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Merge pull request #11978 from hyperlogic/bug-fix/no-hip-glitches
More stable hips IK
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commit
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2 changed files with 72 additions and 0 deletions
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@ -9,9 +9,12 @@
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#include "MySkeletonModel.h"
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#include <avatars-renderer/Avatar.h>
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#include <DebugDraw.h>
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#include "Application.h"
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#include "InterfaceLogging.h"
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#include "AnimUtil.h"
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MySkeletonModel::MySkeletonModel(Avatar* owningAvatar, QObject* parent) : SkeletonModel(owningAvatar, parent) {
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}
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@ -30,6 +33,39 @@ Rig::CharacterControllerState convertCharacterControllerState(CharacterControlle
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};
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}
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static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
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glm::mat4 hipsMat = myAvatar->deriveBodyFromHMDSensor();
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glm::vec3 hipsPos = extractTranslation(hipsMat);
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glm::quat hipsRot = glmExtractRotation(hipsMat);
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glm::mat4 avatarToWorldMat = myAvatar->getTransform().getMatrix();
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glm::mat4 worldToSensorMat = glm::inverse(myAvatar->getSensorToWorldMatrix());
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glm::mat4 avatarToSensorMat = worldToSensorMat * avatarToWorldMat;
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// dampen hips rotation, by mixing it with the avatar orientation in sensor space
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const float MIX_RATIO = 0.5f;
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hipsRot = safeLerp(glmExtractRotation(avatarToSensorMat), hipsRot, MIX_RATIO);
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if (isFlying) {
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// rotate the hips back to match the flying animation.
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const float TILT_ANGLE = 0.523f;
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const glm::quat tiltRot = glm::angleAxis(TILT_ANGLE, transformVectorFast(avatarToSensorMat, -Vectors::UNIT_X));
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glm::vec3 headPos;
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int headIndex = myAvatar->getJointIndex("Head");
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if (headIndex != -1) {
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headPos = transformPoint(avatarToSensorMat, myAvatar->getAbsoluteJointTranslationInObjectFrame(headIndex));
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} else {
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headPos = transformPoint(myAvatar->getSensorToWorldMatrix(), myAvatar->getHMDSensorPosition());
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}
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hipsRot = tiltRot * hipsRot;
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hipsPos = headPos + tiltRot * (hipsPos - headPos);
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}
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return AnimPose(hipsRot * Quaternions::Y_180, hipsPos);
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}
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// Called within Model::simulate call, below.
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void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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const FBXGeometry& geometry = getFBXGeometry();
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@ -124,6 +160,39 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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}
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}
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// if hips are not under direct control, estimate the hips position.
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if (avatarHeadPose.isValid() && !params.primaryControllerActiveFlags[Rig::PrimaryControllerType_Hips]) {
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bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS);
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if (!_prevHipsValid) {
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AnimPose hips = computeHipsInSensorFrame(myAvatar, isFlying);
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_prevHips = hips;
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}
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AnimPose hips = computeHipsInSensorFrame(myAvatar, isFlying);
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// smootly lerp hips, in sensorframe, with different coeff for horiz and vertical translation.
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const float ROT_ALPHA = 0.9f;
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const float TRANS_HORIZ_ALPHA = 0.9f;
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const float TRANS_VERT_ALPHA = 0.1f;
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float hipsY = hips.trans().y;
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hips.trans() = lerp(hips.trans(), _prevHips.trans(), TRANS_HORIZ_ALPHA);
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hips.trans().y = lerp(hipsY, _prevHips.trans().y, TRANS_VERT_ALPHA);
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hips.rot() = safeLerp(hips.rot(), _prevHips.rot(), ROT_ALPHA);
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_prevHips = hips;
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_prevHipsValid = true;
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glm::mat4 invRigMat = glm::inverse(myAvatar->getTransform().getMatrix() * Matrices::Y_180);
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AnimPose sensorToRigPose(invRigMat * myAvatar->getSensorToWorldMatrix());
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params.primaryControllerPoses[Rig::PrimaryControllerType_Hips] = sensorToRigPose * hips;
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params.primaryControllerActiveFlags[Rig::PrimaryControllerType_Hips] = true;
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} else {
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_prevHipsValid = false;
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}
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params.isTalking = head->getTimeWithoutTalking() <= 1.5f;
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// pass detailed torso k-dops to rig.
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@ -25,6 +25,9 @@ public:
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private:
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void updateFingers();
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AnimPose _prevHips; // sensor frame
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bool _prevHipsValid { false };
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};
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#endif // hifi_MySkeletonModel_h
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