From 7bee0478be2f53fdb8016f5576c0a45fa3d458e7 Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Thu, 15 May 2014 11:30:09 -0700 Subject: [PATCH] More work on integrating IK solution from Sixense. --- interface/src/avatar/SkeletonModel.cpp | 52 +++++++++++++++++++++++++- 1 file changed, 51 insertions(+), 1 deletion(-) diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp index 1e57481c66..1921094a0f 100644 --- a/interface/src/avatar/SkeletonModel.cpp +++ b/interface/src/avatar/SkeletonModel.cpp @@ -164,7 +164,8 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) { // rotate palm to align with its normal (normal points out of hand's palm) glm::quat palmRotation; - if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) { + if (!Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK) && + Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) { getJointRotation(parentJointIndex, palmRotation, true); } else { getJointRotation(jointIndex, palmRotation, true); @@ -280,6 +281,55 @@ void SkeletonModel::renderJointConstraints(int jointIndex) { } void SkeletonModel::setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation) { + // this algorithm is from sample code from sixense + const FBXGeometry& geometry = _geometry->getFBXGeometry(); + int elbowJointIndex = geometry.joints.at(jointIndex).parentIndex; + if (elbowJointIndex == -1) { + return; + } + int shoulderJointIndex = geometry.joints.at(elbowJointIndex).parentIndex; + glm::vec3 shoulderPosition; + if (!getJointPosition(shoulderJointIndex, shoulderPosition)) { + return; + } + // precomputed lengths + float scale = extractUniformScale(_scale); + float upperArmLength = geometry.joints.at(elbowJointIndex).distanceToParent * scale; + float lowerArmLength = geometry.joints.at(jointIndex).distanceToParent * scale; + // first set wrist position + glm::vec3 wristPosition = position; + + glm::vec3 shoulderToWrist = wristPosition - shoulderPosition; + float distanceToWrist = glm::length(shoulderToWrist); + + // prevent gimbal lock + if (distanceToWrist > upperArmLength + lowerArmLength - EPSILON) { + distanceToWrist = upperArmLength + lowerArmLength - EPSILON; + shoulderToWrist = glm::normalize(shoulderToWrist) * distanceToWrist; + wristPosition = shoulderPosition + shoulderToWrist; + } + + // cosine of angle from upper arm to hand vector + float cosA = (upperArmLength * upperArmLength + distanceToWrist * distanceToWrist - lowerArmLength * lowerArmLength) / + (2 * upperArmLength * distanceToWrist); + float mid = upperArmLength * cosA; + float height = sqrt(upperArmLength * upperArmLength + mid * mid - 2 * upperArmLength * mid * cosA); + + // direction of the elbow + glm::vec3 handNormal = glm::cross(rotation * glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow rotating with wrist + glm::vec3 relaxedNormal = glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow pointing straight down + const float NORMAL_WEIGHT = 0.5f; + glm::vec3 finalNormal = glm::mix(relaxedNormal, handNormal, NORMAL_WEIGHT); + + if((jointIndex == geometry.rightHandJointIndex && finalNormal.y > 0.0f) || + (jointIndex == geometry.leftHandJointIndex && finalNormal.y < 0)) { + finalNormal.y = 0.0f; // dont allow elbows to point inward (y is vertical axis) + } + + glm::vec3 tangent = glm::normalize(glm::cross(shoulderToWrist, finalNormal)); + + // ik solution + glm::vec3 elbowPosition = shoulderPosition + glm::normalize(shoulderToWrist) * mid - tangent * height; }