overte/libraries/animation/src/SwingTwistConstraint.cpp
Anthony J. Thibault fe69f58174 Bug fix centerLimit rot for LeftArm, also, lower arms in centerLimit pose
Lowering the arms in centerLimit poses will help keep the elbows relaxed on the side of the body.
2017-05-09 09:47:26 -07:00

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//
// SwingTwistConstraint.cpp
//
// Copyright 2015 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 "SwingTwistConstraint.h"
#include <algorithm>
#include <math.h>
#include <GeometryUtil.h>
#include <GLMHelpers.h>
#include <NumericalConstants.h>
#include "AnimUtil.h"
const float MIN_MINDOT = -0.999f;
const float MAX_MINDOT = 1.0f;
const int LAST_CLAMP_LOW_BOUNDARY = -1;
const int LAST_CLAMP_NO_BOUNDARY = 0;
const int LAST_CLAMP_HIGH_BOUNDARY = 1;
SwingTwistConstraint::SwingLimitFunction::SwingLimitFunction() {
_minDots.push_back(-1.0f);
_minDots.push_back(-1.0f);
_minDotIndexA = -1;
_minDotIndexB = -1;
}
// In order to support the dynamic adjustment to swing limits we require
// that minDots have a minimum number of elements:
const int MIN_NUM_DOTS = 8;
void SwingTwistConstraint::SwingLimitFunction::setMinDots(const std::vector<float>& minDots) {
int numDots = (int)minDots.size();
_minDots.clear();
if (numDots == 0) {
// push multiple copies of MIN_MINDOT
for (int i = 0; i < MIN_NUM_DOTS; ++i) {
_minDots.push_back(MIN_MINDOT);
}
// push one more for cyclic boundary conditions
_minDots.push_back(MIN_MINDOT);
} else {
// for minimal fidelity in the dynamic adjustment we expand the swing limit data until
// we have enough data points
int trueNumDots = numDots;
int numFiller = 0;
while(trueNumDots < MIN_NUM_DOTS) {
numFiller++;
trueNumDots += numDots;
}
_minDots.reserve(trueNumDots);
for (int i = 0; i < numDots; ++i) {
// push the next value
_minDots.push_back(glm::clamp(minDots[i], MIN_MINDOT, MAX_MINDOT));
if (numFiller > 0) {
// compute endpoints of line segment
float nearDot = glm::clamp(minDots[i], MIN_MINDOT, MAX_MINDOT);
int k = (i + 1) % numDots;
float farDot = glm::clamp(minDots[k], MIN_MINDOT, MAX_MINDOT);
// fill the gap with interpolated values
for (int j = 0; j < numFiller; ++j) {
float delta = (float)(j + 1) / float(numFiller + 1);
_minDots.push_back((1.0f - delta) * nearDot + delta * farDot);
}
}
}
// push the first value to the back to for cyclic boundary conditions
_minDots.push_back(_minDots[0]);
}
_minDotIndexA = -1;
_minDotIndexB = -1;
}
/// \param angle radian angle to update
/// \param minDotAdjustment minimum dot limit at that angle
void SwingTwistConstraint::SwingLimitFunction::dynamicallyAdjustMinDots(float theta, float minDotAdjustment) {
// What does "dynamic adjustment" mean?
//
// Consider a limitFunction that looks like this:
//
// 1+
// | valid space
// |
// +-----+-----+-----+-----+-----+-----+-----+-----+
// |
// | invalid space
// 0+------------------------------------------------
// 0 pi/2 pi 3pi/2 2pi
// theta --->
//
// If we wanted to modify the envelope to accept a single invalid point X
// then we would need to modify neighboring values A and B accordingly:
//
// 1+ adjustment for X at some thetaX
// | |
// | |
// +-----+. V .+-----+-----+-----+-----+
// | - -
// | ' A--X--B '
// 0+------------------------------------------------
// 0 pi/2 pi 3pi/2 2pi
//
// The code below computes the values of A and B such that the line between them
// passes through the point X, and we get reasonable interpolation for nearby values
// of theta. The old AB values are saved for later restore.
if (_minDotIndexA > -1) {
// retstore old values
_minDots[_minDotIndexA] = _minDotA;
_minDots[_minDotIndexB] = _minDotB;
// handle cyclic boundary conditions
int lastIndex = (int)_minDots.size() - 1;
if (_minDotIndexA == 0) {
_minDots[lastIndex] = _minDotA;
} else if (_minDotIndexB == lastIndex) {
_minDots[0] = _minDotB;
}
}
// extract the positive normalized fractional part of the theta
float integerPart;
float normalizedAngle = modff(theta / TWO_PI, &integerPart);
if (normalizedAngle < 0.0f) {
normalizedAngle += 1.0f;
}
// interpolate between the two nearest points in the curve
float delta = modff(normalizedAngle * (float)(_minDots.size() - 1), &integerPart);
int indexA = (int)(integerPart);
int indexB = (indexA + 1) % _minDots.size();
float interpolatedDot = _minDots[indexA] * (1.0f - delta) + _minDots[indexB] * delta;
if (minDotAdjustment < interpolatedDot) {
// minDotAdjustment is outside the existing bounds so we must modify
// remember the indices
_minDotIndexA = indexA;
_minDotIndexB = indexB;
// save the old minDots
_minDotA = _minDots[_minDotIndexA];
_minDotB = _minDots[_minDotIndexB];
// compute replacement values to _minDots that will provide a line segment
// that passes through minDotAdjustment while balancing the distortion between A and B.
// Note: the derivation of these formulae is left as an exercise to the reader.
float twiceUndershoot = 2.0f * (minDotAdjustment - interpolatedDot);
_minDots[_minDotIndexA] -= twiceUndershoot * (delta + 0.5f) * (delta - 1.0f);
_minDots[_minDotIndexB] -= twiceUndershoot * delta * (delta - 1.5f);
// handle cyclic boundary conditions
int lastIndex = (int)_minDots.size() - 1;
if (_minDotIndexA == 0) {
_minDots[lastIndex] = _minDots[_minDotIndexA];
} else if (_minDotIndexB == lastIndex) {
_minDots[0] = _minDots[_minDotIndexB];
}
} else {
// minDotAdjustment is inside bounds so there is nothing to do
_minDotIndexA = -1;
_minDotIndexB = -1;
}
}
float SwingTwistConstraint::SwingLimitFunction::getMinDot(float theta) const {
// extract the positive normalized fractional part of theta
float integerPart;
float normalizedTheta = modff(theta / TWO_PI, &integerPart);
if (normalizedTheta < 0.0f) {
normalizedTheta += 1.0f;
}
// interpolate between the two nearest points in the cycle
float fractionPart = modff(normalizedTheta * (float)(_minDots.size() - 1), &integerPart);
int i = (int)(integerPart);
int j = (i + 1) % _minDots.size();
return _minDots[i] * (1.0f - fractionPart) + _minDots[j] * fractionPart;
}
SwingTwistConstraint::SwingTwistConstraint() :
RotationConstraint(),
_swingLimitFunction(),
_minTwist(-PI),
_maxTwist(PI),
_lastTwistBoundary(LAST_CLAMP_NO_BOUNDARY)
{
}
void SwingTwistConstraint::setSwingLimits(std::vector<float> minDots) {
_swingLimitFunction.setMinDots(minDots);
}
void SwingTwistConstraint::setSwingLimits(const std::vector<glm::vec3>& swungDirections) {
struct SwingLimitData {
SwingLimitData() : _theta(0.0f), _minDot(1.0f) {}
SwingLimitData(float theta, float minDot) : _theta(theta), _minDot(minDot) {}
float _theta;
float _minDot;
bool operator<(const SwingLimitData& other) const { return _theta < other._theta; }
};
std::vector<SwingLimitData> limits;
int numLimits = (int)swungDirections.size();
limits.reserve(numLimits);
// compute the limit pairs: <theta, minDot>
for (int i = 0; i < numLimits; ++i) {
float directionLength = glm::length(swungDirections[i]);
if (directionLength > EPSILON) {
glm::vec3 swingAxis = glm::cross(Vectors::UNIT_Y, swungDirections[i]);
float theta = atan2f(-swingAxis.z, swingAxis.x);
if (theta < 0.0f) {
theta += TWO_PI;
}
limits.push_back(SwingLimitData(theta, swungDirections[i].y / directionLength));
}
}
std::vector<float> minDots;
numLimits = (int)limits.size();
if (numLimits == 0) {
// trivial case: nearly free constraint
std::vector<float> minDots;
_swingLimitFunction.setMinDots(minDots);
} else if (numLimits == 1) {
// trivial case: uniform conical constraint
std::vector<float> minDots;
minDots.push_back(limits[0]._minDot);
_swingLimitFunction.setMinDots(minDots);
} else {
// interesting case: potentially non-uniform constraints
// sort limits by theta
std::sort(limits.begin(), limits.end());
// extrapolate evenly distributed limits for fast lookup table
float deltaTheta = TWO_PI / (float)(numLimits);
int rightIndex = 0;
for (int i = 0; i < numLimits; ++i) {
float theta = (float)i * deltaTheta;
int leftIndex = (rightIndex - 1 + numLimits) % numLimits;
while (rightIndex < numLimits && theta > limits[rightIndex]._theta) {
leftIndex = rightIndex++;
}
if (leftIndex == numLimits - 1) {
// we straddle the boundary
rightIndex = 0;
}
float rightTheta = limits[rightIndex]._theta;
float leftTheta = limits[leftIndex]._theta;
if (leftTheta > rightTheta) {
// we straddle the boundary, but we need to figure out which way to stride
// in order to keep theta between left and right
if (leftTheta > theta) {
leftTheta -= TWO_PI;
} else {
rightTheta += TWO_PI;
}
}
// blend between the left and right minDots to get the value that corresponds to this theta
float rightWeight = (theta - leftTheta) / (rightTheta - leftTheta);
minDots.push_back((1.0f - rightWeight) * limits[leftIndex]._minDot + rightWeight * limits[rightIndex]._minDot);
}
}
_swingLimitFunction.setMinDots(minDots);
}
void SwingTwistConstraint::setTwistLimits(float minTwist, float maxTwist) {
// NOTE: min/maxTwist angles should be in the range [-PI, PI]
_minTwist = glm::min(minTwist, maxTwist);
_maxTwist = glm::max(minTwist, maxTwist);
_lastTwistBoundary = LAST_CLAMP_NO_BOUNDARY;
_twistAdjusted = false;
}
// private
float SwingTwistConstraint::handleTwistBoundaryConditions(float twistAngle) const {
// adjust measured twistAngle according to clamping history
switch (_lastTwistBoundary) {
case LAST_CLAMP_LOW_BOUNDARY:
// clamp to min
if (twistAngle > _maxTwist) {
twistAngle -= TWO_PI;
}
break;
case LAST_CLAMP_HIGH_BOUNDARY:
// clamp to max
if (twistAngle < _minTwist) {
twistAngle += TWO_PI;
}
break;
default: // LAST_CLAMP_NO_BOUNDARY
// clamp to nearest boundary
float midBoundary = 0.5f * (_maxTwist + _minTwist + TWO_PI);
if (twistAngle > midBoundary) {
// lower boundary is closer --> phase down one cycle
twistAngle -= TWO_PI;
} else if (twistAngle < midBoundary - TWO_PI) {
// higher boundary is closer --> phase up one cycle
twistAngle += TWO_PI;
}
break;
}
return twistAngle;
}
bool SwingTwistConstraint::apply(glm::quat& rotation) const {
// decompose the rotation into first twist about yAxis, then swing about something perp
// NOTE: rotation = postRotation * referenceRotation
glm::quat postRotation = rotation * glm::inverse(_referenceRotation);
glm::quat swingRotation, twistRotation;
swingTwistDecomposition(postRotation, Vectors::UNIT_Y, swingRotation, twistRotation);
// NOTE: postRotation = swingRotation * twistRotation
// compute raw twistAngle
float twistAngle = 2.0f * acosf(fabsf(twistRotation.w));
glm::vec3 twistedX = twistRotation * Vectors::UNIT_X;
twistAngle *= copysignf(1.0f, glm::dot(glm::cross(Vectors::UNIT_X, twistedX), Vectors::UNIT_Y));
bool somethingClamped = false;
if (_minTwist != _maxTwist) {
// twist limits apply --> figure out which limit we're hitting, if any
twistAngle = handleTwistBoundaryConditions(twistAngle);
// clamp twistAngle
float clampedTwistAngle = glm::clamp(twistAngle, _minTwist, _maxTwist);
somethingClamped = (twistAngle != clampedTwistAngle);
// remember twist's clamp boundary history
if (somethingClamped) {
_lastTwistBoundary = (twistAngle > clampedTwistAngle) ? LAST_CLAMP_HIGH_BOUNDARY : LAST_CLAMP_LOW_BOUNDARY;
twistAngle = clampedTwistAngle;
} else {
_lastTwistBoundary = LAST_CLAMP_NO_BOUNDARY;
}
}
// clamp the swing
// The swingAxis is always perpendicular to the reference axis (yAxis in the constraint's frame).
glm::vec3 swungY = swingRotation * Vectors::UNIT_Y;
glm::vec3 swingAxis = glm::cross(Vectors::UNIT_Y, swungY);
float axisLength = glm::length(swingAxis);
if (axisLength > EPSILON) {
// The limit of swing is a function of "theta" which can be computed from the swingAxis
// (which is in the constraint's ZX plane).
float theta = atan2f(-swingAxis.z, swingAxis.x);
float minDot = _swingLimitFunction.getMinDot(theta);
if (glm::dot(swungY, Vectors::UNIT_Y) < minDot) {
// The swing limits are violated so we extract the angle from midDot and
// use it to supply a new rotation.
swingAxis /= axisLength;
swingRotation = glm::angleAxis(acosf(minDot), swingAxis);
somethingClamped = true;
}
}
if (somethingClamped) {
// update the rotation
twistRotation = glm::angleAxis(twistAngle, Vectors::UNIT_Y);
rotation = swingRotation * twistRotation * _referenceRotation;
return true;
}
return false;
}
void SwingTwistConstraint::dynamicallyAdjustLimits(const glm::quat& rotation) {
glm::quat postRotation = rotation * glm::inverse(_referenceRotation);
glm::quat swingRotation, twistRotation;
swingTwistDecomposition(postRotation, Vectors::UNIT_Y, swingRotation, twistRotation);
{ // adjust swing limits
glm::vec3 swungY = swingRotation * Vectors::UNIT_Y;
glm::vec3 swingAxis = glm::cross(Vectors::UNIT_Y, swungY);
float theta = atan2f(-swingAxis.z, swingAxis.x);
if (glm::isnan(theta)) {
// atan2f() will only return NaN if either of its arguments is NaN, which can only
// happen if we've been given a bad rotation. Since a NaN value here could potentially
// cause a crash (we use the value of theta to compute indices into a std::vector)
// we specifically check for this case.
theta = 0.0f;
swungY.y = 1.0f;
}
_swingLimitFunction.dynamicallyAdjustMinDots(theta, swungY.y);
}
// restore twist limits
if (_twistAdjusted) {
_minTwist = _oldMinTwist;
_maxTwist = _oldMaxTwist;
_twistAdjusted = false;
}
if (_minTwist != _maxTwist) {
// compute twistAngle
float twistAngle = 2.0f * acosf(fabsf(twistRotation.w));
glm::vec3 twistedX = twistRotation * Vectors::UNIT_X;
twistAngle *= copysignf(1.0f, glm::dot(glm::cross(Vectors::UNIT_X, twistedX), Vectors::UNIT_Y));
twistAngle = handleTwistBoundaryConditions(twistAngle);
if (twistAngle < _minTwist || twistAngle > _maxTwist) {
// expand twist limits
_twistAdjusted = true;
_oldMinTwist = _minTwist;
_oldMaxTwist = _maxTwist;
if (twistAngle < _minTwist) {
_minTwist = twistAngle;
} else if (twistAngle > _maxTwist) {
_maxTwist = twistAngle;
}
}
}
}
void SwingTwistConstraint::clearHistory() {
_lastTwistBoundary = LAST_CLAMP_NO_BOUNDARY;
}
glm::quat SwingTwistConstraint::computeCenterRotation() const {
const size_t NUM_TWIST_LIMITS = 2;
const size_t NUM_MIN_DOTS = getMinDots().size();
std::vector<glm::quat> swingLimits;
swingLimits.reserve(NUM_MIN_DOTS);
glm::quat twistLimits[NUM_TWIST_LIMITS];
if (_minTwist != _maxTwist) {
// to ensure that twists do not flip the center rotation, we devide twist angle by 2.
twistLimits[0] = glm::angleAxis(_minTwist / 2.0f, _referenceRotation * Vectors::UNIT_Y);
twistLimits[1] = glm::angleAxis(_maxTwist / 2.0f, _referenceRotation * Vectors::UNIT_Y);
}
const float D_THETA = TWO_PI / (NUM_MIN_DOTS - 1);
float theta = 0.0f;
for (size_t i = 0; i < NUM_MIN_DOTS - 1; i++, theta += D_THETA) {
// compute swing rotation from theta and phi angles.
float phi = acos(getMinDots()[i]);
float cos_phi = getMinDots()[i];
float sin_phi = sinf(phi);
glm::vec3 swungAxis(sin_phi * cosf(theta), cos_phi, -sin_phi * sinf(theta));
// to ensure that swings > 90 degrees do not flip the center rotation, we devide phi / 2
glm::quat swing = glm::angleAxis(phi / 2, glm::normalize(glm::cross(Vectors::UNIT_Y, swungAxis)));
swingLimits.push_back(swing);
}
glm::quat averageSwing = averageQuats(swingLimits.size(), &swingLimits[0]);
glm::quat averageTwist = averageQuats(2, twistLimits);
return averageSwing * averageTwist * _referenceRotation;
}