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Merge pull request #10513 from hyperlogic/feature/faster-ik-iterations
IK tuning and bug fixes
This commit is contained in:
commit
a7b9fbb461
12 changed files with 214 additions and 84 deletions
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@ -68,7 +68,7 @@
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"typeVar": "rightHandType",
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"weightVar": "rightHandWeight",
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"weight": 1.0,
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"flexCoefficients": [1, 0.5, 0.5, 0.25, 0.1, 0.05, 0.01, 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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},
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{
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"jointName": "LeftHand",
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@ -77,7 +77,7 @@
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"typeVar": "leftHandType",
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"weightVar": "leftHandWeight",
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"weight": 1.0,
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"flexCoefficients": [1, 0.5, 0.5, 0.25, 0.1, 0.05, 0.01, 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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},
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{
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"jointName": "RightFoot",
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@ -104,7 +104,7 @@
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"typeVar": "spine2Type",
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"weightVar": "spine2Weight",
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"weight": 1.0,
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"flexCoefficients": [0.45, 0.45]
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"flexCoefficients": [1.0, 0.5, 0.5]
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},
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{
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"jointName": "Head",
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@ -113,7 +113,7 @@
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"typeVar": "headType",
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"weightVar": "headWeight",
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"weight": 4.0,
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"flexCoefficients": [1, 0.5, 0.5, 0.5, 0.5]
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"flexCoefficients": [1, 0.05, 0.25, 0.25, 0.25]
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}
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]
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},
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@ -525,6 +525,8 @@ Menu::Menu() {
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avatar.get(), SLOT(setEnableDebugDrawIKTargets(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderIKConstraints, 0, false,
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avatar.get(), SLOT(setEnableDebugDrawIKConstraints(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderIKChains, 0, false,
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avatar.get(), SLOT(setEnableDebugDrawIKChains(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::ActionMotorControl,
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Qt::CTRL | Qt::SHIFT | Qt::Key_K, true, avatar.get(), SLOT(updateMotionBehaviorFromMenu()),
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@ -162,6 +162,7 @@ namespace MenuOption {
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const QString RenderSensorToWorldMatrix = "Show SensorToWorld Matrix";
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const QString RenderIKTargets = "Show IK Targets";
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const QString RenderIKConstraints = "Show IK Constraints";
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const QString RenderIKChains = "Show IK Chains";
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const QString ResetAvatarSize = "Reset Avatar Size";
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const QString ResetSensors = "Reset Sensors";
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const QString RunningScripts = "Running Scripts...";
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@ -525,7 +525,7 @@ void MyAvatar::simulate(float deltaTime) {
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_skeletonModel->getRig().setEnableDebugDrawIKTargets(_enableDebugDrawIKTargets);
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_skeletonModel->getRig().setEnableDebugDrawIKConstraints(_enableDebugDrawIKConstraints);
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_skeletonModel->getRig().setEnableDebugDrawIKChains(_enableDebugDrawIKChains);
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_skeletonModel->simulate(deltaTime);
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}
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@ -951,6 +951,10 @@ void MyAvatar::setEnableDebugDrawIKConstraints(bool isEnabled) {
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_enableDebugDrawIKConstraints = isEnabled;
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}
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void MyAvatar::setEnableDebugDrawIKChains(bool isEnabled) {
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_enableDebugDrawIKChains = isEnabled;
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}
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void MyAvatar::setEnableMeshVisible(bool isEnabled) {
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_skeletonModel->setVisibleInScene(isEnabled, qApp->getMain3DScene());
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}
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@ -524,6 +524,7 @@ public slots:
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void setEnableDebugDrawSensorToWorldMatrix(bool isEnabled);
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void setEnableDebugDrawIKTargets(bool isEnabled);
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void setEnableDebugDrawIKConstraints(bool isEnabled);
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void setEnableDebugDrawIKChains(bool isEnabled);
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bool getEnableMeshVisible() const { return _skeletonModel->isVisible(); }
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void setEnableMeshVisible(bool isEnabled);
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void setUseAnimPreAndPostRotations(bool isEnabled);
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@ -717,6 +718,7 @@ private:
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bool _enableDebugDrawSensorToWorldMatrix { false };
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bool _enableDebugDrawIKTargets { false };
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bool _enableDebugDrawIKConstraints { false };
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bool _enableDebugDrawIKChains { false };
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AudioListenerMode _audioListenerMode;
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glm::vec3 _customListenPosition;
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@ -10,10 +10,11 @@
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#include "AnimContext.h"
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AnimContext::AnimContext(bool enableDebugDrawIKTargets, bool enableDebugDrawIKConstraints,
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AnimContext::AnimContext(bool enableDebugDrawIKTargets, bool enableDebugDrawIKConstraints, bool enableDebugDrawIKChains,
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const glm::mat4& geometryToRigMatrix, const glm::mat4& rigToWorldMatrix) :
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_enableDebugDrawIKTargets(enableDebugDrawIKTargets),
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_enableDebugDrawIKConstraints(enableDebugDrawIKConstraints),
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_enableDebugDrawIKChains(enableDebugDrawIKChains),
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_geometryToRigMatrix(geometryToRigMatrix),
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_rigToWorldMatrix(rigToWorldMatrix)
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{
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@ -16,18 +16,20 @@
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class AnimContext {
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public:
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AnimContext(bool enableDebugDrawIKTargets, bool enableDebugDrawIKConstraints,
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AnimContext(bool enableDebugDrawIKTargets, bool enableDebugDrawIKConstraints, bool enableDebugDrawIKChains,
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const glm::mat4& geometryToRigMatrix, const glm::mat4& rigToWorldMatrix);
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bool getEnableDebugDrawIKTargets() const { return _enableDebugDrawIKTargets; }
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bool getEnableDebugDrawIKConstraints() const { return _enableDebugDrawIKConstraints; }
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bool getEnableDebugDrawIKChains() const { return _enableDebugDrawIKChains; }
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const glm::mat4& getGeometryToRigMatrix() const { return _geometryToRigMatrix; }
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const glm::mat4& getRigToWorldMatrix() const { return _rigToWorldMatrix; }
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protected:
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bool _enableDebugDrawIKTargets { false };
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bool _enableDebugDrawIKConstraints{ false };
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bool _enableDebugDrawIKConstraints { false };
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bool _enableDebugDrawIKChains { false };
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glm::mat4 _geometryToRigMatrix;
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glm::mat4 _rigToWorldMatrix;
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};
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@ -175,7 +175,7 @@ void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::
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}
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}
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void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<IKTarget>& targets) {
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void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const AnimContext& context, const std::vector<IKTarget>& targets) {
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// compute absolute poses that correspond to relative target poses
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AnimPoseVec absolutePoses;
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absolutePoses.resize(_relativePoses.size());
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@ -193,25 +193,23 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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while (maxError > MAX_ERROR_TOLERANCE && numLoops < MAX_IK_LOOPS) {
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++numLoops;
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bool debug = context.getEnableDebugDrawIKChains() && numLoops == MAX_IK_LOOPS;
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// solve all targets
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int lowestMovedIndex = (int)_relativePoses.size();
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for (auto& target: targets) {
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int lowIndex = solveTargetWithCCD(target, absolutePoses);
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if (lowIndex < lowestMovedIndex) {
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lowestMovedIndex = lowIndex;
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}
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solveTargetWithCCD(context, target, absolutePoses, debug);
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}
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// harvest accumulated rotations and apply the average
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for (int i = lowestMovedIndex; i < _maxTargetIndex; ++i) {
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for (int i = 0; i < (int)_relativePoses.size(); ++i) {
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if (_accumulators[i].size() > 0) {
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_relativePoses[i].rot() = _accumulators[i].getAverage();
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_accumulators[i].clear();
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}
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}
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// update the absolutePoses that need it (from lowestMovedIndex to _maxTargetIndex)
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for (auto i = lowestMovedIndex; i <= _maxTargetIndex; ++i) {
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// update the absolutePoses
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for (int i = 0; i < (int)_relativePoses.size(); ++i) {
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auto parentIndex = _skeleton->getParentIndex((int)i);
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if (parentIndex != -1) {
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absolutePoses[i] = absolutePoses[parentIndex] * _relativePoses[i];
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@ -236,7 +234,9 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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for (auto& target: targets) {
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int tipIndex = target.getIndex();
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int parentIndex = _skeleton->getParentIndex(tipIndex);
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if (parentIndex != -1) {
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// update rotationOnly targets that don't lie on the ik chain of other ik targets.
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if (parentIndex != -1 && !_accumulators[tipIndex].isDirty() && target.getType() == IKTarget::Type::RotationOnly) {
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const glm::quat& targetRotation = target.getRotation();
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// compute tip's new parent-relative rotation
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// Q = Qp * q --> q' = Qp^ * Q
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@ -254,24 +254,25 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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}
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}
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int AnimInverseKinematics::solveTargetWithCCD(const IKTarget& target, AnimPoseVec& absolutePoses) {
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int lowestMovedIndex = (int)_relativePoses.size();
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void AnimInverseKinematics::solveTargetWithCCD(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug) {
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size_t chainDepth = 0;
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IKTarget::Type targetType = target.getType();
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if (targetType == IKTarget::Type::RotationOnly) {
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// the final rotation will be enforced after the iterations
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// TODO: solve this correctly
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return lowestMovedIndex;
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return;
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}
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int tipIndex = target.getIndex();
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int pivotIndex = _skeleton->getParentIndex(tipIndex);
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if (pivotIndex == -1 || pivotIndex == _hipsIndex) {
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return lowestMovedIndex;
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return;
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}
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int pivotsParentIndex = _skeleton->getParentIndex(pivotIndex);
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if (pivotsParentIndex == -1) {
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// TODO?: handle case where tip's parent is root?
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return lowestMovedIndex;
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return;
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}
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// cache tip's absolute orientation
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@ -281,31 +282,46 @@ int AnimInverseKinematics::solveTargetWithCCD(const IKTarget& target, AnimPoseVe
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// the tip's parent-relative as we proceed up the chain
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glm::quat tipParentOrientation = absolutePoses[pivotIndex].rot();
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std::map<int, DebugJoint> debugJointMap;
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// NOTE: if this code is removed, the head will remain rigid, causing the spine/hips to thrust forward backward
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// as the head is nodded.
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if (targetType == IKTarget::Type::HmdHead) {
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if (targetType == IKTarget::Type::HmdHead ||
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targetType == IKTarget::Type::RotationAndPosition ||
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targetType == IKTarget::Type::HipsRelativeRotationAndPosition) {
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// rotate tip directly to target orientation
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tipOrientation = target.getRotation();
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glm::quat tipRelativeRotation = glm::inverse(tipParentOrientation) * tipOrientation;
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// rotate tip toward target orientation
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glm::quat deltaRot = target.getRotation() * glm::inverse(tipOrientation);
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deltaRot *= target.getFlexCoefficient(chainDepth);
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glm::normalize(deltaRot);
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// compute parent relative rotation
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glm::quat tipRelativeRotation = glm::inverse(tipParentOrientation) * deltaRot * tipOrientation;
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// then enforce tip's constraint
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RotationConstraint* constraint = getConstraint(tipIndex);
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bool constrained = false;
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if (constraint) {
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bool constrained = constraint->apply(tipRelativeRotation);
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constrained = constraint->apply(tipRelativeRotation);
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if (constrained) {
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tipOrientation = tipParentOrientation * tipRelativeRotation;
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tipRelativeRotation = tipRelativeRotation;
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}
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}
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// store the relative rotation change in the accumulator
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_accumulators[tipIndex].add(tipRelativeRotation, target.getWeight());
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if (debug) {
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debugJointMap[tipIndex] = DebugJoint(tipRelativeRotation, constrained);
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}
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}
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// cache tip absolute position
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glm::vec3 tipPosition = absolutePoses[tipIndex].trans();
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size_t chainDepth = 1;
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chainDepth++;
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// descend toward root, pivoting each joint to get tip closer to target position
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while (pivotIndex != _hipsIndex && pivotsParentIndex != -1) {
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@ -388,15 +404,15 @@ int AnimInverseKinematics::solveTargetWithCCD(const IKTarget& target, AnimPoseVe
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// compute joint's new parent-relative rotation after swing
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// Q' = dQ * Q and Q = Qp * q --> q' = Qp^ * dQ * Q
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glm::quat newRot = glm::normalize(glm::inverse(
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absolutePoses[pivotsParentIndex].rot()) *
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deltaRotation *
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absolutePoses[pivotIndex].rot());
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glm::quat newRot = glm::normalize(glm::inverse(absolutePoses[pivotsParentIndex].rot()) *
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deltaRotation *
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absolutePoses[pivotIndex].rot());
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// enforce pivot's constraint
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RotationConstraint* constraint = getConstraint(pivotIndex);
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bool constrained = false;
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if (constraint) {
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bool constrained = constraint->apply(newRot);
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constrained = constraint->apply(newRot);
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if (constrained) {
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// the constraint will modify the local rotation of the tip so we must
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// compute the corresponding model-frame deltaRotation
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@ -408,9 +424,8 @@ int AnimInverseKinematics::solveTargetWithCCD(const IKTarget& target, AnimPoseVe
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// store the relative rotation change in the accumulator
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_accumulators[pivotIndex].add(newRot, target.getWeight());
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// this joint has been changed so we check to see if it has the lowest index
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if (pivotIndex < lowestMovedIndex) {
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lowestMovedIndex = pivotIndex;
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if (debug) {
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debugJointMap[pivotIndex] = DebugJoint(newRot, constrained);
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}
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// keep track of tip's new transform as we descend towards root
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@ -423,7 +438,10 @@ int AnimInverseKinematics::solveTargetWithCCD(const IKTarget& target, AnimPoseVe
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chainDepth++;
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}
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return lowestMovedIndex;
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if (debug) {
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debugDrawIKChain(debugJointMap, context);
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}
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}
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//virtual
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@ -551,7 +569,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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{
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PROFILE_RANGE_EX(simulation_animation, "ik/ccd", 0xffff00ff, 0);
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solveWithCyclicCoordinateDescent(targets);
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solveWithCyclicCoordinateDescent(context, targets);
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}
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if (_hipsTargetIndex < 0) {
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@ -562,6 +580,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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}
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}
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}
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return _relativePoses;
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}
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@ -658,8 +677,8 @@ static void setEllipticalSwingLimits(SwingTwistConstraint* stConstraint, float l
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float dTheta = TWO_PI / NUM_SUBDIVISIONS;
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float theta = 0.0f;
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for (int i = 0; i < NUM_SUBDIVISIONS; i++) {
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float theta_prime = atanf((lateralSwingPhi / anteriorSwingPhi) * tanf(theta));
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float phi = (cosf(2.0f * theta_prime) * ((lateralSwingPhi - anteriorSwingPhi) / 2.0f)) + ((lateralSwingPhi + anteriorSwingPhi) / 2.0f);
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float theta_prime = atanf((anteriorSwingPhi / lateralSwingPhi) * tanf(theta));
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float phi = (cosf(2.0f * theta_prime) * ((anteriorSwingPhi - lateralSwingPhi) / 2.0f)) + ((anteriorSwingPhi + lateralSwingPhi) / 2.0f);
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minDots.push_back(cosf(phi));
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theta += dTheta;
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}
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@ -771,27 +790,36 @@ void AnimInverseKinematics::initConstraints() {
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std::vector<glm::vec3> swungDirections;
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float deltaTheta = PI / 4.0f;
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float theta = 0.0f;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.25f, sinf(theta)));
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 1.0f, sinf(theta))); // posterior
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.0f, sinf(theta)));
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta))); // posterior
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.0f, sinf(theta)));
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -1.5f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.25f, sinf(theta)));
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -3.0f, sinf(theta))); // anterior
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.5f, sinf(theta)));
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -1.5f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.5f, sinf(theta))); // anterior
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta)));
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theta += deltaTheta;
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.5f, sinf(theta)));
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swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta)));
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std::vector<float> minDots;
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for (size_t i = 0; i < swungDirections.size(); i++) {
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minDots.push_back(glm::dot(glm::normalize(swungDirections[i]), Vectors::UNIT_Y));
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}
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stConstraint->setSwingLimits(minDots);
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/*
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// simple cone
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std::vector<float> minDots;
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const float MAX_HAND_SWING = 2.9f; // 170 deg //2 * PI / 3.0f;
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minDots.push_back(cosf(MAX_HAND_SWING));
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stConstraint->setSwingLimits(minDots);
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*/
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constraint = static_cast<RotationConstraint*>(stConstraint);
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} else if (0 == baseName.compare("Hand", Qt::CaseSensitive)) {
|
||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||
|
@ -839,11 +867,11 @@ void AnimInverseKinematics::initConstraints() {
|
|||
} else if (baseName.startsWith("Shoulder", Qt::CaseSensitive)) {
|
||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
||||
const float MAX_SHOULDER_TWIST = PI / 20.0f;
|
||||
const float MAX_SHOULDER_TWIST = PI / 10.0f;
|
||||
stConstraint->setTwistLimits(-MAX_SHOULDER_TWIST, MAX_SHOULDER_TWIST);
|
||||
|
||||
std::vector<float> minDots;
|
||||
const float MAX_SHOULDER_SWING = PI / 16.0f;
|
||||
const float MAX_SHOULDER_SWING = PI / 12.0f;
|
||||
minDots.push_back(cosf(MAX_SHOULDER_SWING));
|
||||
stConstraint->setSwingLimits(minDots);
|
||||
|
||||
|
@ -855,8 +883,8 @@ void AnimInverseKinematics::initConstraints() {
|
|||
stConstraint->setTwistLimits(-MAX_SPINE_TWIST, MAX_SPINE_TWIST);
|
||||
|
||||
// limit lateral swings more then forward-backward swings
|
||||
const float MAX_SPINE_LATERAL_SWING = PI / 30.0f;
|
||||
const float MAX_SPINE_ANTERIOR_SWING = PI / 20.0f;
|
||||
const float MAX_SPINE_LATERAL_SWING = PI / 15.0f;
|
||||
const float MAX_SPINE_ANTERIOR_SWING = PI / 10.0f;
|
||||
setEllipticalSwingLimits(stConstraint, MAX_SPINE_LATERAL_SWING, MAX_SPINE_ANTERIOR_SWING);
|
||||
|
||||
if (0 == baseName.compare("Spine1", Qt::CaseSensitive)
|
||||
|
@ -869,12 +897,12 @@ void AnimInverseKinematics::initConstraints() {
|
|||
} else if (0 == baseName.compare("Neck", Qt::CaseSensitive)) {
|
||||
SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
|
||||
stConstraint->setReferenceRotation(_defaultRelativePoses[i].rot());
|
||||
const float MAX_NECK_TWIST = PI / 10.0f;
|
||||
const float MAX_NECK_TWIST = PI / 8.0f;
|
||||
stConstraint->setTwistLimits(-MAX_NECK_TWIST, MAX_NECK_TWIST);
|
||||
|
||||
// limit lateral swings more then forward-backward swings
|
||||
const float MAX_NECK_LATERAL_SWING = PI / 10.0f;
|
||||
const float MAX_NECK_ANTERIOR_SWING = PI / 8.0f;
|
||||
const float MAX_NECK_LATERAL_SWING = PI / 12.0f;
|
||||
const float MAX_NECK_ANTERIOR_SWING = PI / 10.0f;
|
||||
setEllipticalSwingLimits(stConstraint, MAX_NECK_LATERAL_SWING, MAX_NECK_ANTERIOR_SWING);
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(stConstraint);
|
||||
|
@ -884,10 +912,10 @@ void AnimInverseKinematics::initConstraints() {
|
|||
const float MAX_HEAD_TWIST = PI / 6.0f;
|
||||
stConstraint->setTwistLimits(-MAX_HEAD_TWIST, MAX_HEAD_TWIST);
|
||||
|
||||
std::vector<float> minDots;
|
||||
const float MAX_HEAD_SWING = PI / 6.0f;
|
||||
minDots.push_back(cosf(MAX_HEAD_SWING));
|
||||
stConstraint->setSwingLimits(minDots);
|
||||
// limit lateral swings more then forward-backward swings
|
||||
const float MAX_NECK_LATERAL_SWING = PI / 4.0f;
|
||||
const float MAX_NECK_ANTERIOR_SWING = PI / 3.0f;
|
||||
setEllipticalSwingLimits(stConstraint, MAX_NECK_LATERAL_SWING, MAX_NECK_ANTERIOR_SWING);
|
||||
|
||||
constraint = static_cast<RotationConstraint*>(stConstraint);
|
||||
} else if (0 == baseName.compare("ForeArm", Qt::CaseSensitive)) {
|
||||
|
@ -1044,7 +1072,96 @@ void AnimInverseKinematics::setSkeletonInternal(AnimSkeleton::ConstPointer skele
|
|||
static glm::vec3 sphericalToCartesian(float phi, float theta) {
|
||||
float cos_phi = cosf(phi);
|
||||
float sin_phi = sinf(phi);
|
||||
return glm::vec3(sin_phi * cosf(theta), cos_phi, -sin_phi * sinf(theta));
|
||||
return glm::vec3(sin_phi * cosf(theta), cos_phi, sin_phi * sinf(theta));
|
||||
}
|
||||
|
||||
void AnimInverseKinematics::debugDrawRelativePoses(const AnimContext& context) const {
|
||||
AnimPoseVec poses = _relativePoses;
|
||||
|
||||
// convert relative poses to absolute
|
||||
_skeleton->convertRelativePosesToAbsolute(poses);
|
||||
|
||||
mat4 geomToWorldMatrix = context.getRigToWorldMatrix() * context.getGeometryToRigMatrix();
|
||||
|
||||
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 GRAY(0.2f, 0.2f, 0.2f, 1.0f);
|
||||
const float AXIS_LENGTH = 2.0f; // cm
|
||||
|
||||
// draw each pose
|
||||
for (int i = 0; i < (int)poses.size(); i++) {
|
||||
|
||||
// transform local axes into world space.
|
||||
auto pose = poses[i];
|
||||
glm::vec3 xAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_X);
|
||||
glm::vec3 yAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Y);
|
||||
glm::vec3 zAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Z);
|
||||
glm::vec3 pos = transformPoint(geomToWorldMatrix, pose.trans());
|
||||
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * xAxis, RED);
|
||||
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * yAxis, GREEN);
|
||||
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * zAxis, BLUE);
|
||||
|
||||
// draw line to parent
|
||||
int parentIndex = _skeleton->getParentIndex(i);
|
||||
if (parentIndex != -1) {
|
||||
glm::vec3 parentPos = transformPoint(geomToWorldMatrix, poses[parentIndex].trans());
|
||||
DebugDraw::getInstance().drawRay(pos, parentPos, GRAY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AnimInverseKinematics::debugDrawIKChain(std::map<int, DebugJoint>& debugJointMap, const AnimContext& context) const {
|
||||
AnimPoseVec poses = _relativePoses;
|
||||
|
||||
// copy debug joint rotations into the relative poses
|
||||
for (auto& debugJoint : debugJointMap) {
|
||||
poses[debugJoint.first].rot() = debugJoint.second.relRot;
|
||||
}
|
||||
|
||||
// convert relative poses to absolute
|
||||
_skeleton->convertRelativePosesToAbsolute(poses);
|
||||
|
||||
mat4 geomToWorldMatrix = context.getRigToWorldMatrix() * context.getGeometryToRigMatrix();
|
||||
|
||||
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 GRAY(0.2f, 0.2f, 0.2f, 1.0f);
|
||||
const float AXIS_LENGTH = 2.0f; // cm
|
||||
|
||||
// draw each pose
|
||||
for (int i = 0; i < (int)poses.size(); i++) {
|
||||
|
||||
// only draw joints that are actually in debugJointMap, or their parents
|
||||
auto iter = debugJointMap.find(i);
|
||||
auto parentIter = debugJointMap.find(_skeleton->getParentIndex(i));
|
||||
if (iter != debugJointMap.end() || parentIter != debugJointMap.end()) {
|
||||
|
||||
// transform local axes into world space.
|
||||
auto pose = poses[i];
|
||||
glm::vec3 xAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_X);
|
||||
glm::vec3 yAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Y);
|
||||
glm::vec3 zAxis = transformVectorFast(geomToWorldMatrix, pose.rot() * Vectors::UNIT_Z);
|
||||
glm::vec3 pos = transformPoint(geomToWorldMatrix, pose.trans());
|
||||
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * xAxis, RED);
|
||||
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * yAxis, GREEN);
|
||||
DebugDraw::getInstance().drawRay(pos, pos + AXIS_LENGTH * zAxis, BLUE);
|
||||
|
||||
// draw line to parent
|
||||
int parentIndex = _skeleton->getParentIndex(i);
|
||||
if (parentIndex != -1) {
|
||||
glm::vec3 parentPos = transformPoint(geomToWorldMatrix, poses[parentIndex].trans());
|
||||
glm::vec4 color = GRAY;
|
||||
|
||||
// draw constrained joints with a RED link to their parent.
|
||||
if (parentIter != debugJointMap.end() && parentIter->second.constrained) {
|
||||
color = RED;
|
||||
}
|
||||
DebugDraw::getInstance().drawRay(pos, parentPos, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) const {
|
||||
|
@ -1056,20 +1173,12 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
|
|||
const vec4 CYAN(0.0f, 1.0f, 1.0f, 1.0f);
|
||||
const vec4 GRAY(0.2f, 0.2f, 0.2f, 1.0f);
|
||||
const vec4 MAGENTA(1.0f, 0.0f, 1.0f, 1.0f);
|
||||
const float AXIS_LENGTH = 2.0f; // cm
|
||||
const float AXIS_LENGTH = 5.0f; // cm
|
||||
const float TWIST_LENGTH = 4.0f; // cm
|
||||
const float HINGE_LENGTH = 6.0f; // cm
|
||||
const float SWING_LENGTH = 5.0f; // cm
|
||||
const float HINGE_LENGTH = 4.0f; // cm
|
||||
const float SWING_LENGTH = 4.0f; // cm
|
||||
|
||||
AnimPoseVec poses = _skeleton->getRelativeDefaultPoses();
|
||||
|
||||
// copy reference rotations into the relative poses
|
||||
for (int i = 0; i < (int)poses.size(); i++) {
|
||||
const RotationConstraint* constraint = getConstraint(i);
|
||||
if (constraint) {
|
||||
poses[i].rot() = constraint->getReferenceRotation();
|
||||
}
|
||||
}
|
||||
AnimPoseVec poses = _relativePoses;
|
||||
|
||||
// convert relative poses to absolute
|
||||
_skeleton->convertRelativePosesToAbsolute(poses);
|
||||
|
@ -1127,8 +1236,8 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
|
|||
glm::vec3 hingeAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * Vectors::UNIT_Y);
|
||||
DebugDraw::getInstance().drawRay(pos, pos + HINGE_LENGTH * hingeAxis, MAGENTA);
|
||||
|
||||
glm::quat minRot = glm::angleAxis(swingTwistConstraint->getMinTwist(), Vectors::UNIT_Y);
|
||||
glm::quat maxRot = glm::angleAxis(swingTwistConstraint->getMaxTwist(), Vectors::UNIT_Y);
|
||||
glm::quat minRot = glm::angleAxis(swingTwistConstraint->getMinTwist(), refRot * Vectors::UNIT_Y);
|
||||
glm::quat maxRot = glm::angleAxis(swingTwistConstraint->getMaxTwist(), refRot * Vectors::UNIT_Y);
|
||||
|
||||
const int NUM_SWING_STEPS = 10;
|
||||
for (int i = 0; i < NUM_SWING_STEPS + 1; i++) {
|
||||
|
@ -1140,17 +1249,18 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
|
|||
// draw swing constraints.
|
||||
const size_t NUM_MIN_DOTS = swingTwistConstraint->getMinDots().size();
|
||||
const float D_THETA = TWO_PI / (NUM_MIN_DOTS - 1);
|
||||
const float PI_2 = PI / 2.0f;
|
||||
float theta = 0.0f;
|
||||
for (size_t i = 0, j = NUM_MIN_DOTS - 2; i < NUM_MIN_DOTS - 1; j = i, i++, theta += D_THETA) {
|
||||
// compute swing rotation from theta and phi angles.
|
||||
float phi = acosf(swingTwistConstraint->getMinDots()[i]);
|
||||
glm::vec3 swungAxis = sphericalToCartesian(phi, theta);
|
||||
glm::vec3 swungAxis = sphericalToCartesian(phi, theta - PI_2);
|
||||
glm::vec3 worldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * swungAxis);
|
||||
glm::vec3 swingTip = pos + SWING_LENGTH * worldSwungAxis;
|
||||
|
||||
float prevPhi = acos(swingTwistConstraint->getMinDots()[j]);
|
||||
float prevTheta = theta - D_THETA;
|
||||
glm::vec3 prevSwungAxis = sphericalToCartesian(prevPhi, prevTheta);
|
||||
glm::vec3 prevSwungAxis = sphericalToCartesian(prevPhi, prevTheta - PI_2);
|
||||
glm::vec3 prevWorldSwungAxis = transformVectorFast(geomToWorldMatrix, parentAbsRot * refRot * prevSwungAxis);
|
||||
glm::vec3 prevSwingTip = pos + SWING_LENGTH * prevWorldSwungAxis;
|
||||
|
||||
|
@ -1159,7 +1269,6 @@ void AnimInverseKinematics::debugDrawConstraints(const AnimContext& context) con
|
|||
}
|
||||
}
|
||||
}
|
||||
pose.rot() = constraint->computeCenterRotation();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -58,13 +58,22 @@ public:
|
|||
|
||||
protected:
|
||||
void computeTargets(const AnimVariantMap& animVars, std::vector<IKTarget>& targets, const AnimPoseVec& underPoses);
|
||||
void solveWithCyclicCoordinateDescent(const std::vector<IKTarget>& targets);
|
||||
int solveTargetWithCCD(const IKTarget& target, AnimPoseVec& absolutePoses);
|
||||
void solveWithCyclicCoordinateDescent(const AnimContext& context, const std::vector<IKTarget>& targets);
|
||||
void solveTargetWithCCD(const AnimContext& context, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug);
|
||||
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) override;
|
||||
struct DebugJoint {
|
||||
DebugJoint() : relRot(), constrained(false) {}
|
||||
DebugJoint(const glm::quat& relRotIn, bool constrainedIn) : relRot(relRotIn), constrained(constrainedIn) {}
|
||||
glm::quat relRot;
|
||||
bool constrained;
|
||||
};
|
||||
void debugDrawIKChain(std::map<int, DebugJoint>& debugJointMap, const AnimContext& context) const;
|
||||
void debugDrawRelativePoses(const AnimContext& context) const;
|
||||
void debugDrawConstraints(const AnimContext& context) const;
|
||||
void initRelativePosesFromSolutionSource(SolutionSource solutionSource, const AnimPoseVec& underPose);
|
||||
void blendToPoses(const AnimPoseVec& targetPoses, const AnimPoseVec& underPose, float blendFactor);
|
||||
|
||||
|
||||
// for AnimDebugDraw rendering
|
||||
virtual const AnimPoseVec& getPosesInternal() const override { return _relativePoses; }
|
||||
|
||||
|
|
|
@ -23,7 +23,6 @@ void IKTarget::setFlexCoefficients(size_t numFlexCoefficientsIn, const float* fl
|
|||
|
||||
float IKTarget::getFlexCoefficient(size_t chainDepth) const {
|
||||
const float DEFAULT_FLEX_COEFFICIENT = 0.5f;
|
||||
|
||||
if (chainDepth < _numFlexCoefficients) {
|
||||
return _flexCoefficients[chainDepth];
|
||||
} else {
|
||||
|
|
|
@ -954,7 +954,7 @@ void Rig::updateAnimations(float deltaTime, const glm::mat4& rootTransform, cons
|
|||
updateAnimationStateHandlers();
|
||||
_animVars.setRigToGeometryTransform(_rigToGeometryTransform);
|
||||
|
||||
AnimContext context(_enableDebugDrawIKTargets, _enableDebugDrawIKConstraints,
|
||||
AnimContext context(_enableDebugDrawIKTargets, _enableDebugDrawIKConstraints, _enableDebugDrawIKChains,
|
||||
getGeometryToRigTransform(), rigToWorldTransform);
|
||||
|
||||
// evaluate the animation
|
||||
|
@ -1403,7 +1403,6 @@ void Rig::computeAvatarBoundingCapsule(
|
|||
AnimInverseKinematics ikNode("boundingShape");
|
||||
ikNode.setSkeleton(_animSkeleton);
|
||||
|
||||
// AJT: FIX ME!!!!! ensure that empty weights vector does something reasonable....
|
||||
ikNode.setTargetVars("LeftHand",
|
||||
"leftHandPosition",
|
||||
"leftHandRotation",
|
||||
|
@ -1452,7 +1451,7 @@ void Rig::computeAvatarBoundingCapsule(
|
|||
|
||||
// call overlay twice: once to verify AnimPoseVec joints and again to do the IK
|
||||
AnimNode::Triggers triggersOut;
|
||||
AnimContext context(false, false, glm::mat4(), glm::mat4());
|
||||
AnimContext context(false, false, false, glm::mat4(), glm::mat4());
|
||||
float dt = 1.0f; // the value of this does not matter
|
||||
ikNode.overlay(animVars, context, dt, triggersOut, _animSkeleton->getRelativeBindPoses());
|
||||
AnimPoseVec finalPoses = ikNode.overlay(animVars, context, dt, triggersOut, _animSkeleton->getRelativeBindPoses());
|
||||
|
|
|
@ -231,6 +231,7 @@ public:
|
|||
|
||||
void setEnableDebugDrawIKTargets(bool enableDebugDrawIKTargets) { _enableDebugDrawIKTargets = enableDebugDrawIKTargets; }
|
||||
void setEnableDebugDrawIKConstraints(bool enableDebugDrawIKConstraints) { _enableDebugDrawIKConstraints = enableDebugDrawIKConstraints; }
|
||||
void setEnableDebugDrawIKChains(bool enableDebugDrawIKChains) { _enableDebugDrawIKChains = enableDebugDrawIKChains; }
|
||||
|
||||
// input assumed to be in rig space
|
||||
void computeHeadFromHMD(const AnimPose& hmdPose, glm::vec3& headPositionOut, glm::quat& headOrientationOut) const;
|
||||
|
@ -342,6 +343,7 @@ protected:
|
|||
|
||||
bool _enableDebugDrawIKTargets { false };
|
||||
bool _enableDebugDrawIKConstraints { false };
|
||||
bool _enableDebugDrawIKChains { false };
|
||||
|
||||
private:
|
||||
QMap<int, StateHandler> _stateHandlers;
|
||||
|
|
Loading…
Reference in a new issue