diff --git a/libraries/animation/src/AnimInverseKinematics.cpp b/libraries/animation/src/AnimInverseKinematics.cpp index 173af3fdf6..fa8e4654f6 100644 --- a/libraries/animation/src/AnimInverseKinematics.cpp +++ b/libraries/animation/src/AnimInverseKinematics.cpp @@ -488,13 +488,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars // measure new _hipsOffset for next frame // by looking for discrepancies between where a targeted endEffector is // and where it wants to be (after IK solutions are done) - - // use weighted average between HMD and other targets - float HMD_WEIGHT = 10.0f; - float OTHER_WEIGHT = 1.0f; - float totalWeight = 0.0f; - - glm::vec3 additionalHipsOffset = Vectors::ZERO; + glm::vec3 newHipsOffset = Vectors::ZERO; for (auto& target: targets) { int targetIndex = target.getIndex(); if (targetIndex == _headIndex && _headIndex != -1) { @@ -505,42 +499,34 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars glm::vec3 under = _skeleton->getAbsolutePose(_headIndex, underPoses).trans(); glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans(); const float HEAD_OFFSET_SLAVE_FACTOR = 0.65f; - additionalHipsOffset += (OTHER_WEIGHT * HEAD_OFFSET_SLAVE_FACTOR) * (under- actual); - totalWeight += OTHER_WEIGHT; + newHipsOffset += HEAD_OFFSET_SLAVE_FACTOR * (actual - under); } else if (target.getType() == IKTarget::Type::HmdHead) { + // we want to shift the hips to bring the head to its designated position glm::vec3 actual = _skeleton->getAbsolutePose(_headIndex, _relativePoses).trans(); - glm::vec3 thisOffset = target.getTranslation() - actual; - glm::vec3 futureHipsOffset = _hipsOffset + thisOffset; - if (glm::length(glm::vec2(futureHipsOffset.x, futureHipsOffset.z)) < _maxHipsOffsetLength) { - // it is imperative to shift the hips and bring the head to its designated position - // so we slam newHipsOffset here and ignore all other targets - additionalHipsOffset = futureHipsOffset - _hipsOffset; - totalWeight = 0.0f; - break; - } else { - additionalHipsOffset += HMD_WEIGHT * (target.getTranslation() - actual); - totalWeight += HMD_WEIGHT; - } + _hipsOffset += target.getTranslation() - actual; + // and ignore all other targets + newHipsOffset = _hipsOffset; + break; + } else if (target.getType() == IKTarget::Type::RotationAndPosition) { + glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans(); + glm::vec3 targetPosition = target.getTranslation(); + newHipsOffset += targetPosition - actualPosition; + + // Add downward pressure on the hips + newHipsOffset *= 0.95f; + newHipsOffset -= 1.0f; } } else if (target.getType() == IKTarget::Type::RotationAndPosition) { glm::vec3 actualPosition = _skeleton->getAbsolutePose(targetIndex, _relativePoses).trans(); glm::vec3 targetPosition = target.getTranslation(); - additionalHipsOffset += OTHER_WEIGHT * (targetPosition - actualPosition); - totalWeight += OTHER_WEIGHT; + newHipsOffset += targetPosition - actualPosition; } } - if (totalWeight > 1.0f) { - additionalHipsOffset /= totalWeight; - } - - // Add downward pressure on the hips - additionalHipsOffset *= 0.95f; - additionalHipsOffset -= 1.0f; // smooth transitions by relaxing _hipsOffset toward the new value const float HIPS_OFFSET_SLAVE_TIMESCALE = 0.10f; float tau = dt < HIPS_OFFSET_SLAVE_TIMESCALE ? dt / HIPS_OFFSET_SLAVE_TIMESCALE : 1.0f; - _hipsOffset += additionalHipsOffset * tau; + _hipsOffset += (newHipsOffset - _hipsOffset) * tau; // clamp the hips offset float hipsOffsetLength = glm::length(_hipsOffset);