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experimental HMD hips tracking
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parent
35d2a5b5ea
commit
f01847de14
6 changed files with 53 additions and 17 deletions
interface
libraries/animation/src
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@ -16,12 +16,14 @@
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{
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"jointName": "RightHand",
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"positionVar": "rightHandPosition",
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"rotationVar": "rightHandRotation"
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"rotationVar": "rightHandRotation",
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"typeVar": "rightHandType"
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},
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{
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"jointName": "LeftHand",
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"positionVar": "leftHandPosition",
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"rotationVar": "leftHandRotation"
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"rotationVar": "leftHandRotation",
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"typeVar": "leftHandType"
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},
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{
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"jointName": "RightFoot",
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@ -39,13 +41,13 @@
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"jointName": "Neck",
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"positionVar": "neckPosition",
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"rotationVar": "neckRotation",
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"typeVar": "headAndNeckType"
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"typeVar": "neckType"
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},
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{
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"jointName": "Head",
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"positionVar": "headPosition",
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"rotationVar": "headRotation",
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"typeVar": "headAndNeckType"
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"typeVar": "headType"
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}
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]
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},
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@ -63,7 +65,7 @@
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"id": "spineLean",
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"type": "manipulator",
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"data": {
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"alpha": 1.0,
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"alpha": 0.0,
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"joints": [
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{ "var": "lean", "jointName": "Spine" }
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]
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@ -337,16 +337,18 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
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const float STRAIGHTENING_LEAN_DURATION = 0.5f; // seconds
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// define a vertical capsule
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static float adebug = 1.0f; // adebug
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const float STRAIGHTENING_LEAN_CAPSULE_RADIUS = 0.2f; // meters
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const float STRAIGHTENING_LEAN_CAPSULE_LENGTH = 0.05f; // length of the cylinder part of the capsule in meters.
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auto newBodySensorMatrix = deriveBodyFromHMDSensor();
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glm::vec3 diff = extractTranslation(newBodySensorMatrix) - extractTranslation(_bodySensorMatrix);
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if (!_straighteningLean && (capsuleCheck(diff, STRAIGHTENING_LEAN_CAPSULE_LENGTH, STRAIGHTENING_LEAN_CAPSULE_RADIUS) || hmdIsAtRest)) {
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if (!_straighteningLean && (capsuleCheck(diff, adebug * STRAIGHTENING_LEAN_CAPSULE_LENGTH, adebug * STRAIGHTENING_LEAN_CAPSULE_RADIUS) || hmdIsAtRest)) {
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// begin homing toward derived body position.
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_straighteningLean = true;
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_straighteningLeanAlpha = 0.0f;
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adebug = 1000.0f; // adebug
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} else if (_straighteningLean) {
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@ -98,8 +98,14 @@ void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::
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target.setType(animVars.lookup(targetVar.typeVar, (int)IKTarget::Type::RotationAndPosition));
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if (target.getType() != IKTarget::Type::Unknown) {
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AnimPose defaultPose = _skeleton->getAbsolutePose(targetVar.jointIndex, underPoses);
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target.setPose(animVars.lookup(targetVar.rotationVar, defaultPose.rot),
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animVars.lookup(targetVar.positionVar, defaultPose.trans));
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glm::quat rotation = animVars.lookup(targetVar.rotationVar, defaultPose.rot);
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glm::vec3 translation = animVars.lookup(targetVar.positionVar, defaultPose.trans);
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if (target.getType() == IKTarget::Type::HipsRelativeRotationAndPosition) {
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translation += _hipsOffset;
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// HACK to test whether lifting idle hands will release the shoulders
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translation.y += 0.10f;
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}
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target.setPose(rotation, translation);
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target.setIndex(targetVar.jointIndex);
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targets.push_back(target);
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if (targetVar.jointIndex > _maxTargetIndex) {
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@ -125,6 +131,10 @@ void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::
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}
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}
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}
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static int adebug = 0; ++adebug; bool verbose = (0 == (adebug % 100));
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if (verbose) {
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std::cout << "adebug num targets = " << targets.size() << std::endl; // adebug
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}
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}
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void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<IKTarget>& targets) {
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@ -175,7 +185,8 @@ void AnimInverseKinematics::solveWithCyclicCoordinateDescent(const std::vector<I
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glm::vec3 leverArm = tipPosition - jointPosition;
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glm::quat deltaRotation;
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if (targetType == IKTarget::Type::RotationAndPosition) {
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if (targetType == IKTarget::Type::RotationAndPosition ||
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targetType == IKTarget::Type::HipsRelativeRotationAndPosition) {
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// compute the swing that would get get tip closer
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glm::vec3 targetLine = target.getTranslation() - jointPosition;
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glm::vec3 axis = glm::cross(leverArm, targetLine);
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@ -365,23 +376,28 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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solveWithCyclicCoordinateDescent(targets);
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// compute the new target hips offset (for next frame)
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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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glm::vec3 hmdHipsOffset(100.0f);
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glm::vec3 newHipsOffset = Vectors::ZERO;
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for (auto& target: targets) {
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int targetIndex = target.getIndex();
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if (targetIndex == _headIndex && _headIndex != -1) {
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// special handling for headTarget
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glm::vec3 under = _skeleton->getAbsolutePose(_headIndex, underPoses).trans;
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glm::vec3 over = under;
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if (target.getType() == IKTarget::Type::RotationOnly) {
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over = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans;
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} else if (target.getType() == IKTarget::Type::RotationAndPosition) {
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over = target.getTranslation();
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// we want to shift the hips to bring the underpose closer
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// to where the head happens to be (overpose)
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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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const float HEAD_OFFSET_SLAVE_FACTOR = 0.65f;
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newHipsOffset += HEAD_OFFSET_SLAVE_FACTOR * (actual - under);
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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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hmdHipsOffset = _hipsOffset + target.getTranslation() - actual;
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}
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const float HEAD_OFFSET_SLAVE_FACTOR = 0.65f;
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newHipsOffset += HEAD_OFFSET_SLAVE_FACTOR * (over - under);
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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 targetPosition = target.getTranslation();
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@ -392,6 +408,10 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars
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// smooth transitions by relaxing _hipsOffset toward the new value
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const float HIPS_OFFSET_SLAVE_TIMESCALE = 0.15f;
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_hipsOffset += (newHipsOffset - _hipsOffset) * (dt / HIPS_OFFSET_SLAVE_TIMESCALE);
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//_hipsOffset *= 0.0f; // adebug
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if (glm::length2(hmdHipsOffset) < 100.0f) {
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_hipsOffset = hmdHipsOffset;
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}
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}
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}
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return _relativePoses;
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@ -25,6 +25,9 @@ void IKTarget::setType(int type) {
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case (int)Type::HmdHead:
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_type = Type::HmdHead;
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break;
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case (int)Type::HipsRelativeRotationAndPosition:
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_type = Type::HipsRelativeRotationAndPosition;
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break;
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default:
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_type = Type::Unknown;
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}
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@ -18,6 +18,7 @@ public:
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RotationAndPosition,
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RotationOnly,
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HmdHead,
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HipsRelativeRotationAndPosition,
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Unknown,
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};
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@ -1058,9 +1058,11 @@ void Rig::updateNeckJoint(int index, const HeadParameters& params) {
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_animVars.set("headPosition", headPos);
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_animVars.set("headRotation", headRot);
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_animVars.set("headAndNeckType", (int)IKTarget::Type::RotationAndPosition);
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_animVars.set("headType", (int)IKTarget::Type::HmdHead);
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_animVars.set("neckPosition", neckPos);
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_animVars.set("neckRotation", neckRot);
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//_animVars.set("neckType", (int)IKTarget::Type::RotationOnly);
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_animVars.set("neckType", (int)IKTarget::Type::Unknown); // 'Unknown' disables the target
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} else {
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@ -1072,8 +1074,10 @@ void Rig::updateNeckJoint(int index, const HeadParameters& params) {
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_animVars.unset("headPosition");
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_animVars.set("headRotation", realLocalHeadOrientation);
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_animVars.set("headAndNeckType", (int)IKTarget::Type::RotationOnly);
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_animVars.set("headType", (int)IKTarget::Type::RotationOnly);
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_animVars.unset("neckPosition");
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_animVars.unset("neckRotation");
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_animVars.set("neckType", (int)IKTarget::Type::RotationOnly);
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}
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} else if (!_enableAnimGraph) {
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@ -1131,16 +1135,20 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
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if (params.isLeftEnabled) {
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_animVars.set("leftHandPosition", rootBindPose.trans + rootBindPose.rot * yFlipHACK * params.leftPosition);
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_animVars.set("leftHandRotation", rootBindPose.rot * yFlipHACK * params.leftOrientation);
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_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
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} else {
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_animVars.unset("leftHandPosition");
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_animVars.unset("leftHandRotation");
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_animVars.set("leftHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
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}
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if (params.isRightEnabled) {
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_animVars.set("rightHandPosition", rootBindPose.trans + rootBindPose.rot * yFlipHACK * params.rightPosition);
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_animVars.set("rightHandRotation", rootBindPose.rot * yFlipHACK * params.rightOrientation);
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_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
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} else {
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_animVars.unset("rightHandPosition");
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_animVars.unset("rightHandRotation");
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_animVars.set("rightHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
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}
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// set leftHand grab vars
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