diff --git a/interface/src/avatar/MySkeletonModel.cpp b/interface/src/avatar/MySkeletonModel.cpp index 8d07a878b9..a8bdafb607 100644 --- a/interface/src/avatar/MySkeletonModel.cpp +++ b/interface/src/avatar/MySkeletonModel.cpp @@ -106,7 +106,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { if (avatarHeadPose.isValid()) { AnimPose pose(avatarHeadPose.getRotation(), avatarHeadPose.getTranslation()); params.primaryControllerPoses[Rig::PrimaryControllerType_Head] = avatarToRigPose * pose; - params.primaryControllerActiveFlags[Rig::PrimaryControllerType_Head] = true; + params.primaryControllerFlags[Rig::PrimaryControllerType_Head] = (uint8_t)Rig::ControllerFlags::Enabled; } else { // even though full head IK is disabled, the rig still needs the head orientation to rotate the head up and // down in desktop mode. @@ -114,7 +114,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { // postMult 180 is necessary to convert head from -z forward to z forward. glm::quat headRot = Quaternions::Y_180 * head->getFinalOrientationInLocalFrame() * Quaternions::Y_180; params.primaryControllerPoses[Rig::PrimaryControllerType_Head] = AnimPose(glm::vec3(1.0f), headRot, glm::vec3(0.0f)); - params.primaryControllerActiveFlags[Rig::PrimaryControllerType_Head] = false; + params.primaryControllerFlags[Rig::PrimaryControllerType_Head] = 0; } // @@ -135,10 +135,10 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { if (controllerPose.isValid()) { AnimPose pose(controllerPose.getRotation(), controllerPose.getTranslation()); params.primaryControllerPoses[pair.second] = avatarToRigPose * pose; - params.primaryControllerActiveFlags[pair.second] = true; + params.primaryControllerFlags[pair.second] = (uint8_t)Rig::ControllerFlags::Enabled; } else { params.primaryControllerPoses[pair.second] = AnimPose::identity; - params.primaryControllerActiveFlags[pair.second] = false; + params.primaryControllerFlags[pair.second] = 0; } } @@ -166,15 +166,15 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { if (controllerPose.isValid()) { AnimPose pose(controllerPose.getRotation(), controllerPose.getTranslation()); params.secondaryControllerPoses[pair.second] = avatarToRigPose * pose; - params.secondaryControllerActiveFlags[pair.second] = true; + params.secondaryControllerFlags[pair.second] = (uint8_t)Rig::ControllerFlags::Enabled; } else { params.secondaryControllerPoses[pair.second] = AnimPose::identity; - params.secondaryControllerActiveFlags[pair.second] = false; + params.secondaryControllerFlags[pair.second] = 0; } } // if hips are not under direct control, estimate the hips position. - if (avatarHeadPose.isValid() && !params.primaryControllerActiveFlags[Rig::PrimaryControllerType_Hips]) { + if (avatarHeadPose.isValid() && !(params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] & (uint8_t)Rig::ControllerFlags::Enabled)) { bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS); if (!_prevHipsValid) { @@ -200,7 +200,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { AnimPose sensorToRigPose(invRigMat * myAvatar->getSensorToWorldMatrix()); params.primaryControllerPoses[Rig::PrimaryControllerType_Hips] = sensorToRigPose * hips; - params.primaryControllerActiveFlags[Rig::PrimaryControllerType_Hips] = true; + params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] = (uint8_t)Rig::ControllerFlags::Enabled | (uint8_t)Rig::ControllerFlags::Estimated; } else { _prevHipsValid = false; diff --git a/libraries/animation/src/Rig.cpp b/libraries/animation/src/Rig.cpp index 44745c5c2d..27ba7a38a4 100644 --- a/libraries/animation/src/Rig.cpp +++ b/libraries/animation/src/Rig.cpp @@ -1265,7 +1265,8 @@ glm::vec3 Rig::deflectHandFromTorso(const glm::vec3& handPosition, const FBXJoin return position; } -void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool leftArmEnabled, bool rightArmEnabled, float dt, +void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool hipsEstimated, + bool leftArmEnabled, bool rightArmEnabled, float dt, const AnimPose& leftHandPose, const AnimPose& rightHandPose, const FBXJointShapeInfo& hipsShapeInfo, const FBXJointShapeInfo& spineShapeInfo, const FBXJointShapeInfo& spine1ShapeInfo, const FBXJointShapeInfo& spine2ShapeInfo) { @@ -1279,7 +1280,7 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab glm::vec3 handPosition = leftHandPose.trans(); glm::quat handRotation = leftHandPose.rot(); - if (!hipsEnabled) { + if (!hipsEnabled || hipsEstimated) { // prevent the hand IK targets from intersecting the torso handPosition = deflectHandFromTorso(handPosition, hipsShapeInfo, spineShapeInfo, spine1ShapeInfo, spine2ShapeInfo); } @@ -1326,7 +1327,7 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab glm::vec3 handPosition = rightHandPose.trans(); glm::quat handRotation = rightHandPose.rot(); - if (!hipsEnabled) { + if (!hipsEnabled || hipsEstimated) { // prevent the hand IK targets from intersecting the torso handPosition = deflectHandFromTorso(handPosition, hipsShapeInfo, spineShapeInfo, spine1ShapeInfo, spine2ShapeInfo); } @@ -1550,20 +1551,20 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo _animVars.set("isTalking", params.isTalking); _animVars.set("notIsTalking", !params.isTalking); - bool headEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_Head]; - bool leftHandEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_LeftHand]; - bool rightHandEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_RightHand]; - bool hipsEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_Hips]; - bool leftFootEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_LeftFoot]; - bool rightFootEnabled = params.primaryControllerActiveFlags[PrimaryControllerType_RightFoot]; - bool spine2Enabled = params.primaryControllerActiveFlags[PrimaryControllerType_Spine2]; - - bool leftArmEnabled = params.secondaryControllerActiveFlags[SecondaryControllerType_LeftArm]; - bool rightArmEnabled = params.secondaryControllerActiveFlags[SecondaryControllerType_RightArm]; + bool headEnabled = params.primaryControllerFlags[PrimaryControllerType_Head] & (uint8_t)ControllerFlags::Enabled; + bool leftHandEnabled = params.primaryControllerFlags[PrimaryControllerType_LeftHand] & (uint8_t)ControllerFlags::Enabled; + bool rightHandEnabled = params.primaryControllerFlags[PrimaryControllerType_RightHand] & (uint8_t)ControllerFlags::Enabled; + bool hipsEnabled = params.primaryControllerFlags[PrimaryControllerType_Hips] & (uint8_t)ControllerFlags::Enabled; + bool hipsEstimated = params.primaryControllerFlags[PrimaryControllerType_Hips] & (uint8_t)ControllerFlags::Estimated; + bool leftFootEnabled = params.primaryControllerFlags[PrimaryControllerType_LeftFoot] & (uint8_t)ControllerFlags::Enabled; + bool rightFootEnabled = params.primaryControllerFlags[PrimaryControllerType_RightFoot] & (uint8_t)ControllerFlags::Enabled; + bool spine2Enabled = params.primaryControllerFlags[PrimaryControllerType_Spine2] & (uint8_t)ControllerFlags::Enabled; + bool leftArmEnabled = params.secondaryControllerFlags[SecondaryControllerType_LeftArm] & (uint8_t)ControllerFlags::Enabled; + bool rightArmEnabled = params.secondaryControllerFlags[SecondaryControllerType_RightArm] & (uint8_t)ControllerFlags::Enabled; updateHead(headEnabled, hipsEnabled, params.primaryControllerPoses[PrimaryControllerType_Head]); - updateHands(leftHandEnabled, rightHandEnabled, hipsEnabled, leftArmEnabled, rightArmEnabled, dt, + updateHands(leftHandEnabled, rightHandEnabled, hipsEnabled, hipsEstimated, leftArmEnabled, rightArmEnabled, dt, params.primaryControllerPoses[PrimaryControllerType_LeftHand], params.primaryControllerPoses[PrimaryControllerType_RightHand], params.hipsShapeInfo, params.spineShapeInfo, params.spine1ShapeInfo, params.spine2ShapeInfo); @@ -1623,7 +1624,7 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo for (int i = 0; i < (int)NumSecondaryControllerTypes; i++) { int index = indexOfJoint(secondaryControllerJointNames[i]); if (index >= 0) { - if (params.secondaryControllerActiveFlags[i]) { + if (params.secondaryControllerFlags[i] & (uint8_t)ControllerFlags::Enabled) { ikNode->setSecondaryTargetInRigFrame(index, params.secondaryControllerPoses[i]); } else { ikNode->clearSecondaryTarget(index); diff --git a/libraries/animation/src/Rig.h b/libraries/animation/src/Rig.h index 1ec4d9527f..2b276386a0 100644 --- a/libraries/animation/src/Rig.h +++ b/libraries/animation/src/Rig.h @@ -69,11 +69,16 @@ public: NumSecondaryControllerTypes }; + enum class ControllerFlags : uint8_t { + Enabled = 0x01, + Estimated = 0x02 + }; + struct ControllerParameters { AnimPose primaryControllerPoses[NumPrimaryControllerTypes]; // rig space - bool primaryControllerActiveFlags[NumPrimaryControllerTypes]; + uint8_t primaryControllerFlags[NumPrimaryControllerTypes]; AnimPose secondaryControllerPoses[NumSecondaryControllerTypes]; // rig space - bool secondaryControllerActiveFlags[NumSecondaryControllerTypes]; + uint8_t secondaryControllerFlags[NumSecondaryControllerTypes]; bool isTalking; FBXJointShapeInfo hipsShapeInfo; FBXJointShapeInfo spineShapeInfo; @@ -251,7 +256,8 @@ protected: void buildAbsoluteRigPoses(const AnimPoseVec& relativePoses, AnimPoseVec& absolutePosesOut); void updateHead(bool headEnabled, bool hipsEnabled, const AnimPose& headMatrix); - void updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool leftArmEnabled, bool rightArmEnabled, float dt, + void updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool hipsEstimated, + bool leftArmEnabled, bool rightArmEnabled, float dt, const AnimPose& leftHandPose, const AnimPose& rightHandPose, const FBXJointShapeInfo& hipsShapeInfo, const FBXJointShapeInfo& spineShapeInfo, const FBXJointShapeInfo& spine1ShapeInfo, const FBXJointShapeInfo& spine2ShapeInfo);