Merge pull request #11978 from hyperlogic/bug-fix/no-hip-glitches

More stable hips IK
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Brad Hefta-Gaub 2017-12-15 15:32:24 -08:00 committed by GitHub
commit c68bec175a
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2 changed files with 72 additions and 0 deletions

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@ -9,9 +9,12 @@
#include "MySkeletonModel.h"
#include <avatars-renderer/Avatar.h>
#include <DebugDraw.h>
#include "Application.h"
#include "InterfaceLogging.h"
#include "AnimUtil.h"
MySkeletonModel::MySkeletonModel(Avatar* owningAvatar, QObject* parent) : SkeletonModel(owningAvatar, parent) {
}
@ -30,6 +33,39 @@ Rig::CharacterControllerState convertCharacterControllerState(CharacterControlle
};
}
static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
glm::mat4 hipsMat = myAvatar->deriveBodyFromHMDSensor();
glm::vec3 hipsPos = extractTranslation(hipsMat);
glm::quat hipsRot = glmExtractRotation(hipsMat);
glm::mat4 avatarToWorldMat = myAvatar->getTransform().getMatrix();
glm::mat4 worldToSensorMat = glm::inverse(myAvatar->getSensorToWorldMatrix());
glm::mat4 avatarToSensorMat = worldToSensorMat * avatarToWorldMat;
// dampen hips rotation, by mixing it with the avatar orientation in sensor space
const float MIX_RATIO = 0.5f;
hipsRot = safeLerp(glmExtractRotation(avatarToSensorMat), hipsRot, MIX_RATIO);
if (isFlying) {
// rotate the hips back to match the flying animation.
const float TILT_ANGLE = 0.523f;
const glm::quat tiltRot = glm::angleAxis(TILT_ANGLE, transformVectorFast(avatarToSensorMat, -Vectors::UNIT_X));
glm::vec3 headPos;
int headIndex = myAvatar->getJointIndex("Head");
if (headIndex != -1) {
headPos = transformPoint(avatarToSensorMat, myAvatar->getAbsoluteJointTranslationInObjectFrame(headIndex));
} else {
headPos = transformPoint(myAvatar->getSensorToWorldMatrix(), myAvatar->getHMDSensorPosition());
}
hipsRot = tiltRot * hipsRot;
hipsPos = headPos + tiltRot * (hipsPos - headPos);
}
return AnimPose(hipsRot * Quaternions::Y_180, hipsPos);
}
// Called within Model::simulate call, below.
void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
const FBXGeometry& geometry = getFBXGeometry();
@ -124,6 +160,39 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
}
}
// if hips are not under direct control, estimate the hips position.
if (avatarHeadPose.isValid() && !params.primaryControllerActiveFlags[Rig::PrimaryControllerType_Hips]) {
bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS);
if (!_prevHipsValid) {
AnimPose hips = computeHipsInSensorFrame(myAvatar, isFlying);
_prevHips = hips;
}
AnimPose hips = computeHipsInSensorFrame(myAvatar, isFlying);
// smootly lerp hips, in sensorframe, with different coeff for horiz and vertical translation.
const float ROT_ALPHA = 0.9f;
const float TRANS_HORIZ_ALPHA = 0.9f;
const float TRANS_VERT_ALPHA = 0.1f;
float hipsY = hips.trans().y;
hips.trans() = lerp(hips.trans(), _prevHips.trans(), TRANS_HORIZ_ALPHA);
hips.trans().y = lerp(hipsY, _prevHips.trans().y, TRANS_VERT_ALPHA);
hips.rot() = safeLerp(hips.rot(), _prevHips.rot(), ROT_ALPHA);
_prevHips = hips;
_prevHipsValid = true;
glm::mat4 invRigMat = glm::inverse(myAvatar->getTransform().getMatrix() * Matrices::Y_180);
AnimPose sensorToRigPose(invRigMat * myAvatar->getSensorToWorldMatrix());
params.primaryControllerPoses[Rig::PrimaryControllerType_Hips] = sensorToRigPose * hips;
params.primaryControllerActiveFlags[Rig::PrimaryControllerType_Hips] = true;
} else {
_prevHipsValid = false;
}
params.isTalking = head->getTimeWithoutTalking() <= 1.5f;
// pass detailed torso k-dops to rig.

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@ -25,6 +25,9 @@ public:
private:
void updateFingers();
AnimPose _prevHips; // sensor frame
bool _prevHipsValid { false };
};
#endif // hifi_MySkeletonModel_h