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https://github.com/overte-org/overte.git
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Fix spline interpolation the wrong way when bending backward.
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cff42ab9b0
commit
d3ca34956d
2 changed files with 46 additions and 74 deletions
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@ -499,6 +499,13 @@ void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, co
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}
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}
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// This prevents the rotation interpolation from rotating the wrong physical way (but correct mathematical way)
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// when the head is arched backwards very far.
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glm::quat halfRot = glm::normalize(glm::lerp(basePose.rot(), tipPose.rot(), 0.5f));
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if (glm::dot(halfRot * Vectors::UNIT_Z, basePose.rot() * Vectors::UNIT_Z) < 0.0f) {
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tipPose.rot() = -tipPose.rot();
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}
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if (splineJointInfoVec && splineJointInfoVec->size() > 0) {
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const int baseParentIndex = _skeleton->getParentIndex(baseIndex);
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AnimPose parentAbsPose = (baseParentIndex >= 0) ? absolutePoses[baseParentIndex] : AnimPose();
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@ -662,7 +669,6 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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if (context.getEnableDebugDrawIKConstraints()) {
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debugDrawConstraints(context);
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}
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debugDrawSpineSpline(context, targets);
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}
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return _relativePoses;
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@ -1447,79 +1453,45 @@ void AnimInverseKinematics::computeSplineJointInfosForIKTarget(const AnimContext
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_splineJointInfoMap[target.getIndex()] = splineJointInfoVec;
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}
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void AnimInverseKinematics::debugDrawSpineSpline(const AnimContext& context, const std::vector<IKTarget>& targets) {
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void AnimInverseKinematics::debugDrawSpineSplines(const AnimContext& context, const std::vector<IKTarget>& targets) const {
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/*
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// find head target
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int headTargetIndex = -1;
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for (int i = 0; i < (int)targets.size(); i++) {
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if (targets[i].getIndex() == _headIndex) {
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headTargetIndex = i;
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break;
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for (auto& target : targets) {
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if (target.getType() != IKTarget::Type::Spline) {
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continue;
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}
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const int baseIndex = _hipsIndex;
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// build spline
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AnimPose tipPose = AnimPose(glm::vec3(1.0f), target.getRotation(), target.getTranslation());
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AnimPose basePose = _skeleton->getAbsolutePose(baseIndex, _relativePoses);
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const float BASE_GAIN = 0.5f;
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const float TIP_GAIN = 1.0f;
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float d = glm::length(basePose.trans() - tipPose.trans());
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glm::vec3 p0 = basePose.trans();
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glm::vec3 m0 = BASE_GAIN * d * (basePose.rot() * Vectors::UNIT_Y);
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glm::vec3 p1 = tipPose.trans();
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glm::vec3 m1 = TIP_GAIN * d * (tipPose.rot() * Vectors::UNIT_Y);
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CubicHermiteSplineFunctorWithArcLength spline(p0, m0, p1, m1);
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float totalArcLength = spline.arcLength(1.0f);
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const glm::vec4 RED(1.0f, 0.0f, 0.0f, 1.0f);
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const glm::vec4 WHITE(1.0f, 1.0f, 1.0f, 1.0f);
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// draw red and white stripped spline, parameterized by arc length.
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// i.e. each stripe should be the same length.
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AnimPose geomToWorldPose = AnimPose(context.getRigToWorldMatrix() * context.getGeometryToRigMatrix());
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int NUM_SUBDIVISIONS = 20;
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const float dArcLength = totalArcLength / NUM_SUBDIVISIONS;
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float arcLength = 0.0f;
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for (int i = 0; i < NUM_SUBDIVISIONS; i++) {
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float prevT = spline.arcLengthInverse(arcLength);
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float nextT = spline.arcLengthInverse(arcLength + dArcLength);
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DebugDraw::getInstance().drawRay(geomToWorldPose.xformPoint(spline(prevT)), geomToWorldPose.xformPoint(spline(nextT)), (i % 2) == 0 ? RED : WHITE);
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arcLength += dArcLength;
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}
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}
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// find or create splineJointInfo for the head target
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const std::vector<SplineJointInfo>* splineJointInfoVec = nullptr;
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if (headTargetIndex != -1) {
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auto iter = _splineJointInfoMap.find(headTargetIndex);
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if (iter != _splineJointInfoMap.end()) {
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splineJointInfoVec = &(iter->second);
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} else {
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computeSplineJointInfosForIKTarget(context, headTargetIndex, targets[headTargetIndex]);
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auto iter = _splineJointInfoMap.find(headTargetIndex);
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if (iter != _splineJointInfoMap.end()) {
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splineJointInfoVec = &(iter->second);
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}
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}
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}
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AnimPose geomToWorldPose = AnimPose(context.getRigToWorldMatrix() * context.getGeometryToRigMatrix());
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AnimPose hipsPose = geomToWorldPose * _skeleton->getAbsolutePose(_hipsIndex, _relativePoses);
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AnimPose headPose = geomToWorldPose * _skeleton->getAbsolutePose(_headIndex, _relativePoses);
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float d = glm::length(hipsPose.trans() - headPose.trans());
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const float BACK_GAIN = 0.5f;
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const float NECK_GAIN = 1.0f;
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glm::vec3 p0 = hipsPose.trans();
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glm::vec3 m0 = BACK_GAIN * d * (hipsPose.rot() * Vectors::UNIT_Y);
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glm::vec3 p1 = headPose.trans();
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glm::vec3 m1 = NECK_GAIN * d * (headPose.rot() * Vectors::UNIT_Y);
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CubicHermiteSplineFunctorWithArcLength hermiteFunc(p0, m0, p1, m1);
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const glm::vec4 RED(1.0f, 0.0f, 0.0f, 1.0f);
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const glm::vec4 WHITE(1.0f, 1.0f, 1.0f, 1.0f);
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const glm::vec4 BLUE(0.0f, 0.0f, 1.0f, 1.0f);
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const glm::vec4 GREEN(0.0f, 1.0f, 0.0f, 1.0f);
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// draw red and white stripped spline, parameterized by arc length.
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// i.e. each stripe should be the same length.
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int NUM_SUBDIVISIONS = 20;
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float totalArcLength = hermiteFunc.arcLength(1.0f);
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const float dArcLength = totalArcLength / NUM_SUBDIVISIONS;
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float arcLength = 0.0f;
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for (int i = 0; i < NUM_SUBDIVISIONS; i++) {
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float prevT = hermiteFunc.arcLengthInverse(arcLength);
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float nextT = hermiteFunc.arcLengthInverse(arcLength + dArcLength);
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DebugDraw::getInstance().drawRay(hermiteFunc(prevT), hermiteFunc(nextT), (i % 2) == 0 ? RED : WHITE);
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arcLength += dArcLength;
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}
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AnimPose defaultHipsPose = _skeleton->getAbsoluteDefaultPose(_hipsIndex);
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AnimPose defaultHeadPose = _skeleton->getAbsoluteDefaultPose(_headIndex);
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float hipsToHeadHeight = defaultHeadPose.trans().y - defaultHipsPose.trans().y;
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if (splineJointInfoVec) {
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for (auto& splineJointInfo : *splineJointInfoVec) {
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float t = hermiteFunc.arcLengthInverse(splineJointInfo.ratio * totalArcLength);
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glm::vec3 trans = hermiteFunc(t);
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glm::quat rot = glm::normalize(glm::lerp(hipsPose.rot(), headPose.rot(), t));
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AnimPose pose = AnimPose(glm::vec3(1.0f), rot, trans) * splineJointInfo.offsetPose;
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DebugDraw::getInstance().addMarker(QString("splineJoint%1").arg(splineJointInfo.jointIndex), pose.rot(), pose.trans(), BLUE);
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}
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}
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*/
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}
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@ -73,7 +73,7 @@ protected:
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void debugDrawIKChain(std::map<int, DebugJoint>& debugJointMap, const AnimContext& context) const;
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void debugDrawRelativePoses(const AnimContext& context) const;
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void debugDrawConstraints(const AnimContext& context) const;
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void debugDrawSpineSpline(const AnimContext& context, const std::vector<IKTarget>& targets);
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void debugDrawSpineSplines(const AnimContext& context, const std::vector<IKTarget>& targets) const;
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void computeSplineJointInfosForIKTarget(const AnimContext& context, const IKTarget& target);
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void initRelativePosesFromSolutionSource(SolutionSource solutionSource, const AnimPoseVec& underPose);
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void blendToPoses(const AnimPoseVec& targetPoses, const AnimPoseVec& underPose, float blendFactor);
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