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More stability in hips offset calculation.
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commit
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3 changed files with 23 additions and 13 deletions
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@ -392,6 +392,10 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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dt = MAX_OVERLAY_DT;
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dt = MAX_OVERLAY_DT;
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}
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}
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// OUTOFBODY_HACK: smoothly update update _hipsOffsetLength, otherwise we risk introducing oscillation in the hips offset.
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float tau = dt / 0.5f;
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_maxHipsOffsetLength = (1.0f - tau) * _maxHipsOffsetLength + tau * _desiredMaxHipsOffsetLength;
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if (_relativePoses.size() != underPoses.size()) {
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if (_relativePoses.size() != underPoses.size()) {
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loadPoses(underPoses);
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loadPoses(underPoses);
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} else {
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} else {
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@ -516,7 +520,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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float OTHER_WEIGHT = 1.0f;
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float OTHER_WEIGHT = 1.0f;
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float totalWeight = 0.0f;
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float totalWeight = 0.0f;
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glm::vec3 newHipsOffset = Vectors::ZERO;
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glm::vec3 additionalHipsOffset = Vectors::ZERO;
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for (auto& target: targets) {
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for (auto& target: targets) {
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int targetIndex = target.getIndex();
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int targetIndex = target.getIndex();
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if (targetIndex == _headIndex && _headIndex != -1) {
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if (targetIndex == _headIndex && _headIndex != -1) {
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@ -527,43 +531,45 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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glm::vec3 under = _skeleton->getAbsolutePose(_headIndex, underPoses).trans;
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glm::vec3 under = _skeleton->getAbsolutePose(_headIndex, underPoses).trans;
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans;
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans;
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const float HEAD_OFFSET_SLAVE_FACTOR = 0.65f;
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const float HEAD_OFFSET_SLAVE_FACTOR = 0.65f;
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newHipsOffset += (OTHER_WEIGHT * HEAD_OFFSET_SLAVE_FACTOR) * (actual - under);
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additionalHipsOffset += (OTHER_WEIGHT * HEAD_OFFSET_SLAVE_FACTOR) * (actual - under);
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totalWeight += OTHER_WEIGHT;
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totalWeight += OTHER_WEIGHT;
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} else if (target.getType() == IKTarget::Type::HmdHead) {
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} else if (target.getType() == IKTarget::Type::HmdHead) {
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans;
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans;
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glm::vec3 thisOffset = target.getTranslation() - actual;
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glm::vec3 thisOffset = target.getTranslation() - actual;
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glm::vec3 futureHipsOffset = _hipsOffset + thisOffset;
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glm::vec3 futureHipsOffset = _hipsOffset + thisOffset;
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if (glm::length(futureHipsOffset) < _maxHipsOffsetLength) {
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if (glm::length(glm::vec2(futureHipsOffset.x, futureHipsOffset.z)) < _maxHipsOffsetLength) {
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// it is imperative to shift the hips and bring the head to its designated position
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// it is imperative to shift the hips and bring the head to its designated position
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// so we slam newHipsOffset here and ignore all other targets
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// so we slam newHipsOffset here and ignore all other targets
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newHipsOffset = futureHipsOffset;
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additionalHipsOffset = futureHipsOffset - _hipsOffset;
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totalWeight = 0.0f;
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totalWeight = 0.0f;
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break;
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break;
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} else {
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} else {
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newHipsOffset += HMD_WEIGHT * (target.getTranslation() - actual);
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additionalHipsOffset += HMD_WEIGHT * (target.getTranslation() - actual);
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totalWeight += HMD_WEIGHT;
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totalWeight += HMD_WEIGHT;
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}
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}
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}
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}
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} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
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} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
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glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans;
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glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans;
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glm::vec3 targetPosition = target.getTranslation();
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glm::vec3 targetPosition = target.getTranslation();
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newHipsOffset += OTHER_WEIGHT * (targetPosition - actualPosition);
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additionalHipsOffset += OTHER_WEIGHT * (targetPosition - actualPosition);
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totalWeight += OTHER_WEIGHT;
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totalWeight += OTHER_WEIGHT;
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}
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}
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}
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}
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if (totalWeight > 1.0f) {
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if (totalWeight > 1.0f) {
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newHipsOffset /= totalWeight;
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additionalHipsOffset /= totalWeight;
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}
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}
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// smooth transitions by relaxing _hipsOffset toward the new value
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// smooth transitions by relaxing _hipsOffset toward the new value
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const float HIPS_OFFSET_SLAVE_TIMESCALE = 0.10f;
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const float HIPS_OFFSET_SLAVE_TIMESCALE = 0.10f;
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float tau = dt < HIPS_OFFSET_SLAVE_TIMESCALE ? dt / HIPS_OFFSET_SLAVE_TIMESCALE : 1.0f;
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float tau = dt < HIPS_OFFSET_SLAVE_TIMESCALE ? dt / HIPS_OFFSET_SLAVE_TIMESCALE : 1.0f;
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float newOffsetLength = glm::length(newHipsOffset);
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_hipsOffset += additionalHipsOffset * tau;
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if (newOffsetLength > _maxHipsOffsetLength) {
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// clamp the hips offset
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// clamp the horizontal component of the hips offset
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newHipsOffset *= _maxHipsOffsetLength / newOffsetLength;
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float hipsOffsetLength2D = glm::length(glm::vec2(_hipsOffset.x, _hipsOffset.z));
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if (hipsOffsetLength2D > _maxHipsOffsetLength) {
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_hipsOffset.x *= _maxHipsOffsetLength / hipsOffsetLength2D;
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_hipsOffset.z *= _maxHipsOffsetLength / hipsOffsetLength2D;
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}
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}
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_hipsOffset += (newHipsOffset - _hipsOffset) * tau;
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}
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}
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}
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}
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}
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}
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@ -579,7 +585,7 @@ void AnimInverseKinematics::clearIKJointLimitHistory() {
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void AnimInverseKinematics::setMaxHipsOffsetLength(float maxLength) {
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void AnimInverseKinematics::setMaxHipsOffsetLength(float maxLength) {
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// OUTOFBODY_HACK: manually adjust scale here
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// OUTOFBODY_HACK: manually adjust scale here
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const float METERS_TO_CENTIMETERS = 100.0f;
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const float METERS_TO_CENTIMETERS = 100.0f;
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_maxHipsOffsetLength = METERS_TO_CENTIMETERS * maxLength;
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_desiredMaxHipsOffsetLength = METERS_TO_CENTIMETERS * maxLength;
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}
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}
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RotationConstraint* AnimInverseKinematics::getConstraint(int index) {
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RotationConstraint* AnimInverseKinematics::getConstraint(int index) {
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@ -85,6 +85,7 @@ protected:
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// experimental data for moving hips during IK
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// experimental data for moving hips during IK
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glm::vec3 _hipsOffset { Vectors::ZERO };
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glm::vec3 _hipsOffset { Vectors::ZERO };
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float _desiredMaxHipsOffsetLength { 1.0f };
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float _maxHipsOffsetLength { 1.0f };
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float _maxHipsOffsetLength { 1.0f };
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int _headIndex { -1 };
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int _headIndex { -1 };
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int _hipsIndex { -1 };
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int _hipsIndex { -1 };
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@ -733,6 +733,9 @@ float CharacterController::measureMaxHipsOffsetRadius(const glm::vec3& currentHi
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startTransform.setOrigin(startPos);
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startTransform.setOrigin(startPos);
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btVector3 endPos = startPos + rotation * ((maxSweepDistance / hipsOffsetLength) * hipsOffset);
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btVector3 endPos = startPos + rotation * ((maxSweepDistance / hipsOffsetLength) * hipsOffset);
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// ensure sweep is horizontal.
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startPos.setY(endPos.getY());
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// sweep test a sphere
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// sweep test a sphere
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btSphereShape sphere(_radius);
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btSphereShape sphere(_radius);
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CharacterSweepResult result(&_ghost);
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CharacterSweepResult result(&_ghost);
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