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Simplify passing data from MySkeletonModel to Rig
This commit is contained in:
parent
6bbc5bfbea
commit
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4 changed files with 407 additions and 390 deletions
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@ -47,110 +47,113 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
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Rig::HeadParameters headParams;
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Rig::ControllerParameters params;
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AnimPose avatarToRigPose(glm::vec3(1.0f), Quaternions::Y_180, glm::vec3(0.0f));
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// input action is the highest priority source for head orientation.
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auto avatarHeadPose = myAvatar->getHeadControllerPoseInAvatarFrame();
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if (avatarHeadPose.isValid()) {
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glm::mat4 rigHeadMat = Matrices::Y_180 *
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createMatFromQuatAndPos(avatarHeadPose.getRotation(), avatarHeadPose.getTranslation());
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headParams.rigHeadPosition = extractTranslation(rigHeadMat);
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headParams.rigHeadOrientation = glmExtractRotation(rigHeadMat);
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headParams.headEnabled = true;
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AnimPose pose(avatarHeadPose.getRotation(), avatarHeadPose.getTranslation());
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params.controllerPoses[Rig::ControllerType_Head] = avatarToRigPose * pose;
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params.controllerActiveFlags[Rig::ControllerType_Head] = true;
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} else {
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// even though full head IK is disabled, the rig still needs the head orientation to rotate the head up and
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// down in desktop mode.
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// preMult 180 is necessary to convert from avatar to rig coordinates.
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// postMult 180 is necessary to convert head from -z forward to z forward.
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headParams.rigHeadOrientation = Quaternions::Y_180 * head->getFinalOrientationInLocalFrame() * Quaternions::Y_180;
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headParams.headEnabled = false;
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glm::quat headRot = Quaternions::Y_180 * head->getFinalOrientationInLocalFrame() * Quaternions::Y_180;
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params.controllerPoses[Rig::ControllerType_Head] = AnimPose(glm::vec3(1.0f), headRot, glm::vec3(0.0f));
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params.controllerActiveFlags[Rig::ControllerType_Head] = false;
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}
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auto avatarHipsPose = myAvatar->getHipsControllerPoseInAvatarFrame();
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if (avatarHipsPose.isValid()) {
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glm::mat4 rigHipsMat = Matrices::Y_180 * createMatFromQuatAndPos(avatarHipsPose.getRotation(), avatarHipsPose.getTranslation());
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headParams.hipsMatrix = rigHipsMat;
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headParams.hipsEnabled = true;
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AnimPose pose(avatarHipsPose.getRotation(), avatarHipsPose.getTranslation());
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params.controllerPoses[Rig::ControllerType_Hips] = avatarToRigPose * pose;
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params.controllerActiveFlags[Rig::ControllerType_Hips] = true;
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} else {
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headParams.hipsEnabled = false;
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params.controllerPoses[Rig::ControllerType_Hips] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_Hips] = false;
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}
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auto avatarSpine2Pose = myAvatar->getSpine2ControllerPoseInAvatarFrame();
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if (avatarSpine2Pose.isValid()) {
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glm::mat4 rigSpine2Mat = Matrices::Y_180 * createMatFromQuatAndPos(avatarSpine2Pose.getRotation(), avatarSpine2Pose.getTranslation());
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headParams.spine2Matrix = rigSpine2Mat;
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headParams.spine2Enabled = true;
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AnimPose pose(avatarSpine2Pose.getRotation(), avatarSpine2Pose.getTranslation());
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params.controllerPoses[Rig::ControllerType_Spine2] = avatarToRigPose * pose;
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params.controllerActiveFlags[Rig::ControllerType_Spine2] = true;
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} else {
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headParams.spine2Enabled = false;
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params.controllerPoses[Rig::ControllerType_Spine2] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_Spine2] = false;
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}
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auto avatarRightArmPose = myAvatar->getRightArmControllerPoseInAvatarFrame();
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if (avatarRightArmPose.isValid()) {
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glm::mat4 rightArmMat = Matrices::Y_180 * createMatFromQuatAndPos(avatarRightArmPose.getRotation(), avatarRightArmPose.getTranslation());
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headParams.rightArmPosition = extractTranslation(rightArmMat);
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headParams.rightArmRotation = glmExtractRotation(rightArmMat);
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headParams.rightArmEnabled = true;
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AnimPose pose(avatarRightArmPose.getRotation(), avatarRightArmPose.getTranslation());
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params.controllerPoses[Rig::ControllerType_RightArm] = avatarToRigPose * pose;
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params.controllerActiveFlags[Rig::ControllerType_RightArm] = true;
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} else {
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headParams.rightArmEnabled = false;
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params.controllerPoses[Rig::ControllerType_RightArm] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_RightArm] = false;
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}
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auto avatarLeftArmPose = myAvatar->getLeftArmControllerPoseInAvatarFrame();
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if (avatarLeftArmPose.isValid()) {
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glm::mat4 leftArmMat = Matrices::Y_180 * createMatFromQuatAndPos(avatarLeftArmPose.getRotation(), avatarLeftArmPose.getTranslation());
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headParams.leftArmPosition = extractTranslation(leftArmMat);
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headParams.leftArmRotation = glmExtractRotation(leftArmMat);
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headParams.leftArmEnabled = true;
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AnimPose pose(avatarLeftArmPose.getRotation(), avatarLeftArmPose.getTranslation());
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params.controllerPoses[Rig::ControllerType_LeftArm] = avatarToRigPose * pose;
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params.controllerActiveFlags[Rig::ControllerType_LeftArm] = true;
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} else {
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headParams.leftArmEnabled = false;
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params.controllerPoses[Rig::ControllerType_LeftArm] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_LeftArm] = false;
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}
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headParams.isTalking = head->getTimeWithoutTalking() <= 1.5f;
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_rig.updateFromHeadParameters(headParams, deltaTime);
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Rig::HandAndFeetParameters handAndFeetParams;
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auto leftPose = myAvatar->getLeftHandControllerPoseInAvatarFrame();
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if (leftPose.isValid()) {
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handAndFeetParams.isLeftEnabled = true;
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handAndFeetParams.leftPosition = Quaternions::Y_180 * leftPose.getTranslation();
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handAndFeetParams.leftOrientation = Quaternions::Y_180 * leftPose.getRotation();
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auto avatarLeftHandPose = myAvatar->getLeftHandControllerPoseInAvatarFrame();
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if (avatarLeftHandPose.isValid()) {
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AnimPose pose(avatarLeftHandPose.getRotation(), avatarLeftHandPose.getTranslation());
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params.controllerPoses[Rig::ControllerType_LeftHand] = avatarToRigPose * pose;
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params.controllerActiveFlags[Rig::ControllerType_LeftHand] = true;
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} else {
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handAndFeetParams.isLeftEnabled = false;
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params.controllerPoses[Rig::ControllerType_LeftHand] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_LeftHand] = false;
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}
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auto rightPose = myAvatar->getRightHandControllerPoseInAvatarFrame();
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if (rightPose.isValid()) {
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handAndFeetParams.isRightEnabled = true;
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handAndFeetParams.rightPosition = Quaternions::Y_180 * rightPose.getTranslation();
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handAndFeetParams.rightOrientation = Quaternions::Y_180 * rightPose.getRotation();
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auto avatarRightHandPose = myAvatar->getRightHandControllerPoseInAvatarFrame();
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if (avatarRightHandPose.isValid()) {
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AnimPose pose(avatarRightHandPose.getRotation(), avatarRightHandPose.getTranslation());
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params.controllerPoses[Rig::ControllerType_RightHand] = avatarToRigPose * pose;
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params.controllerActiveFlags[Rig::ControllerType_RightHand] = true;
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} else {
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handAndFeetParams.isRightEnabled = false;
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params.controllerPoses[Rig::ControllerType_RightHand] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_RightHand] = false;
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}
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auto leftFootPose = myAvatar->getLeftFootControllerPoseInAvatarFrame();
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if (leftFootPose.isValid()) {
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handAndFeetParams.isLeftFootEnabled = true;
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handAndFeetParams.leftFootPosition = Quaternions::Y_180 * leftFootPose.getTranslation();
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handAndFeetParams.leftFootOrientation = Quaternions::Y_180 * leftFootPose.getRotation();
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auto avatarLeftFootPose = myAvatar->getLeftFootControllerPoseInAvatarFrame();
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if (avatarLeftFootPose.isValid()) {
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AnimPose pose(avatarLeftFootPose.getRotation(), avatarLeftFootPose.getTranslation());
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params.controllerPoses[Rig::ControllerType_LeftFoot] = avatarToRigPose * pose;
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params.controllerActiveFlags[Rig::ControllerType_LeftFoot] = true;
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} else {
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handAndFeetParams.isLeftFootEnabled = false;
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params.controllerPoses[Rig::ControllerType_LeftFoot] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_LeftFoot] = false;
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}
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auto rightFootPose = myAvatar->getRightFootControllerPoseInAvatarFrame();
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if (rightFootPose.isValid()) {
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handAndFeetParams.isRightFootEnabled = true;
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handAndFeetParams.rightFootPosition = Quaternions::Y_180 * rightFootPose.getTranslation();
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handAndFeetParams.rightFootOrientation = Quaternions::Y_180 * rightFootPose.getRotation();
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auto avatarRightFootPose = myAvatar->getRightFootControllerPoseInAvatarFrame();
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if (avatarRightFootPose.isValid()) {
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AnimPose pose(avatarRightFootPose.getRotation(), avatarRightFootPose.getTranslation());
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params.controllerPoses[Rig::ControllerType_RightFoot] = avatarToRigPose * pose;
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params.controllerActiveFlags[Rig::ControllerType_RightFoot] = true;
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} else {
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handAndFeetParams.isRightFootEnabled = false;
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params.controllerPoses[Rig::ControllerType_RightFoot] = AnimPose::identity;
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params.controllerActiveFlags[Rig::ControllerType_RightFoot] = false;
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}
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handAndFeetParams.bodyCapsuleRadius = myAvatar->getCharacterController()->getCapsuleRadius();
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handAndFeetParams.bodyCapsuleHalfHeight = myAvatar->getCharacterController()->getCapsuleHalfHeight();
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handAndFeetParams.bodyCapsuleLocalOffset = myAvatar->getCharacterController()->getCapsuleLocalOffset();
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params.bodyCapsuleRadius = myAvatar->getCharacterController()->getCapsuleRadius();
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params.bodyCapsuleHalfHeight = myAvatar->getCharacterController()->getCapsuleHalfHeight();
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params.bodyCapsuleLocalOffset = myAvatar->getCharacterController()->getCapsuleLocalOffset();
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_rig.updateFromHandAndFeetParameters(handAndFeetParams, deltaTime);
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params.isTalking = head->getTimeWithoutTalking() <= 1.5f;
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_rig.updateFromControllerParameters(params, deltaTime);
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Rig::CharacterControllerState ccState = convertCharacterControllerState(myAvatar->getCharacterController()->getState());
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@ -21,6 +21,8 @@ class AnimPose {
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public:
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AnimPose() {}
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explicit AnimPose(const glm::mat4& mat);
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explicit AnimPose(const glm::quat& rotIn) : _scale(1.0f), _rot(rotIn), _trans(0.0f) {}
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AnimPose(const glm::quat& rotIn, const glm::vec3& transIn) : _scale(1.0f), _rot(rotIn), _trans(transIn) {}
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AnimPose(const glm::vec3& scaleIn, const glm::quat& rotIn, const glm::vec3& transIn) : _scale(scaleIn), _rot(rotIn), _trans(transIn) {}
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static const AnimPose identity;
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@ -1010,46 +1010,6 @@ glm::quat Rig::getJointDefaultRotationInParentFrame(int jointIndex) {
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return glm::quat();
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}
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void Rig::updateFromHeadParameters(const HeadParameters& params, float dt) {
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updateHeadAnimVars(params);
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_animVars.set("isTalking", params.isTalking);
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_animVars.set("notIsTalking", !params.isTalking);
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if (params.hipsEnabled) {
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_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToLimitCenterPoses);
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_animVars.set("hipsType", (int)IKTarget::Type::RotationAndPosition);
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_animVars.set("hipsPosition", extractTranslation(params.hipsMatrix));
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_animVars.set("hipsRotation", glmExtractRotation(params.hipsMatrix));
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} else {
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_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToUnderPoses);
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_animVars.set("hipsType", (int)IKTarget::Type::Unknown);
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}
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if (params.hipsEnabled && params.spine2Enabled) {
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_animVars.set("spine2Type", (int)IKTarget::Type::Spline);
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_animVars.set("spine2Position", extractTranslation(params.spine2Matrix));
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_animVars.set("spine2Rotation", glmExtractRotation(params.spine2Matrix));
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} else {
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_animVars.set("spine2Type", (int)IKTarget::Type::Unknown);
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}
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if (params.leftArmEnabled) {
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_animVars.set("leftArmType", (int)IKTarget::Type::RotationAndPosition);
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_animVars.set("leftArmPosition", params.leftArmPosition);
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_animVars.set("leftArmRotation", params.leftArmRotation);
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} else {
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_animVars.set("leftArmType", (int)IKTarget::Type::Unknown);
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}
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if (params.rightArmEnabled) {
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_animVars.set("rightArmType", (int)IKTarget::Type::RotationAndPosition);
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_animVars.set("rightArmPosition", params.rightArmPosition);
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_animVars.set("rightArmRotation", params.rightArmRotation);
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} else {
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_animVars.set("rightArmType", (int)IKTarget::Type::Unknown);
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}
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}
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void Rig::updateFromEyeParameters(const EyeParameters& params) {
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updateEyeJoint(params.leftEyeJointIndex, params.modelTranslation, params.modelRotation, params.eyeLookAt, params.eyeSaccade);
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@ -1081,12 +1041,12 @@ void Rig::computeHeadFromHMD(const AnimPose& hmdPose, glm::vec3& headPositionOut
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headOrientationOut = hmdOrientation;
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}
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void Rig::updateHeadAnimVars(const HeadParameters& params) {
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void Rig::updateHead(bool headEnabled, bool hipsEnabled, const AnimPose& headPose) {
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if (_animSkeleton) {
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if (params.headEnabled) {
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_animVars.set("headPosition", params.rigHeadPosition);
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_animVars.set("headRotation", params.rigHeadOrientation);
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if (params.hipsEnabled) {
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if (headEnabled) {
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_animVars.set("headPosition", headPose.trans());
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_animVars.set("headRotation", headPose.rot());
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if (hipsEnabled) {
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// Since there is an explicit hips ik target, switch the head to use the more flexible Spline IK chain type.
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// this will allow the spine to compress/expand and bend more natrually, ensuring that it can reach the head target position.
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_animVars.set("headType", (int)IKTarget::Type::Spline);
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@ -1099,12 +1059,271 @@ void Rig::updateHeadAnimVars(const HeadParameters& params) {
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}
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} else {
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_animVars.unset("headPosition");
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_animVars.set("headRotation", params.rigHeadOrientation);
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_animVars.set("headRotation", headPose.rot());
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_animVars.set("headType", (int)IKTarget::Type::RotationOnly);
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}
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}
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}
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void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, float dt,
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const AnimPose& leftHandPose, const AnimPose& rightHandPose,
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float bodyCapsuleRadius, float bodyCapsuleHalfHeight, const glm::vec3& bodyCapsuleLocalOffset) {
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// Use this capsule to represent the avatar body.
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int hipsIndex = indexOfJoint("Hips");
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glm::vec3 hipsTrans;
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if (hipsIndex >= 0) {
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hipsTrans = _internalPoseSet._absolutePoses[hipsIndex].trans();
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}
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const glm::vec3 bodyCapsuleCenter = hipsTrans - bodyCapsuleLocalOffset;
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const glm::vec3 bodyCapsuleStart = bodyCapsuleCenter - glm::vec3(0, bodyCapsuleHalfHeight, 0);
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const glm::vec3 bodyCapsuleEnd = bodyCapsuleCenter + glm::vec3(0, bodyCapsuleHalfHeight, 0);
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const float HAND_RADIUS = 0.05f;
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const float RELAX_DURATION = 0.6f;
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const float CONTROL_DURATION = 0.4f;
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const bool TO_CONTROLLED = true;
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const bool FROM_CONTROLLED = false;
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const bool LEFT_HAND = true;
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const bool RIGHT_HAND = false;
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const float ELBOW_POLE_VECTOR_BLEND_FACTOR = 0.9f;
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if (leftHandEnabled) {
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if (!_isLeftHandControlled) {
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_leftHandControlTimeRemaining = CONTROL_DURATION;
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_isLeftHandControlled = true;
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}
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glm::vec3 handPosition = leftHandPose.trans();
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glm::quat handRotation = leftHandPose.rot();
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if (_leftHandControlTimeRemaining > 0.0f) {
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// Move hand from non-controlled position to controlled position.
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_leftHandControlTimeRemaining = std::max(_leftHandControlTimeRemaining - dt, 0.0f);
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AnimPose handPose(Vectors::ONE, handRotation, handPosition);
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if (transitionHandPose(_leftHandControlTimeRemaining, CONTROL_DURATION, handPose,
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LEFT_HAND, TO_CONTROLLED, handPose)) {
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handPosition = handPose.trans();
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handRotation = handPose.rot();
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}
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}
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if (!hipsEnabled) {
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// prevent the hand IK targets from intersecting the body capsule
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glm::vec3 displacement;
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if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
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handPosition -= displacement;
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}
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}
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_animVars.set("leftHandPosition", handPosition);
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_animVars.set("leftHandRotation", handRotation);
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_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
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_lastLeftHandControlledPose = AnimPose(Vectors::ONE, handRotation, handPosition);
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_isLeftHandControlled = true;
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// compute pole vector
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int handJointIndex = _animSkeleton->nameToJointIndex("LeftHand");
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int armJointIndex = _animSkeleton->nameToJointIndex("LeftArm");
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int elbowJointIndex = _animSkeleton->nameToJointIndex("LeftForeArm");
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if (elbowJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
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glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, true);
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// smooth toward desired pole vector from previous pole vector... to reduce jitter
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if (!_prevLeftHandPoleVectorValid) {
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_prevLeftHandPoleVectorValid = true;
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_prevLeftHandPoleVector = poleVector;
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}
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glm::quat deltaRot = rotationBetween(_prevLeftHandPoleVector, poleVector);
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glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, ELBOW_POLE_VECTOR_BLEND_FACTOR);
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_prevLeftHandPoleVector = smoothDeltaRot * _prevLeftHandPoleVector;
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_animVars.set("leftHandPoleVectorEnabled", true);
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_animVars.set("leftHandPoleReferenceVector", Vectors::UNIT_X);
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_animVars.set("leftHandPoleVector", _prevLeftHandPoleVector);
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} else {
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_prevLeftHandPoleVectorValid = false;
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_animVars.set("leftHandPoleVectorEnabled", false);
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}
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} else {
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_prevLeftHandPoleVectorValid = false;
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_animVars.set("leftHandPoleVectorEnabled", false);
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if (_isLeftHandControlled) {
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_leftHandRelaxTimeRemaining = RELAX_DURATION;
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_isLeftHandControlled = false;
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}
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if (_leftHandRelaxTimeRemaining > 0.0f) {
|
||||
// Move hand from controlled position to non-controlled position.
|
||||
_leftHandRelaxTimeRemaining = std::max(_leftHandRelaxTimeRemaining - dt, 0.0f);
|
||||
AnimPose handPose;
|
||||
if (transitionHandPose(_leftHandRelaxTimeRemaining, RELAX_DURATION, _lastLeftHandControlledPose,
|
||||
LEFT_HAND, FROM_CONTROLLED, handPose)) {
|
||||
_animVars.set("leftHandPosition", handPose.trans());
|
||||
_animVars.set("leftHandRotation", handPose.rot());
|
||||
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||
}
|
||||
} else {
|
||||
_animVars.unset("leftHandPosition");
|
||||
_animVars.unset("leftHandRotation");
|
||||
_animVars.set("leftHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
|
||||
}
|
||||
}
|
||||
|
||||
if (rightHandEnabled) {
|
||||
if (!_isRightHandControlled) {
|
||||
_rightHandControlTimeRemaining = CONTROL_DURATION;
|
||||
_isRightHandControlled = true;
|
||||
}
|
||||
|
||||
glm::vec3 handPosition = rightHandPose.trans();
|
||||
glm::quat handRotation = rightHandPose.rot();
|
||||
|
||||
if (_rightHandControlTimeRemaining > 0.0f) {
|
||||
// Move hand from non-controlled position to controlled position.
|
||||
_rightHandControlTimeRemaining = std::max(_rightHandControlTimeRemaining - dt, 0.0f);
|
||||
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
|
||||
if (transitionHandPose(_rightHandControlTimeRemaining, CONTROL_DURATION, handPose, RIGHT_HAND, TO_CONTROLLED, handPose)) {
|
||||
handPosition = handPose.trans();
|
||||
handRotation = handPose.rot();
|
||||
}
|
||||
}
|
||||
|
||||
if (!hipsEnabled) {
|
||||
// prevent the hand IK targets from intersecting the body capsule
|
||||
glm::vec3 displacement;
|
||||
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
|
||||
handPosition -= displacement;
|
||||
}
|
||||
}
|
||||
|
||||
_animVars.set("rightHandPosition", handPosition);
|
||||
_animVars.set("rightHandRotation", handRotation);
|
||||
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||
|
||||
_lastRightHandControlledPose = AnimPose(Vectors::ONE, handRotation, handPosition);
|
||||
_isRightHandControlled = true;
|
||||
|
||||
// compute pole vector
|
||||
int handJointIndex = _animSkeleton->nameToJointIndex("RightHand");
|
||||
int armJointIndex = _animSkeleton->nameToJointIndex("RightArm");
|
||||
int elbowJointIndex = _animSkeleton->nameToJointIndex("RightForeArm");
|
||||
if (elbowJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
|
||||
glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, false);
|
||||
|
||||
// smooth toward desired pole vector from previous pole vector... to reduce jitter
|
||||
if (!_prevRightHandPoleVectorValid) {
|
||||
_prevRightHandPoleVectorValid = true;
|
||||
_prevRightHandPoleVector = poleVector;
|
||||
}
|
||||
glm::quat deltaRot = rotationBetween(_prevRightHandPoleVector, poleVector);
|
||||
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, ELBOW_POLE_VECTOR_BLEND_FACTOR);
|
||||
_prevRightHandPoleVector = smoothDeltaRot * _prevRightHandPoleVector;
|
||||
|
||||
_animVars.set("rightHandPoleVectorEnabled", true);
|
||||
_animVars.set("rightHandPoleReferenceVector", -Vectors::UNIT_X);
|
||||
_animVars.set("rightHandPoleVector", _prevRightHandPoleVector);
|
||||
} else {
|
||||
_prevRightHandPoleVectorValid = false;
|
||||
_animVars.set("rightHandPoleVectorEnabled", false);
|
||||
}
|
||||
} else {
|
||||
_prevRightHandPoleVectorValid = false;
|
||||
_animVars.set("rightHandPoleVectorEnabled", false);
|
||||
|
||||
if (_isRightHandControlled) {
|
||||
_rightHandRelaxTimeRemaining = RELAX_DURATION;
|
||||
_isRightHandControlled = false;
|
||||
}
|
||||
|
||||
if (_rightHandRelaxTimeRemaining > 0.0f) {
|
||||
// Move hand from controlled position to non-controlled position.
|
||||
_rightHandRelaxTimeRemaining = std::max(_rightHandRelaxTimeRemaining - dt, 0.0f);
|
||||
AnimPose handPose;
|
||||
if (transitionHandPose(_rightHandRelaxTimeRemaining, RELAX_DURATION, _lastRightHandControlledPose, RIGHT_HAND, FROM_CONTROLLED, handPose)) {
|
||||
_animVars.set("rightHandPosition", handPose.trans());
|
||||
_animVars.set("rightHandRotation", handPose.rot());
|
||||
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||
}
|
||||
} else {
|
||||
_animVars.unset("rightHandPosition");
|
||||
_animVars.unset("rightHandRotation");
|
||||
_animVars.set("rightHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Rig::updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose& leftFootPose, const AnimPose& rightFootPose) {
|
||||
|
||||
const float KNEE_POLE_VECTOR_BLEND_FACTOR = 0.9f;
|
||||
|
||||
int hipsIndex = indexOfJoint("Hips");
|
||||
|
||||
if (leftFootEnabled) {
|
||||
glm::vec3 footPosition = leftFootPose.trans();
|
||||
glm::quat footRotation = leftFootPose.rot();
|
||||
_animVars.set("leftFootPosition", footPosition);
|
||||
_animVars.set("leftFootRotation", footRotation);
|
||||
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||
|
||||
int footJointIndex = _animSkeleton->nameToJointIndex("LeftFoot");
|
||||
glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, footRotation, hipsIndex);
|
||||
|
||||
// smooth toward desired pole vector from previous pole vector... to reduce jitter
|
||||
if (!_prevLeftFootPoleVectorValid) {
|
||||
_prevLeftFootPoleVectorValid = true;
|
||||
_prevLeftFootPoleVector = poleVector;
|
||||
}
|
||||
glm::quat deltaRot = rotationBetween(_prevLeftFootPoleVector, poleVector);
|
||||
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, KNEE_POLE_VECTOR_BLEND_FACTOR);
|
||||
_prevLeftFootPoleVector = smoothDeltaRot * _prevLeftFootPoleVector;
|
||||
|
||||
_animVars.set("leftFootPoleVectorEnabled", true);
|
||||
_animVars.set("leftFootPoleReferenceVector", Vectors::UNIT_Z);
|
||||
_animVars.set("leftFootPoleVector", _prevLeftFootPoleVector);
|
||||
} else {
|
||||
_animVars.unset("leftFootPosition");
|
||||
_animVars.unset("leftFootRotation");
|
||||
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||
_animVars.set("leftFootPoleVectorEnabled", false);
|
||||
_prevLeftFootPoleVectorValid = false;
|
||||
}
|
||||
|
||||
if (rightFootEnabled) {
|
||||
glm::vec3 footPosition = rightFootPose.trans();
|
||||
glm::quat footRotation = rightFootPose.rot();
|
||||
_animVars.set("rightFootPosition", footPosition);
|
||||
_animVars.set("rightFootRotation", footRotation);
|
||||
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||
|
||||
int footJointIndex = _animSkeleton->nameToJointIndex("RightFoot");
|
||||
glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, footRotation, hipsIndex);
|
||||
|
||||
// smooth toward desired pole vector from previous pole vector... to reduce jitter
|
||||
if (!_prevRightFootPoleVectorValid) {
|
||||
_prevRightFootPoleVectorValid = true;
|
||||
_prevRightFootPoleVector = poleVector;
|
||||
}
|
||||
glm::quat deltaRot = rotationBetween(_prevRightFootPoleVector, poleVector);
|
||||
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, KNEE_POLE_VECTOR_BLEND_FACTOR);
|
||||
_prevRightFootPoleVector = smoothDeltaRot * _prevRightFootPoleVector;
|
||||
|
||||
_animVars.set("rightFootPoleVectorEnabled", true);
|
||||
_animVars.set("rightFootPoleReferenceVector", Vectors::UNIT_Z);
|
||||
_animVars.set("rightFootPoleVector", _prevRightFootPoleVector);
|
||||
} else {
|
||||
_animVars.unset("rightFootPosition");
|
||||
_animVars.unset("rightFootRotation");
|
||||
_animVars.set("rightFootPoleVectorEnabled", false);
|
||||
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||
}
|
||||
}
|
||||
|
||||
void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::vec3& lookAtSpot, const glm::vec3& saccade) {
|
||||
|
||||
// TODO: does not properly handle avatar scale.
|
||||
|
@ -1196,261 +1415,65 @@ glm::vec3 Rig::calculateKneePoleVector(int footJointIndex, const glm::quat& foot
|
|||
return glm::normalize(lerp(footForward, hipsForward, FOOT_TO_HIPS_BLEND_FACTOR));
|
||||
}
|
||||
|
||||
void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, float dt) {
|
||||
if (_animSkeleton && _animNode) {
|
||||
const float HAND_RADIUS = 0.05f;
|
||||
int hipsIndex = indexOfJoint("Hips");
|
||||
glm::vec3 hipsTrans;
|
||||
if (hipsIndex >= 0) {
|
||||
hipsTrans = _internalPoseSet._absolutePoses[hipsIndex].trans();
|
||||
}
|
||||
void Rig::updateFromControllerParameters(const ControllerParameters& params, float dt) {
|
||||
if (!_animSkeleton || !_animNode) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Use this capsule to represent the avatar body.
|
||||
const float bodyCapsuleRadius = params.bodyCapsuleRadius;
|
||||
const glm::vec3 bodyCapsuleCenter = hipsTrans - params.bodyCapsuleLocalOffset;
|
||||
const glm::vec3 bodyCapsuleStart = bodyCapsuleCenter - glm::vec3(0, params.bodyCapsuleHalfHeight, 0);
|
||||
const glm::vec3 bodyCapsuleEnd = bodyCapsuleCenter + glm::vec3(0, params.bodyCapsuleHalfHeight, 0);
|
||||
_animVars.set("isTalking", params.isTalking);
|
||||
_animVars.set("notIsTalking", !params.isTalking);
|
||||
|
||||
// TODO: add isHipsEnabled
|
||||
bool bodySensorTrackingEnabled = params.isLeftFootEnabled || params.isRightFootEnabled;
|
||||
bool headEnabled = params.controllerActiveFlags[ControllerType_Head];
|
||||
bool leftHandEnabled = params.controllerActiveFlags[ControllerType_LeftHand];
|
||||
bool rightHandEnabled = params.controllerActiveFlags[ControllerType_RightHand];
|
||||
bool hipsEnabled = params.controllerActiveFlags[ControllerType_Hips];
|
||||
bool leftFootEnabled = params.controllerActiveFlags[ControllerType_LeftFoot];
|
||||
bool rightFootEnabled = params.controllerActiveFlags[ControllerType_RightFoot];
|
||||
bool leftArmEnabled = params.controllerActiveFlags[ControllerType_LeftArm];
|
||||
bool rightArmEnabled = params.controllerActiveFlags[ControllerType_RightArm];
|
||||
bool spine2Enabled = params.controllerActiveFlags[ControllerType_Spine2];
|
||||
|
||||
const float RELAX_DURATION = 0.6f;
|
||||
const float CONTROL_DURATION = 0.4f;
|
||||
const bool TO_CONTROLLED = true;
|
||||
const bool FROM_CONTROLLED = false;
|
||||
const bool LEFT_HAND = true;
|
||||
const bool RIGHT_HAND = false;
|
||||
updateHead(headEnabled, hipsEnabled, params.controllerPoses[ControllerType_Head]);
|
||||
|
||||
const float KNEE_POLE_VECTOR_BLEND_FACTOR = 0.9f;
|
||||
const float ELBOW_POLE_VECTOR_BLEND_FACTOR = 0.9f;
|
||||
updateHands(leftHandEnabled, rightHandEnabled, hipsEnabled, dt,
|
||||
params.controllerPoses[ControllerType_LeftHand], params.controllerPoses[ControllerType_RightHand],
|
||||
params.bodyCapsuleRadius, params.bodyCapsuleHalfHeight, params.bodyCapsuleLocalOffset);
|
||||
|
||||
if (params.isLeftEnabled) {
|
||||
if (!_isLeftHandControlled) {
|
||||
_leftHandControlTimeRemaining = CONTROL_DURATION;
|
||||
_isLeftHandControlled = true;
|
||||
}
|
||||
updateFeet(leftFootEnabled, rightFootEnabled,
|
||||
params.controllerPoses[ControllerType_LeftFoot], params.controllerPoses[ControllerType_RightFoot]);
|
||||
|
||||
glm::vec3 handPosition = params.leftPosition;
|
||||
glm::quat handRotation = params.leftOrientation;
|
||||
if (hipsEnabled) {
|
||||
_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToLimitCenterPoses);
|
||||
_animVars.set("hipsType", (int)IKTarget::Type::RotationAndPosition);
|
||||
_animVars.set("hipsPosition", params.controllerPoses[ControllerType_Hips].trans());
|
||||
_animVars.set("hipsRotation", params.controllerPoses[ControllerType_Hips].rot());
|
||||
} else {
|
||||
_animVars.set("solutionSource", (int)AnimInverseKinematics::SolutionSource::RelaxToUnderPoses);
|
||||
_animVars.set("hipsType", (int)IKTarget::Type::Unknown);
|
||||
}
|
||||
|
||||
if (_leftHandControlTimeRemaining > 0.0f) {
|
||||
// Move hand from non-controlled position to controlled position.
|
||||
_leftHandControlTimeRemaining = std::max(_leftHandControlTimeRemaining - dt, 0.0f);
|
||||
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
|
||||
if (transitionHandPose(_leftHandControlTimeRemaining, CONTROL_DURATION, handPose,
|
||||
LEFT_HAND, TO_CONTROLLED, handPose)) {
|
||||
handPosition = handPose.trans();
|
||||
handRotation = handPose.rot();
|
||||
}
|
||||
}
|
||||
if (hipsEnabled && spine2Enabled) {
|
||||
_animVars.set("spine2Type", (int)IKTarget::Type::Spline);
|
||||
_animVars.set("spine2Position", params.controllerPoses[ControllerType_Spine2].trans());
|
||||
_animVars.set("spine2Rotation", params.controllerPoses[ControllerType_Spine2].rot());
|
||||
} else {
|
||||
_animVars.set("spine2Type", (int)IKTarget::Type::Unknown);
|
||||
}
|
||||
|
||||
if (!bodySensorTrackingEnabled) {
|
||||
// prevent the hand IK targets from intersecting the body capsule
|
||||
glm::vec3 displacement;
|
||||
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
|
||||
handPosition -= displacement;
|
||||
}
|
||||
}
|
||||
if (leftArmEnabled) {
|
||||
_animVars.set("leftArmType", (int)IKTarget::Type::RotationAndPosition);
|
||||
_animVars.set("leftArmPosition", params.controllerPoses[ControllerType_LeftArm].trans());
|
||||
_animVars.set("leftArmRotation", params.controllerPoses[ControllerType_LeftArm].rot());
|
||||
} else {
|
||||
_animVars.set("leftArmType", (int)IKTarget::Type::Unknown);
|
||||
}
|
||||
|
||||
_animVars.set("leftHandPosition", handPosition);
|
||||
_animVars.set("leftHandRotation", handRotation);
|
||||
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||
|
||||
_lastLeftHandControlledPose = AnimPose(Vectors::ONE, handRotation, handPosition);
|
||||
|
||||
_isLeftHandControlled = true;
|
||||
_lastLeftHandControlledPose = AnimPose(glm::vec3(1.0f), params.leftOrientation, handPosition);
|
||||
|
||||
// compute pole vector
|
||||
int handJointIndex = _animSkeleton->nameToJointIndex("LeftHand");
|
||||
int armJointIndex = _animSkeleton->nameToJointIndex("LeftArm");
|
||||
int elbowJointIndex = _animSkeleton->nameToJointIndex("LeftForeArm");
|
||||
if (elbowJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
|
||||
glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, true);
|
||||
|
||||
// smooth toward desired pole vector from previous pole vector... to reduce jitter
|
||||
if (!_prevLeftHandPoleVectorValid) {
|
||||
_prevLeftHandPoleVectorValid = true;
|
||||
_prevLeftHandPoleVector = poleVector;
|
||||
}
|
||||
glm::quat deltaRot = rotationBetween(_prevLeftHandPoleVector, poleVector);
|
||||
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, ELBOW_POLE_VECTOR_BLEND_FACTOR);
|
||||
_prevLeftHandPoleVector = smoothDeltaRot * _prevLeftHandPoleVector;
|
||||
|
||||
_animVars.set("leftHandPoleVectorEnabled", true);
|
||||
_animVars.set("leftHandPoleReferenceVector", Vectors::UNIT_X);
|
||||
_animVars.set("leftHandPoleVector", _prevLeftHandPoleVector);
|
||||
} else {
|
||||
_prevLeftHandPoleVectorValid = false;
|
||||
_animVars.set("leftHandPoleVectorEnabled", false);
|
||||
}
|
||||
} else {
|
||||
_prevLeftHandPoleVectorValid = false;
|
||||
_animVars.set("leftHandPoleVectorEnabled", false);
|
||||
|
||||
if (_isLeftHandControlled) {
|
||||
_leftHandRelaxTimeRemaining = RELAX_DURATION;
|
||||
_isLeftHandControlled = false;
|
||||
}
|
||||
|
||||
if (_leftHandRelaxTimeRemaining > 0.0f) {
|
||||
// Move hand from controlled position to non-controlled position.
|
||||
_leftHandRelaxTimeRemaining = std::max(_leftHandRelaxTimeRemaining - dt, 0.0f);
|
||||
AnimPose handPose;
|
||||
if (transitionHandPose(_leftHandRelaxTimeRemaining, RELAX_DURATION, _lastLeftHandControlledPose,
|
||||
LEFT_HAND, FROM_CONTROLLED, handPose)) {
|
||||
_animVars.set("leftHandPosition", handPose.trans());
|
||||
_animVars.set("leftHandRotation", handPose.rot());
|
||||
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||
}
|
||||
} else {
|
||||
_animVars.unset("leftHandPosition");
|
||||
_animVars.unset("leftHandRotation");
|
||||
_animVars.set("leftHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
|
||||
}
|
||||
}
|
||||
|
||||
if (params.isRightEnabled) {
|
||||
if (!_isRightHandControlled) {
|
||||
_rightHandControlTimeRemaining = CONTROL_DURATION;
|
||||
_isRightHandControlled = true;
|
||||
}
|
||||
|
||||
glm::vec3 handPosition = params.rightPosition;
|
||||
glm::quat handRotation = params.rightOrientation;
|
||||
|
||||
if (_rightHandControlTimeRemaining > 0.0f) {
|
||||
// Move hand from non-controlled position to controlled position.
|
||||
_rightHandControlTimeRemaining = std::max(_rightHandControlTimeRemaining - dt, 0.0f);
|
||||
AnimPose handPose(Vectors::ONE, handRotation, handPosition);
|
||||
if (transitionHandPose(_rightHandControlTimeRemaining, CONTROL_DURATION, handPose, RIGHT_HAND, TO_CONTROLLED,
|
||||
handPose)) {
|
||||
handPosition = handPose.trans();
|
||||
handRotation = handPose.rot();
|
||||
}
|
||||
}
|
||||
|
||||
if (!bodySensorTrackingEnabled) {
|
||||
// prevent the hand IK targets from intersecting the body capsule
|
||||
glm::vec3 displacement;
|
||||
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
|
||||
handPosition -= displacement;
|
||||
}
|
||||
}
|
||||
|
||||
_animVars.set("rightHandPosition", handPosition);
|
||||
_animVars.set("rightHandRotation", handRotation);
|
||||
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||
|
||||
_lastRightHandControlledPose = AnimPose(Vectors::ONE, handRotation, handPosition);
|
||||
|
||||
_isRightHandControlled = true;
|
||||
_lastRightHandControlledPose = AnimPose(glm::vec3(1.0f), params.rightOrientation, handPosition);
|
||||
|
||||
// compute pole vector
|
||||
int handJointIndex = _animSkeleton->nameToJointIndex("RightHand");
|
||||
int armJointIndex = _animSkeleton->nameToJointIndex("RightArm");
|
||||
int elbowJointIndex = _animSkeleton->nameToJointIndex("RightForeArm");
|
||||
if (elbowJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
|
||||
glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, false);
|
||||
|
||||
// smooth toward desired pole vector from previous pole vector... to reduce jitter
|
||||
if (!_prevRightHandPoleVectorValid) {
|
||||
_prevRightHandPoleVectorValid = true;
|
||||
_prevRightHandPoleVector = poleVector;
|
||||
}
|
||||
glm::quat deltaRot = rotationBetween(_prevRightHandPoleVector, poleVector);
|
||||
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, ELBOW_POLE_VECTOR_BLEND_FACTOR);
|
||||
_prevRightHandPoleVector = smoothDeltaRot * _prevRightHandPoleVector;
|
||||
|
||||
_animVars.set("rightHandPoleVectorEnabled", true);
|
||||
_animVars.set("rightHandPoleReferenceVector", -Vectors::UNIT_X);
|
||||
_animVars.set("rightHandPoleVector", _prevRightHandPoleVector);
|
||||
} else {
|
||||
_prevRightHandPoleVectorValid = false;
|
||||
_animVars.set("rightHandPoleVectorEnabled", false);
|
||||
}
|
||||
|
||||
} else {
|
||||
_prevRightHandPoleVectorValid = false;
|
||||
_animVars.set("rightHandPoleVectorEnabled", false);
|
||||
|
||||
if (_isRightHandControlled) {
|
||||
_rightHandRelaxTimeRemaining = RELAX_DURATION;
|
||||
_isRightHandControlled = false;
|
||||
}
|
||||
|
||||
if (_rightHandRelaxTimeRemaining > 0.0f) {
|
||||
// Move hand from controlled position to non-controlled position.
|
||||
_rightHandRelaxTimeRemaining = std::max(_rightHandRelaxTimeRemaining - dt, 0.0f);
|
||||
AnimPose handPose;
|
||||
if (transitionHandPose(_rightHandRelaxTimeRemaining, RELAX_DURATION, _lastRightHandControlledPose, RIGHT_HAND,
|
||||
FROM_CONTROLLED, handPose)) {
|
||||
_animVars.set("rightHandPosition", handPose.trans());
|
||||
_animVars.set("rightHandRotation", handPose.rot());
|
||||
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||
}
|
||||
} else {
|
||||
_animVars.unset("rightHandPosition");
|
||||
_animVars.unset("rightHandRotation");
|
||||
_animVars.set("rightHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
|
||||
}
|
||||
}
|
||||
|
||||
if (params.isLeftFootEnabled) {
|
||||
_animVars.set("leftFootPosition", params.leftFootPosition);
|
||||
_animVars.set("leftFootRotation", params.leftFootOrientation);
|
||||
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||
|
||||
int footJointIndex = _animSkeleton->nameToJointIndex("LeftFoot");
|
||||
glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, params.leftFootOrientation, hipsIndex);
|
||||
|
||||
// smooth toward desired pole vector from previous pole vector... to reduce jitter
|
||||
if (!_prevLeftFootPoleVectorValid) {
|
||||
_prevLeftFootPoleVectorValid = true;
|
||||
_prevLeftFootPoleVector = poleVector;
|
||||
}
|
||||
glm::quat deltaRot = rotationBetween(_prevLeftFootPoleVector, poleVector);
|
||||
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, KNEE_POLE_VECTOR_BLEND_FACTOR);
|
||||
_prevLeftFootPoleVector = smoothDeltaRot * _prevLeftFootPoleVector;
|
||||
|
||||
_animVars.set("leftFootPoleVectorEnabled", true);
|
||||
_animVars.set("leftFootPoleReferenceVector", Vectors::UNIT_Z);
|
||||
_animVars.set("leftFootPoleVector", _prevLeftFootPoleVector);
|
||||
} else {
|
||||
_animVars.unset("leftFootPosition");
|
||||
_animVars.unset("leftFootRotation");
|
||||
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||
_animVars.set("leftFootPoleVectorEnabled", false);
|
||||
_prevLeftFootPoleVectorValid = false;
|
||||
}
|
||||
|
||||
if (params.isRightFootEnabled) {
|
||||
_animVars.set("rightFootPosition", params.rightFootPosition);
|
||||
_animVars.set("rightFootRotation", params.rightFootOrientation);
|
||||
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||
|
||||
int footJointIndex = _animSkeleton->nameToJointIndex("RightFoot");
|
||||
glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, params.rightFootOrientation, hipsIndex);
|
||||
|
||||
// smooth toward desired pole vector from previous pole vector... to reduce jitter
|
||||
if (!_prevRightFootPoleVectorValid) {
|
||||
_prevRightFootPoleVectorValid = true;
|
||||
_prevRightFootPoleVector = poleVector;
|
||||
}
|
||||
glm::quat deltaRot = rotationBetween(_prevRightFootPoleVector, poleVector);
|
||||
glm::quat smoothDeltaRot = safeMix(deltaRot, Quaternions::IDENTITY, KNEE_POLE_VECTOR_BLEND_FACTOR);
|
||||
_prevRightFootPoleVector = smoothDeltaRot * _prevRightFootPoleVector;
|
||||
|
||||
_animVars.set("rightFootPoleVectorEnabled", true);
|
||||
_animVars.set("rightFootPoleReferenceVector", Vectors::UNIT_Z);
|
||||
_animVars.set("rightFootPoleVector", _prevRightFootPoleVector);
|
||||
} else {
|
||||
_animVars.unset("rightFootPosition");
|
||||
_animVars.unset("rightFootRotation");
|
||||
_animVars.set("rightFootPoleVectorEnabled", false);
|
||||
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||
}
|
||||
if (rightArmEnabled) {
|
||||
_animVars.set("rightArmType", (int)IKTarget::Type::RotationAndPosition);
|
||||
_animVars.set("rightArmPosition", params.controllerPoses[ControllerType_RightArm].trans());
|
||||
_animVars.set("rightArmRotation", params.controllerPoses[ControllerType_RightArm].rot());
|
||||
} else {
|
||||
_animVars.set("rightArmType", (int)IKTarget::Type::Unknown);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -41,21 +41,26 @@ public:
|
|||
bool useNames;
|
||||
};
|
||||
|
||||
struct HeadParameters {
|
||||
glm::mat4 hipsMatrix = glm::mat4(); // rig space
|
||||
glm::mat4 spine2Matrix = glm::mat4(); // rig space
|
||||
glm::quat rigHeadOrientation = glm::quat(); // rig space (-z forward)
|
||||
glm::vec3 rigHeadPosition = glm::vec3(); // rig space
|
||||
glm::vec3 rightArmPosition = glm::vec3(); // rig space
|
||||
glm::quat rightArmRotation = glm::quat(); // rig space
|
||||
glm::vec3 leftArmPosition = glm::vec3(); // rig space
|
||||
glm::quat leftArmRotation = glm::quat(); // rig space
|
||||
bool hipsEnabled = false;
|
||||
bool headEnabled = false;
|
||||
bool spine2Enabled = false;
|
||||
bool leftArmEnabled = false;
|
||||
bool rightArmEnabled = false;
|
||||
bool isTalking = false;
|
||||
enum ControllerType {
|
||||
ControllerType_Head = 0,
|
||||
ControllerType_LeftHand,
|
||||
ControllerType_RightHand,
|
||||
ControllerType_Hips,
|
||||
ControllerType_LeftFoot,
|
||||
ControllerType_RightFoot,
|
||||
ControllerType_LeftArm,
|
||||
ControllerType_RightArm,
|
||||
ControllerType_Spine2,
|
||||
NumControllerTypes
|
||||
};
|
||||
|
||||
struct ControllerParameters {
|
||||
AnimPose controllerPoses[NumControllerTypes]; // rig space
|
||||
bool controllerActiveFlags[NumControllerTypes];
|
||||
bool isTalking;
|
||||
float bodyCapsuleRadius;
|
||||
float bodyCapsuleHalfHeight;
|
||||
glm::vec3 bodyCapsuleLocalOffset;
|
||||
};
|
||||
|
||||
struct EyeParameters {
|
||||
|
@ -67,25 +72,6 @@ public:
|
|||
int rightEyeJointIndex = -1;
|
||||
};
|
||||
|
||||
struct HandAndFeetParameters {
|
||||
bool isLeftEnabled;
|
||||
bool isRightEnabled;
|
||||
float bodyCapsuleRadius;
|
||||
float bodyCapsuleHalfHeight;
|
||||
glm::vec3 bodyCapsuleLocalOffset;
|
||||
glm::vec3 leftPosition = glm::vec3(); // rig space
|
||||
glm::quat leftOrientation = glm::quat(); // rig space (z forward)
|
||||
glm::vec3 rightPosition = glm::vec3(); // rig space
|
||||
glm::quat rightOrientation = glm::quat(); // rig space (z forward)
|
||||
|
||||
bool isLeftFootEnabled;
|
||||
bool isRightFootEnabled;
|
||||
glm::vec3 leftFootPosition = glm::vec3(); // rig space
|
||||
glm::quat leftFootOrientation = glm::quat(); // rig space (z forward)
|
||||
glm::vec3 rightFootPosition = glm::vec3(); // rig space
|
||||
glm::quat rightFootOrientation = glm::quat(); // rig space (z forward)
|
||||
};
|
||||
|
||||
enum class CharacterControllerState {
|
||||
Ground = 0,
|
||||
Takeoff,
|
||||
|
@ -192,9 +178,8 @@ public:
|
|||
// legacy
|
||||
void clearJointStatePriorities();
|
||||
|
||||
void updateFromHeadParameters(const HeadParameters& params, float dt);
|
||||
void updateFromControllerParameters(const ControllerParameters& params, float dt);
|
||||
void updateFromEyeParameters(const EyeParameters& params);
|
||||
void updateFromHandAndFeetParameters(const HandAndFeetParameters& params, float dt);
|
||||
|
||||
void initAnimGraph(const QUrl& url);
|
||||
|
||||
|
@ -244,7 +229,11 @@ protected:
|
|||
void applyOverridePoses();
|
||||
void buildAbsoluteRigPoses(const AnimPoseVec& relativePoses, AnimPoseVec& absolutePosesOut);
|
||||
|
||||
void updateHeadAnimVars(const HeadParameters& params);
|
||||
void updateHead(bool headEnabled, bool hipsEnabled, const AnimPose& headMatrix);
|
||||
void updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, float dt,
|
||||
const AnimPose& leftHandPose, const AnimPose& rightHandPose,
|
||||
float bodyCapsuleRadius, float bodyCapsuleHalfHeight, const glm::vec3& bodyCapsuleLocalOffset);
|
||||
void updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose& leftFootPose, const AnimPose& rightFootPose);
|
||||
|
||||
void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::vec3& lookAt, const glm::vec3& saccade);
|
||||
void calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const;
|
||||
|
|
Loading…
Reference in a new issue