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Remove weighted offset, special case downward pressure
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1 changed files with 17 additions and 31 deletions
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@ -488,13 +488,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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// measure new _hipsOffset for next frame
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// measure new _hipsOffset for next frame
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// by looking for discrepancies between where a targeted endEffector is
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// by looking for discrepancies between where a targeted endEffector is
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// and where it wants to be (after IK solutions are done)
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// and where it wants to be (after IK solutions are done)
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glm::vec3 newHipsOffset = Vectors::ZERO;
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// use weighted average between HMD and other targets
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float HMD_WEIGHT = 10.0f;
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float OTHER_WEIGHT = 1.0f;
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float totalWeight = 0.0f;
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glm::vec3 additionalHipsOffset = Vectors::ZERO;
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for (auto& target: targets) {
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for (auto& target: targets) {
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int targetIndex = target.getIndex();
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int targetIndex = target.getIndex();
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if (targetIndex == _headIndex && _headIndex != -1) {
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if (targetIndex == _headIndex && _headIndex != -1) {
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@ -505,42 +499,34 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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glm::vec3 under = _skeleton->getAbsolutePose(_headIndex, underPoses).trans();
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glm::vec3 under = _skeleton->getAbsolutePose(_headIndex, underPoses).trans();
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
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const float HEAD_OFFSET_SLAVE_FACTOR = 0.65f;
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const float HEAD_OFFSET_SLAVE_FACTOR = 0.65f;
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additionalHipsOffset += (OTHER_WEIGHT * HEAD_OFFSET_SLAVE_FACTOR) * (under- actual);
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newHipsOffset += HEAD_OFFSET_SLAVE_FACTOR * (actual - under);
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totalWeight += OTHER_WEIGHT;
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} else if (target.getType() == IKTarget::Type::HmdHead) {
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} else if (target.getType() == IKTarget::Type::HmdHead) {
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// we want to shift the hips to bring the head to its designated position
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
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glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans();
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glm::vec3 thisOffset = target.getTranslation() - actual;
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_hipsOffset += target.getTranslation() - actual;
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glm::vec3 futureHipsOffset = _hipsOffset + thisOffset;
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// and ignore all other targets
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if (glm::length(glm::vec2(futureHipsOffset.x, futureHipsOffset.z)) < _maxHipsOffsetLength) {
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newHipsOffset = _hipsOffset;
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// it is imperative to shift the hips and bring the head to its designated position
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break;
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// so we slam newHipsOffset here and ignore all other targets
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} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
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additionalHipsOffset = futureHipsOffset - _hipsOffset;
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glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans();
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totalWeight = 0.0f;
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glm::vec3 targetPosition = target.getTranslation();
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break;
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newHipsOffset += targetPosition - actualPosition;
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} else {
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additionalHipsOffset += HMD_WEIGHT * (target.getTranslation() - actual);
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// Add downward pressure on the hips
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totalWeight += HMD_WEIGHT;
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newHipsOffset *= 0.95f;
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}
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newHipsOffset -= 1.0f;
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}
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}
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} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
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} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
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glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans();
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glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans();
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glm::vec3 targetPosition = target.getTranslation();
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glm::vec3 targetPosition = target.getTranslation();
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additionalHipsOffset += OTHER_WEIGHT * (targetPosition - actualPosition);
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newHipsOffset += targetPosition - actualPosition;
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totalWeight += OTHER_WEIGHT;
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}
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}
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}
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}
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if (totalWeight > 1.0f) {
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additionalHipsOffset /= totalWeight;
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}
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// Add downward pressure on the hips
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additionalHipsOffset *= 0.95f;
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additionalHipsOffset -= 1.0f;
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// smooth transitions by relaxing _hipsOffset toward the new value
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// smooth transitions by relaxing _hipsOffset toward the new value
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const float HIPS_OFFSET_SLAVE_TIMESCALE = 0.10f;
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const float HIPS_OFFSET_SLAVE_TIMESCALE = 0.10f;
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float tau = dt < HIPS_OFFSET_SLAVE_TIMESCALE ? dt / HIPS_OFFSET_SLAVE_TIMESCALE : 1.0f;
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float tau = dt < HIPS_OFFSET_SLAVE_TIMESCALE ? dt / HIPS_OFFSET_SLAVE_TIMESCALE : 1.0f;
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_hipsOffset += additionalHipsOffset * tau;
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_hipsOffset += (newHipsOffset - _hipsOffset) * tau;
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// clamp the hips offset
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// clamp the hips offset
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float hipsOffsetLength = glm::length(_hipsOffset);
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float hipsOffsetLength = glm::length(_hipsOffset);
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