dust3d/src/animalposer.cpp

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#include <cmath>
#include <QtMath>
#include <QRegularExpression>
#include "animalposer.h"
#include "util.h"
AnimalPoser::AnimalPoser(const std::vector<RiggerBone> &bones) :
Poser(bones)
{
}
void AnimalPoser::resolveTransform()
{
QRegularExpression reJoints("^([a-zA-Z]+\\d*)_Joint\\d+$");
QRegularExpression reSpine("^([a-zA-Z]+)\\d*$");
std::map<QString, std::vector<QString>> chains;
for (const auto &item: parameters()) {
QRegularExpressionMatch match = reJoints.match(item.first);
if (match.hasMatch()) {
QString name = match.captured(1);
chains[name].push_back(item.first);
//qDebug() << "chains[" << name << "]:" << item.first;
} else {
match = reSpine.match(item.first);
if (match.hasMatch()) {
QString name = match.captured(1);
chains[name].push_back(item.first);
//qDebug() << "chains[" << name << "]:" << item.first;
} else if (item.first.startsWith("Virtual_")) {
//qDebug() << "Ignore connector:" << item.first;
} else {
qDebug() << "Unrecognized bone name:" << item.first;
}
}
}
for (auto &chain: chains) {
std::sort(chain.second.begin(), chain.second.end(), [](const QString &first, const QString &second) {
return first < second;
});
resolveChainRotation(chain.second);
}
int firstSpineBoneIndex = findBoneIndex(Rigger::firstSpineBoneName);
if (-1 == firstSpineBoneIndex) {
qDebug() << "Find first spine bone failed:" << Rigger::firstSpineBoneName;
return;
}
const auto &firstSpineBone = bones()[firstSpineBoneIndex];
float mostBottomYBeforeTransform = std::numeric_limits<float>::max();
for (const auto &bone: bones()) {
if (bone.tailPosition.y() < mostBottomYBeforeTransform)
mostBottomYBeforeTransform = bone.tailPosition.y();
}
float legHeightBeforeTransform = std::abs(mostBottomYBeforeTransform - firstSpineBone.headPosition.y());
auto transformedJointNodeTree = m_jointNodeTree;
transformedJointNodeTree.recalculateTransformMatrices();
float mostBottomYAfterTransform = std::numeric_limits<float>::max();
QVector3D firstSpineBonePositionAfterTransform = firstSpineBone.headPosition;
for (int i = 0; i < (int)transformedJointNodeTree.nodes().size(); ++i) {
const auto &bone = bones()[i];
const auto &jointNode = transformedJointNodeTree.nodes()[i];
QVector3D newPosition = jointNode.transformMatrix * bone.tailPosition;
if (0 == i) {
// Root bone's tail position is the first spine bone's head position
firstSpineBonePositionAfterTransform = newPosition;
}
if (newPosition.y() < mostBottomYAfterTransform)
mostBottomYAfterTransform = newPosition.y();
}
float legHeightAfterTransform = std::abs(mostBottomYAfterTransform - firstSpineBonePositionAfterTransform.y());
float translateY = legHeightAfterTransform - legHeightBeforeTransform;
//qDebug() << "Leg height changed, translateY:" << translateY << "legHeightBeforeTransform:" << legHeightBeforeTransform << "legHeightAfterTransform:" << legHeightAfterTransform << "firstSpineBonePositionAfterTransform:" << firstSpineBonePositionAfterTransform << "firstSpineBone.headPosition:" << firstSpineBone.headPosition;
const auto &findRootParameters = parameters().find(Rigger::rootBoneName);
if (findRootParameters != parameters().end()) {
auto findHeightAboveGroundLevel = findRootParameters->second.find("heightAboveGroundLevel");
if (findHeightAboveGroundLevel != findRootParameters->second.end()) {
float heightAboveGroundLevel = findHeightAboveGroundLevel->second.toFloat();
float myHeightAboveGroundLevel = heightAboveGroundLevel * legHeightAfterTransform;
translateY += myHeightAboveGroundLevel;
//qDebug() << "heightAboveGroundLevel:" << heightAboveGroundLevel << "myHeightAboveGroundLevel:" << myHeightAboveGroundLevel << "legHeightBeforeTransform:" << legHeightBeforeTransform << "applied translateY:" << translateY;
}
}
if (!qFuzzyIsNull(translateY)) {
int rootBoneIndex = findBoneIndex(Rigger::rootBoneName);
if (-1 == rootBoneIndex) {
qDebug() << "Find root bone failed:" << Rigger::rootBoneName;
return;
}
m_jointNodeTree.addTranslation(rootBoneIndex, QVector3D(0, translateY, 0));
}
}
std::pair<bool, QVector3D> AnimalPoser::findQVector3DFromMap(const std::map<QString, QString> &map, const QString &xName, const QString &yName, const QString &zName)
{
auto findXResult = map.find(xName);
auto findYResult = map.find(yName);
auto findZResult = map.find(zName);
if (findXResult == map.end() &&
findYResult == map.end() &&
findZResult == map.end()) {
return {false, QVector3D()};
}
return {true, {
valueOfKeyInMapOrEmpty(map, xName).toFloat(),
valueOfKeyInMapOrEmpty(map, yName).toFloat(),
valueOfKeyInMapOrEmpty(map, zName).toFloat()
}};
}
std::pair<bool, std::pair<QVector3D, QVector3D>> AnimalPoser::findBonePositionsFromParameters(const std::map<QString, QString> &map)
{
auto findBoneStartResult = findQVector3DFromMap(map, "fromX", "fromY", "fromZ");
auto findBoneStopResult = findQVector3DFromMap(map, "toX", "toY", "toZ");
if (!findBoneStartResult.first || !findBoneStopResult.first)
return {false, {QVector3D(), QVector3D()}};
return {true, {findBoneStartResult.second, findBoneStopResult.second}};
}
void AnimalPoser::resolveChainRotation(const std::vector<QString> &limbBoneNames)
{
std::vector<QQuaternion> rotationsForEndEffector;
size_t endEffectorStart = 0;
// We match the poses by the distance and rotation plane
if (limbBoneNames.size() >= 2) {
endEffectorStart = 2;
const auto &beginBoneName = limbBoneNames[0];
const auto &middleBoneName = limbBoneNames[1];
const auto &beginBoneParameters = parameters().find(beginBoneName);
if (beginBoneParameters == parameters().end()) {
qDebug() << beginBoneName << "'s parameters not found";
return;
}
auto matchBeginBonePositions = findBonePositionsFromParameters(beginBoneParameters->second);
if (!matchBeginBonePositions.first) {
qDebug() << beginBoneName << "'s positions not found";
return;
}
const auto &middleBoneParameters = parameters().find(middleBoneName);
if (middleBoneParameters == parameters().end()) {
qDebug() << middleBoneName << "'s parameters not found";
return;
}
auto matchMiddleBonePositions = findBonePositionsFromParameters(middleBoneParameters->second);
if (!matchMiddleBonePositions.first) {
qDebug() << middleBoneName << "'s positions not found";
return;
}
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float matchBeginBoneLength = (matchBeginBonePositions.second.first - matchBeginBonePositions.second.second).length();
float matchMiddleBoneLength = (matchMiddleBonePositions.second.first - matchMiddleBonePositions.second.second).length();
float matchLimbLength = matchBeginBoneLength + matchMiddleBoneLength;
auto matchDistanceBetweenBeginAndEndBones = (matchBeginBonePositions.second.first - matchMiddleBonePositions.second.second).length();
auto matchRotatePlaneNormal = QVector3D::crossProduct((matchBeginBonePositions.second.second - matchBeginBonePositions.second.first).normalized(), (matchMiddleBonePositions.second.second - matchBeginBonePositions.second.second).normalized());
auto matchDirectionBetweenBeginAndEndPones = (matchMiddleBonePositions.second.second - matchBeginBonePositions.second.first).normalized();
int beginBoneIndex = findBoneIndex(beginBoneName);
if (-1 == beginBoneIndex) {
qDebug() << beginBoneName << "not found in rigged bones";
return;
}
const auto &beginBone = bones()[beginBoneIndex];
int middleBoneIndex = findBoneIndex(middleBoneName);
if (-1 == middleBoneIndex) {
qDebug() << middleBoneName << "not found in rigged bones";
return;
}
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const auto &middleBone = bones()[middleBoneIndex];
float targetBeginBoneLength = (beginBone.headPosition - beginBone.tailPosition).length();
float targetMiddleBoneLength = (middleBone.headPosition - middleBone.tailPosition).length();
float targetLimbLength = targetBeginBoneLength + targetMiddleBoneLength;
float targetDistanceBetweenBeginAndEndBones = matchDistanceBetweenBeginAndEndBones * (targetLimbLength / matchLimbLength);
QVector3D targetEndBoneStartPosition = beginBone.headPosition + matchDirectionBetweenBeginAndEndPones * targetDistanceBetweenBeginAndEndBones;
float angleBetweenDistanceAndMiddleBones = 0;
{
const float &a = targetMiddleBoneLength;
const float &b = targetDistanceBetweenBeginAndEndBones;
const float &c = targetBeginBoneLength;
double cosC = (a*a + b*b - c*c) / (2.0*a*b);
angleBetweenDistanceAndMiddleBones = qRadiansToDegrees(acos(cosC));
if (std::isnan(angleBetweenDistanceAndMiddleBones) || std::isinf(angleBetweenDistanceAndMiddleBones))
angleBetweenDistanceAndMiddleBones = 0;
}
QVector3D targetMiddleBoneStartPosition;
{
//qDebug() << beginBoneName << "Angle:" << angleBetweenDistanceAndMiddleBones;
auto rotation = QQuaternion::fromAxisAndAngle(matchRotatePlaneNormal, angleBetweenDistanceAndMiddleBones);
targetMiddleBoneStartPosition = targetEndBoneStartPosition + rotation.rotatedVector(-matchDirectionBetweenBeginAndEndPones).normalized() * targetMiddleBoneLength;
}
// Now the bones' positions have been resolved, we calculate the rotation
auto oldBeginBoneDirection = (beginBone.tailPosition - beginBone.headPosition).normalized();
auto newBeginBoneDirection = (targetMiddleBoneStartPosition - beginBone.headPosition).normalized();
//qDebug() << beginBoneName << "oldBeginBoneDirection:" << oldBeginBoneDirection << "newBeginBoneDirection:" << newBeginBoneDirection;
auto beginBoneRotation = QQuaternion::rotationTo(oldBeginBoneDirection, newBeginBoneDirection);
m_jointNodeTree.updateRotation(beginBoneIndex, beginBoneRotation);
auto oldMiddleBoneDirection = (middleBone.tailPosition - middleBone.headPosition).normalized();
auto newMiddleBoneDirection = (targetEndBoneStartPosition - targetMiddleBoneStartPosition).normalized();
//qDebug() << beginBoneName << "oldMiddleBoneDirection:" << oldMiddleBoneDirection << "newMiddleBoneDirection:" << newMiddleBoneDirection;
oldMiddleBoneDirection = beginBoneRotation.rotatedVector(oldMiddleBoneDirection);
//qDebug() << beginBoneName << "oldMiddleBoneDirection:" << oldMiddleBoneDirection << "after rotation";
auto middleBoneRotation = QQuaternion::rotationTo(oldMiddleBoneDirection, newMiddleBoneDirection);
m_jointNodeTree.updateRotation(middleBoneIndex, middleBoneRotation);
rotationsForEndEffector.push_back(beginBoneRotation);
rotationsForEndEffector.push_back(middleBoneRotation);
}
// Calculate the end effectors' rotation
if (limbBoneNames.size() > endEffectorStart) {
for (size_t i = endEffectorStart; i < limbBoneNames.size(); ++i) {
const auto &boneName = limbBoneNames[i];
int boneIndex = findBoneIndex(boneName);
if (-1 == boneIndex) {
qDebug() << "Find bone failed:" << boneName;
continue;
}
const auto &bone = bones()[boneIndex];
const auto &boneParameters = parameters().find(boneName);
if (boneParameters == parameters().end()) {
qDebug() << "Find bone parameters:" << boneName;
continue;
}
auto matchBonePositions = findBonePositionsFromParameters(boneParameters->second);
if (!matchBonePositions.first) {
qDebug() << "Find bone positions failed:" << boneName;
continue;
}
auto matchBoneDirection = (matchBonePositions.second.second - matchBonePositions.second.first).normalized();
auto oldBoneDirection = (bone.tailPosition - bone.headPosition).normalized();
auto newBoneDirection = matchBoneDirection;
for (const auto &rotation: rotationsForEndEffector) {
oldBoneDirection = rotation.rotatedVector(oldBoneDirection);
}
auto boneRotation = QQuaternion::rotationTo(oldBoneDirection, newBoneDirection);
m_jointNodeTree.updateRotation(boneIndex, boneRotation);
rotationsForEndEffector.push_back(boneRotation);
}
}
}
void AnimalPoser::commit()
{
resolveTransform();
Poser::commit();
}