mirror of
https://github.com/overte-org/overte.git
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Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
ac6047848a
13 changed files with 411 additions and 244 deletions
|
@ -1744,13 +1744,26 @@ void DomainServer::addStaticAssignmentsToQueue() {
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// if the domain-server has just restarted,
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// check if there are static assignments that we need to throw into the assignment queue
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QHash<QUuid, SharedAssignmentPointer> staticHashCopy = _allAssignments;
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QHash<QUuid, SharedAssignmentPointer>::iterator staticAssignment = staticHashCopy.begin();
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while (staticAssignment != staticHashCopy.end()) {
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auto sharedAssignments = _allAssignments.values();
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// sort the assignments to put the server/mixer assignments first
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qSort(sharedAssignments.begin(), sharedAssignments.end(), [](SharedAssignmentPointer a, SharedAssignmentPointer b){
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if (a->getType() == b->getType()) {
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return true;
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} else if (a->getType() != Assignment::AgentType && b->getType() != Assignment::AgentType) {
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return a->getType() < b->getType();
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} else {
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return a->getType() != Assignment::AgentType;
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}
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});
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auto staticAssignment = sharedAssignments.begin();
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while (staticAssignment != sharedAssignments.end()) {
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// add any of the un-matched static assignments to the queue
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// enumerate the nodes and check if there is one with an attached assignment with matching UUID
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if (!DependencyManager::get<LimitedNodeList>()->nodeWithUUID(staticAssignment->data()->getUUID())) {
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if (!DependencyManager::get<LimitedNodeList>()->nodeWithUUID((*staticAssignment)->getUUID())) {
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// this assignment has not been fulfilled - reset the UUID and add it to the assignment queue
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refreshStaticAssignmentAndAddToQueue(*staticAssignment);
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}
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98
examples/faceBlendCoefficients.js
Normal file
98
examples/faceBlendCoefficients.js
Normal file
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@ -0,0 +1,98 @@
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//
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// faceBlendCoefficients.js
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//
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// version 2.0
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//
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// Created by Bob Long, 9/14/2015
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// A simple panel that can select and display the blending coefficient of the Avatar's face model.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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Script.include('utilities/tools/cookies.js')
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var panel;
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var coeff;
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var interval;
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var item = 0;
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var DEVELOPER_MENU = "Developer";
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var AVATAR_MENU = DEVELOPER_MENU + " > Avatar";
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var SHOW_FACE_BLEND_COEFFICIENTS = "Show face blend coefficients"
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function MenuConnect(menuItem) {
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if (menuItem == SHOW_FACE_BLEND_COEFFICIENTS) {
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if(Menu.isOptionChecked(SHOW_FACE_BLEND_COEFFICIENTS)) {
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panel.show();
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Overlays.editOverlay(coeff, { visible : true });
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} else {
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panel.hide();
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Overlays.editOverlay(coeff, { visible : false });
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}
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}
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}
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// Add a menu item to show/hide the coefficients
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function setupMenu() {
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if (!Menu.menuExists(DEVELOPER_MENU)) {
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Menu.addMenu(DEVELOPER_MENU);
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}
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if (!Menu.menuExists(AVATAR_MENU)) {
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Menu.addMenu(AVATAR_MENU);
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}
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Menu.addMenuItem({ menuName: AVATAR_MENU, menuItemName: SHOW_FACE_BLEND_COEFFICIENTS, isCheckable: true, isChecked: true });
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Menu.menuItemEvent.connect(MenuConnect);
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}
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function setupPanel() {
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panel = new Panel(10, 400);
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// Slider to select which coefficient to display
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panel.newSlider("Select Coefficient Index",
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0,
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100,
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function(value) { item = value.toFixed(0); },
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function() { return item; },
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function(value) { return "index = " + item; }
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);
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// The raw overlay used to show the actual coefficient value
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coeff = Overlays.addOverlay("text", {
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x: 10,
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y: 420,
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width: 300,
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height: 50,
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color: { red: 255, green: 255, blue: 255 },
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alpha: 1.0,
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backgroundColor: { red: 127, green: 127, blue: 127 },
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backgroundAlpha: 0.5,
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topMargin: 15,
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leftMargin: 20,
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text: "Coefficient: 0.0"
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});
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// Set up the interval (0.5 sec) to update the coefficient.
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interval = Script.setInterval(function() {
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Overlays.editOverlay(coeff, { text: "Coefficient: " + MyAvatar.getFaceBlendCoef(item).toFixed(4) });
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}, 500);
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// Mouse event setup
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Controller.mouseMoveEvent.connect(function panelMouseMoveEvent(event) { return panel.mouseMoveEvent(event); });
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Controller.mousePressEvent.connect( function panelMousePressEvent(event) { return panel.mousePressEvent(event); });
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Controller.mouseReleaseEvent.connect(function(event) { return panel.mouseReleaseEvent(event); });
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}
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// Clean up
|
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function scriptEnding() {
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panel.destroy();
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Overlays.deleteOverlay(coeff);
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Script.clearInterval(interval);
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Menu.removeMenuItem(AVATAR_MENU, SHOW_FACE_BLEND_COEFFICIENTS);
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}
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setupMenu();
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setupPanel();
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Script.scriptEnding.connect(scriptEnding);
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|
@ -605,7 +605,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
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_overlays.init(); // do this before scripts load
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_runningScriptsWidget->setRunningScripts(getRunningScripts());
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connect(_runningScriptsWidget, &RunningScriptsWidget::stopScriptName, this, &Application::stopScript);
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connect(this, SIGNAL(aboutToQuit()), this, SLOT(saveScripts()));
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connect(this, SIGNAL(aboutToQuit()), this, SLOT(aboutToQuit()));
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@ -2615,20 +2614,19 @@ void Application::updateMyAvatarLookAtPosition() {
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bool isLookingAtSomeone = false;
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bool isHMD = _avatarUpdate->isHMDMode();
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glm::vec3 lookAtSpot;
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if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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// When I am in mirror mode, just look right at the camera (myself); don't switch gaze points because when physically
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// looking in a mirror one's eyes appear steady.
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lookAtSpot = _myCamera.getPosition();
|
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} else if (eyeTracker->isTracking() && (isHMD || eyeTracker->isSimulating())) {
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if (eyeTracker->isTracking() && (isHMD || eyeTracker->isSimulating())) {
|
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// Look at the point that the user is looking at.
|
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glm::vec3 lookAtPosition = eyeTracker->getLookAtPosition();
|
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if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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lookAtPosition.x = -lookAtPosition.x;
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}
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if (isHMD) {
|
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glm::mat4 headPose = getActiveDisplayPlugin()->getHeadPose();
|
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glm::quat hmdRotation = glm::quat_cast(headPose);
|
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lookAtSpot = _myCamera.getPosition() +
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_myAvatar->getOrientation() * (hmdRotation * eyeTracker->getLookAtPosition());
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lookAtSpot = _myCamera.getPosition() + _myAvatar->getOrientation() * (hmdRotation * lookAtPosition);
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} else {
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lookAtSpot = _myAvatar->getHead()->getEyePosition() +
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(_myAvatar->getHead()->getFinalOrientationInWorldFrame() * eyeTracker->getLookAtPosition());
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lookAtSpot = _myAvatar->getHead()->getEyePosition()
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+ (_myAvatar->getHead()->getFinalOrientationInWorldFrame() * lookAtPosition);
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}
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} else {
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AvatarSharedPointer lookingAt = _myAvatar->getLookAtTargetAvatar().lock();
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@ -4332,17 +4330,18 @@ void Application::stopAllScripts(bool restart) {
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_myAvatar->clearScriptableSettings();
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}
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|
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void Application::stopScript(const QString &scriptName, bool restart) {
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const QString& scriptURLString = QUrl(scriptName).toString();
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if (_scriptEnginesHash.contains(scriptURLString)) {
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ScriptEngine* scriptEngine = _scriptEnginesHash[scriptURLString];
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bool Application::stopScript(const QString& scriptHash, bool restart) {
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bool stoppedScript = false;
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if (_scriptEnginesHash.contains(scriptHash)) {
|
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ScriptEngine* scriptEngine = _scriptEnginesHash[scriptHash];
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if (restart) {
|
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auto scriptCache = DependencyManager::get<ScriptCache>();
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scriptCache->deleteScript(scriptName);
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scriptCache->deleteScript(QUrl(scriptHash));
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connect(scriptEngine, SIGNAL(finished(const QString&)), SLOT(reloadScript(const QString&)));
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}
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scriptEngine->stop();
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qCDebug(interfaceapp) << "stopping script..." << scriptName;
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stoppedScript = true;
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qCDebug(interfaceapp) << "stopping script..." << scriptHash;
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// HACK: ATM scripts cannot set/get their animation priorities, so we clear priorities
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// whenever a script stops in case it happened to have been setting joint rotations.
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// TODO: expose animation priorities and provide a layered animation control system.
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@ -4351,6 +4350,7 @@ void Application::stopScript(const QString &scriptName, bool restart) {
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if (_scriptEnginesHash.empty()) {
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_myAvatar->clearScriptableSettings();
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}
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return stoppedScript;
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}
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void Application::reloadAllScripts() {
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|
|
|
@ -292,7 +292,7 @@ public:
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NodeToJurisdictionMap& getEntityServerJurisdictions() { return _entityServerJurisdictions; }
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QStringList getRunningScripts() { return _scriptEnginesHash.keys(); }
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ScriptEngine* getScriptEngine(QString scriptHash) { return _scriptEnginesHash.contains(scriptHash) ? _scriptEnginesHash[scriptHash] : NULL; }
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ScriptEngine* getScriptEngine(const QString& scriptHash) { return _scriptEnginesHash.value(scriptHash, NULL); }
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bool isLookingAtMyAvatar(AvatarSharedPointer avatar);
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|
@ -392,7 +392,7 @@ public slots:
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void reloadScript(const QString& scriptName, bool isUserLoaded = true);
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void scriptFinished(const QString& scriptName);
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void stopAllScripts(bool restart = false);
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void stopScript(const QString& scriptName, bool restart = false);
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bool stopScript(const QString& scriptHash, bool restart = false);
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void reloadAllScripts();
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void reloadOneScript(const QString& scriptName);
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void loadDefaultScripts();
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|
|
|
@ -110,6 +110,8 @@ public:
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Q_INVOKABLE float getHeadFinalRoll() const { return getHead()->getFinalRoll(); }
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Q_INVOKABLE float getHeadFinalPitch() const { return getHead()->getFinalPitch(); }
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Q_INVOKABLE float getHeadDeltaPitch() const { return getHead()->getDeltaPitch(); }
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Q_INVOKABLE int getFaceBlendCoefNum() const { return getHead()->getFaceModel().getBlendshapeCoefficientsNum(); }
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Q_INVOKABLE float getFaceBlendCoef(int index) const { return getHead()->getFaceModel().getBlendshapeCoefficient(index); }
|
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|
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Q_INVOKABLE glm::vec3 getEyePosition() const { return getHead()->getEyePosition(); }
|
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|
||||
|
|
|
@ -57,16 +57,15 @@ RunningScriptsWidget::RunningScriptsWidget(QWidget* parent) :
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connect(ui->filterLineEdit, &QLineEdit::textChanged, this, &RunningScriptsWidget::updateFileFilter);
|
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connect(ui->scriptTreeView, &QTreeView::doubleClicked, this, &RunningScriptsWidget::loadScriptFromList);
|
||||
|
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connect(ui->reloadAllButton, &QPushButton::clicked,
|
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Application::getInstance(), &Application::reloadAllScripts);
|
||||
connect(ui->stopAllButton, &QPushButton::clicked,
|
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this, &RunningScriptsWidget::allScriptsStopped);
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connect(ui->loadScriptFromDiskButton, &QPushButton::clicked,
|
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Application::getInstance(), &Application::loadDialog);
|
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connect(ui->loadScriptFromURLButton, &QPushButton::clicked,
|
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Application::getInstance(), &Application::loadScriptURLDialog);
|
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connect(&_reloadSignalMapper, SIGNAL(mapped(QString)), Application::getInstance(), SLOT(reloadOneScript(const QString&)));
|
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connect(&_stopSignalMapper, SIGNAL(mapped(QString)), Application::getInstance(), SLOT(stopScript(const QString&)));
|
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connect(ui->reloadAllButton, &QPushButton::clicked, Application::getInstance(), &Application::reloadAllScripts);
|
||||
connect(ui->stopAllButton, &QPushButton::clicked, this, &RunningScriptsWidget::allScriptsStopped);
|
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connect(ui->loadScriptFromDiskButton, &QPushButton::clicked, Application::getInstance(), &Application::loadDialog);
|
||||
connect(ui->loadScriptFromURLButton, &QPushButton::clicked, Application::getInstance(), &Application::loadScriptURLDialog);
|
||||
connect(&_reloadSignalMapper, static_cast<void(QSignalMapper::*)(const QString&)>(&QSignalMapper::mapped),
|
||||
Application::getInstance(), &Application::reloadOneScript);
|
||||
|
||||
connect(&_stopSignalMapper, static_cast<void(QSignalMapper::*)(const QString&)>(&QSignalMapper::mapped),
|
||||
[](const QString& script) { Application::getInstance()->stopScript(script); });
|
||||
|
||||
UIUtil::scaleWidgetFontSizes(this);
|
||||
}
|
||||
|
@ -217,9 +216,6 @@ void RunningScriptsWidget::keyPressEvent(QKeyEvent *keyEvent) {
|
|||
}
|
||||
}
|
||||
|
||||
void RunningScriptsWidget::scriptStopped(const QString& scriptName) {
|
||||
}
|
||||
|
||||
void RunningScriptsWidget::allScriptsStopped() {
|
||||
Application::getInstance()->stopAllScripts();
|
||||
}
|
||||
|
@ -227,15 +223,16 @@ void RunningScriptsWidget::allScriptsStopped() {
|
|||
QVariantList RunningScriptsWidget::getRunning() {
|
||||
const int WINDOWS_DRIVE_LETTER_SIZE = 1;
|
||||
QVariantList result;
|
||||
QStringList runningScripts = Application::getInstance()->getRunningScripts();
|
||||
for (int i = 0; i < runningScripts.size(); i++) {
|
||||
QUrl runningScriptURL = QUrl(runningScripts.at(i));
|
||||
foreach(const QString& runningScript, Application::getInstance()->getRunningScripts()) {
|
||||
QUrl runningScriptURL = QUrl(runningScript);
|
||||
if (runningScriptURL.scheme().size() <= WINDOWS_DRIVE_LETTER_SIZE) {
|
||||
runningScriptURL = QUrl::fromLocalFile(runningScriptURL.toDisplayString(QUrl::FormattingOptions(QUrl::FullyEncoded)));
|
||||
}
|
||||
QVariantMap resultNode;
|
||||
resultNode.insert("name", runningScriptURL.fileName());
|
||||
resultNode.insert("url", runningScriptURL.toDisplayString(QUrl::FormattingOptions(QUrl::FullyEncoded)));
|
||||
// The path contains the exact path/URL of the script, which also is used in the stopScript function.
|
||||
resultNode.insert("path", runningScript);
|
||||
resultNode.insert("local", runningScriptURL.isLocalFile());
|
||||
result.append(resultNode);
|
||||
}
|
||||
|
@ -294,3 +291,16 @@ QVariantList RunningScriptsWidget::getLocal() {
|
|||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
bool RunningScriptsWidget::stopScriptByName(const QString& name) {
|
||||
foreach (const QString& runningScript, Application::getInstance()->getRunningScripts()) {
|
||||
if (QUrl(runningScript).fileName().toLower() == name.trimmed().toLower()) {
|
||||
return Application::getInstance()->stopScript(runningScript, false);
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool RunningScriptsWidget::stopScript(const QString& name, bool restart) {
|
||||
return Application::getInstance()->stopScript(name, restart);
|
||||
}
|
||||
|
|
|
@ -36,7 +36,7 @@ public:
|
|||
const ScriptsModel* getScriptsModel() { return &_scriptsModel; }
|
||||
|
||||
signals:
|
||||
void stopScriptName(const QString& name, bool restart = false);
|
||||
void scriptStopped(const QString& scriptName);
|
||||
|
||||
protected:
|
||||
virtual bool eventFilter(QObject* sender, QEvent* event);
|
||||
|
@ -45,10 +45,11 @@ protected:
|
|||
virtual void showEvent(QShowEvent* event);
|
||||
|
||||
public slots:
|
||||
void scriptStopped(const QString& scriptName);
|
||||
QVariantList getRunning();
|
||||
QVariantList getPublic();
|
||||
QVariantList getLocal();
|
||||
bool stopScript(const QString& name, bool restart = false);
|
||||
bool stopScriptByName(const QString& name);
|
||||
|
||||
private slots:
|
||||
void allScriptsStopped();
|
||||
|
@ -63,9 +64,6 @@ private:
|
|||
QSignalMapper _stopSignalMapper;
|
||||
ScriptsModelFilter _scriptsModelFilter;
|
||||
ScriptsModel _scriptsModel;
|
||||
ScriptsTableWidget* _recentlyLoadedScriptsTable;
|
||||
QStringList _recentlyLoadedScripts;
|
||||
QString _lastStoppedScript;
|
||||
|
||||
QVariantList getPublicChildNodes(TreeNodeFolder* parent);
|
||||
};
|
||||
|
|
|
@ -82,22 +82,8 @@ static int findRootJointInSkeleton(AnimSkeleton::ConstPointer skeleton, int inde
|
|||
return rootIndex;
|
||||
}
|
||||
|
||||
struct IKTarget {
|
||||
AnimPose pose;
|
||||
int index;
|
||||
int rootIndex;
|
||||
};
|
||||
|
||||
//virtual
|
||||
const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVars, float dt, AnimNode::Triggers& triggersOut) {
|
||||
|
||||
// NOTE: we assume that _relativePoses are up to date (e.g. loadPoses() was just called)
|
||||
if (_relativePoses.empty()) {
|
||||
return _relativePoses;
|
||||
}
|
||||
|
||||
// build a list of targets from _targetVarVec
|
||||
std::vector<IKTarget> targets;
|
||||
void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::vector<IKTarget>& targets) {
|
||||
// build a list of valid targets from _targetVarVec and animVars
|
||||
bool removeUnfoundJoints = false;
|
||||
for (auto& targetVar : _targetVarVec) {
|
||||
if (targetVar.jointIndex == -1) {
|
||||
|
@ -113,15 +99,13 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
|
|||
}
|
||||
} else {
|
||||
// TODO: get this done without a double-lookup of each var in animVars
|
||||
if (animVars.hasKey(targetVar.positionVar) || animVars.hasKey(targetVar.rotationVar)) {
|
||||
IKTarget target;
|
||||
AnimPose defaultPose = _skeleton->getAbsolutePose(targetVar.jointIndex, _relativePoses);
|
||||
target.pose.trans = animVars.lookup(targetVar.positionVar, defaultPose.trans);
|
||||
target.pose.rot = animVars.lookup(targetVar.rotationVar, defaultPose.rot);
|
||||
target.rootIndex = targetVar.rootIndex;
|
||||
target.index = targetVar.jointIndex;
|
||||
targets.push_back(target);
|
||||
}
|
||||
IKTarget target;
|
||||
AnimPose defaultPose = _skeleton->getAbsolutePose(targetVar.jointIndex, _relativePoses);
|
||||
target.pose.trans = animVars.lookup(targetVar.positionVar, defaultPose.trans);
|
||||
target.pose.rot = animVars.lookup(targetVar.rotationVar, defaultPose.rot);
|
||||
target.rootIndex = targetVar.rootIndex;
|
||||
target.index = targetVar.jointIndex;
|
||||
targets.push_back(target);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -141,154 +125,160 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (targets.empty()) {
|
||||
// no IK targets but still need to enforce constraints
|
||||
std::map<int, RotationConstraint*>::iterator constraintItr = _constraints.begin();
|
||||
while (constraintItr != _constraints.end()) {
|
||||
int index = constraintItr->first;
|
||||
glm::quat rotation = _relativePoses[index].rot;
|
||||
constraintItr->second->apply(rotation);
|
||||
_relativePoses[index].rot = rotation;
|
||||
++constraintItr;
|
||||
}
|
||||
} else {
|
||||
// clear the accumulators before we start the IK solver
|
||||
for (auto& accumulatorPair: _accumulators) {
|
||||
accumulatorPair.second.clear();
|
||||
}
|
||||
void AnimInverseKinematics::solveWithCyclicCoordinateDescent(std::vector<IKTarget>& targets) {
|
||||
// compute absolute poses that correspond to relative target poses
|
||||
AnimPoseVec absolutePoses;
|
||||
computeAbsolutePoses(absolutePoses);
|
||||
|
||||
// compute absolute poses that correspond to relative target poses
|
||||
AnimPoseVec absolutePoses;
|
||||
computeAbsolutePoses(absolutePoses);
|
||||
// clear the accumulators before we start the IK solver
|
||||
for (auto& accumulatorPair: _accumulators) {
|
||||
accumulatorPair.second.clear();
|
||||
}
|
||||
|
||||
float largestError = 0.0f;
|
||||
const float ACCEPTABLE_RELATIVE_ERROR = 1.0e-3f;
|
||||
int numLoops = 0;
|
||||
const int MAX_IK_LOOPS = 16;
|
||||
const quint64 MAX_IK_TIME = 10 * USECS_PER_MSEC;
|
||||
quint64 expiry = usecTimestampNow() + MAX_IK_TIME;
|
||||
do {
|
||||
largestError = 0.0f;
|
||||
int lowestMovedIndex = _relativePoses.size();
|
||||
for (auto& target: targets) {
|
||||
int tipIndex = target.index;
|
||||
AnimPose targetPose = target.pose;
|
||||
int rootIndex = target.rootIndex;
|
||||
if (rootIndex != -1) {
|
||||
// transform targetPose into skeleton's absolute frame
|
||||
AnimPose& rootPose = _relativePoses[rootIndex];
|
||||
targetPose.trans = rootPose.trans + rootPose.rot * targetPose.trans;
|
||||
targetPose.rot = rootPose.rot * targetPose.rot;
|
||||
}
|
||||
|
||||
glm::vec3 tip = absolutePoses[tipIndex].trans;
|
||||
float error = glm::length(targetPose.trans - tip);
|
||||
|
||||
// descend toward root, pivoting each joint to get tip closer to target
|
||||
int pivotIndex = _skeleton->getParentIndex(tipIndex);
|
||||
while (pivotIndex != -1 && error > ACCEPTABLE_RELATIVE_ERROR) {
|
||||
// compute the two lines that should be aligned
|
||||
glm::vec3 jointPosition = absolutePoses[pivotIndex].trans;
|
||||
glm::vec3 leverArm = tip - jointPosition;
|
||||
glm::vec3 targetLine = targetPose.trans - jointPosition;
|
||||
|
||||
// compute the axis of the rotation that would align them
|
||||
glm::vec3 axis = glm::cross(leverArm, targetLine);
|
||||
float axisLength = glm::length(axis);
|
||||
if (axisLength > EPSILON) {
|
||||
// compute deltaRotation for alignment (brings tip closer to target)
|
||||
axis /= axisLength;
|
||||
float angle = acosf(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)));
|
||||
|
||||
// NOTE: even when axisLength is not zero (e.g. lever-arm and pivot-arm are not quite aligned) it is
|
||||
// still possible for the angle to be zero so we also check that to avoid unnecessary calculations.
|
||||
if (angle > EPSILON) {
|
||||
// reduce angle by half: slows convergence but adds stability to IK solution
|
||||
angle = 0.5f * angle;
|
||||
glm::quat deltaRotation = glm::angleAxis(angle, axis);
|
||||
|
||||
int parentIndex = _skeleton->getParentIndex(pivotIndex);
|
||||
if (parentIndex == -1) {
|
||||
// TODO? apply constraints to root?
|
||||
// TODO? harvest the root's transform as movement of entire skeleton?
|
||||
} else {
|
||||
// compute joint's new parent-relative rotation
|
||||
// Q' = dQ * Q and Q = Qp * q --> q' = Qp^ * dQ * Q
|
||||
glm::quat newRot = glm::normalize(glm::inverse(
|
||||
absolutePoses[parentIndex].rot) *
|
||||
deltaRotation *
|
||||
absolutePoses[pivotIndex].rot);
|
||||
RotationConstraint* constraint = getConstraint(pivotIndex);
|
||||
if (constraint) {
|
||||
bool constrained = constraint->apply(newRot);
|
||||
if (constrained) {
|
||||
// the constraint will modify the movement of the tip so we have to compute the modified
|
||||
// model-frame deltaRotation
|
||||
// Q' = Qp^ * dQ * Q --> dQ = Qp * Q' * Q^
|
||||
deltaRotation = absolutePoses[parentIndex].rot *
|
||||
newRot *
|
||||
glm::inverse(absolutePoses[pivotIndex].rot);
|
||||
}
|
||||
}
|
||||
// store the rotation change in the accumulator
|
||||
_accumulators[pivotIndex].add(newRot);
|
||||
}
|
||||
// this joint has been changed so we check to see if it has the lowest index
|
||||
if (pivotIndex < lowestMovedIndex) {
|
||||
lowestMovedIndex = pivotIndex;
|
||||
}
|
||||
|
||||
// keep track of tip's new position as we descend towards root
|
||||
tip = jointPosition + deltaRotation * leverArm;
|
||||
error = glm::length(targetPose.trans - tip);
|
||||
}
|
||||
}
|
||||
pivotIndex = _skeleton->getParentIndex(pivotIndex);
|
||||
}
|
||||
if (largestError < error) {
|
||||
largestError = error;
|
||||
}
|
||||
}
|
||||
++numLoops;
|
||||
|
||||
// harvest accumulated rotations and apply the average
|
||||
for (auto& accumulatorPair: _accumulators) {
|
||||
RotationAccumulator& accumulator = accumulatorPair.second;
|
||||
if (accumulator.size() > 0) {
|
||||
_relativePoses[accumulatorPair.first].rot = accumulator.getAverage();
|
||||
accumulator.clear();
|
||||
}
|
||||
}
|
||||
|
||||
// only update the absolutePoses that need it: those between lowestMovedIndex and _maxTargetIndex
|
||||
for (int i = lowestMovedIndex; i <= _maxTargetIndex; ++i) {
|
||||
int parentIndex = _skeleton->getParentIndex(i);
|
||||
if (parentIndex != -1) {
|
||||
absolutePoses[i] = absolutePoses[parentIndex] * _relativePoses[i];
|
||||
}
|
||||
}
|
||||
} while (largestError > ACCEPTABLE_RELATIVE_ERROR && numLoops < MAX_IK_LOOPS && usecTimestampNow() < expiry);
|
||||
|
||||
// finally set the relative rotation of each tip to agree with absolute target rotation
|
||||
float largestError = 0.0f;
|
||||
const float ACCEPTABLE_RELATIVE_ERROR = 1.0e-3f;
|
||||
int numLoops = 0;
|
||||
const int MAX_IK_LOOPS = 16;
|
||||
const quint64 MAX_IK_TIME = 10 * USECS_PER_MSEC;
|
||||
quint64 expiry = usecTimestampNow() + MAX_IK_TIME;
|
||||
do {
|
||||
largestError = 0.0f;
|
||||
int lowestMovedIndex = _relativePoses.size();
|
||||
for (auto& target: targets) {
|
||||
int tipIndex = target.index;
|
||||
int parentIndex = _skeleton->getParentIndex(tipIndex);
|
||||
if (parentIndex != -1) {
|
||||
AnimPose targetPose = target.pose;
|
||||
// compute tip's new parent-relative rotation
|
||||
// Q = Qp * q --> q' = Qp^ * Q
|
||||
glm::quat newRelativeRotation = glm::inverse(absolutePoses[parentIndex].rot) * targetPose.rot;
|
||||
RotationConstraint* constraint = getConstraint(tipIndex);
|
||||
if (constraint) {
|
||||
constraint->apply(newRelativeRotation);
|
||||
// TODO: ATM the final rotation target just fails but we need to provide
|
||||
// feedback to the IK system so that it can adjust the bones up the skeleton
|
||||
// to help this rotation target get met.
|
||||
AnimPose targetPose = target.pose;
|
||||
|
||||
glm::vec3 tip = absolutePoses[tipIndex].trans;
|
||||
float error = glm::length(targetPose.trans - tip);
|
||||
|
||||
// descend toward root, pivoting each joint to get tip closer to target
|
||||
int pivotIndex = _skeleton->getParentIndex(tipIndex);
|
||||
while (pivotIndex != -1 && error > ACCEPTABLE_RELATIVE_ERROR) {
|
||||
// compute the two lines that should be aligned
|
||||
glm::vec3 jointPosition = absolutePoses[pivotIndex].trans;
|
||||
glm::vec3 leverArm = tip - jointPosition;
|
||||
glm::vec3 targetLine = targetPose.trans - jointPosition;
|
||||
|
||||
// compute the axis of the rotation that would align them
|
||||
glm::vec3 axis = glm::cross(leverArm, targetLine);
|
||||
float axisLength = glm::length(axis);
|
||||
if (axisLength > EPSILON) {
|
||||
// compute deltaRotation for alignment (brings tip closer to target)
|
||||
axis /= axisLength;
|
||||
float angle = acosf(glm::dot(leverArm, targetLine) / (glm::length(leverArm) * glm::length(targetLine)));
|
||||
|
||||
// NOTE: even when axisLength is not zero (e.g. lever-arm and pivot-arm are not quite aligned) it is
|
||||
// still possible for the angle to be zero so we also check that to avoid unnecessary calculations.
|
||||
if (angle > EPSILON) {
|
||||
// reduce angle by half: slows convergence but adds stability to IK solution
|
||||
angle = 0.5f * angle;
|
||||
glm::quat deltaRotation = glm::angleAxis(angle, axis);
|
||||
|
||||
int parentIndex = _skeleton->getParentIndex(pivotIndex);
|
||||
if (parentIndex == -1) {
|
||||
// TODO? apply constraints to root?
|
||||
// TODO? harvest the root's transform as movement of entire skeleton?
|
||||
} else {
|
||||
// compute joint's new parent-relative rotation
|
||||
// Q' = dQ * Q and Q = Qp * q --> q' = Qp^ * dQ * Q
|
||||
glm::quat newRot = glm::normalize(glm::inverse(
|
||||
absolutePoses[parentIndex].rot) *
|
||||
deltaRotation *
|
||||
absolutePoses[pivotIndex].rot);
|
||||
RotationConstraint* constraint = getConstraint(pivotIndex);
|
||||
if (constraint) {
|
||||
bool constrained = constraint->apply(newRot);
|
||||
if (constrained) {
|
||||
// the constraint will modify the movement of the tip so we have to compute the modified
|
||||
// model-frame deltaRotation
|
||||
// Q' = Qp^ * dQ * Q --> dQ = Qp * Q' * Q^
|
||||
deltaRotation = absolutePoses[parentIndex].rot *
|
||||
newRot *
|
||||
glm::inverse(absolutePoses[pivotIndex].rot);
|
||||
}
|
||||
}
|
||||
// store the rotation change in the accumulator
|
||||
_accumulators[pivotIndex].add(newRot);
|
||||
}
|
||||
// this joint has been changed so we check to see if it has the lowest index
|
||||
if (pivotIndex < lowestMovedIndex) {
|
||||
lowestMovedIndex = pivotIndex;
|
||||
}
|
||||
|
||||
// keep track of tip's new position as we descend towards root
|
||||
tip = jointPosition + deltaRotation * leverArm;
|
||||
error = glm::length(targetPose.trans - tip);
|
||||
}
|
||||
}
|
||||
_relativePoses[tipIndex].rot = newRelativeRotation;
|
||||
absolutePoses[tipIndex].rot = targetPose.rot;
|
||||
pivotIndex = _skeleton->getParentIndex(pivotIndex);
|
||||
}
|
||||
if (largestError < error) {
|
||||
largestError = error;
|
||||
}
|
||||
}
|
||||
++numLoops;
|
||||
|
||||
// harvest accumulated rotations and apply the average
|
||||
for (auto& accumulatorPair: _accumulators) {
|
||||
RotationAccumulator& accumulator = accumulatorPair.second;
|
||||
if (accumulator.size() > 0) {
|
||||
_relativePoses[accumulatorPair.first].rot = accumulator.getAverage();
|
||||
accumulator.clear();
|
||||
}
|
||||
}
|
||||
|
||||
// only update the absolutePoses that need it: those between lowestMovedIndex and _maxTargetIndex
|
||||
for (int i = lowestMovedIndex; i <= _maxTargetIndex; ++i) {
|
||||
int parentIndex = _skeleton->getParentIndex(i);
|
||||
if (parentIndex != -1) {
|
||||
absolutePoses[i] = absolutePoses[parentIndex] * _relativePoses[i];
|
||||
}
|
||||
}
|
||||
} while (largestError > ACCEPTABLE_RELATIVE_ERROR && numLoops < MAX_IK_LOOPS && usecTimestampNow() < expiry);
|
||||
|
||||
// finally set the relative rotation of each tip to agree with absolute target rotation
|
||||
for (auto& target: targets) {
|
||||
int tipIndex = target.index;
|
||||
int parentIndex = _skeleton->getParentIndex(tipIndex);
|
||||
if (parentIndex != -1) {
|
||||
AnimPose targetPose = target.pose;
|
||||
// compute tip's new parent-relative rotation
|
||||
// Q = Qp * q --> q' = Qp^ * Q
|
||||
glm::quat newRelativeRotation = glm::inverse(absolutePoses[parentIndex].rot) * targetPose.rot;
|
||||
RotationConstraint* constraint = getConstraint(tipIndex);
|
||||
if (constraint) {
|
||||
constraint->apply(newRelativeRotation);
|
||||
// TODO: ATM the final rotation target just fails but we need to provide
|
||||
// feedback to the IK system so that it can adjust the bones up the skeleton
|
||||
// to help this rotation target get met.
|
||||
}
|
||||
_relativePoses[tipIndex].rot = newRelativeRotation;
|
||||
absolutePoses[tipIndex].rot = targetPose.rot;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//virtual
|
||||
const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVars, float dt, AnimNode::Triggers& triggersOut) {
|
||||
if (!_relativePoses.empty()) {
|
||||
// build a list of targets from _targetVarVec
|
||||
std::vector<IKTarget> targets;
|
||||
computeTargets(animVars, targets);
|
||||
|
||||
if (targets.empty()) {
|
||||
// no IK targets but still need to enforce constraints
|
||||
std::map<int, RotationConstraint*>::iterator constraintItr = _constraints.begin();
|
||||
while (constraintItr != _constraints.end()) {
|
||||
int index = constraintItr->first;
|
||||
glm::quat rotation = _relativePoses[index].rot;
|
||||
constraintItr->second->apply(rotation);
|
||||
_relativePoses[index].rot = rotation;
|
||||
++constraintItr;
|
||||
}
|
||||
} else {
|
||||
solveWithCyclicCoordinateDescent(targets);
|
||||
}
|
||||
}
|
||||
return _relativePoses;
|
||||
|
|
|
@ -37,6 +37,14 @@ public:
|
|||
virtual const AnimPoseVec& overlay(const AnimVariantMap& animVars, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) override;
|
||||
|
||||
protected:
|
||||
struct IKTarget {
|
||||
AnimPose pose;
|
||||
int index;
|
||||
int rootIndex;
|
||||
};
|
||||
|
||||
void computeTargets(const AnimVariantMap& animVars, std::vector<IKTarget>& targets);
|
||||
void solveWithCyclicCoordinateDescent(std::vector<IKTarget>& targets);
|
||||
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton);
|
||||
|
||||
// for AnimDebugDraw rendering
|
||||
|
@ -64,7 +72,7 @@ protected:
|
|||
};
|
||||
|
||||
std::map<int, RotationConstraint*> _constraints;
|
||||
std::map<int, RotationAccumulator> _accumulators;
|
||||
std::map<int, RotationAccumulator> _accumulators; // class-member to exploit temporal coherency
|
||||
std::vector<IKTargetVar> _targetVarVec;
|
||||
AnimPoseVec _defaultRelativePoses; // poses of the relaxed state
|
||||
AnimPoseVec _relativePoses; // current relative poses
|
||||
|
|
54
libraries/animation/src/AnimNode.cpp
Normal file
54
libraries/animation/src/AnimNode.cpp
Normal file
|
@ -0,0 +1,54 @@
|
|||
//
|
||||
// AnimNode.cpp
|
||||
//
|
||||
// Created by Anthony J. Thibault on 9/2/15.
|
||||
// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "AnimNode.h"
|
||||
|
||||
void AnimNode::removeChild(AnimNode::Pointer child) {
|
||||
auto iter = std::find(_children.begin(), _children.end(), child);
|
||||
if (iter != _children.end()) {
|
||||
_children.erase(iter);
|
||||
}
|
||||
}
|
||||
|
||||
AnimNode::Pointer AnimNode::getChild(int i) const {
|
||||
assert(i >= 0 && i < (int)_children.size());
|
||||
return _children[i];
|
||||
}
|
||||
|
||||
void AnimNode::setSkeleton(const AnimSkeleton::Pointer skeleton) {
|
||||
setSkeletonInternal(skeleton);
|
||||
for (auto&& child : _children) {
|
||||
child->setSkeleton(skeleton);
|
||||
}
|
||||
}
|
||||
|
||||
const AnimPose AnimNode::getRootPose(int jointIndex) const {
|
||||
AnimPose pose = AnimPose::identity;
|
||||
if (_skeleton && jointIndex != -1) {
|
||||
const AnimPoseVec& poses = getPosesInternal();
|
||||
int numJoints = (int)(poses.size());
|
||||
if (jointIndex < numJoints) {
|
||||
int parentIndex = _skeleton->getParentIndex(jointIndex);
|
||||
while (parentIndex != -1 && parentIndex < numJoints) {
|
||||
jointIndex = parentIndex;
|
||||
parentIndex = _skeleton->getParentIndex(jointIndex);
|
||||
}
|
||||
pose = poses[jointIndex];
|
||||
}
|
||||
}
|
||||
return pose;
|
||||
}
|
||||
|
||||
void AnimNode::setCurrentFrame(float frame) {
|
||||
setCurrentFrameInternal(frame);
|
||||
for (auto&& child : _children) {
|
||||
child->setCurrentFrameInternal(frame);
|
||||
}
|
||||
}
|
|
@ -60,25 +60,13 @@ public:
|
|||
|
||||
// hierarchy accessors
|
||||
void addChild(Pointer child) { _children.push_back(child); }
|
||||
void removeChild(Pointer child) {
|
||||
auto iter = std::find(_children.begin(), _children.end(), child);
|
||||
if (iter != _children.end()) {
|
||||
_children.erase(iter);
|
||||
}
|
||||
}
|
||||
Pointer getChild(int i) const {
|
||||
assert(i >= 0 && i < (int)_children.size());
|
||||
return _children[i];
|
||||
}
|
||||
void removeChild(Pointer child);
|
||||
|
||||
Pointer getChild(int i) const;
|
||||
int getChildCount() const { return (int)_children.size(); }
|
||||
|
||||
// pair this AnimNode graph with a skeleton.
|
||||
void setSkeleton(const AnimSkeleton::Pointer skeleton) {
|
||||
setSkeletonInternal(skeleton);
|
||||
for (auto&& child : _children) {
|
||||
child->setSkeleton(skeleton);
|
||||
}
|
||||
}
|
||||
void setSkeleton(const AnimSkeleton::Pointer skeleton);
|
||||
|
||||
AnimSkeleton::ConstPointer getSkeleton() const { return _skeleton; }
|
||||
|
||||
|
@ -87,19 +75,14 @@ public:
|
|||
return evaluate(animVars, dt, triggersOut);
|
||||
}
|
||||
|
||||
const AnimPose getRootPose(int jointIndex) const;
|
||||
|
||||
protected:
|
||||
|
||||
void setCurrentFrame(float frame) {
|
||||
setCurrentFrameInternal(frame);
|
||||
for (auto&& child : _children) {
|
||||
child->setCurrentFrameInternal(frame);
|
||||
}
|
||||
}
|
||||
void setCurrentFrame(float frame);
|
||||
|
||||
virtual void setCurrentFrameInternal(float frame) {}
|
||||
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) {
|
||||
_skeleton = skeleton;
|
||||
}
|
||||
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) { _skeleton = skeleton; }
|
||||
|
||||
// for AnimDebugDraw rendering
|
||||
virtual const AnimPoseVec& getPosesInternal() const = 0;
|
||||
|
|
|
@ -986,16 +986,20 @@ void Rig::updateLeanJoint(int index, float leanSideways, float leanForward, floa
|
|||
|
||||
void Rig::updateNeckJoint(int index, const HeadParameters& params) {
|
||||
if (index >= 0 && _jointStates[index].getParentIndex() >= 0) {
|
||||
if (_enableAnimGraph && _animSkeleton) {
|
||||
if (_enableAnimGraph && _animSkeleton && _animNode) {
|
||||
// the params.localHeadOrientation is composed incorrectly, so re-compose it correctly from pitch, yaw and roll.
|
||||
glm::quat realLocalHeadOrientation = (glm::angleAxis(glm::radians(-params.localHeadRoll), Z_AXIS) *
|
||||
glm::angleAxis(glm::radians(params.localHeadYaw), Y_AXIS) *
|
||||
glm::angleAxis(glm::radians(-params.localHeadPitch), X_AXIS));
|
||||
_animVars.set("headRotation", realLocalHeadOrientation);
|
||||
|
||||
// There's a theory that when not in hmd, we should _animVars.unset("headPosition").
|
||||
// However, until that works well, let's always request head be positioned where requested by hmd, camera, or default.
|
||||
_animVars.set("headPosition", params.localHeadPosition);
|
||||
if (params.isInHMD) {
|
||||
int headIndex = _animSkeleton->nameToJointIndex("Head");
|
||||
AnimPose rootPose = _animNode->getRootPose(headIndex);
|
||||
_animVars.set("headPosition", rootPose.trans + params.localHeadPosition); // rootPose.rot is handled in params?d
|
||||
} else {
|
||||
_animVars.unset("headPosition");
|
||||
}
|
||||
} else if (!_enableAnimGraph) {
|
||||
|
||||
auto& state = _jointStates[index];
|
||||
|
@ -1044,20 +1048,22 @@ void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm
|
|||
|
||||
void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
|
||||
|
||||
if (_enableAnimGraph && _animSkeleton) {
|
||||
if (_enableAnimGraph && _animSkeleton && _animNode) {
|
||||
|
||||
// TODO: figure out how to obtain the yFlip from where it is actually stored
|
||||
glm::quat yFlipHACK = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
int leftHandIndex = _animSkeleton->nameToJointIndex("LeftHand");
|
||||
AnimPose rootPose = _animNode->getRootPose(leftHandIndex);
|
||||
if (params.isLeftEnabled) {
|
||||
_animVars.set("leftHandPosition", yFlipHACK * params.leftPosition);
|
||||
_animVars.set("leftHandRotation", yFlipHACK * params.leftOrientation);
|
||||
_animVars.set("leftHandPosition", rootPose.trans + rootPose.rot * yFlipHACK * params.leftPosition);
|
||||
_animVars.set("leftHandRotation", rootPose.rot * yFlipHACK * params.leftOrientation);
|
||||
} else {
|
||||
_animVars.unset("leftHandPosition");
|
||||
_animVars.unset("leftHandRotation");
|
||||
}
|
||||
if (params.isRightEnabled) {
|
||||
_animVars.set("rightHandPosition", yFlipHACK * params.rightPosition);
|
||||
_animVars.set("rightHandRotation", yFlipHACK * params.rightOrientation);
|
||||
_animVars.set("rightHandPosition", rootPose.trans + rootPose.rot * yFlipHACK * params.rightPosition);
|
||||
_animVars.set("rightHandRotation", rootPose.rot * yFlipHACK * params.rightOrientation);
|
||||
} else {
|
||||
_animVars.unset("rightHandPosition");
|
||||
_animVars.unset("rightHandRotation");
|
||||
|
|
|
@ -191,6 +191,11 @@ public:
|
|||
const std::unordered_set<int>& getCauterizeBoneSet() const { return _cauterizeBoneSet; }
|
||||
void setCauterizeBoneSet(const std::unordered_set<int>& boneSet) { _cauterizeBoneSet = boneSet; }
|
||||
|
||||
int getBlendshapeCoefficientsNum() const { return _blendshapeCoefficients.size(); }
|
||||
float getBlendshapeCoefficient(unsigned int index) const {
|
||||
return index >= _blendshapeCoefficients.size() ? 0.0f : _blendshapeCoefficients.at(index);
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
void setPupilDilation(float dilation) { _pupilDilation = dilation; }
|
||||
|
|
Loading…
Reference in a new issue