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Merge pull request #10730 from hyperlogic/feature/pole-vector
Pole vector support for elbow and knee joints
This commit is contained in:
commit
8d5bdd2d84
13 changed files with 805 additions and 387 deletions
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@ -68,7 +68,10 @@
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"typeVar": "rightHandType",
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"typeVar": "rightHandType",
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"weightVar": "rightHandWeight",
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"weightVar": "rightHandWeight",
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"weight": 1.0,
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"weight": 1.0,
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"flexCoefficients": [1, 0.5, 0.5, 0.2, 0.01, 0.005, 0.001, 0.0, 0.0]
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"flexCoefficients": [1, 0.5, 0.5, 0.2, 0.01, 0.005, 0.001, 0.0, 0.0],
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"poleVectorEnabledVar": "rightHandPoleVectorEnabled",
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"poleReferenceVectorVar": "rightHandPoleReferenceVector",
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"poleVectorVar": "rightHandPoleVector"
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},
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},
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{
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{
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"jointName": "LeftHand",
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"jointName": "LeftHand",
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@ -77,7 +80,10 @@
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"typeVar": "leftHandType",
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"typeVar": "leftHandType",
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"weightVar": "leftHandWeight",
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"weightVar": "leftHandWeight",
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"weight": 1.0,
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"weight": 1.0,
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"flexCoefficients": [1, 0.5, 0.5, 0.2, 0.01, 0.005, 0.001, 0.0, 0.0]
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"flexCoefficients": [1, 0.5, 0.5, 0.2, 0.01, 0.005, 0.001, 0.0, 0.0],
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"poleVectorEnabledVar": "leftHandPoleVectorEnabled",
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"poleReferenceVectorVar": "leftHandPoleReferenceVector",
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"poleVectorVar": "leftHandPoleVector"
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},
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},
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{
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{
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"jointName": "RightFoot",
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"jointName": "RightFoot",
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@ -86,7 +92,10 @@
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"typeVar": "rightFootType",
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"typeVar": "rightFootType",
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"weightVar": "rightFootWeight",
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"weightVar": "rightFootWeight",
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"weight": 1.0,
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"weight": 1.0,
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"flexCoefficients": [1, 0.45, 0.45]
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"flexCoefficients": [1, 0.45, 0.45],
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"poleVectorEnabledVar": "rightFootPoleVectorEnabled",
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"poleReferenceVectorVar": "rightFootPoleReferenceVector",
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"poleVectorVar": "rightFootPoleVector"
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},
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},
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{
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{
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"jointName": "LeftFoot",
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"jointName": "LeftFoot",
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@ -95,7 +104,10 @@
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"typeVar": "leftFootType",
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"typeVar": "leftFootType",
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"weightVar": "leftFootWeight",
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"weightVar": "leftFootWeight",
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"weight": 1.0,
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"weight": 1.0,
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"flexCoefficients": [1, 0.45, 0.45]
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"flexCoefficients": [1, 0.45, 0.45],
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"poleVectorEnabledVar": "leftFootPoleVectorEnabled",
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"poleReferenceVectorVar": "leftFootPoleReferenceVector",
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"poleVectorVar": "leftFootPoleVector"
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},
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},
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{
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{
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"jointName": "Spine2",
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"jointName": "Spine2",
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@ -47,110 +47,113 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
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MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
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Rig::HeadParameters headParams;
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Rig::ControllerParameters params;
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AnimPose avatarToRigPose(glm::vec3(1.0f), Quaternions::Y_180, glm::vec3(0.0f));
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// input action is the highest priority source for head orientation.
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// input action is the highest priority source for head orientation.
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auto avatarHeadPose = myAvatar->getHeadControllerPoseInAvatarFrame();
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auto avatarHeadPose = myAvatar->getHeadControllerPoseInAvatarFrame();
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if (avatarHeadPose.isValid()) {
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if (avatarHeadPose.isValid()) {
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glm::mat4 rigHeadMat = Matrices::Y_180 *
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AnimPose pose(avatarHeadPose.getRotation(), avatarHeadPose.getTranslation());
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createMatFromQuatAndPos(avatarHeadPose.getRotation(), avatarHeadPose.getTranslation());
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params.controllerPoses[Rig::ControllerType_Head] = avatarToRigPose * pose;
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headParams.rigHeadPosition = extractTranslation(rigHeadMat);
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params.controllerActiveFlags[Rig::ControllerType_Head] = true;
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headParams.rigHeadOrientation = glmExtractRotation(rigHeadMat);
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headParams.headEnabled = true;
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} else {
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} else {
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// even though full head IK is disabled, the rig still needs the head orientation to rotate the head up and
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// even though full head IK is disabled, the rig still needs the head orientation to rotate the head up and
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// down in desktop mode.
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// down in desktop mode.
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// preMult 180 is necessary to convert from avatar to rig coordinates.
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// preMult 180 is necessary to convert from avatar to rig coordinates.
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// postMult 180 is necessary to convert head from -z forward to z forward.
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// postMult 180 is necessary to convert head from -z forward to z forward.
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headParams.rigHeadOrientation = Quaternions::Y_180 * head->getFinalOrientationInLocalFrame() * Quaternions::Y_180;
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glm::quat headRot = Quaternions::Y_180 * head->getFinalOrientationInLocalFrame() * Quaternions::Y_180;
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headParams.headEnabled = false;
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params.controllerPoses[Rig::ControllerType_Head] = AnimPose(glm::vec3(1.0f), headRot, glm::vec3(0.0f));
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params.controllerActiveFlags[Rig::ControllerType_Head] = false;
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}
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}
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auto avatarHipsPose = myAvatar->getHipsControllerPoseInAvatarFrame();
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auto avatarHipsPose = myAvatar->getHipsControllerPoseInAvatarFrame();
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if (avatarHipsPose.isValid()) {
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if (avatarHipsPose.isValid()) {
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glm::mat4 rigHipsMat = Matrices::Y_180 * createMatFromQuatAndPos(avatarHipsPose.getRotation(), avatarHipsPose.getTranslation());
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AnimPose pose(avatarHipsPose.getRotation(), avatarHipsPose.getTranslation());
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headParams.hipsMatrix = rigHipsMat;
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params.controllerPoses[Rig::ControllerType_Hips] = avatarToRigPose * pose;
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headParams.hipsEnabled = true;
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params.controllerActiveFlags[Rig::ControllerType_Hips] = true;
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} else {
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} else {
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headParams.hipsEnabled = false;
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params.controllerPoses[Rig::ControllerType_Hips] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_Hips] = false;
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}
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}
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auto avatarSpine2Pose = myAvatar->getSpine2ControllerPoseInAvatarFrame();
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auto avatarSpine2Pose = myAvatar->getSpine2ControllerPoseInAvatarFrame();
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if (avatarSpine2Pose.isValid()) {
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if (avatarSpine2Pose.isValid()) {
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glm::mat4 rigSpine2Mat = Matrices::Y_180 * createMatFromQuatAndPos(avatarSpine2Pose.getRotation(), avatarSpine2Pose.getTranslation());
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AnimPose pose(avatarSpine2Pose.getRotation(), avatarSpine2Pose.getTranslation());
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headParams.spine2Matrix = rigSpine2Mat;
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params.controllerPoses[Rig::ControllerType_Spine2] = avatarToRigPose * pose;
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headParams.spine2Enabled = true;
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params.controllerActiveFlags[Rig::ControllerType_Spine2] = true;
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} else {
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} else {
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headParams.spine2Enabled = false;
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params.controllerPoses[Rig::ControllerType_Spine2] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_Spine2] = false;
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}
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}
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auto avatarRightArmPose = myAvatar->getRightArmControllerPoseInAvatarFrame();
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auto avatarRightArmPose = myAvatar->getRightArmControllerPoseInAvatarFrame();
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if (avatarRightArmPose.isValid()) {
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if (avatarRightArmPose.isValid()) {
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glm::mat4 rightArmMat = Matrices::Y_180 * createMatFromQuatAndPos(avatarRightArmPose.getRotation(), avatarRightArmPose.getTranslation());
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AnimPose pose(avatarRightArmPose.getRotation(), avatarRightArmPose.getTranslation());
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headParams.rightArmPosition = extractTranslation(rightArmMat);
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params.controllerPoses[Rig::ControllerType_RightArm] = avatarToRigPose * pose;
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headParams.rightArmRotation = glmExtractRotation(rightArmMat);
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params.controllerActiveFlags[Rig::ControllerType_RightArm] = true;
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headParams.rightArmEnabled = true;
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} else {
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} else {
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headParams.rightArmEnabled = false;
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params.controllerPoses[Rig::ControllerType_RightArm] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_RightArm] = false;
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}
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}
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auto avatarLeftArmPose = myAvatar->getLeftArmControllerPoseInAvatarFrame();
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auto avatarLeftArmPose = myAvatar->getLeftArmControllerPoseInAvatarFrame();
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if (avatarLeftArmPose.isValid()) {
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if (avatarLeftArmPose.isValid()) {
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glm::mat4 leftArmMat = Matrices::Y_180 * createMatFromQuatAndPos(avatarLeftArmPose.getRotation(), avatarLeftArmPose.getTranslation());
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AnimPose pose(avatarLeftArmPose.getRotation(), avatarLeftArmPose.getTranslation());
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headParams.leftArmPosition = extractTranslation(leftArmMat);
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params.controllerPoses[Rig::ControllerType_LeftArm] = avatarToRigPose * pose;
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headParams.leftArmRotation = glmExtractRotation(leftArmMat);
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params.controllerActiveFlags[Rig::ControllerType_LeftArm] = true;
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headParams.leftArmEnabled = true;
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} else {
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} else {
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headParams.leftArmEnabled = false;
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params.controllerPoses[Rig::ControllerType_LeftArm] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_LeftArm] = false;
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}
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}
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headParams.isTalking = head->getTimeWithoutTalking() <= 1.5f;
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auto avatarLeftHandPose = myAvatar->getLeftHandControllerPoseInAvatarFrame();
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if (avatarLeftHandPose.isValid()) {
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_rig.updateFromHeadParameters(headParams, deltaTime);
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AnimPose pose(avatarLeftHandPose.getRotation(), avatarLeftHandPose.getTranslation());
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params.controllerPoses[Rig::ControllerType_LeftHand] = avatarToRigPose * pose;
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Rig::HandAndFeetParameters handAndFeetParams;
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params.controllerActiveFlags[Rig::ControllerType_LeftHand] = true;
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auto leftPose = myAvatar->getLeftHandControllerPoseInAvatarFrame();
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if (leftPose.isValid()) {
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handAndFeetParams.isLeftEnabled = true;
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handAndFeetParams.leftPosition = Quaternions::Y_180 * leftPose.getTranslation();
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handAndFeetParams.leftOrientation = Quaternions::Y_180 * leftPose.getRotation();
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} else {
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} else {
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handAndFeetParams.isLeftEnabled = false;
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params.controllerPoses[Rig::ControllerType_LeftHand] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_LeftHand] = false;
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}
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}
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auto rightPose = myAvatar->getRightHandControllerPoseInAvatarFrame();
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auto avatarRightHandPose = myAvatar->getRightHandControllerPoseInAvatarFrame();
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if (rightPose.isValid()) {
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if (avatarRightHandPose.isValid()) {
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handAndFeetParams.isRightEnabled = true;
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AnimPose pose(avatarRightHandPose.getRotation(), avatarRightHandPose.getTranslation());
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handAndFeetParams.rightPosition = Quaternions::Y_180 * rightPose.getTranslation();
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params.controllerPoses[Rig::ControllerType_RightHand] = avatarToRigPose * pose;
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handAndFeetParams.rightOrientation = Quaternions::Y_180 * rightPose.getRotation();
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params.controllerActiveFlags[Rig::ControllerType_RightHand] = true;
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} else {
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} else {
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handAndFeetParams.isRightEnabled = false;
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params.controllerPoses[Rig::ControllerType_RightHand] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_RightHand] = false;
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}
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}
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auto leftFootPose = myAvatar->getLeftFootControllerPoseInAvatarFrame();
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auto avatarLeftFootPose = myAvatar->getLeftFootControllerPoseInAvatarFrame();
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if (leftFootPose.isValid()) {
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if (avatarLeftFootPose.isValid()) {
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handAndFeetParams.isLeftFootEnabled = true;
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AnimPose pose(avatarLeftFootPose.getRotation(), avatarLeftFootPose.getTranslation());
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handAndFeetParams.leftFootPosition = Quaternions::Y_180 * leftFootPose.getTranslation();
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params.controllerPoses[Rig::ControllerType_LeftFoot] = avatarToRigPose * pose;
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handAndFeetParams.leftFootOrientation = Quaternions::Y_180 * leftFootPose.getRotation();
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params.controllerActiveFlags[Rig::ControllerType_LeftFoot] = true;
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} else {
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} else {
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handAndFeetParams.isLeftFootEnabled = false;
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params.controllerPoses[Rig::ControllerType_LeftFoot] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_LeftFoot] = false;
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}
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}
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auto rightFootPose = myAvatar->getRightFootControllerPoseInAvatarFrame();
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auto avatarRightFootPose = myAvatar->getRightFootControllerPoseInAvatarFrame();
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if (rightFootPose.isValid()) {
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if (avatarRightFootPose.isValid()) {
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handAndFeetParams.isRightFootEnabled = true;
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AnimPose pose(avatarRightFootPose.getRotation(), avatarRightFootPose.getTranslation());
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handAndFeetParams.rightFootPosition = Quaternions::Y_180 * rightFootPose.getTranslation();
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params.controllerPoses[Rig::ControllerType_RightFoot] = avatarToRigPose * pose;
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handAndFeetParams.rightFootOrientation = Quaternions::Y_180 * rightFootPose.getRotation();
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params.controllerActiveFlags[Rig::ControllerType_RightFoot] = true;
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} else {
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} else {
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handAndFeetParams.isRightFootEnabled = false;
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params.controllerPoses[Rig::ControllerType_RightFoot] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_RightFoot] = false;
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}
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}
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handAndFeetParams.bodyCapsuleRadius = myAvatar->getCharacterController()->getCapsuleRadius();
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params.bodyCapsuleRadius = myAvatar->getCharacterController()->getCapsuleRadius();
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handAndFeetParams.bodyCapsuleHalfHeight = myAvatar->getCharacterController()->getCapsuleHalfHeight();
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params.bodyCapsuleHalfHeight = myAvatar->getCharacterController()->getCapsuleHalfHeight();
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handAndFeetParams.bodyCapsuleLocalOffset = myAvatar->getCharacterController()->getCapsuleLocalOffset();
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params.bodyCapsuleLocalOffset = myAvatar->getCharacterController()->getCapsuleLocalOffset();
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_rig.updateFromHandAndFeetParameters(handAndFeetParams, deltaTime);
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params.isTalking = head->getTimeWithoutTalking() <= 1.5f;
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_rig.updateFromControllerParameters(params, deltaTime);
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Rig::CharacterControllerState ccState = convertCharacterControllerState(myAvatar->getCharacterController()->getState());
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Rig::CharacterControllerState ccState = convertCharacterControllerState(myAvatar->getCharacterController()->getState());
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@ -23,13 +23,40 @@
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#include "CubicHermiteSpline.h"
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#include "CubicHermiteSpline.h"
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#include "AnimUtil.h"
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#include "AnimUtil.h"
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static void lookupJointChainInfo(AnimInverseKinematics::JointChainInfo* jointChainInfos, size_t numJointChainInfos,
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int indexA, int indexB,
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AnimInverseKinematics::JointChainInfo** jointChainInfoA,
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AnimInverseKinematics::JointChainInfo** jointChainInfoB) {
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*jointChainInfoA = nullptr;
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*jointChainInfoB = nullptr;
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for (size_t i = 0; i < numJointChainInfos; i++) {
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if (jointChainInfos[i].jointIndex == indexA) {
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*jointChainInfoA = jointChainInfos + i;
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}
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if (jointChainInfos[i].jointIndex == indexB) {
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*jointChainInfoB = jointChainInfos + i;
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}
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if (*jointChainInfoA && *jointChainInfoB) {
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break;
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}
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}
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}
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static float easeOutExpo(float t) {
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return 1.0f - powf(2, -10.0f * t);
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}
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AnimInverseKinematics::IKTargetVar::IKTargetVar(const QString& jointNameIn, const QString& positionVarIn, const QString& rotationVarIn,
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AnimInverseKinematics::IKTargetVar::IKTargetVar(const QString& jointNameIn, const QString& positionVarIn, const QString& rotationVarIn,
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const QString& typeVarIn, const QString& weightVarIn, float weightIn, const std::vector<float>& flexCoefficientsIn) :
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const QString& typeVarIn, const QString& weightVarIn, float weightIn, const std::vector<float>& flexCoefficientsIn,
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const QString& poleVectorEnabledVarIn, const QString& poleReferenceVectorVarIn, const QString& poleVectorVarIn) :
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jointName(jointNameIn),
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jointName(jointNameIn),
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positionVar(positionVarIn),
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positionVar(positionVarIn),
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rotationVar(rotationVarIn),
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rotationVar(rotationVarIn),
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typeVar(typeVarIn),
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typeVar(typeVarIn),
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weightVar(weightVarIn),
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weightVar(weightVarIn),
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poleVectorEnabledVar(poleVectorEnabledVarIn),
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poleReferenceVectorVar(poleReferenceVectorVarIn),
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poleVectorVar(poleVectorVarIn),
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weight(weightIn),
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weight(weightIn),
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numFlexCoefficients(flexCoefficientsIn.size()),
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numFlexCoefficients(flexCoefficientsIn.size()),
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jointIndex(-1)
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jointIndex(-1)
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@ -46,6 +73,9 @@ AnimInverseKinematics::IKTargetVar::IKTargetVar(const IKTargetVar& orig) :
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rotationVar(orig.rotationVar),
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rotationVar(orig.rotationVar),
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typeVar(orig.typeVar),
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typeVar(orig.typeVar),
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weightVar(orig.weightVar),
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weightVar(orig.weightVar),
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poleVectorEnabledVar(orig.poleVectorEnabledVar),
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poleReferenceVectorVar(orig.poleReferenceVectorVar),
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poleVectorVar(orig.poleVectorVar),
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weight(orig.weight),
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weight(orig.weight),
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numFlexCoefficients(orig.numFlexCoefficients),
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numFlexCoefficients(orig.numFlexCoefficients),
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jointIndex(orig.jointIndex)
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jointIndex(orig.jointIndex)
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@ -99,8 +129,9 @@ void AnimInverseKinematics::computeAbsolutePoses(AnimPoseVec& absolutePoses) con
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}
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}
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void AnimInverseKinematics::setTargetVars(const QString& jointName, const QString& positionVar, const QString& rotationVar,
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void AnimInverseKinematics::setTargetVars(const QString& jointName, const QString& positionVar, const QString& rotationVar,
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const QString& typeVar, const QString& weightVar, float weight, const std::vector<float>& flexCoefficients) {
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const QString& typeVar, const QString& weightVar, float weight, const std::vector<float>& flexCoefficients,
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IKTargetVar targetVar(jointName, positionVar, rotationVar, typeVar, weightVar, weight, flexCoefficients);
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const QString& poleVectorEnabledVar, const QString& poleReferenceVectorVar, const QString& poleVectorVar) {
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IKTargetVar targetVar(jointName, positionVar, rotationVar, typeVar, weightVar, weight, flexCoefficients, poleVectorEnabledVar, poleReferenceVectorVar, poleVectorVar);
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// if there are dups, last one wins.
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// if there are dups, last one wins.
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bool found = false;
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bool found = false;
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||||||
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@ -138,9 +169,9 @@ void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::
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||||||
IKTarget target;
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IKTarget target;
|
||||||
target.setType(animVars.lookup(targetVar.typeVar, (int)IKTarget::Type::RotationAndPosition));
|
target.setType(animVars.lookup(targetVar.typeVar, (int)IKTarget::Type::RotationAndPosition));
|
||||||
if (target.getType() != IKTarget::Type::Unknown) {
|
if (target.getType() != IKTarget::Type::Unknown) {
|
||||||
AnimPose defaultPose = _skeleton->getAbsolutePose(targetVar.jointIndex, underPoses);
|
AnimPose absPose = _skeleton->getAbsolutePose(targetVar.jointIndex, underPoses);
|
||||||
glm::quat rotation = animVars.lookupRigToGeometry(targetVar.rotationVar, defaultPose.rot());
|
glm::quat rotation = animVars.lookupRigToGeometry(targetVar.rotationVar, absPose.rot());
|
||||||
glm::vec3 translation = animVars.lookupRigToGeometry(targetVar.positionVar, defaultPose.trans());
|
glm::vec3 translation = animVars.lookupRigToGeometry(targetVar.positionVar, absPose.trans());
|
||||||
float weight = animVars.lookup(targetVar.weightVar, targetVar.weight);
|
float weight = animVars.lookup(targetVar.weightVar, targetVar.weight);
|
||||||
|
|
||||||
target.setPose(rotation, translation);
|
target.setPose(rotation, translation);
|
||||||
|
@ -148,6 +179,15 @@ void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::
|
||||||
target.setWeight(weight);
|
target.setWeight(weight);
|
||||||
target.setFlexCoefficients(targetVar.numFlexCoefficients, targetVar.flexCoefficients);
|
target.setFlexCoefficients(targetVar.numFlexCoefficients, targetVar.flexCoefficients);
|
||||||
|
|
||||||
|
bool poleVectorEnabled = animVars.lookup(targetVar.poleVectorEnabledVar, false);
|
||||||
|
target.setPoleVectorEnabled(poleVectorEnabled);
|
||||||
|
|
||||||
|
glm::vec3 poleVector = animVars.lookupRigToGeometryVector(targetVar.poleVectorVar, Vectors::UNIT_Z);
|
||||||
|
target.setPoleVector(glm::normalize(poleVector));
|
||||||
|
|
||||||
|
glm::vec3 poleReferenceVector = animVars.lookupRigToGeometryVector(targetVar.poleReferenceVectorVar, Vectors::UNIT_Z);
|
||||||
|
target.setPoleReferenceVector(glm::normalize(poleReferenceVector));
|
||||||
|
|
||||||
targets.push_back(target);
|
targets.push_back(target);
|
||||||
|
|
||||||
if (targetVar.jointIndex > _maxTargetIndex) {
|
if (targetVar.jointIndex > _maxTargetIndex) {
|
||||||
|
@ -298,7 +338,8 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
|
||||||
// the tip's parent-relative as we proceed up the chain
|
// the tip's parent-relative as we proceed up the chain
|
||||||
glm::quat tipParentOrientation = absolutePoses[pivotIndex].rot();
|
glm::quat tipParentOrientation = absolutePoses[pivotIndex].rot();
|
||||||
|
|
||||||
std::map<int, DebugJoint> debugJointMap;
|
const size_t MAX_CHAIN_DEPTH = 30;
|
||||||
|
JointChainInfo jointChainInfos[MAX_CHAIN_DEPTH];
|
||||||
|
|
||||||
// NOTE: if this code is removed, the head will remain rigid, causing the spine/hips to thrust forward backward
|
// NOTE: if this code is removed, the head will remain rigid, causing the spine/hips to thrust forward backward
|
||||||
// as the head is nodded.
|
// as the head is nodded.
|
||||||
|
@ -326,15 +367,8 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// store the relative rotation change in the accumulator
|
|
||||||
_rotationAccumulators[tipIndex].add(tipRelativeRotation, target.getWeight());
|
|
||||||
|
|
||||||
glm::vec3 tipRelativeTranslation = _relativePoses[target.getIndex()].trans();
|
glm::vec3 tipRelativeTranslation = _relativePoses[target.getIndex()].trans();
|
||||||
_translationAccumulators[tipIndex].add(tipRelativeTranslation);
|
jointChainInfos[chainDepth] = { tipRelativeRotation, tipRelativeTranslation, target.getWeight(), tipIndex, constrained };
|
||||||
|
|
||||||
if (debug) {
|
|
||||||
debugJointMap[tipIndex] = DebugJoint(tipRelativeRotation, tipRelativeTranslation, constrained);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// cache tip absolute position
|
// cache tip absolute position
|
||||||
|
@ -344,6 +378,9 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
|
||||||
|
|
||||||
// descend toward root, pivoting each joint to get tip closer to target position
|
// descend toward root, pivoting each joint to get tip closer to target position
|
||||||
while (pivotIndex != _hipsIndex && pivotsParentIndex != -1) {
|
while (pivotIndex != _hipsIndex && pivotsParentIndex != -1) {
|
||||||
|
|
||||||
|
assert(chainDepth < MAX_CHAIN_DEPTH);
|
||||||
|
|
||||||
// compute the two lines that should be aligned
|
// compute the two lines that should be aligned
|
||||||
glm::vec3 jointPosition = absolutePoses[pivotIndex].trans();
|
glm::vec3 jointPosition = absolutePoses[pivotIndex].trans();
|
||||||
glm::vec3 leverArm = tipPosition - jointPosition;
|
glm::vec3 leverArm = tipPosition - jointPosition;
|
||||||
|
@ -357,6 +394,7 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
|
||||||
const float MIN_AXIS_LENGTH = 1.0e-4f;
|
const float MIN_AXIS_LENGTH = 1.0e-4f;
|
||||||
RotationConstraint* constraint = getConstraint(pivotIndex);
|
RotationConstraint* constraint = getConstraint(pivotIndex);
|
||||||
|
|
||||||
|
|
||||||
// only allow swing on lowerSpine if there is a hips IK target.
|
// only allow swing on lowerSpine if there is a hips IK target.
|
||||||
if (_hipsTargetIndex < 0 && constraint && constraint->isLowerSpine() && tipIndex != _headIndex) {
|
if (_hipsTargetIndex < 0 && constraint && constraint->isLowerSpine() && tipIndex != _headIndex) {
|
||||||
// for these types of targets we only allow twist at the lower-spine
|
// for these types of targets we only allow twist at the lower-spine
|
||||||
|
@ -382,6 +420,7 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
|
||||||
float cosAngle = glm::clamp(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)), -1.0f, 1.0f);
|
float cosAngle = glm::clamp(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)), -1.0f, 1.0f);
|
||||||
float angle = acosf(cosAngle);
|
float angle = acosf(cosAngle);
|
||||||
const float MIN_ADJUSTMENT_ANGLE = 1.0e-4f;
|
const float MIN_ADJUSTMENT_ANGLE = 1.0e-4f;
|
||||||
|
|
||||||
if (angle > MIN_ADJUSTMENT_ANGLE) {
|
if (angle > MIN_ADJUSTMENT_ANGLE) {
|
||||||
// reduce angle by a flexCoefficient
|
// reduce angle by a flexCoefficient
|
||||||
angle *= target.getFlexCoefficient(chainDepth);
|
angle *= target.getFlexCoefficient(chainDepth);
|
||||||
|
@ -440,15 +479,8 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// store the relative rotation change in the accumulator
|
|
||||||
_rotationAccumulators[pivotIndex].add(newRot, target.getWeight());
|
|
||||||
|
|
||||||
glm::vec3 newTrans = _relativePoses[pivotIndex].trans();
|
glm::vec3 newTrans = _relativePoses[pivotIndex].trans();
|
||||||
_translationAccumulators[pivotIndex].add(newTrans);
|
jointChainInfos[chainDepth] = { newRot, newTrans, target.getWeight(), pivotIndex, constrained };
|
||||||
|
|
||||||
if (debug) {
|
|
||||||
debugJointMap[pivotIndex] = DebugJoint(newRot, newTrans, constrained);
|
|
||||||
}
|
|
||||||
|
|
||||||
// keep track of tip's new transform as we descend towards root
|
// keep track of tip's new transform as we descend towards root
|
||||||
tipPosition = jointPosition + deltaRotation * (tipPosition - jointPosition);
|
tipPosition = jointPosition + deltaRotation * (tipPosition - jointPosition);
|
||||||
|
@ -461,8 +493,127 @@ void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const
|
||||||
chainDepth++;
|
chainDepth++;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (target.getPoleVectorEnabled()) {
|
||||||
|
int topJointIndex = target.getIndex();
|
||||||
|
int midJointIndex = _skeleton->getParentIndex(topJointIndex);
|
||||||
|
if (midJointIndex != -1) {
|
||||||
|
int baseJointIndex = _skeleton->getParentIndex(midJointIndex);
|
||||||
|
if (baseJointIndex != -1) {
|
||||||
|
int baseParentJointIndex = _skeleton->getParentIndex(baseJointIndex);
|
||||||
|
AnimPose topPose, midPose, basePose;
|
||||||
|
int topChainIndex = -1, baseChainIndex = -1;
|
||||||
|
AnimPose postAbsPoses[MAX_CHAIN_DEPTH];
|
||||||
|
AnimPose accum = absolutePoses[_hipsIndex];
|
||||||
|
AnimPose baseParentPose = absolutePoses[_hipsIndex];
|
||||||
|
for (int i = (int)chainDepth - 1; i >= 0; i--) {
|
||||||
|
accum = accum * AnimPose(glm::vec3(1.0f), jointChainInfos[i].relRot, jointChainInfos[i].relTrans);
|
||||||
|
postAbsPoses[i] = accum;
|
||||||
|
if (jointChainInfos[i].jointIndex == topJointIndex) {
|
||||||
|
topChainIndex = i;
|
||||||
|
topPose = accum;
|
||||||
|
}
|
||||||
|
if (jointChainInfos[i].jointIndex == midJointIndex) {
|
||||||
|
midPose = accum;
|
||||||
|
}
|
||||||
|
if (jointChainInfos[i].jointIndex == baseJointIndex) {
|
||||||
|
baseChainIndex = i;
|
||||||
|
basePose = accum;
|
||||||
|
}
|
||||||
|
if (jointChainInfos[i].jointIndex == baseParentJointIndex) {
|
||||||
|
baseParentPose = accum;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::quat poleRot = Quaternions::IDENTITY;
|
||||||
|
glm::vec3 d = basePose.trans() - topPose.trans();
|
||||||
|
float dLen = glm::length(d);
|
||||||
|
if (dLen > EPSILON) {
|
||||||
|
glm::vec3 dUnit = d / dLen;
|
||||||
|
glm::vec3 e = midPose.xformVector(target.getPoleReferenceVector());
|
||||||
|
glm::vec3 eProj = e - glm::dot(e, dUnit) * dUnit;
|
||||||
|
float eProjLen = glm::length(eProj);
|
||||||
|
|
||||||
|
const float MIN_EPROJ_LEN = 0.5f;
|
||||||
|
if (eProjLen < MIN_EPROJ_LEN) {
|
||||||
|
glm::vec3 midPoint = topPose.trans() + d * 0.5f;
|
||||||
|
e = midPose.trans() - midPoint;
|
||||||
|
eProj = e - glm::dot(e, dUnit) * dUnit;
|
||||||
|
eProjLen = glm::length(eProj);
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec3 p = target.getPoleVector();
|
||||||
|
glm::vec3 pProj = p - glm::dot(p, dUnit) * dUnit;
|
||||||
|
float pProjLen = glm::length(pProj);
|
||||||
|
|
||||||
|
if (eProjLen > EPSILON && pProjLen > EPSILON) {
|
||||||
|
// as pProjLen become orthognal to d, reduce the amount of rotation.
|
||||||
|
float magnitude = easeOutExpo(pProjLen);
|
||||||
|
float dot = glm::clamp(glm::dot(eProj / eProjLen, pProj / pProjLen), 0.0f, 1.0f);
|
||||||
|
float theta = acosf(dot);
|
||||||
|
glm::vec3 cross = glm::cross(eProj, pProj);
|
||||||
|
const float MIN_ADJUSTMENT_ANGLE = 0.001745f; // 0.1 degree
|
||||||
|
if (theta > MIN_ADJUSTMENT_ANGLE) {
|
||||||
|
glm::vec3 axis = dUnit;
|
||||||
|
if (glm::dot(cross, dUnit) < 0) {
|
||||||
|
axis = -dUnit;
|
||||||
|
}
|
||||||
|
poleRot = glm::angleAxis(magnitude * theta, axis);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (debug) {
|
||||||
|
const vec4 RED(1.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
const vec4 GREEN(0.0f, 1.0f, 0.0f, 1.0f);
|
||||||
|
const vec4 BLUE(0.0f, 0.0f, 1.0f, 1.0f);
|
||||||
|
const vec4 YELLOW(1.0f, 1.0f, 0.0f, 1.0f);
|
||||||
|
const vec4 WHITE(1.0f, 1.0f, 1.0f, 1.0f);
|
||||||
|
|
||||||
|
AnimPose geomToWorldPose = AnimPose(context.getRigToWorldMatrix() * context.getGeometryToRigMatrix());
|
||||||
|
|
||||||
|
glm::vec3 dUnit = d / dLen;
|
||||||
|
glm::vec3 e = midPose.xformVector(target.getPoleReferenceVector());
|
||||||
|
glm::vec3 eProj = e - glm::dot(e, dUnit) * dUnit;
|
||||||
|
float eProjLen = glm::length(eProj);
|
||||||
|
const float MIN_EPROJ_LEN = 0.5f;
|
||||||
|
if (eProjLen < MIN_EPROJ_LEN) {
|
||||||
|
glm::vec3 midPoint = topPose.trans() + d * 0.5f;
|
||||||
|
e = midPose.trans() - midPoint;
|
||||||
|
eProj = e - glm::dot(e, dUnit) * dUnit;
|
||||||
|
eProjLen = glm::length(eProj);
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec3 p = target.getPoleVector();
|
||||||
|
const float PROJ_VECTOR_LEN = 10.0f;
|
||||||
|
const float POLE_VECTOR_LEN = 100.0f;
|
||||||
|
glm::vec3 midPoint = (basePose.trans() + topPose.trans()) * 0.5f;
|
||||||
|
DebugDraw::getInstance().drawRay(geomToWorldPose.xformPoint(basePose.trans()),
|
||||||
|
geomToWorldPose.xformPoint(topPose.trans()),
|
||||||
|
YELLOW);
|
||||||
|
DebugDraw::getInstance().drawRay(geomToWorldPose.xformPoint(midPoint),
|
||||||
|
geomToWorldPose.xformPoint(midPoint + PROJ_VECTOR_LEN * glm::normalize(e)),
|
||||||
|
RED);
|
||||||
|
DebugDraw::getInstance().drawRay(geomToWorldPose.xformPoint(midPoint),
|
||||||
|
geomToWorldPose.xformPoint(midPoint + POLE_VECTOR_LEN * glm::normalize(p)),
|
||||||
|
BLUE);
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::quat newBaseRelRot = glm::inverse(baseParentPose.rot()) * poleRot * basePose.rot();
|
||||||
|
jointChainInfos[baseChainIndex].relRot = newBaseRelRot;
|
||||||
|
|
||||||
|
glm::quat newTopRelRot = glm::inverse(midPose.rot()) * glm::inverse(poleRot) * topPose.rot();
|
||||||
|
jointChainInfos[topChainIndex].relRot = newTopRelRot;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (size_t i = 0; i < chainDepth; i++) {
|
||||||
|
_rotationAccumulators[jointChainInfos[i].jointIndex].add(jointChainInfos[i].relRot, jointChainInfos[i].weight);
|
||||||
|
_translationAccumulators[jointChainInfos[i].jointIndex].add(jointChainInfos[i].relTrans, jointChainInfos[i].weight);
|
||||||
|
}
|
||||||
|
|
||||||
if (debug) {
|
if (debug) {
|
||||||
debugDrawIKChain(debugJointMap, context);
|
debugDrawIKChain(jointChainInfos, chainDepth, context);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -548,7 +699,8 @@ const std::vector<AnimInverseKinematics::SplineJointInfo>* AnimInverseKinematics
|
||||||
|
|
||||||
void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug) {
|
void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug) {
|
||||||
|
|
||||||
std::map<int, DebugJoint> debugJointMap;
|
const size_t MAX_CHAIN_DEPTH = 30;
|
||||||
|
JointChainInfo jointChainInfos[MAX_CHAIN_DEPTH];
|
||||||
|
|
||||||
const int baseIndex = _hipsIndex;
|
const int baseIndex = _hipsIndex;
|
||||||
|
|
||||||
|
@ -608,7 +760,6 @@ void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, co
|
||||||
::blend(1, &absolutePoses[splineJointInfo.jointIndex], &desiredAbsPose, target.getFlexCoefficient(i), &flexedAbsPose);
|
::blend(1, &absolutePoses[splineJointInfo.jointIndex], &desiredAbsPose, target.getFlexCoefficient(i), &flexedAbsPose);
|
||||||
|
|
||||||
AnimPose relPose = parentAbsPose.inverse() * flexedAbsPose;
|
AnimPose relPose = parentAbsPose.inverse() * flexedAbsPose;
|
||||||
_rotationAccumulators[splineJointInfo.jointIndex].add(relPose.rot(), target.getWeight());
|
|
||||||
|
|
||||||
bool constrained = false;
|
bool constrained = false;
|
||||||
if (splineJointInfo.jointIndex != _hipsIndex) {
|
if (splineJointInfo.jointIndex != _hipsIndex) {
|
||||||
|
@ -632,18 +783,19 @@ void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, co
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
_translationAccumulators[splineJointInfo.jointIndex].add(relPose.trans(), target.getWeight());
|
jointChainInfos[i] = { relPose.rot(), relPose.trans(), target.getWeight(), splineJointInfo.jointIndex, constrained };
|
||||||
|
|
||||||
if (debug) {
|
|
||||||
debugJointMap[splineJointInfo.jointIndex] = DebugJoint(relPose.rot(), relPose.trans(), constrained);
|
|
||||||
}
|
|
||||||
|
|
||||||
parentAbsPose = flexedAbsPose;
|
parentAbsPose = flexedAbsPose;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for (size_t i = 0; i < splineJointInfoVec->size(); i++) {
|
||||||
|
_rotationAccumulators[jointChainInfos[i].jointIndex].add(jointChainInfos[i].relRot, jointChainInfos[i].weight);
|
||||||
|
_translationAccumulators[jointChainInfos[i].jointIndex].add(jointChainInfos[i].relTrans, jointChainInfos[i].weight);
|
||||||
|
}
|
||||||
|
|
||||||
if (debug) {
|
if (debug) {
|
||||||
debugDrawIKChain(debugJointMap, context);
|
debugDrawIKChain(jointChainInfos, splineJointInfoVec->size(), context);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -654,6 +806,7 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
|
||||||
return _relativePoses;
|
return _relativePoses;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
//virtual
|
//virtual
|
||||||
const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) {
|
const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) {
|
||||||
// allows solutionSource to be overridden by an animVar
|
// allows solutionSource to be overridden by an animVar
|
||||||
|
@ -767,6 +920,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
|
||||||
|
|
||||||
{
|
{
|
||||||
PROFILE_RANGE_EX(simulation_animation, "ik/ccd", 0xffff00ff, 0);
|
PROFILE_RANGE_EX(simulation_animation, "ik/ccd", 0xffff00ff, 0);
|
||||||
|
preconditionRelativePosesToAvoidLimbLock(context, targets);
|
||||||
solve(context, targets);
|
solve(context, targets);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -921,7 +1075,7 @@ void AnimInverseKinematics::initConstraints() {
|
||||||
// y |
|
// y |
|
||||||
// | |
|
// | |
|
||||||
// | O---O---O RightUpLeg
|
// | O---O---O RightUpLeg
|
||||||
// z | | Hips2 |
|
// z | | Hips |
|
||||||
// \ | | |
|
// \ | | |
|
||||||
// \| | |
|
// \| | |
|
||||||
// x -----+ O O RightLeg
|
// x -----+ O O RightLeg
|
||||||
|
@ -966,7 +1120,9 @@ void AnimInverseKinematics::initConstraints() {
|
||||||
if (0 == baseName.compare("Arm", Qt::CaseSensitive)) {
|
if (0 == baseName.compare("Arm", Qt::CaseSensitive)) {
|
||||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
||||||
stConstraint->setTwistLimits(-PI / 2.0f, PI / 2.0f);
|
//stConstraint->setTwistLimits(-PI / 2.0f, PI / 2.0f);
|
||||||
|
const float TWIST_LIMIT = 5.0f * PI / 8.0f;
|
||||||
|
stConstraint->setTwistLimits(-TWIST_LIMIT, TWIST_LIMIT);
|
||||||
|
|
||||||
/* KEEP THIS CODE for future experimentation
|
/* KEEP THIS CODE for future experimentation
|
||||||
// these directions are approximate swing limits in root-frame
|
// these directions are approximate swing limits in root-frame
|
||||||
|
@ -992,7 +1148,7 @@ void AnimInverseKinematics::initConstraints() {
|
||||||
|
|
||||||
// simple cone
|
// simple cone
|
||||||
std::vector<float> minDots;
|
std::vector<float> minDots;
|
||||||
const float MAX_HAND_SWING = PI / 2.0f;
|
const float MAX_HAND_SWING = 5.0f * PI / 8.0f;
|
||||||
minDots.push_back(cosf(MAX_HAND_SWING));
|
minDots.push_back(cosf(MAX_HAND_SWING));
|
||||||
stConstraint->setSwingLimits(minDots);
|
stConstraint->setSwingLimits(minDots);
|
||||||
|
|
||||||
|
@ -1000,7 +1156,7 @@ void AnimInverseKinematics::initConstraints() {
|
||||||
} else if (0 == baseName.compare("UpLeg", Qt::CaseSensitive)) {
|
} else if (0 == baseName.compare("UpLeg", Qt::CaseSensitive)) {
|
||||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
||||||
stConstraint->setTwistLimits(-PI / 4.0f, PI / 4.0f);
|
stConstraint->setTwistLimits(-PI / 2.0f, PI / 2.0f);
|
||||||
|
|
||||||
std::vector<glm::vec3> swungDirections;
|
std::vector<glm::vec3> swungDirections;
|
||||||
float deltaTheta = PI / 4.0f;
|
float deltaTheta = PI / 4.0f;
|
||||||
|
@ -1142,7 +1298,7 @@ void AnimInverseKinematics::initConstraints() {
|
||||||
// we determine the max/min angles by rotating the swing limit lines from parent- to child-frame
|
// we determine the max/min angles by rotating the swing limit lines from parent- to child-frame
|
||||||
// then measure the angles to swing the yAxis into alignment
|
// then measure the angles to swing the yAxis into alignment
|
||||||
glm::vec3 hingeAxis = - mirror * Vectors::UNIT_Z;
|
glm::vec3 hingeAxis = - mirror * Vectors::UNIT_Z;
|
||||||
const float MIN_ELBOW_ANGLE = 0.05f;
|
const float MIN_ELBOW_ANGLE = 0.0f;
|
||||||
const float MAX_ELBOW_ANGLE = 11.0f * PI / 12.0f;
|
const float MAX_ELBOW_ANGLE = 11.0f * PI / 12.0f;
|
||||||
glm::quat invReferenceRotation = glm::inverse(referenceRotation);
|
glm::quat invReferenceRotation = glm::inverse(referenceRotation);
|
||||||
glm::vec3 minSwingAxis = invReferenceRotation * glm::angleAxis(MIN_ELBOW_ANGLE, hingeAxis) * Vectors::UNIT_Y;
|
glm::vec3 minSwingAxis = invReferenceRotation * glm::angleAxis(MIN_ELBOW_ANGLE, hingeAxis) * Vectors::UNIT_Y;
|
||||||
|
@ -1173,8 +1329,8 @@ void AnimInverseKinematics::initConstraints() {
|
||||||
|
|
||||||
// we determine the max/min angles by rotating the swing limit lines from parent- to child-frame
|
// we determine the max/min angles by rotating the swing limit lines from parent- to child-frame
|
||||||
// then measure the angles to swing the yAxis into alignment
|
// then measure the angles to swing the yAxis into alignment
|
||||||
const float MIN_KNEE_ANGLE = 0.097f; // ~5 deg
|
const float MIN_KNEE_ANGLE = 0.0f;
|
||||||
const float MAX_KNEE_ANGLE = 7.0f * PI / 8.0f;
|
const float MAX_KNEE_ANGLE = 7.0f * PI / 8.0f; // 157.5 deg
|
||||||
glm::quat invReferenceRotation = glm::inverse(referenceRotation);
|
glm::quat invReferenceRotation = glm::inverse(referenceRotation);
|
||||||
glm::vec3 minSwingAxis = invReferenceRotation * glm::angleAxis(MIN_KNEE_ANGLE, hingeAxis) * Vectors::UNIT_Y;
|
glm::vec3 minSwingAxis = invReferenceRotation * glm::angleAxis(MIN_KNEE_ANGLE, hingeAxis) * Vectors::UNIT_Y;
|
||||||
glm::vec3 maxSwingAxis = invReferenceRotation * glm::angleAxis(MAX_KNEE_ANGLE, hingeAxis) * Vectors::UNIT_Y;
|
glm::vec3 maxSwingAxis = invReferenceRotation * glm::angleAxis(MAX_KNEE_ANGLE, hingeAxis) * Vectors::UNIT_Y;
|
||||||
|
@ -1308,6 +1464,7 @@ void AnimInverseKinematics::debugDrawRelativePoses(const AnimContext& context) c
|
||||||
// convert relative poses to absolute
|
// convert relative poses to absolute
|
||||||
_skeleton->convertRelativePosesToAbsolute(poses);
|
_skeleton->convertRelativePosesToAbsolute(poses);
|
||||||
|
|
||||||
|
|
||||||
mat4 geomToWorldMatrix = context.getRigToWorldMatrix() * context.getGeometryToRigMatrix();
|
mat4 geomToWorldMatrix = context.getRigToWorldMatrix() * context.getGeometryToRigMatrix();
|
||||||
|
|
||||||
const vec4 RED(1.0f, 0.0f, 0.0f, 1.0f);
|
const vec4 RED(1.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
@ -1338,13 +1495,14 @@ void AnimInverseKinematics::debugDrawRelativePoses(const AnimContext& context) c
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void AnimInverseKinematics::debugDrawIKChain(std::map<int, DebugJoint>& debugJointMap, const AnimContext& context) const {
|
void AnimInverseKinematics::debugDrawIKChain(JointChainInfo* jointChainInfos, size_t numJointChainInfos, const AnimContext& context) const {
|
||||||
AnimPoseVec poses = _relativePoses;
|
AnimPoseVec poses = _relativePoses;
|
||||||
|
|
||||||
// copy debug joint rotations into the relative poses
|
// copy debug joint rotations into the relative poses
|
||||||
for (auto& debugJoint : debugJointMap) {
|
for (size_t i = 0; i < numJointChainInfos; i++) {
|
||||||
poses[debugJoint.first].rot() = debugJoint.second.relRot;
|
const JointChainInfo& info = jointChainInfos[i];
|
||||||
poses[debugJoint.first].trans() = debugJoint.second.relTrans;
|
poses[info.jointIndex].rot() = info.relRot;
|
||||||
|
poses[info.jointIndex].trans() = info.relTrans;
|
||||||
}
|
}
|
||||||
|
|
||||||
// convert relative poses to absolute
|
// convert relative poses to absolute
|
||||||
|
@ -1360,11 +1518,11 @@ void AnimInverseKinematics::debugDrawIKChain(std::map<int, DebugJoint>& debugJoi
|
||||||
|
|
||||||
// draw each pose
|
// draw each pose
|
||||||
for (int i = 0; i < (int)poses.size(); i++) {
|
for (int i = 0; i < (int)poses.size(); i++) {
|
||||||
|
int parentIndex = _skeleton->getParentIndex(i);
|
||||||
// only draw joints that are actually in debugJointMap, or their parents
|
JointChainInfo* jointInfo = nullptr;
|
||||||
auto iter = debugJointMap.find(i);
|
JointChainInfo* parentJointInfo = nullptr;
|
||||||
auto parentIter = debugJointMap.find(_skeleton->getParentIndex(i));
|
lookupJointChainInfo(jointChainInfos, numJointChainInfos, i, parentIndex, &jointInfo, &parentJointInfo);
|
||||||
if (iter != debugJointMap.end() || parentIter != debugJointMap.end()) {
|
if (jointInfo && parentJointInfo) {
|
||||||
|
|
||||||
// transform local axes into world space.
|
// transform local axes into world space.
|
||||||
auto pose = poses[i];
|
auto pose = poses[i];
|
||||||
|
@ -1377,13 +1535,12 @@ void AnimInverseKinematics::debugDrawIKChain(std::map<int, DebugJoint>& debugJoi
|
||||||
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * zAxis, BLUE);
|
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * zAxis, BLUE);
|
||||||
|
|
||||||
// draw line to parent
|
// draw line to parent
|
||||||
int parentIndex = _skeleton->getParentIndex(i);
|
|
||||||
if (parentIndex != -1) {
|
if (parentIndex != -1) {
|
||||||
glm::vec3 parentPos = transformPoint(geomToWorldMatrix, poses[parentIndex].trans());
|
glm::vec3 parentPos = transformPoint(geomToWorldMatrix, poses[parentIndex].trans());
|
||||||
glm::vec4 color = GRAY;
|
glm::vec4 color = GRAY;
|
||||||
|
|
||||||
// draw constrained joints with a RED link to their parent.
|
// draw constrained joints with a RED link to their parent.
|
||||||
if (parentIter != debugJointMap.end() && parentIter->second.constrained) {
|
if (parentJointInfo->constrained) {
|
||||||
color = RED;
|
color = RED;
|
||||||
}
|
}
|
||||||
DebugDraw::getInstance().drawRay(pos, parentPos, color);
|
DebugDraw::getInstance().drawRay(pos, parentPos, color);
|
||||||
|
@ -1486,7 +1643,7 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
|
||||||
glm::vec3 worldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * swungAxis);
|
glm::vec3 worldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * swungAxis);
|
||||||
glm::vec3 swingTip = pos + SWING_LENGTH * worldSwungAxis;
|
glm::vec3 swingTip = pos + SWING_LENGTH * worldSwungAxis;
|
||||||
|
|
||||||
float prevPhi = acos(swingTwistConstraint->getMinDots()[j]);
|
float prevPhi = acosf(swingTwistConstraint->getMinDots()[j]);
|
||||||
float prevTheta = theta - D_THETA;
|
float prevTheta = theta - D_THETA;
|
||||||
glm::vec3 prevSwungAxis = sphericalToCartesian(prevPhi, prevTheta - PI_2);
|
glm::vec3 prevSwungAxis = sphericalToCartesian(prevPhi, prevTheta - PI_2);
|
||||||
glm::vec3 prevWorldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * prevSwungAxis);
|
glm::vec3 prevWorldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * prevSwungAxis);
|
||||||
|
@ -1521,6 +1678,50 @@ void AnimInverseKinematics::blendToPoses(const AnimPoseVec& targetPoses, const A
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void AnimInverseKinematics::preconditionRelativePosesToAvoidLimbLock(const AnimContext& context, const std::vector<IKTarget>& targets) {
|
||||||
|
const int NUM_LIMBS = 4;
|
||||||
|
std::pair<int, int> limbs[NUM_LIMBS] = {
|
||||||
|
{_skeleton->nameToJointIndex("LeftHand"), _skeleton->nameToJointIndex("LeftArm")},
|
||||||
|
{_skeleton->nameToJointIndex("RightHand"), _skeleton->nameToJointIndex("RightArm")},
|
||||||
|
{_skeleton->nameToJointIndex("LeftFoot"), _skeleton->nameToJointIndex("LeftUpLeg")},
|
||||||
|
{_skeleton->nameToJointIndex("RightFoot"), _skeleton->nameToJointIndex("RightUpLeg")}
|
||||||
|
};
|
||||||
|
const float MIN_AXIS_LENGTH = 1.0e-4f;
|
||||||
|
|
||||||
|
for (auto& target : targets) {
|
||||||
|
if (target.getIndex() != -1) {
|
||||||
|
for (int i = 0; i < NUM_LIMBS; i++) {
|
||||||
|
if (limbs[i].first == target.getIndex()) {
|
||||||
|
int tipIndex = limbs[i].first;
|
||||||
|
int baseIndex = limbs[i].second;
|
||||||
|
|
||||||
|
// TODO: as an optimization, these poses can be computed in one pass down the chain, instead of three.
|
||||||
|
AnimPose tipPose = _skeleton->getAbsolutePose(tipIndex, _relativePoses);
|
||||||
|
AnimPose basePose = _skeleton->getAbsolutePose(baseIndex, _relativePoses);
|
||||||
|
AnimPose baseParentPose = _skeleton->getAbsolutePose(_skeleton->getParentIndex(baseIndex), _relativePoses);
|
||||||
|
|
||||||
|
// to help reduce limb locking, and to help the CCD solver converge faster
|
||||||
|
// rotate the limbs leverArm over the targetLine.
|
||||||
|
glm::vec3 targetLine = target.getTranslation() - basePose.trans();
|
||||||
|
glm::vec3 leverArm = tipPose.trans() - basePose.trans();
|
||||||
|
glm::vec3 axis = glm::cross(leverArm, targetLine);
|
||||||
|
float axisLength = glm::length(axis);
|
||||||
|
if (axisLength > MIN_AXIS_LENGTH) {
|
||||||
|
// compute angle of rotation that brings tip to target
|
||||||
|
axis /= axisLength;
|
||||||
|
float cosAngle = glm::clamp(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)), -1.0f, 1.0f);
|
||||||
|
float angle = acosf(cosAngle);
|
||||||
|
glm::quat newBaseRotation = glm::angleAxis(angle, axis) * basePose.rot();
|
||||||
|
|
||||||
|
// convert base rotation into relative space of base.
|
||||||
|
_relativePoses[baseIndex].rot() = glm::inverse(baseParentPose.rot()) * newBaseRotation;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void AnimInverseKinematics::initRelativePosesFromSolutionSource(SolutionSource solutionSource, const AnimPoseVec& underPoses) {
|
void AnimInverseKinematics::initRelativePosesFromSolutionSource(SolutionSource solutionSource, const AnimPoseVec& underPoses) {
|
||||||
const float RELAX_BLEND_FACTOR = (1.0f / 16.0f);
|
const float RELAX_BLEND_FACTOR = (1.0f / 16.0f);
|
||||||
const float COPY_BLEND_FACTOR = 1.0f;
|
const float COPY_BLEND_FACTOR = 1.0f;
|
||||||
|
@ -1540,7 +1741,7 @@ void AnimInverseKinematics::initRelativePosesFromSolutionSource(SolutionSource s
|
||||||
break;
|
break;
|
||||||
case SolutionSource::LimitCenterPoses:
|
case SolutionSource::LimitCenterPoses:
|
||||||
// essentially copy limitCenterPoses over to _relativePoses.
|
// essentially copy limitCenterPoses over to _relativePoses.
|
||||||
blendToPoses(_limitCenterPoses, underPoses, COPY_BLEND_FACTOR);
|
blendToPoses(underPoses, _limitCenterPoses, COPY_BLEND_FACTOR);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -26,6 +26,14 @@ class RotationConstraint;
|
||||||
class AnimInverseKinematics : public AnimNode {
|
class AnimInverseKinematics : public AnimNode {
|
||||||
public:
|
public:
|
||||||
|
|
||||||
|
struct JointChainInfo {
|
||||||
|
glm::quat relRot;
|
||||||
|
glm::vec3 relTrans;
|
||||||
|
float weight;
|
||||||
|
int jointIndex;
|
||||||
|
bool constrained;
|
||||||
|
};
|
||||||
|
|
||||||
explicit AnimInverseKinematics(const QString& id);
|
explicit AnimInverseKinematics(const QString& id);
|
||||||
virtual ~AnimInverseKinematics() override;
|
virtual ~AnimInverseKinematics() override;
|
||||||
|
|
||||||
|
@ -34,7 +42,8 @@ public:
|
||||||
void computeAbsolutePoses(AnimPoseVec& absolutePoses) const;
|
void computeAbsolutePoses(AnimPoseVec& absolutePoses) const;
|
||||||
|
|
||||||
void setTargetVars(const QString& jointName, const QString& positionVar, const QString& rotationVar,
|
void setTargetVars(const QString& jointName, const QString& positionVar, const QString& rotationVar,
|
||||||
const QString& typeVar, const QString& weightVar, float weight, const std::vector<float>& flexCoefficients);
|
const QString& typeVar, const QString& weightVar, float weight, const std::vector<float>& flexCoefficients,
|
||||||
|
const QString& poleVectorEnabledVar, const QString& poleReferenceVectorVar, const QString& poleVectorVar);
|
||||||
|
|
||||||
virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimNode::Triggers& triggersOut) override;
|
virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimNode::Triggers& triggersOut) override;
|
||||||
virtual const AnimPoseVec& overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) override;
|
virtual const AnimPoseVec& overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) override;
|
||||||
|
@ -67,19 +76,13 @@ protected:
|
||||||
void solveTargetWithCCD(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug);
|
void solveTargetWithCCD(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug);
|
||||||
void solveTargetWithSpline(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug);
|
void solveTargetWithSpline(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug);
|
||||||
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) override;
|
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) override;
|
||||||
struct DebugJoint {
|
void debugDrawIKChain(JointChainInfo* jointChainInfos, size_t numJointChainInfos, const AnimContext& context) const;
|
||||||
DebugJoint() : relRot(), constrained(false) {}
|
|
||||||
DebugJoint(const glm::quat& relRotIn, const glm::vec3& relTransIn, bool constrainedIn) : relRot(relRotIn), relTrans(relTransIn), constrained(constrainedIn) {}
|
|
||||||
glm::quat relRot;
|
|
||||||
glm::vec3 relTrans;
|
|
||||||
bool constrained;
|
|
||||||
};
|
|
||||||
void debugDrawIKChain(std::map<int, DebugJoint>& debugJointMap, const AnimContext& context) const;
|
|
||||||
void debugDrawRelativePoses(const AnimContext& context) const;
|
void debugDrawRelativePoses(const AnimContext& context) const;
|
||||||
void debugDrawConstraints(const AnimContext& context) const;
|
void debugDrawConstraints(const AnimContext& context) const;
|
||||||
void debugDrawSpineSplines(const AnimContext& context, const std::vector<IKTarget>& targets) const;
|
void debugDrawSpineSplines(const AnimContext& context, const std::vector<IKTarget>& targets) const;
|
||||||
void initRelativePosesFromSolutionSource(SolutionSource solutionSource, const AnimPoseVec& underPose);
|
void initRelativePosesFromSolutionSource(SolutionSource solutionSource, const AnimPoseVec& underPose);
|
||||||
void blendToPoses(const AnimPoseVec& targetPoses, const AnimPoseVec& underPose, float blendFactor);
|
void blendToPoses(const AnimPoseVec& targetPoses, const AnimPoseVec& underPose, float blendFactor);
|
||||||
|
void preconditionRelativePosesToAvoidLimbLock(const AnimContext& context, const std::vector<IKTarget>& targets);
|
||||||
|
|
||||||
// used to pre-compute information about each joint influeced by a spline IK target.
|
// used to pre-compute information about each joint influeced by a spline IK target.
|
||||||
struct SplineJointInfo {
|
struct SplineJointInfo {
|
||||||
|
@ -107,7 +110,8 @@ protected:
|
||||||
enum FlexCoefficients { MAX_FLEX_COEFFICIENTS = 10 };
|
enum FlexCoefficients { MAX_FLEX_COEFFICIENTS = 10 };
|
||||||
struct IKTargetVar {
|
struct IKTargetVar {
|
||||||
IKTargetVar(const QString& jointNameIn, const QString& positionVarIn, const QString& rotationVarIn,
|
IKTargetVar(const QString& jointNameIn, const QString& positionVarIn, const QString& rotationVarIn,
|
||||||
const QString& typeVarIn, const QString& weightVarIn, float weightIn, const std::vector<float>& flexCoefficientsIn);
|
const QString& typeVarIn, const QString& weightVarIn, float weightIn, const std::vector<float>& flexCoefficientsIn,
|
||||||
|
const QString& poleVectorEnabledVar, const QString& poleReferenceVectorVar, const QString& poleVectorVar);
|
||||||
IKTargetVar(const IKTargetVar& orig);
|
IKTargetVar(const IKTargetVar& orig);
|
||||||
|
|
||||||
QString jointName;
|
QString jointName;
|
||||||
|
@ -115,6 +119,9 @@ protected:
|
||||||
QString rotationVar;
|
QString rotationVar;
|
||||||
QString typeVar;
|
QString typeVar;
|
||||||
QString weightVar;
|
QString weightVar;
|
||||||
|
QString poleVectorEnabledVar;
|
||||||
|
QString poleReferenceVectorVar;
|
||||||
|
QString poleVectorVar;
|
||||||
float weight;
|
float weight;
|
||||||
float flexCoefficients[MAX_FLEX_COEFFICIENTS];
|
float flexCoefficients[MAX_FLEX_COEFFICIENTS];
|
||||||
size_t numFlexCoefficients;
|
size_t numFlexCoefficients;
|
||||||
|
|
|
@ -479,6 +479,9 @@ AnimNode::Pointer loadInverseKinematicsNode(const QJsonObject& jsonObj, const QS
|
||||||
READ_OPTIONAL_STRING(typeVar, targetObj);
|
READ_OPTIONAL_STRING(typeVar, targetObj);
|
||||||
READ_OPTIONAL_STRING(weightVar, targetObj);
|
READ_OPTIONAL_STRING(weightVar, targetObj);
|
||||||
READ_OPTIONAL_FLOAT(weight, targetObj, 1.0f);
|
READ_OPTIONAL_FLOAT(weight, targetObj, 1.0f);
|
||||||
|
READ_OPTIONAL_STRING(poleVectorEnabledVar, targetObj);
|
||||||
|
READ_OPTIONAL_STRING(poleReferenceVectorVar, targetObj);
|
||||||
|
READ_OPTIONAL_STRING(poleVectorVar, targetObj);
|
||||||
|
|
||||||
auto flexCoefficientsValue = targetObj.value("flexCoefficients");
|
auto flexCoefficientsValue = targetObj.value("flexCoefficients");
|
||||||
if (!flexCoefficientsValue.isArray()) {
|
if (!flexCoefficientsValue.isArray()) {
|
||||||
|
@ -491,7 +494,7 @@ AnimNode::Pointer loadInverseKinematicsNode(const QJsonObject& jsonObj, const QS
|
||||||
flexCoefficients.push_back((float)value.toDouble());
|
flexCoefficients.push_back((float)value.toDouble());
|
||||||
}
|
}
|
||||||
|
|
||||||
node->setTargetVars(jointName, positionVar, rotationVar, typeVar, weightVar, weight, flexCoefficients);
|
node->setTargetVars(jointName, positionVar, rotationVar, typeVar, weightVar, weight, flexCoefficients, poleVectorEnabledVar, poleReferenceVectorVar, poleVectorVar);
|
||||||
};
|
};
|
||||||
|
|
||||||
READ_OPTIONAL_STRING(solutionSource, jsonObj);
|
READ_OPTIONAL_STRING(solutionSource, jsonObj);
|
||||||
|
|
|
@ -21,6 +21,8 @@ class AnimPose {
|
||||||
public:
|
public:
|
||||||
AnimPose() {}
|
AnimPose() {}
|
||||||
explicit AnimPose(const glm::mat4& mat);
|
explicit AnimPose(const glm::mat4& mat);
|
||||||
|
explicit AnimPose(const glm::quat& rotIn) : _scale(1.0f), _rot(rotIn), _trans(0.0f) {}
|
||||||
|
AnimPose(const glm::quat& rotIn, const glm::vec3& transIn) : _scale(1.0f), _rot(rotIn), _trans(transIn) {}
|
||||||
AnimPose(const glm::vec3& scaleIn, const glm::quat& rotIn, const glm::vec3& transIn) : _scale(scaleIn), _rot(rotIn), _trans(transIn) {}
|
AnimPose(const glm::vec3& scaleIn, const glm::quat& rotIn, const glm::vec3& transIn) : _scale(scaleIn), _rot(rotIn), _trans(transIn) {}
|
||||||
static const AnimPose identity;
|
static const AnimPose identity;
|
||||||
|
|
||||||
|
|
|
@ -76,11 +76,11 @@ const QString& AnimSkeleton::getJointName(int jointIndex) const {
|
||||||
return _joints[jointIndex].name;
|
return _joints[jointIndex].name;
|
||||||
}
|
}
|
||||||
|
|
||||||
AnimPose AnimSkeleton::getAbsolutePose(int jointIndex, const AnimPoseVec& poses) const {
|
AnimPose AnimSkeleton::getAbsolutePose(int jointIndex, const AnimPoseVec& relativePoses) const {
|
||||||
if (jointIndex < 0 || jointIndex >= (int)poses.size() || jointIndex >= _jointsSize) {
|
if (jointIndex < 0 || jointIndex >= (int)relativePoses.size() || jointIndex >= _jointsSize) {
|
||||||
return AnimPose::identity;
|
return AnimPose::identity;
|
||||||
} else {
|
} else {
|
||||||
return getAbsolutePose(_joints[jointIndex].parentIndex, poses) * poses[jointIndex];
|
return getAbsolutePose(_joints[jointIndex].parentIndex, relativePoses) * relativePoses[jointIndex];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -50,7 +50,7 @@ public:
|
||||||
|
|
||||||
int getParentIndex(int jointIndex) const;
|
int getParentIndex(int jointIndex) const;
|
||||||
|
|
||||||
AnimPose getAbsolutePose(int jointIndex, const AnimPoseVec& poses) const;
|
AnimPose getAbsolutePose(int jointIndex, const AnimPoseVec& relativePoses) const;
|
||||||
|
|
||||||
void convertRelativePosesToAbsolute(AnimPoseVec& poses) const;
|
void convertRelativePosesToAbsolute(AnimPoseVec& poses) const;
|
||||||
void convertAbsolutePosesToRelative(AnimPoseVec& poses) const;
|
void convertAbsolutePosesToRelative(AnimPoseVec& poses) const;
|
||||||
|
|
|
@ -30,10 +30,16 @@ public:
|
||||||
const glm::vec3& getTranslation() const { return _pose.trans(); }
|
const glm::vec3& getTranslation() const { return _pose.trans(); }
|
||||||
const glm::quat& getRotation() const { return _pose.rot(); }
|
const glm::quat& getRotation() const { return _pose.rot(); }
|
||||||
const AnimPose& getPose() const { return _pose; }
|
const AnimPose& getPose() const { return _pose; }
|
||||||
|
glm::vec3 getPoleVector() const { return _poleVector; }
|
||||||
|
glm::vec3 getPoleReferenceVector() const { return _poleReferenceVector; }
|
||||||
|
bool getPoleVectorEnabled() const { return _poleVectorEnabled; }
|
||||||
int getIndex() const { return _index; }
|
int getIndex() const { return _index; }
|
||||||
Type getType() const { return _type; }
|
Type getType() const { return _type; }
|
||||||
|
|
||||||
void setPose(const glm::quat& rotation, const glm::vec3& translation);
|
void setPose(const glm::quat& rotation, const glm::vec3& translation);
|
||||||
|
void setPoleVector(const glm::vec3& poleVector) { _poleVector = poleVector; }
|
||||||
|
void setPoleReferenceVector(const glm::vec3& poleReferenceVector) { _poleReferenceVector = poleReferenceVector; }
|
||||||
|
void setPoleVectorEnabled(bool poleVectorEnabled) { _poleVectorEnabled = poleVectorEnabled; }
|
||||||
void setIndex(int index) { _index = index; }
|
void setIndex(int index) { _index = index; }
|
||||||
void setType(int);
|
void setType(int);
|
||||||
void setFlexCoefficients(size_t numFlexCoefficientsIn, const float* flexCoefficientsIn);
|
void setFlexCoefficients(size_t numFlexCoefficientsIn, const float* flexCoefficientsIn);
|
||||||
|
@ -46,8 +52,11 @@ public:
|
||||||
|
|
||||||
private:
|
private:
|
||||||
AnimPose _pose;
|
AnimPose _pose;
|
||||||
int _index{-1};
|
glm::vec3 _poleVector;
|
||||||
Type _type{Type::RotationAndPosition};
|
glm::vec3 _poleReferenceVector;
|
||||||
|
bool _poleVectorEnabled { false };
|
||||||
|
int _index { -1 };
|
||||||
|
Type _type { Type::RotationAndPosition };
|
||||||
float _weight;
|
float _weight;
|
||||||
float _flexCoefficients[MAX_FLEX_COEFFICIENTS];
|
float _flexCoefficients[MAX_FLEX_COEFFICIENTS];
|
||||||
size_t _numFlexCoefficients;
|
size_t _numFlexCoefficients;
|
||||||
|
|
|
@ -479,12 +479,6 @@ bool Rig::getAbsoluteJointPoseInRigFrame(int jointIndex, AnimPose& returnPose) c
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Rig::getJointCombinedRotation(int jointIndex, glm::quat& result, const glm::quat& rotation) const {
|
|
||||||
// AJT: TODO: used by attachments
|
|
||||||
ASSERT(false);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Rig::calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const {
|
void Rig::calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const {
|
||||||
|
|
||||||
ASSERT(referenceSpeeds.size() > 0);
|
ASSERT(referenceSpeeds.size() > 0);
|
||||||
|
@ -950,6 +944,7 @@ void Rig::updateAnimations(float deltaTime, const glm::mat4& rootTransform, cons
|
||||||
|
|
||||||
// evaluate the animation
|
// evaluate the animation
|
||||||
AnimNode::Triggers triggersOut;
|
AnimNode::Triggers triggersOut;
|
||||||
|
|
||||||
_internalPoseSet._relativePoses = _animNode->evaluate(_animVars, context, deltaTime, triggersOut);
|
_internalPoseSet._relativePoses = _animNode->evaluate(_animVars, context, deltaTime, triggersOut);
|
||||||
if ((int)_internalPoseSet._relativePoses.size() != _animSkeleton->getNumJoints()) {
|
if ((int)_internalPoseSet._relativePoses.size() != _animSkeleton->getNumJoints()) {
|
||||||
// animations haven't fully loaded yet.
|
// animations haven't fully loaded yet.
|
||||||
|
@ -1015,46 +1010,6 @@ glm::quat Rig::getJointDefaultRotationInParentFrame(int jointIndex) {
|
||||||
return glm::quat();
|
return glm::quat();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Rig::updateFromHeadParameters(const HeadParameters& params, float dt) {
|
|
||||||
updateHeadAnimVars(params);
|
|
||||||
|
|
||||||
_animVars.set("isTalking", params.isTalking);
|
|
||||||
_animVars.set("notIsTalking", !params.isTalking);
|
|
||||||
|
|
||||||
if (params.hipsEnabled) {
|
|
||||||
_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToLimitCenterPoses);
|
|
||||||
_animVars.set("hipsType", (int)IKTarget::Type::RotationAndPosition);
|
|
||||||
_animVars.set("hipsPosition", extractTranslation(params.hipsMatrix));
|
|
||||||
_animVars.set("hipsRotation", glmExtractRotation(params.hipsMatrix));
|
|
||||||
} else {
|
|
||||||
_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToUnderPoses);
|
|
||||||
_animVars.set("hipsType", (int)IKTarget::Type::Unknown);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (params.hipsEnabled && params.spine2Enabled) {
|
|
||||||
_animVars.set("spine2Type", (int)IKTarget::Type::Spline);
|
|
||||||
_animVars.set("spine2Position", extractTranslation(params.spine2Matrix));
|
|
||||||
_animVars.set("spine2Rotation", glmExtractRotation(params.spine2Matrix));
|
|
||||||
} else {
|
|
||||||
_animVars.set("spine2Type", (int)IKTarget::Type::Unknown);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (params.leftArmEnabled) {
|
|
||||||
_animVars.set("leftArmType", (int)IKTarget::Type::RotationAndPosition);
|
|
||||||
_animVars.set("leftArmPosition", params.leftArmPosition);
|
|
||||||
_animVars.set("leftArmRotation", params.leftArmRotation);
|
|
||||||
} else {
|
|
||||||
_animVars.set("leftArmType", (int)IKTarget::Type::Unknown);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (params.rightArmEnabled) {
|
|
||||||
_animVars.set("rightArmType", (int)IKTarget::Type::RotationAndPosition);
|
|
||||||
_animVars.set("rightArmPosition", params.rightArmPosition);
|
|
||||||
_animVars.set("rightArmRotation", params.rightArmRotation);
|
|
||||||
} else {
|
|
||||||
_animVars.set("rightArmType", (int)IKTarget::Type::Unknown);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void Rig::updateFromEyeParameters(const EyeParameters& params) {
|
void Rig::updateFromEyeParameters(const EyeParameters& params) {
|
||||||
updateEyeJoint(params.leftEyeJointIndex, params.modelTranslation, params.modelRotation, params.eyeLookAt, params.eyeSaccade);
|
updateEyeJoint(params.leftEyeJointIndex, params.modelTranslation, params.modelRotation, params.eyeLookAt, params.eyeSaccade);
|
||||||
|
@ -1086,12 +1041,12 @@ void Rig::computeHeadFromHMD(const AnimPose& hmdPose, glm::vec3& headPositionOut
|
||||||
headOrientationOut = hmdOrientation;
|
headOrientationOut = hmdOrientation;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Rig::updateHeadAnimVars(const HeadParameters& params) {
|
void Rig::updateHead(bool headEnabled, bool hipsEnabled, const AnimPose& headPose) {
|
||||||
if (_animSkeleton) {
|
if (_animSkeleton) {
|
||||||
if (params.headEnabled) {
|
if (headEnabled) {
|
||||||
_animVars.set("headPosition", params.rigHeadPosition);
|
_animVars.set("headPosition", headPose.trans());
|
||||||
_animVars.set("headRotation", params.rigHeadOrientation);
|
_animVars.set("headRotation", headPose.rot());
|
||||||
if (params.hipsEnabled) {
|
if (hipsEnabled) {
|
||||||
// Since there is an explicit hips ik target, switch the head to use the more flexible Spline IK chain type.
|
// Since there is an explicit hips ik target, switch the head to use the more flexible Spline IK chain type.
|
||||||
// this will allow the spine to compress/expand and bend more natrually, ensuring that it can reach the head target position.
|
// this will allow the spine to compress/expand and bend more natrually, ensuring that it can reach the head target position.
|
||||||
_animVars.set("headType", (int)IKTarget::Type::Spline);
|
_animVars.set("headType", (int)IKTarget::Type::Spline);
|
||||||
|
@ -1104,12 +1059,271 @@ void Rig::updateHeadAnimVars(const HeadParameters& params) {
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
_animVars.unset("headPosition");
|
_animVars.unset("headPosition");
|
||||||
_animVars.set("headRotation", params.rigHeadOrientation);
|
_animVars.set("headRotation", headPose.rot());
|
||||||
_animVars.set("headType", (int)IKTarget::Type::RotationOnly);
|
_animVars.set("headType", (int)IKTarget::Type::RotationOnly);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool leftArmEnabled, bool rightArmEnabled, float dt,
|
||||||
|
const AnimPose& leftHandPose, const AnimPose& rightHandPose,
|
||||||
|
float bodyCapsuleRadius, float bodyCapsuleHalfHeight, const glm::vec3& bodyCapsuleLocalOffset) {
|
||||||
|
|
||||||
|
// Use this capsule to represent the avatar body.
|
||||||
|
int hipsIndex = indexOfJoint("Hips");
|
||||||
|
glm::vec3 hipsTrans;
|
||||||
|
if (hipsIndex >= 0) {
|
||||||
|
hipsTrans = _internalPoseSet._absolutePoses[hipsIndex].trans();
|
||||||
|
}
|
||||||
|
|
||||||
|
const glm::vec3 bodyCapsuleCenter = hipsTrans - bodyCapsuleLocalOffset;
|
||||||
|
const glm::vec3 bodyCapsuleStart = bodyCapsuleCenter - glm::vec3(0, bodyCapsuleHalfHeight, 0);
|
||||||
|
const glm::vec3 bodyCapsuleEnd = bodyCapsuleCenter + glm::vec3(0, bodyCapsuleHalfHeight, 0);
|
||||||
|
|
||||||
|
const float HAND_RADIUS = 0.05f;
|
||||||
|
|
||||||
|
const float RELAX_DURATION = 0.6f;
|
||||||
|
const float CONTROL_DURATION = 0.4f;
|
||||||
|
const bool TO_CONTROLLED = true;
|
||||||
|
const bool FROM_CONTROLLED = false;
|
||||||
|
const bool LEFT_HAND = true;
|
||||||
|
const bool RIGHT_HAND = false;
|
||||||
|
|
||||||
|
const float ELBOW_POLE_VECTOR_BLEND_FACTOR = 0.95f;
|
||||||
|
|
||||||
|
if (leftHandEnabled) {
|
||||||
|
if (!_isLeftHandControlled) {
|
||||||
|
_leftHandControlTimeRemaining = CONTROL_DURATION;
|
||||||
|
_isLeftHandControlled = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec3 handPosition = leftHandPose.trans();
|
||||||
|
glm::quat handRotation = leftHandPose.rot();
|
||||||
|
|
||||||
|
if (_leftHandControlTimeRemaining > 0.0f) {
|
||||||
|
// Move hand from non-controlled position to controlled position.
|
||||||
|
_leftHandControlTimeRemaining = std::max(_leftHandControlTimeRemaining - dt, 0.0f);
|
||||||
|
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
|
||||||
|
if (transitionHandPose(_leftHandControlTimeRemaining, CONTROL_DURATION, handPose,
|
||||||
|
LEFT_HAND, TO_CONTROLLED, handPose)) {
|
||||||
|
handPosition = handPose.trans();
|
||||||
|
handRotation = handPose.rot();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!hipsEnabled) {
|
||||||
|
// prevent the hand IK targets from intersecting the body capsule
|
||||||
|
glm::vec3 displacement;
|
||||||
|
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
|
||||||
|
handPosition -= displacement;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_animVars.set("leftHandPosition", handPosition);
|
||||||
|
_animVars.set("leftHandRotation", handRotation);
|
||||||
|
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||||
|
|
||||||
|
_lastLeftHandControlledPose = AnimPose(Vectors::ONE, handRotation, handPosition);
|
||||||
|
_isLeftHandControlled = true;
|
||||||
|
|
||||||
|
// compute pole vector
|
||||||
|
int handJointIndex = _animSkeleton->nameToJointIndex("LeftHand");
|
||||||
|
int armJointIndex = _animSkeleton->nameToJointIndex("LeftArm");
|
||||||
|
int elbowJointIndex = _animSkeleton->nameToJointIndex("LeftForeArm");
|
||||||
|
if (!leftArmEnabled && elbowJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
|
||||||
|
glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, true);
|
||||||
|
|
||||||
|
// smooth toward desired pole vector from previous pole vector... to reduce jitter
|
||||||
|
if (!_prevLeftHandPoleVectorValid) {
|
||||||
|
_prevLeftHandPoleVectorValid = true;
|
||||||
|
_prevLeftHandPoleVector = poleVector;
|
||||||
|
}
|
||||||
|
glm::quat deltaRot = rotationBetween(_prevLeftHandPoleVector, poleVector);
|
||||||
|
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, ELBOW_POLE_VECTOR_BLEND_FACTOR);
|
||||||
|
_prevLeftHandPoleVector = smoothDeltaRot * _prevLeftHandPoleVector;
|
||||||
|
|
||||||
|
_animVars.set("leftHandPoleVectorEnabled", true);
|
||||||
|
_animVars.set("leftHandPoleReferenceVector", Vectors::UNIT_X);
|
||||||
|
_animVars.set("leftHandPoleVector", _prevLeftHandPoleVector);
|
||||||
|
} else {
|
||||||
|
_prevLeftHandPoleVectorValid = false;
|
||||||
|
_animVars.set("leftHandPoleVectorEnabled", false);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
_prevLeftHandPoleVectorValid = false;
|
||||||
|
_animVars.set("leftHandPoleVectorEnabled", false);
|
||||||
|
|
||||||
|
if (_isLeftHandControlled) {
|
||||||
|
_leftHandRelaxTimeRemaining = RELAX_DURATION;
|
||||||
|
_isLeftHandControlled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_leftHandRelaxTimeRemaining > 0.0f) {
|
||||||
|
// Move hand from controlled position to non-controlled position.
|
||||||
|
_leftHandRelaxTimeRemaining = std::max(_leftHandRelaxTimeRemaining - dt, 0.0f);
|
||||||
|
AnimPose handPose;
|
||||||
|
if (transitionHandPose(_leftHandRelaxTimeRemaining, RELAX_DURATION, _lastLeftHandControlledPose,
|
||||||
|
LEFT_HAND, FROM_CONTROLLED, handPose)) {
|
||||||
|
_animVars.set("leftHandPosition", handPose.trans());
|
||||||
|
_animVars.set("leftHandRotation", handPose.rot());
|
||||||
|
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
_animVars.unset("leftHandPosition");
|
||||||
|
_animVars.unset("leftHandRotation");
|
||||||
|
_animVars.set("leftHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (rightHandEnabled) {
|
||||||
|
if (!_isRightHandControlled) {
|
||||||
|
_rightHandControlTimeRemaining = CONTROL_DURATION;
|
||||||
|
_isRightHandControlled = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec3 handPosition = rightHandPose.trans();
|
||||||
|
glm::quat handRotation = rightHandPose.rot();
|
||||||
|
|
||||||
|
if (_rightHandControlTimeRemaining > 0.0f) {
|
||||||
|
// Move hand from non-controlled position to controlled position.
|
||||||
|
_rightHandControlTimeRemaining = std::max(_rightHandControlTimeRemaining - dt, 0.0f);
|
||||||
|
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
|
||||||
|
if (transitionHandPose(_rightHandControlTimeRemaining, CONTROL_DURATION, handPose, RIGHT_HAND, TO_CONTROLLED, handPose)) {
|
||||||
|
handPosition = handPose.trans();
|
||||||
|
handRotation = handPose.rot();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!hipsEnabled) {
|
||||||
|
// prevent the hand IK targets from intersecting the body capsule
|
||||||
|
glm::vec3 displacement;
|
||||||
|
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
|
||||||
|
handPosition -= displacement;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_animVars.set("rightHandPosition", handPosition);
|
||||||
|
_animVars.set("rightHandRotation", handRotation);
|
||||||
|
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||||
|
|
||||||
|
_lastRightHandControlledPose = AnimPose(Vectors::ONE, handRotation, handPosition);
|
||||||
|
_isRightHandControlled = true;
|
||||||
|
|
||||||
|
// compute pole vector
|
||||||
|
int handJointIndex = _animSkeleton->nameToJointIndex("RightHand");
|
||||||
|
int armJointIndex = _animSkeleton->nameToJointIndex("RightArm");
|
||||||
|
int elbowJointIndex = _animSkeleton->nameToJointIndex("RightForeArm");
|
||||||
|
if (!rightArmEnabled && elbowJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
|
||||||
|
glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, false);
|
||||||
|
|
||||||
|
// smooth toward desired pole vector from previous pole vector... to reduce jitter
|
||||||
|
if (!_prevRightHandPoleVectorValid) {
|
||||||
|
_prevRightHandPoleVectorValid = true;
|
||||||
|
_prevRightHandPoleVector = poleVector;
|
||||||
|
}
|
||||||
|
glm::quat deltaRot = rotationBetween(_prevRightHandPoleVector, poleVector);
|
||||||
|
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, ELBOW_POLE_VECTOR_BLEND_FACTOR);
|
||||||
|
_prevRightHandPoleVector = smoothDeltaRot * _prevRightHandPoleVector;
|
||||||
|
|
||||||
|
_animVars.set("rightHandPoleVectorEnabled", true);
|
||||||
|
_animVars.set("rightHandPoleReferenceVector", -Vectors::UNIT_X);
|
||||||
|
_animVars.set("rightHandPoleVector", _prevRightHandPoleVector);
|
||||||
|
} else {
|
||||||
|
_prevRightHandPoleVectorValid = false;
|
||||||
|
_animVars.set("rightHandPoleVectorEnabled", false);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
_prevRightHandPoleVectorValid = false;
|
||||||
|
_animVars.set("rightHandPoleVectorEnabled", false);
|
||||||
|
|
||||||
|
if (_isRightHandControlled) {
|
||||||
|
_rightHandRelaxTimeRemaining = RELAX_DURATION;
|
||||||
|
_isRightHandControlled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_rightHandRelaxTimeRemaining > 0.0f) {
|
||||||
|
// Move hand from controlled position to non-controlled position.
|
||||||
|
_rightHandRelaxTimeRemaining = std::max(_rightHandRelaxTimeRemaining - dt, 0.0f);
|
||||||
|
AnimPose handPose;
|
||||||
|
if (transitionHandPose(_rightHandRelaxTimeRemaining, RELAX_DURATION, _lastRightHandControlledPose, RIGHT_HAND, FROM_CONTROLLED, handPose)) {
|
||||||
|
_animVars.set("rightHandPosition", handPose.trans());
|
||||||
|
_animVars.set("rightHandRotation", handPose.rot());
|
||||||
|
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
_animVars.unset("rightHandPosition");
|
||||||
|
_animVars.unset("rightHandRotation");
|
||||||
|
_animVars.set("rightHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Rig::updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose& leftFootPose, const AnimPose& rightFootPose) {
|
||||||
|
|
||||||
|
const float KNEE_POLE_VECTOR_BLEND_FACTOR = 0.95f;
|
||||||
|
|
||||||
|
int hipsIndex = indexOfJoint("Hips");
|
||||||
|
|
||||||
|
if (leftFootEnabled) {
|
||||||
|
_animVars.set("leftFootPosition", leftFootPose.trans());
|
||||||
|
_animVars.set("leftFootRotation", leftFootPose.rot());
|
||||||
|
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||||
|
|
||||||
|
int footJointIndex = _animSkeleton->nameToJointIndex("LeftFoot");
|
||||||
|
int kneeJointIndex = _animSkeleton->nameToJointIndex("LeftLeg");
|
||||||
|
int upLegJointIndex = _animSkeleton->nameToJointIndex("LeftUpLeg");
|
||||||
|
glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, kneeJointIndex, upLegJointIndex, hipsIndex, leftFootPose);
|
||||||
|
|
||||||
|
// smooth toward desired pole vector from previous pole vector... to reduce jitter
|
||||||
|
if (!_prevLeftFootPoleVectorValid) {
|
||||||
|
_prevLeftFootPoleVectorValid = true;
|
||||||
|
_prevLeftFootPoleVector = poleVector;
|
||||||
|
}
|
||||||
|
glm::quat deltaRot = rotationBetween(_prevLeftFootPoleVector, poleVector);
|
||||||
|
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, KNEE_POLE_VECTOR_BLEND_FACTOR);
|
||||||
|
_prevLeftFootPoleVector = smoothDeltaRot * _prevLeftFootPoleVector;
|
||||||
|
|
||||||
|
_animVars.set("leftFootPoleVectorEnabled", true);
|
||||||
|
_animVars.set("leftFootPoleReferenceVector", Vectors::UNIT_Z);
|
||||||
|
_animVars.set("leftFootPoleVector", _prevLeftFootPoleVector);
|
||||||
|
} else {
|
||||||
|
_animVars.unset("leftFootPosition");
|
||||||
|
_animVars.unset("leftFootRotation");
|
||||||
|
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||||
|
_animVars.set("leftFootPoleVectorEnabled", false);
|
||||||
|
_prevLeftFootPoleVectorValid = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (rightFootEnabled) {
|
||||||
|
_animVars.set("rightFootPosition", rightFootPose.trans());
|
||||||
|
_animVars.set("rightFootRotation", rightFootPose.rot());
|
||||||
|
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||||
|
|
||||||
|
int footJointIndex = _animSkeleton->nameToJointIndex("RightFoot");
|
||||||
|
int kneeJointIndex = _animSkeleton->nameToJointIndex("RightLeg");
|
||||||
|
int upLegJointIndex = _animSkeleton->nameToJointIndex("RightUpLeg");
|
||||||
|
glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, kneeJointIndex, upLegJointIndex, hipsIndex, rightFootPose);
|
||||||
|
|
||||||
|
// smooth toward desired pole vector from previous pole vector... to reduce jitter
|
||||||
|
if (!_prevRightFootPoleVectorValid) {
|
||||||
|
_prevRightFootPoleVectorValid = true;
|
||||||
|
_prevRightFootPoleVector = poleVector;
|
||||||
|
}
|
||||||
|
glm::quat deltaRot = rotationBetween(_prevRightFootPoleVector, poleVector);
|
||||||
|
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, KNEE_POLE_VECTOR_BLEND_FACTOR);
|
||||||
|
_prevRightFootPoleVector = smoothDeltaRot * _prevRightFootPoleVector;
|
||||||
|
|
||||||
|
_animVars.set("rightFootPoleVectorEnabled", true);
|
||||||
|
_animVars.set("rightFootPoleReferenceVector", Vectors::UNIT_Z);
|
||||||
|
_animVars.set("rightFootPoleVector", _prevRightFootPoleVector);
|
||||||
|
} else {
|
||||||
|
_animVars.unset("rightFootPosition");
|
||||||
|
_animVars.unset("rightFootRotation");
|
||||||
|
_animVars.set("rightFootPoleVectorEnabled", false);
|
||||||
|
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::vec3& lookAtSpot, const glm::vec3& saccade) {
|
void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::vec3& lookAtSpot, const glm::vec3& saccade) {
|
||||||
|
|
||||||
// TODO: does not properly handle avatar scale.
|
// TODO: does not properly handle avatar scale.
|
||||||
|
@ -1145,162 +1359,138 @@ void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, float dt) {
|
static glm::quat quatLerp(const glm::quat& q1, const glm::quat& q2, float alpha) {
|
||||||
if (_animSkeleton && _animNode) {
|
float dot = glm::dot(q1, q2);
|
||||||
const float HAND_RADIUS = 0.05f;
|
glm::quat temp;
|
||||||
int hipsIndex = indexOfJoint("Hips");
|
if (dot < 0.0f) {
|
||||||
glm::vec3 hipsTrans;
|
temp = -q2;
|
||||||
if (hipsIndex >= 0) {
|
} else {
|
||||||
hipsTrans = _internalPoseSet._absolutePoses[hipsIndex].trans();
|
temp = q2;
|
||||||
}
|
}
|
||||||
|
return glm::normalize(glm::lerp(q1, temp, alpha));
|
||||||
|
}
|
||||||
|
|
||||||
// Use this capsule to represent the avatar body.
|
glm::vec3 Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex, int hipsIndex, bool isLeft) const {
|
||||||
const float bodyCapsuleRadius = params.bodyCapsuleRadius;
|
AnimPose hipsPose = _externalPoseSet._absolutePoses[hipsIndex];
|
||||||
const glm::vec3 bodyCapsuleCenter = hipsTrans - params.bodyCapsuleLocalOffset;
|
AnimPose handPose = _externalPoseSet._absolutePoses[handIndex];
|
||||||
const glm::vec3 bodyCapsuleStart = bodyCapsuleCenter - glm::vec3(0, params.bodyCapsuleHalfHeight, 0);
|
AnimPose elbowPose = _externalPoseSet._absolutePoses[elbowIndex];
|
||||||
const glm::vec3 bodyCapsuleEnd = bodyCapsuleCenter + glm::vec3(0, params.bodyCapsuleHalfHeight, 0);
|
AnimPose armPose = _externalPoseSet._absolutePoses[armIndex];
|
||||||
|
|
||||||
// TODO: add isHipsEnabled
|
// ray from hand to arm.
|
||||||
bool bodySensorTrackingEnabled = params.isLeftFootEnabled || params.isRightFootEnabled;
|
glm::vec3 d = glm::normalize(handPose.trans() - armPose.trans());
|
||||||
|
|
||||||
const float RELAX_DURATION = 0.6f;
|
float sign = isLeft ? 1.0f : -1.0f;
|
||||||
const float CONTROL_DURATION = 0.4f;
|
|
||||||
const bool TO_CONTROLLED = true;
|
|
||||||
const bool FROM_CONTROLLED = false;
|
|
||||||
const bool LEFT_HAND = true;
|
|
||||||
const bool RIGHT_HAND = false;
|
|
||||||
|
|
||||||
if (params.isLeftEnabled) {
|
// form a plane normal to the hips x-axis.
|
||||||
if (!_isLeftHandControlled) {
|
glm::vec3 n = hipsPose.rot() * Vectors::UNIT_X;
|
||||||
_leftHandControlTimeRemaining = CONTROL_DURATION;
|
glm::vec3 y = hipsPose.rot() * Vectors::UNIT_Y;
|
||||||
_isLeftHandControlled = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::vec3 handPosition = params.leftPosition;
|
// project d onto this plane
|
||||||
glm::quat handRotation = params.leftOrientation;
|
glm::vec3 dProj = d - glm::dot(d, n) * n;
|
||||||
|
|
||||||
if (_leftHandControlTimeRemaining > 0.0f) {
|
// give dProj a bit of offset away from the body.
|
||||||
// Move hand from non-controlled position to controlled position.
|
float avatarScale = extractUniformScale(_modelOffset);
|
||||||
_leftHandControlTimeRemaining = std::max(_leftHandControlTimeRemaining - dt, 0.0f);
|
const float LATERAL_OFFSET = 1.0f * avatarScale;
|
||||||
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
|
const float VERTICAL_OFFSET = -0.333f * avatarScale;
|
||||||
if (transitionHandPose(_leftHandControlTimeRemaining, CONTROL_DURATION, handPose, LEFT_HAND, TO_CONTROLLED,
|
glm::vec3 dProjWithOffset = dProj + sign * LATERAL_OFFSET * n + y * VERTICAL_OFFSET;
|
||||||
handPose)) {
|
|
||||||
handPosition = handPose.trans();
|
|
||||||
handRotation = handPose.rot();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!bodySensorTrackingEnabled) {
|
// rotate dProj by 90 degrees to get the poleVector.
|
||||||
// prevent the hand IK targets from intersecting the body capsule
|
glm::vec3 poleVector = glm::angleAxis(PI / 2.0f, n) * dProjWithOffset;
|
||||||
glm::vec3 displacement;
|
|
||||||
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
|
|
||||||
handPosition -= displacement;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
_animVars.set("leftHandPosition", handPosition);
|
// blend the wrist oreintation into the pole vector to reduce the painfully bent wrist problem.
|
||||||
_animVars.set("leftHandRotation", handRotation);
|
glm::quat elbowToHandDelta = handPose.rot() * glm::inverse(elbowPose.rot());
|
||||||
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
|
const float WRIST_POLE_ADJUST_FACTOR = 0.5f;
|
||||||
|
glm::quat poleAdjust = quatLerp(Quaternions::IDENTITY, elbowToHandDelta, WRIST_POLE_ADJUST_FACTOR);
|
||||||
|
|
||||||
_lastLeftHandControlledPose = AnimPose(Vectors::ONE, handRotation, handPosition);
|
return glm::normalize(poleAdjust * poleVector);
|
||||||
} else {
|
}
|
||||||
if (_isLeftHandControlled) {
|
|
||||||
_leftHandRelaxTimeRemaining = RELAX_DURATION;
|
|
||||||
_isLeftHandControlled = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (_leftHandRelaxTimeRemaining > 0.0f) {
|
glm::vec3 Rig::calculateKneePoleVector(int footJointIndex, int kneeIndex, int upLegIndex, int hipsIndex, const AnimPose& targetFootPose) const {
|
||||||
// Move hand from controlled position to non-controlled position.
|
|
||||||
_leftHandRelaxTimeRemaining = std::max(_leftHandRelaxTimeRemaining - dt, 0.0f);
|
|
||||||
AnimPose handPose;
|
|
||||||
if (transitionHandPose(_leftHandRelaxTimeRemaining, RELAX_DURATION, _lastLeftHandControlledPose, LEFT_HAND,
|
|
||||||
FROM_CONTROLLED, handPose)) {
|
|
||||||
_animVars.set("leftHandPosition", handPose.trans());
|
|
||||||
_animVars.set("leftHandRotation", handPose.rot());
|
|
||||||
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
_animVars.unset("leftHandPosition");
|
|
||||||
_animVars.unset("leftHandRotation");
|
|
||||||
_animVars.set("leftHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (params.isRightEnabled) {
|
AnimPose hipsPose = _externalPoseSet._absolutePoses[hipsIndex];
|
||||||
if (!_isRightHandControlled) {
|
AnimPose footPose = targetFootPose;
|
||||||
_rightHandControlTimeRemaining = CONTROL_DURATION;
|
AnimPose kneePose = _externalPoseSet._absolutePoses[kneeIndex];
|
||||||
_isRightHandControlled = true;
|
AnimPose upLegPose = _externalPoseSet._absolutePoses[upLegIndex];
|
||||||
}
|
|
||||||
|
|
||||||
glm::vec3 handPosition = params.rightPosition;
|
// ray from foot to upLeg
|
||||||
glm::quat handRotation = params.rightOrientation;
|
glm::vec3 d = glm::normalize(footPose.trans() - upLegPose.trans());
|
||||||
|
|
||||||
if (_rightHandControlTimeRemaining > 0.0f) {
|
// form a plane normal to the hips x-axis
|
||||||
// Move hand from non-controlled position to controlled position.
|
glm::vec3 n = hipsPose.rot() * Vectors::UNIT_X;
|
||||||
_rightHandControlTimeRemaining = std::max(_rightHandControlTimeRemaining - dt, 0.0f);
|
|
||||||
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
|
|
||||||
if (transitionHandPose(_rightHandControlTimeRemaining, CONTROL_DURATION, handPose, RIGHT_HAND, TO_CONTROLLED,
|
|
||||||
handPose)) {
|
|
||||||
handPosition = handPose.trans();
|
|
||||||
handRotation = handPose.rot();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!bodySensorTrackingEnabled) {
|
// project d onto this plane
|
||||||
// prevent the hand IK targets from intersecting the body capsule
|
glm::vec3 dProj = d - glm::dot(d, n) * n;
|
||||||
glm::vec3 displacement;
|
|
||||||
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
|
|
||||||
handPosition -= displacement;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
_animVars.set("rightHandPosition", handPosition);
|
// rotate dProj by 90 degrees to get the poleVector.
|
||||||
_animVars.set("rightHandRotation", handRotation);
|
glm::vec3 poleVector = glm::angleAxis(-PI / 2.0f, n) * dProj;
|
||||||
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
|
|
||||||
|
|
||||||
_lastRightHandControlledPose = AnimPose(Vectors::ONE, handRotation, handPosition);
|
// blend the foot oreintation into the pole vector
|
||||||
} else {
|
glm::quat kneeToFootDelta = footPose.rot() * glm::inverse(kneePose.rot());
|
||||||
if (_isRightHandControlled) {
|
const float WRIST_POLE_ADJUST_FACTOR = 0.5f;
|
||||||
_rightHandRelaxTimeRemaining = RELAX_DURATION;
|
glm::quat poleAdjust = quatLerp(Quaternions::IDENTITY, kneeToFootDelta, WRIST_POLE_ADJUST_FACTOR);
|
||||||
_isRightHandControlled = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (_rightHandRelaxTimeRemaining > 0.0f) {
|
return glm::normalize(poleAdjust * poleVector);
|
||||||
// Move hand from controlled position to non-controlled position.
|
}
|
||||||
_rightHandRelaxTimeRemaining = std::max(_rightHandRelaxTimeRemaining - dt, 0.0f);
|
|
||||||
AnimPose handPose;
|
|
||||||
if (transitionHandPose(_rightHandRelaxTimeRemaining, RELAX_DURATION, _lastRightHandControlledPose, RIGHT_HAND,
|
|
||||||
FROM_CONTROLLED, handPose)) {
|
|
||||||
_animVars.set("rightHandPosition", handPose.trans());
|
|
||||||
_animVars.set("rightHandRotation", handPose.rot());
|
|
||||||
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
_animVars.unset("rightHandPosition");
|
|
||||||
_animVars.unset("rightHandRotation");
|
|
||||||
_animVars.set("rightHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (params.isLeftFootEnabled) {
|
void Rig::updateFromControllerParameters(const ControllerParameters& params, float dt) {
|
||||||
_animVars.set("leftFootPosition", params.leftFootPosition);
|
if (!_animSkeleton || !_animNode) {
|
||||||
_animVars.set("leftFootRotation", params.leftFootOrientation);
|
return;
|
||||||
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
|
}
|
||||||
} else {
|
|
||||||
_animVars.unset("leftFootPosition");
|
|
||||||
_animVars.unset("leftFootRotation");
|
|
||||||
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (params.isRightFootEnabled) {
|
_animVars.set("isTalking", params.isTalking);
|
||||||
_animVars.set("rightFootPosition", params.rightFootPosition);
|
_animVars.set("notIsTalking", !params.isTalking);
|
||||||
_animVars.set("rightFootRotation", params.rightFootOrientation);
|
|
||||||
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
|
bool headEnabled = params.controllerActiveFlags[ControllerType_Head];
|
||||||
} else {
|
bool leftHandEnabled = params.controllerActiveFlags[ControllerType_LeftHand];
|
||||||
_animVars.unset("rightFootPosition");
|
bool rightHandEnabled = params.controllerActiveFlags[ControllerType_RightHand];
|
||||||
_animVars.unset("rightFootRotation");
|
bool hipsEnabled = params.controllerActiveFlags[ControllerType_Hips];
|
||||||
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
|
bool leftFootEnabled = params.controllerActiveFlags[ControllerType_LeftFoot];
|
||||||
}
|
bool rightFootEnabled = params.controllerActiveFlags[ControllerType_RightFoot];
|
||||||
|
bool leftArmEnabled = params.controllerActiveFlags[ControllerType_LeftArm];
|
||||||
|
bool rightArmEnabled = params.controllerActiveFlags[ControllerType_RightArm];
|
||||||
|
bool spine2Enabled = params.controllerActiveFlags[ControllerType_Spine2];
|
||||||
|
|
||||||
|
updateHead(headEnabled, hipsEnabled, params.controllerPoses[ControllerType_Head]);
|
||||||
|
|
||||||
|
updateHands(leftHandEnabled, rightHandEnabled, hipsEnabled, leftArmEnabled, rightArmEnabled, dt,
|
||||||
|
params.controllerPoses[ControllerType_LeftHand], params.controllerPoses[ControllerType_RightHand],
|
||||||
|
params.bodyCapsuleRadius, params.bodyCapsuleHalfHeight, params.bodyCapsuleLocalOffset);
|
||||||
|
|
||||||
|
updateFeet(leftFootEnabled, rightFootEnabled,
|
||||||
|
params.controllerPoses[ControllerType_LeftFoot], params.controllerPoses[ControllerType_RightFoot]);
|
||||||
|
|
||||||
|
if (hipsEnabled) {
|
||||||
|
_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToLimitCenterPoses);
|
||||||
|
_animVars.set("hipsType", (int)IKTarget::Type::RotationAndPosition);
|
||||||
|
_animVars.set("hipsPosition", params.controllerPoses[ControllerType_Hips].trans());
|
||||||
|
_animVars.set("hipsRotation", params.controllerPoses[ControllerType_Hips].rot());
|
||||||
|
} else {
|
||||||
|
_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToUnderPoses);
|
||||||
|
_animVars.set("hipsType", (int)IKTarget::Type::Unknown);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (hipsEnabled && spine2Enabled) {
|
||||||
|
_animVars.set("spine2Type", (int)IKTarget::Type::Spline);
|
||||||
|
_animVars.set("spine2Position", params.controllerPoses[ControllerType_Spine2].trans());
|
||||||
|
_animVars.set("spine2Rotation", params.controllerPoses[ControllerType_Spine2].rot());
|
||||||
|
} else {
|
||||||
|
_animVars.set("spine2Type", (int)IKTarget::Type::Unknown);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (leftArmEnabled) {
|
||||||
|
_animVars.set("leftArmType", (int)IKTarget::Type::RotationAndPosition);
|
||||||
|
_animVars.set("leftArmPosition", params.controllerPoses[ControllerType_LeftArm].trans());
|
||||||
|
_animVars.set("leftArmRotation", params.controllerPoses[ControllerType_LeftArm].rot());
|
||||||
|
} else {
|
||||||
|
_animVars.set("leftArmType", (int)IKTarget::Type::Unknown);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (rightArmEnabled) {
|
||||||
|
_animVars.set("rightArmType", (int)IKTarget::Type::RotationAndPosition);
|
||||||
|
_animVars.set("rightArmPosition", params.controllerPoses[ControllerType_RightArm].trans());
|
||||||
|
_animVars.set("rightArmRotation", params.controllerPoses[ControllerType_RightArm].rot());
|
||||||
|
} else {
|
||||||
|
_animVars.set("rightArmType", (int)IKTarget::Type::Unknown);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1486,22 +1676,18 @@ void Rig::computeAvatarBoundingCapsule(
|
||||||
AnimInverseKinematics ikNode("boundingShape");
|
AnimInverseKinematics ikNode("boundingShape");
|
||||||
ikNode.setSkeleton(_animSkeleton);
|
ikNode.setSkeleton(_animSkeleton);
|
||||||
|
|
||||||
ikNode.setTargetVars("LeftHand",
|
ikNode.setTargetVars("LeftHand", "leftHandPosition", "leftHandRotation",
|
||||||
"leftHandPosition",
|
"leftHandType", "leftHandWeight", 1.0f, {},
|
||||||
"leftHandRotation",
|
QString(), QString(), QString());
|
||||||
"leftHandType", "leftHandWeight", 1.0f, {});
|
ikNode.setTargetVars("RightHand", "rightHandPosition", "rightHandRotation",
|
||||||
ikNode.setTargetVars("RightHand",
|
"rightHandType", "rightHandWeight", 1.0f, {},
|
||||||
"rightHandPosition",
|
QString(), QString(), QString());
|
||||||
"rightHandRotation",
|
ikNode.setTargetVars("LeftFoot", "leftFootPosition", "leftFootRotation",
|
||||||
"rightHandType", "rightHandWeight", 1.0f, {});
|
"leftFootType", "leftFootWeight", 1.0f, {},
|
||||||
ikNode.setTargetVars("LeftFoot",
|
QString(), QString(), QString());
|
||||||
"leftFootPosition",
|
ikNode.setTargetVars("RightFoot", "rightFootPosition", "rightFootRotation",
|
||||||
"leftFootRotation",
|
"rightFootType", "rightFootWeight", 1.0f, {},
|
||||||
"leftFootType", "leftFootWeight", 1.0f, {});
|
QString(), QString(), QString());
|
||||||
ikNode.setTargetVars("RightFoot",
|
|
||||||
"rightFootPosition",
|
|
||||||
"rightFootRotation",
|
|
||||||
"rightFootType", "rightFootWeight", 1.0f, {});
|
|
||||||
|
|
||||||
AnimPose geometryToRig = _modelOffset * _geometryOffset;
|
AnimPose geometryToRig = _modelOffset * _geometryOffset;
|
||||||
|
|
||||||
|
|
|
@ -41,21 +41,26 @@ public:
|
||||||
bool useNames;
|
bool useNames;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct HeadParameters {
|
enum ControllerType {
|
||||||
glm::mat4 hipsMatrix = glm::mat4(); // rig space
|
ControllerType_Head = 0,
|
||||||
glm::mat4 spine2Matrix = glm::mat4(); // rig space
|
ControllerType_LeftHand,
|
||||||
glm::quat rigHeadOrientation = glm::quat(); // rig space (-z forward)
|
ControllerType_RightHand,
|
||||||
glm::vec3 rigHeadPosition = glm::vec3(); // rig space
|
ControllerType_Hips,
|
||||||
glm::vec3 rightArmPosition = glm::vec3(); // rig space
|
ControllerType_LeftFoot,
|
||||||
glm::quat rightArmRotation = glm::quat(); // rig space
|
ControllerType_RightFoot,
|
||||||
glm::vec3 leftArmPosition = glm::vec3(); // rig space
|
ControllerType_LeftArm,
|
||||||
glm::quat leftArmRotation = glm::quat(); // rig space
|
ControllerType_RightArm,
|
||||||
bool hipsEnabled = false;
|
ControllerType_Spine2,
|
||||||
bool headEnabled = false;
|
NumControllerTypes
|
||||||
bool spine2Enabled = false;
|
};
|
||||||
bool leftArmEnabled = false;
|
|
||||||
bool rightArmEnabled = false;
|
struct ControllerParameters {
|
||||||
bool isTalking = false;
|
AnimPose controllerPoses[NumControllerTypes]; // rig space
|
||||||
|
bool controllerActiveFlags[NumControllerTypes];
|
||||||
|
bool isTalking;
|
||||||
|
float bodyCapsuleRadius;
|
||||||
|
float bodyCapsuleHalfHeight;
|
||||||
|
glm::vec3 bodyCapsuleLocalOffset;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct EyeParameters {
|
struct EyeParameters {
|
||||||
|
@ -67,25 +72,6 @@ public:
|
||||||
int rightEyeJointIndex = -1;
|
int rightEyeJointIndex = -1;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct HandAndFeetParameters {
|
|
||||||
bool isLeftEnabled;
|
|
||||||
bool isRightEnabled;
|
|
||||||
float bodyCapsuleRadius;
|
|
||||||
float bodyCapsuleHalfHeight;
|
|
||||||
glm::vec3 bodyCapsuleLocalOffset;
|
|
||||||
glm::vec3 leftPosition = glm::vec3(); // rig space
|
|
||||||
glm::quat leftOrientation = glm::quat(); // rig space (z forward)
|
|
||||||
glm::vec3 rightPosition = glm::vec3(); // rig space
|
|
||||||
glm::quat rightOrientation = glm::quat(); // rig space (z forward)
|
|
||||||
|
|
||||||
bool isLeftFootEnabled;
|
|
||||||
bool isRightFootEnabled;
|
|
||||||
glm::vec3 leftFootPosition = glm::vec3(); // rig space
|
|
||||||
glm::quat leftFootOrientation = glm::quat(); // rig space (z forward)
|
|
||||||
glm::vec3 rightFootPosition = glm::vec3(); // rig space
|
|
||||||
glm::quat rightFootOrientation = glm::quat(); // rig space (z forward)
|
|
||||||
};
|
|
||||||
|
|
||||||
enum class CharacterControllerState {
|
enum class CharacterControllerState {
|
||||||
Ground = 0,
|
Ground = 0,
|
||||||
Takeoff,
|
Takeoff,
|
||||||
|
@ -153,9 +139,6 @@ public:
|
||||||
bool getAbsoluteJointTranslationInRigFrame(int jointIndex, glm::vec3& translation) const;
|
bool getAbsoluteJointTranslationInRigFrame(int jointIndex, glm::vec3& translation) const;
|
||||||
bool getAbsoluteJointPoseInRigFrame(int jointIndex, AnimPose& returnPose) const;
|
bool getAbsoluteJointPoseInRigFrame(int jointIndex, AnimPose& returnPose) const;
|
||||||
|
|
||||||
// legacy
|
|
||||||
bool getJointCombinedRotation(int jointIndex, glm::quat& result, const glm::quat& rotation) const;
|
|
||||||
|
|
||||||
// rig space
|
// rig space
|
||||||
glm::mat4 getJointTransform(int jointIndex) const;
|
glm::mat4 getJointTransform(int jointIndex) const;
|
||||||
|
|
||||||
|
@ -195,9 +178,8 @@ public:
|
||||||
// legacy
|
// legacy
|
||||||
void clearJointStatePriorities();
|
void clearJointStatePriorities();
|
||||||
|
|
||||||
void updateFromHeadParameters(const HeadParameters& params, float dt);
|
void updateFromControllerParameters(const ControllerParameters& params, float dt);
|
||||||
void updateFromEyeParameters(const EyeParameters& params);
|
void updateFromEyeParameters(const EyeParameters& params);
|
||||||
void updateFromHandAndFeetParameters(const HandAndFeetParameters& params, float dt);
|
|
||||||
|
|
||||||
void initAnimGraph(const QUrl& url);
|
void initAnimGraph(const QUrl& url);
|
||||||
|
|
||||||
|
@ -247,11 +229,18 @@ protected:
|
||||||
void applyOverridePoses();
|
void applyOverridePoses();
|
||||||
void buildAbsoluteRigPoses(const AnimPoseVec& relativePoses, AnimPoseVec& absolutePosesOut);
|
void buildAbsoluteRigPoses(const AnimPoseVec& relativePoses, AnimPoseVec& absolutePosesOut);
|
||||||
|
|
||||||
void updateHeadAnimVars(const HeadParameters& params);
|
void updateHead(bool headEnabled, bool hipsEnabled, const AnimPose& headMatrix);
|
||||||
|
void updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool leftArmEnabled, bool rightArmEnabled, float dt,
|
||||||
|
const AnimPose& leftHandPose, const AnimPose& rightHandPose,
|
||||||
|
float bodyCapsuleRadius, float bodyCapsuleHalfHeight, const glm::vec3& bodyCapsuleLocalOffset);
|
||||||
|
void updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose& leftFootPose, const AnimPose& rightFootPose);
|
||||||
|
|
||||||
void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::vec3& lookAt, const glm::vec3& saccade);
|
void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::vec3& lookAt, const glm::vec3& saccade);
|
||||||
void calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const;
|
void calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const;
|
||||||
|
|
||||||
|
glm::vec3 calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex, int hipsIndex, bool isLeft) const;
|
||||||
|
glm::vec3 calculateKneePoleVector(int footJointIndex, int kneeJoint, int upLegIndex, int hipsIndex, const AnimPose& targetFootPose) const;
|
||||||
|
|
||||||
AnimPose _modelOffset; // model to rig space
|
AnimPose _modelOffset; // model to rig space
|
||||||
AnimPose _geometryOffset; // geometry to model space (includes unit offset & fst offsets)
|
AnimPose _geometryOffset; // geometry to model space (includes unit offset & fst offsets)
|
||||||
AnimPose _invGeometryOffset;
|
AnimPose _invGeometryOffset;
|
||||||
|
@ -347,13 +336,12 @@ protected:
|
||||||
bool _enableDebugDrawIKConstraints { false };
|
bool _enableDebugDrawIKConstraints { false };
|
||||||
bool _enableDebugDrawIKChains { false };
|
bool _enableDebugDrawIKChains { false };
|
||||||
|
|
||||||
private:
|
|
||||||
QMap<int, StateHandler> _stateHandlers;
|
QMap<int, StateHandler> _stateHandlers;
|
||||||
int _nextStateHandlerId { 0 };
|
int _nextStateHandlerId { 0 };
|
||||||
QMutex _stateMutex;
|
QMutex _stateMutex;
|
||||||
|
|
||||||
bool transitionHandPose(float deltaTime, float totalDuration, AnimPose& controlledHandPose, bool isLeftHand,
|
bool transitionHandPose(float deltaTime, float totalDuration, AnimPose& controlledHandPose, bool isLeftHand,
|
||||||
bool isToControlled, AnimPose& returnHandPose);
|
bool isToControlled, AnimPose& returnHandPose);
|
||||||
|
|
||||||
bool _isLeftHandControlled { false };
|
bool _isLeftHandControlled { false };
|
||||||
bool _isRightHandControlled { false };
|
bool _isRightHandControlled { false };
|
||||||
|
@ -363,6 +351,18 @@ private:
|
||||||
float _rightHandRelaxTimeRemaining { 0.0f };
|
float _rightHandRelaxTimeRemaining { 0.0f };
|
||||||
AnimPose _lastLeftHandControlledPose;
|
AnimPose _lastLeftHandControlledPose;
|
||||||
AnimPose _lastRightHandControlledPose;
|
AnimPose _lastRightHandControlledPose;
|
||||||
|
|
||||||
|
glm::vec3 _prevRightFootPoleVector { Vectors::UNIT_Z };
|
||||||
|
bool _prevRightFootPoleVectorValid { false };
|
||||||
|
|
||||||
|
glm::vec3 _prevLeftFootPoleVector { Vectors::UNIT_Z };
|
||||||
|
bool _prevLeftFootPoleVectorValid { false };
|
||||||
|
|
||||||
|
glm::vec3 _prevRightHandPoleVector { -Vectors::UNIT_Z };
|
||||||
|
bool _prevRightHandPoleVectorValid { false };
|
||||||
|
|
||||||
|
glm::vec3 _prevLeftHandPoleVector { -Vectors::UNIT_Z };
|
||||||
|
bool _prevLeftHandPoleVectorValid { false };
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif /* defined(__hifi__Rig__) */
|
#endif /* defined(__hifi__Rig__) */
|
||||||
|
|
|
@ -867,10 +867,6 @@ bool Model::getRelativeDefaultJointTranslation(int jointIndex, glm::vec3& transl
|
||||||
return _rig.getRelativeDefaultJointTranslation(jointIndex, translationOut);
|
return _rig.getRelativeDefaultJointTranslation(jointIndex, translationOut);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Model::getJointCombinedRotation(int jointIndex, glm::quat& rotation) const {
|
|
||||||
return _rig.getJointCombinedRotation(jointIndex, rotation, _rotation);
|
|
||||||
}
|
|
||||||
|
|
||||||
QStringList Model::getJointNames() const {
|
QStringList Model::getJointNames() const {
|
||||||
if (QThread::currentThread() != thread()) {
|
if (QThread::currentThread() != thread()) {
|
||||||
QStringList result;
|
QStringList result;
|
||||||
|
|
|
@ -177,7 +177,6 @@ public:
|
||||||
int getJointStateCount() const { return (int)_rig.getJointStateCount(); }
|
int getJointStateCount() const { return (int)_rig.getJointStateCount(); }
|
||||||
bool getJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const;
|
bool getJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const;
|
||||||
bool getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const;
|
bool getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const;
|
||||||
bool getJointCombinedRotation(int jointIndex, glm::quat& rotation) const;
|
|
||||||
|
|
||||||
/// \param jointIndex index of joint in model structure
|
/// \param jointIndex index of joint in model structure
|
||||||
/// \param rotation[out] rotation of joint in model-frame
|
/// \param rotation[out] rotation of joint in model-frame
|
||||||
|
|
Loading…
Reference in a new issue