterior
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.0f, sinf(theta)));
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swungDirections.push_back(glm::vec3(cosf(theta), 0.0f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta)));
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swungDirections.push_back(glm::vec3(cosf(theta), -0.25f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta)));
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swungDirections.push_back(glm::vec3(cosf(theta), -0.5f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta))); // anterior
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swungDirections.push_back(glm::vec3(cosf(theta), -0.5f, sinf(theta))); // anterior
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta)));
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swungDirections.push_back(glm::vec3(cosf(theta), -0.5f, sinf(theta)));
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// rotate directions into joint-frame
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glm::quat invAbsoluteRotation = glm::inverse(absolutePoses[i].rot());
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int numDirections = (int)swungDirections.size();
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for (int j = 0; j < numDirections; ++j) {
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swungDirections[j] = invAbsoluteRotation * swungDirections[j];
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std::vector<float> minDots;
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for (int i = 0; i < swungDirections.size(); i++) {
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minDots.push_back(glm::dot(glm::normalize(swungDirections[i]), Vectors::UNIT_Y));
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}
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stConstraint->setSwingLimits(swungDirections);
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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("Hand", Qt::CaseSensitive)) {
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SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
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@ -1006,8 +1006,13 @@ void AnimInverseKinematics::setSkeletonInternal(AnimSkeleton::ConstPointer skele
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}
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}
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void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) const {
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static glm::vec3 sphericalToCartesian(float phi, float theta) {
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float cos_phi = cosf(phi);
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float sin_phi = sinf(phi);
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return glm::vec3(sin_phi * cosf(theta), cos_phi, -sin_phi * sinf(theta));
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}
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void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) const {
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if (_skeleton) {
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const vec4 RED(1.0f, 0.0f, 0.0f, 1.0f);
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const vec4 GREEN(0.0f, 1.0f, 0.0f, 1.0f);
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@ -1020,13 +1025,26 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
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const float TWIST_LENGTH = 4.0f; // cm
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const float HINGE_LENGTH = 6.0f; // cm
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const float SWING_LENGTH = 5.0f; // cm
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AnimPoseVec absPoses = /*_limitCenterPoses;*/ _skeleton->getRelativeDefaultPoses();
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_skeleton->convertRelativePosesToAbsolute(absPoses);
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AnimPoseVec poses = _skeleton->getRelativeDefaultPoses();
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// copy reference rotations into the relative poses
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for (int i = 0; i < poses.size(); i++) {
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const RotationConstraint* constraint = getConstraint(i);
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if (constraint) {
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poses[i].rot() = constraint->getReferenceRotation();
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}
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}
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// convert relative poses to absolute
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_skeleton->convertRelativePosesToAbsolute(poses);
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mat4 geomToWorldMatrix = context.getRigToWorldMatrix() * context.getGeometryToRigMatrix();
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for (int i = 0; i < absPoses.size(); i++) {
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// draw each pose and constraint
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for (int i = 0; i < poses.size(); i++) {
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// transform local axes into world space.
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auto pose = absPoses[i];
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auto pose = poses[i];
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glm::vec3 xAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_X);
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glm::vec3 yAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Y);
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glm::vec3 zAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Z);
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@ -1038,13 +1056,13 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
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// draw line to parent
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int parentIndex = _skeleton->getParentIndex(i);
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if (parentIndex != -1) {
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glm::vec3 parentPos = transformPoint(geomToWorldMatrix, absPoses[parentIndex].trans());
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glm::vec3 parentPos = transformPoint(geomToWorldMatrix, poses[parentIndex].trans());
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DebugDraw::getInstance().drawRay(pos, parentPos, GRAY);
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}
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glm::quat parentAbsRot;
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if (parentIndex != -1) {
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parentAbsRot = absPoses[parentIndex].rot();
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parentAbsRot = poses[parentIndex].rot();
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}
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const RotationConstraint* constraint = getConstraint(i);
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@ -1091,26 +1109,24 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
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}
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// draw swing constraints.
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glm::vec3 previousSwingTip;
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const size_t NUM_MIN_DOTS = swingTwistConstraint->getMinDots().size();
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const float D_THETA = TWO_PI / NUM_MIN_DOTS;
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const float D_THETA = TWO_PI / (NUM_MIN_DOTS - 1);
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float theta = 0.0f;
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for (size_t i = 0; i < NUM_MIN_DOTS; i++, theta += D_THETA) {
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for (size_t i = 0, j = NUM_MIN_DOTS - 2; i < NUM_MIN_DOTS - 1; j = i, i++, theta += D_THETA) {
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// compute swing rotation from theta and phi angles.
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float phi = acos(swingTwistConstraint->getMinDots()[i]);
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float cos_phi = swingTwistConstraint->getMinDots()[i];
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float sin_phi = sinf(phi);
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glm::vec3 swungAxis(sin_phi * cosf(theta), cos_phi, sin_phi * sinf(theta));
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float phi = acosf(swingTwistConstraint->getMinDots()[i]);
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glm::vec3 swungAxis = sphericalToCartesian(phi, theta);
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glm::vec3 worldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * swungAxis);
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glm::vec3 swingTip = pos + SWING_LENGTH * worldSwungAxis;
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DebugDraw::getInstance().drawRay(pos, swingTip, PURPLE);
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if (previousSwingTipValid) {
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DebugDraw::getInstance().drawRay(previousSwingTip, swingTip, PURPLE);
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}
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previousSwingTip = swingTip;
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previousSwingTipValid = true;
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float prevPhi = acos(swingTwistConstraint->getMinDots()[j]);
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float prevTheta = theta - D_THETA;
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glm::vec3 prevSwungAxis = sphericalToCartesian(prevPhi, prevTheta);
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glm::vec3 prevWorldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * prevSwungAxis);
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glm::vec3 prevSwingTip = pos + SWING_LENGTH * prevWorldSwungAxis;
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DebugDraw::getInstance().drawRay(pos, swingTip, PURPLE);
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DebugDraw::getInstance().drawRay(prevSwingTip, swingTip, PURPLE);
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}
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}
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}
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@ -954,7 +954,8 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform, glm::mat4 r
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updateAnimationStateHandlers();
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_animVars.setRigToGeometryTransform(_rigToGeometryTransform);
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AnimContext context(_enableDebugDrawIKTargets, getGeometryToRigTransform(), rigToWorldTransform);
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AnimContext context(_enableDebugDrawIKTargets, _enableDebugDrawIKConstraints,
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getGeometryToRigTransform(), rigToWorldTransform);
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// evaluate the animation
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AnimNode::Triggers triggersOut;
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@ -1445,7 +1446,7 @@ void Rig::computeAvatarBoundingCapsule(
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// call overlay twice: once to verify AnimPoseVec joints and again to do the IK
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AnimNode::Triggers triggersOut;
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AnimContext context(false, glm::mat4(), glm::mat4());
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AnimContext context(false, false, glm::mat4(), glm::mat4());
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float dt = 1.0f; // the value of this does not matter
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ikNode.overlay(animVars, context, dt, triggersOut, _animSkeleton->getRelativeBindPoses());
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AnimPoseVec finalPoses = ikNode.overlay(animVars, context, dt, triggersOut, _animSkeleton->getRelativeBindPoses());
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@ -231,6 +231,7 @@ public:
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const glm::mat4& getGeometryToRigTransform() const { return _geometryToRigTransform; }
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void setEnableDebugDrawIKTargets(bool enableDebugDrawIKTargets) { _enableDebugDrawIKTargets = enableDebugDrawIKTargets; }
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void setEnableDebugDrawIKConstraints(bool enableDebugDrawIKConstraints) { _enableDebugDrawIKConstraints = enableDebugDrawIKConstraints; }
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// input assumed to be in rig space
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void computeHeadFromHMD(const AnimPose& hmdPose, glm::vec3& headPositionOut, glm::quat& headOrientationOut) const;
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@ -341,6 +342,7 @@ protected:
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float _maxHipsOffsetLength { 1.0f };
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bool _enableDebugDrawIKTargets { false };
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bool _enableDebugDrawIKConstraints { false };
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private:
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QMap<int, StateHandler> _stateHandlers;
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@ -443,19 +443,20 @@ glm::quat SwingTwistConstraint::computeCenterRotation() const {
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twistLimits[0] = glm::angleAxis(_minTwist, _referenceRotation * Vectors::UNIT_Y);
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twistLimits[1] = glm::angleAxis(_maxTwist, _referenceRotation * Vectors::UNIT_Y);
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}
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const float D_THETA = TWO_PI / NUM_MIN_DOTS;
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const float D_THETA = TWO_PI / (NUM_MIN_DOTS - 1);
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float theta = 0.0f;
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for (size_t i = 0; i < NUM_MIN_DOTS; i++, theta += D_THETA) {
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for (size_t i = 0; i < NUM_MIN_DOTS - 1; i++, theta += D_THETA) {
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// compute swing rotation from theta and phi angles.
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float phi = acos(getMinDots()[i]);
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float cos_phi = getMinDots()[i];
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float sin_phi = sinf(phi);
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glm::vec3 swungAxis(sin_phi * cosf(theta), cos_phi, sin_phi * sinf(theta));
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glm::quat swing = glm::angleAxis(phi, glm::normalize(glm::cross(Vectors::UNIT_Y, swungAxis)));
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// to ensure that swings > 90 degrees do not flip the center rotation, we devide phi / 2
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glm::quat swing = glm::angleAxis(phi / 2, glm::normalize(glm::cross(Vectors::UNIT_Y, swungAxis)));
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swingLimits.push_back(swing);
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}
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glm::quat limits[2];
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limits[0] = averageQuats(swingLimits.size(), &swingLimits[0]);
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limits[1] = averageQuats(2, twistLimits);
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return averageQuats(2, limits);
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glm::quat averageSwing = averageQuats(swingLimits.size(), &swingLimits[0]);
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glm::quat averageTwist = averageQuats(2, twistLimits);
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return averageSwing * averageTwist * _referenceRotation;
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}
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