// // SkeletonModel.cpp // interface/src/avatar // // Created by Andrzej Kapolka on 10/17/13. // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include "Application.h" #include "Avatar.h" #include "Hand.h" #include "Menu.h" #include "SkeletonModel.h" SkeletonModel::SkeletonModel(Avatar* owningAvatar) : _owningAvatar(owningAvatar) { } const float PALM_PRIORITY = 3.0f; void SkeletonModel::simulate(float deltaTime, bool fullUpdate) { setTranslation(_owningAvatar->getPosition()); setRotation(_owningAvatar->getOrientation() * glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f))); const float MODEL_SCALE = 0.0006f; setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale() * MODEL_SCALE); Model::simulate(deltaTime, fullUpdate); if (!(isActive() && _owningAvatar->isMyAvatar())) { return; // only simulate for own avatar } const FBXGeometry& geometry = _geometry->getFBXGeometry(); PrioVR* prioVR = Application::getInstance()->getPrioVR(); if (prioVR->isActive()) { for (int i = 0; i < prioVR->getJointRotations().size(); i++) { int humanIKJointIndex = prioVR->getHumanIKJointIndices().at(i); if (humanIKJointIndex == -1) { continue; } int jointIndex = geometry.humanIKJointIndices.at(humanIKJointIndex); if (jointIndex != -1) { JointState& state = _jointStates[jointIndex]; state.setRotationInModelFrame(prioVR->getJointRotations().at(i), PALM_PRIORITY); } } return; } // find the left and rightmost active palms int leftPalmIndex, rightPalmIndex; Hand* hand = _owningAvatar->getHand(); hand->getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex); const float HAND_RESTORATION_RATE = 0.25f; if (leftPalmIndex == -1) { // palms are not yet set, use mouse if (_owningAvatar->getHandState() == HAND_STATE_NULL) { restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY); } else { glm::vec3 handPosition = glm::inverse(_rotation) * (_owningAvatar->getHandPosition() - _translation); applyHandPositionInModelFrame(geometry.rightHandJointIndex, handPosition); } restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY); } else if (leftPalmIndex == rightPalmIndex) { // right hand only applyPalmDataInModelFrame(geometry.rightHandJointIndex, hand->getPalms()[leftPalmIndex]); restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY); } else { applyPalmDataInModelFrame(geometry.leftHandJointIndex, hand->getPalms()[leftPalmIndex]); applyPalmDataInModelFrame(geometry.rightHandJointIndex, hand->getPalms()[rightPalmIndex]); } } void SkeletonModel::getHandShapes(int jointIndex, QVector& shapes) const { if (jointIndex < 0 || jointIndex >= int(_jointShapes.size())) { return; } if (jointIndex == getLeftHandJointIndex() || jointIndex == getRightHandJointIndex()) { // get all shapes that have this hand as an ancestor in the skeleton heirarchy const FBXGeometry& geometry = _geometry->getFBXGeometry(); for (int i = 0; i < _jointStates.size(); i++) { const FBXJoint& joint = geometry.joints[i]; int parentIndex = joint.parentIndex; if (i == jointIndex) { // this shape is the hand shapes.push_back(_jointShapes[i]); if (parentIndex != -1) { // also add the forearm shapes.push_back(_jointShapes[parentIndex]); } } else { while (parentIndex != -1) { if (parentIndex == jointIndex) { // this shape is a child of the hand shapes.push_back(_jointShapes[i]); break; } parentIndex = geometry.joints[parentIndex].parentIndex; } } } } } void SkeletonModel::getBodyShapes(QVector& shapes) const { // for now we push a single bounding shape, // but later we could push a subset of joint shapes shapes.push_back(&_boundingShape); } void SkeletonModel::renderIKConstraints() { renderJointConstraints(getRightHandJointIndex()); renderJointConstraints(getLeftHandJointIndex()); } class IndexValue { public: int index; float value; }; bool operator<(const IndexValue& firstIndex, const IndexValue& secondIndex) { return firstIndex.value < secondIndex.value; } void SkeletonModel::applyHandPositionInModelFrame(int jointIndex, const glm::vec3& position) { if (jointIndex == -1 || jointIndex >= _jointStates.size()) { return; } setJointPositionInModelFrame(jointIndex, position, glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY); const FBXGeometry& geometry = _geometry->getFBXGeometry(); glm::vec3 handPosition, elbowPosition; getJointPositionInModelFrame(jointIndex, handPosition); getJointPositionInModelFrame(geometry.joints.at(jointIndex).parentIndex, elbowPosition); glm::vec3 forearmVector = handPosition - elbowPosition; float forearmLength = glm::length(forearmVector); if (forearmLength < EPSILON) { return; } JointState& state = _jointStates[jointIndex]; glm::quat handRotation = state.getRotationInModelFrame(); // align hand with forearm float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f; state.applyRotationDeltaInModelFrame(rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector), true, PALM_PRIORITY); } void SkeletonModel::applyPalmDataInModelFrame(int jointIndex, PalmData& palm) { if (jointIndex == -1 || jointIndex >= _jointStates.size()) { return; } const FBXGeometry& geometry = _geometry->getFBXGeometry(); float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f; int parentJointIndex = geometry.joints.at(jointIndex).parentIndex; if (parentJointIndex == -1) { return; } // rotate palm to align with its normal (normal points out of hand's palm) glm::quat palmRotation; glm::quat r0, r1; if (!Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK) && Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) { JointState parentState = _jointStates[parentJointIndex]; palmRotation = parentState.getRotationFromBindToModelFrame(); r0 = palmRotation; } else { JointState state = _jointStates[jointIndex]; palmRotation = state.getRotationFromBindToModelFrame(); } glm::quat inverseRotation = glm::inverse(_rotation); glm::vec3 palmNormal = inverseRotation * palm.getNormal(); palmRotation = rotationBetween(palmRotation * geometry.palmDirection, palmNormal) * palmRotation; r1 = palmRotation; // rotate palm to align with finger direction glm::vec3 direction = inverseRotation * palm.getFingerDirection(); palmRotation = rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction) * palmRotation; // set hand position, rotation glm::vec3 palmPosition = inverseRotation * (palm.getPosition() - _translation); if (Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK)) { setHandPositionInModelFrame(jointIndex, palmPosition, palmRotation); } else if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) { glm::vec3 forearmVector = palmRotation * glm::vec3(sign, 0.0f, 0.0f); setJointPositionInModelFrame(parentJointIndex, palmPosition + forearmVector * geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale), glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY); JointState& parentState = _jointStates[parentJointIndex]; parentState.setRotationInModelFrame(palmRotation, PALM_PRIORITY); // lock hand to forearm by slamming its rotation (in parent-frame) to identity _jointStates[jointIndex]._rotationInParentFrame = glm::quat(); } else { setJointPositionInModelFrame(jointIndex, palmPosition, palmRotation, true, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY); } } void SkeletonModel::updateJointState(int index) { JointState& state = _jointStates[index]; const FBXJoint& joint = state.getFBXJoint(); if (joint.parentIndex != -1) { const JointState& parentState = _jointStates.at(joint.parentIndex); const FBXGeometry& geometry = _geometry->getFBXGeometry(); if (index == geometry.leanJointIndex) { maybeUpdateLeanRotation(parentState, joint, state); } else if (index == geometry.neckJointIndex) { maybeUpdateNeckRotation(parentState, joint, state); } else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) { maybeUpdateEyeRotation(parentState, joint, state); } } Model::updateJointState(index); if (index == _geometry->getFBXGeometry().rootJointIndex) { state.clearTransformTranslation(); } } void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) { if (!_owningAvatar->isMyAvatar() || Application::getInstance()->getPrioVR()->isActive()) { return; } // get the rotation axes in joint space and use them to adjust the rotation glm::mat3 axes = glm::mat3_cast(glm::quat()); glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransformInModelFrame() * glm::translate(state.getDefaultTranslationInParentFrame()) * joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation))); state._rotationInParentFrame = glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(), glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(), glm::normalize(inverse * axes[0])) * joint.rotation; } void SkeletonModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) { _owningAvatar->getHead()->getFaceModel().maybeUpdateNeckRotation(parentState, joint, state); } void SkeletonModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) { _owningAvatar->getHead()->getFaceModel().maybeUpdateEyeRotation(parentState, joint, state); } void SkeletonModel::renderJointConstraints(int jointIndex) { if (jointIndex == -1 || jointIndex >= _jointStates.size()) { return; } const FBXGeometry& geometry = _geometry->getFBXGeometry(); const float BASE_DIRECTION_SIZE = 300.0f; float directionSize = BASE_DIRECTION_SIZE * extractUniformScale(_scale); glLineWidth(3.0f); do { const FBXJoint& joint = geometry.joints.at(jointIndex); const JointState& jointState = _jointStates.at(jointIndex); glm::vec3 position = _rotation * jointState.getPositionInModelFrame() + _translation; glPushMatrix(); glTranslatef(position.x, position.y, position.z); glm::quat parentRotation = (joint.parentIndex == -1) ? _rotation : _rotation * _jointStates.at(joint.parentIndex).getRotationInModelFrame(); glm::vec3 rotationAxis = glm::axis(parentRotation); glRotatef(glm::degrees(glm::angle(parentRotation)), rotationAxis.x, rotationAxis.y, rotationAxis.z); float fanScale = directionSize * 0.75f; glScalef(fanScale, fanScale, fanScale); const int AXIS_COUNT = 3; for (int i = 0; i < AXIS_COUNT; i++) { if (joint.rotationMin[i] <= -PI + EPSILON && joint.rotationMax[i] >= PI - EPSILON) { continue; // unconstrained } glm::vec3 axis; axis[i] = 1.0f; glm::vec3 otherAxis; if (i == 0) { otherAxis.y = 1.0f; } else { otherAxis.x = 1.0f; } glColor4f(otherAxis.r, otherAxis.g, otherAxis.b, 0.75f); glBegin(GL_TRIANGLE_FAN); glVertex3f(0.0f, 0.0f, 0.0f); const int FAN_SEGMENTS = 16; for (int j = 0; j < FAN_SEGMENTS; j++) { glm::vec3 rotated = glm::angleAxis(glm::mix(joint.rotationMin[i], joint.rotationMax[i], (float)j / (FAN_SEGMENTS - 1)), axis) * otherAxis; glVertex3f(rotated.x, rotated.y, rotated.z); } glEnd(); } glPopMatrix(); renderOrientationDirections(position, _rotation * jointState.getRotationInModelFrame(), directionSize); jointIndex = joint.parentIndex; } while (jointIndex != -1 && geometry.joints.at(jointIndex).isFree); glLineWidth(1.0f); } void SkeletonModel::setHandPositionInModelFrame(int jointIndex, const glm::vec3& position, const glm::quat& rotation) { // this algorithm is from sample code from sixense const FBXGeometry& geometry = _geometry->getFBXGeometry(); int elbowJointIndex = geometry.joints.at(jointIndex).parentIndex; if (elbowJointIndex == -1) { return; } int shoulderJointIndex = geometry.joints.at(elbowJointIndex).parentIndex; glm::vec3 shoulderPosition; if (!getJointPositionInModelFrame(shoulderJointIndex, shoulderPosition)) { return; } // precomputed lengths float scale = extractUniformScale(_scale); float upperArmLength = geometry.joints.at(elbowJointIndex).distanceToParent * scale; float lowerArmLength = geometry.joints.at(jointIndex).distanceToParent * scale; // first set wrist position glm::vec3 wristPosition = position; glm::vec3 shoulderToWrist = wristPosition - shoulderPosition; float distanceToWrist = glm::length(shoulderToWrist); // prevent gimbal lock if (distanceToWrist > upperArmLength + lowerArmLength - EPSILON) { distanceToWrist = upperArmLength + lowerArmLength - EPSILON; shoulderToWrist = glm::normalize(shoulderToWrist) * distanceToWrist; wristPosition = shoulderPosition + shoulderToWrist; } // cosine of angle from upper arm to hand vector float cosA = (upperArmLength * upperArmLength + distanceToWrist * distanceToWrist - lowerArmLength * lowerArmLength) / (2 * upperArmLength * distanceToWrist); float mid = upperArmLength * cosA; float height = sqrt(upperArmLength * upperArmLength + mid * mid - 2 * upperArmLength * mid * cosA); // direction of the elbow glm::vec3 handNormal = glm::cross(rotation * glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow rotating with wrist glm::vec3 relaxedNormal = glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow pointing straight down const float NORMAL_WEIGHT = 0.5f; glm::vec3 finalNormal = glm::mix(relaxedNormal, handNormal, NORMAL_WEIGHT); bool rightHand = (jointIndex == geometry.rightHandJointIndex); if (rightHand ? (finalNormal.y > 0.0f) : (finalNormal.y < 0.0f)) { finalNormal.y = 0.0f; // dont allow elbows to point inward (y is vertical axis) } glm::vec3 tangent = glm::normalize(glm::cross(shoulderToWrist, finalNormal)); // ik solution glm::vec3 elbowPosition = shoulderPosition + glm::normalize(shoulderToWrist) * mid - tangent * height; glm::vec3 forwardVector(rightHand ? -1.0f : 1.0f, 0.0f, 0.0f); glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition); JointState& shoulderState = _jointStates[shoulderJointIndex]; shoulderState.setRotationInModelFrame(shoulderRotation, PALM_PRIORITY); JointState& elbowState = _jointStates[elbowJointIndex]; elbowState.setRotationInModelFrame(rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) * shoulderRotation, PALM_PRIORITY); JointState& handState = _jointStates[jointIndex]; handState.setRotationInModelFrame(rotation, PALM_PRIORITY); } bool SkeletonModel::getLeftHandPosition(glm::vec3& position) const { return getJointPositionInWorldFrame(getLeftHandJointIndex(), position); } bool SkeletonModel::getRightHandPosition(glm::vec3& position) const { return getJointPositionInWorldFrame(getRightHandJointIndex(), position); } bool SkeletonModel::restoreLeftHandPosition(float fraction, float priority) { return restoreJointPosition(getLeftHandJointIndex(), fraction, priority); } bool SkeletonModel::getLeftShoulderPosition(glm::vec3& position) const { return getJointPositionInWorldFrame(getLastFreeJointIndex(getLeftHandJointIndex()), position); } float SkeletonModel::getLeftArmLength() const { return getLimbLength(getLeftHandJointIndex()); } bool SkeletonModel::restoreRightHandPosition(float fraction, float priority) { return restoreJointPosition(getRightHandJointIndex(), fraction, priority); } bool SkeletonModel::getRightShoulderPosition(glm::vec3& position) const { return getJointPositionInWorldFrame(getLastFreeJointIndex(getRightHandJointIndex()), position); } float SkeletonModel::getRightArmLength() const { return getLimbLength(getRightHandJointIndex()); } bool SkeletonModel::getHeadPosition(glm::vec3& headPosition) const { return isActive() && getJointPositionInWorldFrame(_geometry->getFBXGeometry().headJointIndex, headPosition); } bool SkeletonModel::getNeckPosition(glm::vec3& neckPosition) const { return isActive() && getJointPositionInWorldFrame(_geometry->getFBXGeometry().neckJointIndex, neckPosition); } bool SkeletonModel::getNeckParentRotation(glm::quat& neckParentRotation) const { if (!isActive()) { return false; } const FBXGeometry& geometry = _geometry->getFBXGeometry(); if (geometry.neckJointIndex == -1) { return false; } return getJointRotationInWorldFrame(geometry.joints.at(geometry.neckJointIndex).parentIndex, neckParentRotation); } bool SkeletonModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const { if (!isActive()) { return false; } const FBXGeometry& geometry = _geometry->getFBXGeometry(); if (getJointPositionInWorldFrame(geometry.leftEyeJointIndex, firstEyePosition) && getJointPositionInWorldFrame(geometry.rightEyeJointIndex, secondEyePosition)) { return true; } // no eye joints; try to estimate based on head/neck joints glm::vec3 neckPosition, headPosition; if (getJointPositionInWorldFrame(geometry.neckJointIndex, neckPosition) && getJointPositionInWorldFrame(geometry.headJointIndex, headPosition)) { const float EYE_PROPORTION = 0.6f; glm::vec3 baseEyePosition = glm::mix(neckPosition, headPosition, EYE_PROPORTION); glm::quat headRotation; getJointRotationInWorldFrame(geometry.headJointIndex, headRotation); const float EYES_FORWARD = 0.25f; const float EYE_SEPARATION = 0.1f; float headHeight = glm::distance(neckPosition, headPosition); firstEyePosition = baseEyePosition + headRotation * glm::vec3(EYE_SEPARATION, 0.0f, EYES_FORWARD) * headHeight; secondEyePosition = baseEyePosition + headRotation * glm::vec3(-EYE_SEPARATION, 0.0f, EYES_FORWARD) * headHeight; return true; } return false; }