Merge pull request #5910 from hyperlogic/tony/small-anim-debug-improvements

Fix for Head when switching between HMD and Desktop mode
This commit is contained in:
Howard Stearns 2015-09-28 14:13:03 -07:00
commit e6b9cbacf7
5 changed files with 82 additions and 29 deletions

View file

@ -246,33 +246,36 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
Hand* hand = _owningAvatar->getHand();
hand->getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
const float HAND_RESTORATION_RATE = 0.25f;
if (leftPalmIndex == -1 && rightPalmIndex == -1) {
// palms are not yet set, use mouse
if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
} else {
// transform into model-frame
glm::vec3 handPosition = glm::inverse(_rotation) * (_owningAvatar->getHandPosition() - _translation);
applyHandPosition(geometry.rightHandJointIndex, handPosition);
}
restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
} else if (leftPalmIndex == rightPalmIndex) {
// right hand only
applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[leftPalmIndex]);
restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
} else {
if (leftPalmIndex != -1) {
applyPalmData(geometry.leftHandJointIndex, hand->getPalms()[leftPalmIndex]);
} else {
// Don't Relax toward hand positions when in animGraph mode.
if (!_rig->getEnableAnimGraph()) {
const float HAND_RESTORATION_RATE = 0.25f;
if (leftPalmIndex == -1 && rightPalmIndex == -1) {
// palms are not yet set, use mouse
if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
} else {
// transform into model-frame
glm::vec3 handPosition = glm::inverse(_rotation) * (_owningAvatar->getHandPosition() - _translation);
applyHandPosition(geometry.rightHandJointIndex, handPosition);
}
restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
}
if (rightPalmIndex != -1) {
applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[rightPalmIndex]);
} else if (leftPalmIndex == rightPalmIndex) {
// right hand only
applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[leftPalmIndex]);
restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
} else {
restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
if (leftPalmIndex != -1) {
applyPalmData(geometry.leftHandJointIndex, hand->getPalms()[leftPalmIndex]);
} else {
restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
}
if (rightPalmIndex != -1) {
applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[rightPalmIndex]);
} else {
restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
}
}
}
}

View file

@ -173,6 +173,7 @@ void AnimSkeleton::dump() const {
qCDebug(animation) << "[";
for (int i = 0; i < getNumJoints(); i++) {
qCDebug(animation) << " {";
qCDebug(animation) << " index =" << i;
qCDebug(animation) << " name =" << getJointName(i);
qCDebug(animation) << " absBindPose =" << getAbsoluteBindPose(i);
qCDebug(animation) << " relBindPose =" << getRelativeBindPose(i);
@ -188,6 +189,7 @@ void AnimSkeleton::dump(const AnimPoseVec& poses) const {
qCDebug(animation) << "[";
for (int i = 0; i < getNumJoints(); i++) {
qCDebug(animation) << " {";
qCDebug(animation) << " index =" << i;
qCDebug(animation) << " name =" << getJointName(i);
qCDebug(animation) << " absBindPose =" << getAbsoluteBindPose(i);
qCDebug(animation) << " relBindPose =" << getRelativeBindPose(i);

View file

@ -16,6 +16,7 @@
#include <glm/gtx/quaternion.hpp>
#include <map>
#include <set>
#include "AnimationLogging.h"
class AnimVariant {
public:
@ -46,6 +47,7 @@ public:
bool isQuat() const { return _type == Type::Quat; }
bool isMat4() const { return _type == Type::Mat4; }
bool isString() const { return _type == Type::String; }
Type getType() const { return _type; }
void setBool(bool value) { assert(_type == Type::Bool); _val.boolVal = value; }
void setInt(int value) { assert(_type == Type::Int); _val.intVal = value; }
@ -156,6 +158,37 @@ public:
bool hasKey(const QString& key) const { return _map.find(key) != _map.end(); }
#ifdef NDEBUG
void dump() const {
qCDebug(animation) << "AnimVariantMap =";
for (auto& pair : _map) {
switch (pair.second.getType()) {
case AnimVariant::Type::Bool:
qCDebug(animation) << " " << pair.first << "=" << pair.second.getBool();
break;
case AnimVariant::Type::Int:
qCDebug(animation) << " " << pair.first << "=" << pair.second.getInt();
break;
case AnimVariant::Type::Float:
qCDebug(animation) << " " << pair.first << "=" << pair.second.getFloat();
break;
case AnimVariant::Type::Vec3:
qCDebug(animation) << " " << pair.first << "=" << pair.second.getVec3();
break;
case AnimVariant::Type::Quat:
qCDebug(animation) << " " << pair.first << "=" << pair.second.getQuat();
break;
case AnimVariant::Type::Mat4:
qCDebug(animation) << " " << pair.first << "=" << pair.second.getMat4();
break;
case AnimVariant::Type::String:
qCDebug(animation) << " " << pair.first << "=" << pair.second.getString();
break;
}
}
}
#endif
protected:
std::map<QString, AnimVariant> _map;
std::set<QString> _triggers;

View file

@ -145,16 +145,20 @@ AnimationHandlePointer Rig::addAnimationByRole(const QString& role, const QStrin
}
return handle;
}
const float FADE_FRAMES = 30.0f;
const float FRAMES_PER_SECOND = 30.0f;
void Rig::startAnimationByRole(const QString& role, const QString& url, float fps, float priority,
bool loop, bool hold, float firstFrame, float lastFrame, const QStringList& maskedJoints) {
AnimationHandlePointer handle = addAnimationByRole(role, url, fps, priority, loop, hold, firstFrame, lastFrame, maskedJoints, true);
handle->setFadePerSecond(1.0f); // For now. Could be individualized later.
handle->setFadePerSecond(FRAMES_PER_SECOND / FADE_FRAMES); // For now. Could be individualized later.
}
void Rig::stopAnimationByRole(const QString& role) {
foreach (const AnimationHandlePointer& handle, getRunningAnimations()) {
if (handle->getRole() == role) {
handle->setFadePerSecond(-1.0f); // For now. Could be individualized later.
handle->setFadePerSecond(-(FRAMES_PER_SECOND / FADE_FRAMES)); // For now. Could be individualized later.
}
}
}
@ -163,7 +167,7 @@ void Rig::stopAnimation(const QString& url) {
foreach (const AnimationHandlePointer& handle, getRunningAnimations()) {
if (handle->getURL() == url) {
handle->setFade(0.0f); // right away. Will be remove during updateAnimations, without locking
handle->setFadePerSecond(-1.0f); // so that the updateAnimation code notices
handle->setFadePerSecond(-(FRAMES_PER_SECOND / FADE_FRAMES)); // so that the updateAnimation code notices
}
}
}
@ -587,10 +591,12 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) {
_animVars.setTrigger(trigger);
}
clearJointStatePriorities();
// copy poses into jointStates
const float PRIORITY = 1.0f;
for (size_t i = 0; i < poses.size(); i++) {
setJointRotationInConstrainedFrame((int)i, glm::inverse(_animSkeleton->getRelativeBindPose(i).rot) * poses[i].rot, PRIORITY, false);
setJointRotationInConstrainedFrame((int)i, glm::inverse(_animSkeleton->getRelativeBindPose(i).rot) * poses[i].rot, PRIORITY, false, 1.0f);
}
} else {
@ -926,6 +932,12 @@ void Rig::updateVisibleJointStates() {
}
}
void Rig::clearJointStatePriorities() {
for (int i = 0; i < _jointStates.size(); i++) {
_jointStates[i].setAnimationPriority(0.0f);
}
}
void Rig::setJointVisibleTransform(int jointIndex, glm::mat4 newTransform) {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return;
@ -950,6 +962,8 @@ glm::quat Rig::getJointDefaultRotationInParentFrame(int jointIndex) {
void Rig::updateFromHeadParameters(const HeadParameters& params, float dt) {
if (params.enableLean) {
updateLeanJoint(params.leanJointIndex, params.leanSideways, params.leanForward, params.torsoTwist);
} else {
_animVars.unset("lean");
}
updateNeckJoint(params.neckJointIndex, params);
updateEyeJoints(params.leftEyeJointIndex, params.rightEyeJointIndex, params.modelTranslation, params.modelRotation,

View file

@ -172,6 +172,7 @@ public:
bool getJointRotationInConstrainedFrame(int jointIndex, glm::quat& rotOut) const;
glm::quat getJointDefaultRotationInParentFrame(int jointIndex);
void updateVisibleJointStates();
void clearJointStatePriorities();
virtual void updateJointState(int index, glm::mat4 rootTransform) = 0;