Add experiment walk animation clip generation.
- Fix intermediate bones remove; - Add locomotion controller; - Add head, tail node marks for animation.master
parent
4679381512
commit
289fe1fbf4
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@ -563,3 +563,13 @@ https://www.reddit.com/r/gamedev/comments/5iuf3h/i_am_writting_a_3d_monster_mode
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Generic Spine Model with Simple Physics for Life-Like Quadrupeds and Reptiles
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http://liris.cnrs.fr/Documents/Liris-5778.pdf
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</pre>
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<h1>Hermite Curves</h1>
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<pre>
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https://en.wikibooks.org/wiki/Cg_Programming/Unity/Hermite_Curves
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</pre>
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<h1>AppImage</h1>
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<pre>
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https://appimage.org/
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</pre>
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@ -155,6 +155,15 @@ HEADERS += src/skinnedmesh.h
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SOURCES += src/ragdoll.cpp
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HEADERS += src/ragdoll.h
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SOURCES += src/pogostick.cpp
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HEADERS += src/pogostick.h
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SOURCES += src/ikjoint.cpp
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HEADERS += src/ikjoint.h
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SOURCES += src/locomotioncontroller.cpp
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HEADERS += src/locomotioncontroller.h
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HEADERS += src/qtlightmapper.h
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SOURCES += src/main.cpp
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@ -4,7 +4,7 @@
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const std::vector<QString> AnimationClipGenerator::supportedClipNames = {
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"Idle",
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//"Walk",
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"Walk",
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//"Run",
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//"Attack",
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//"Hurt",
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@ -41,6 +41,7 @@ AnimationClipGenerator::~AnimationClipGenerator()
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#if USE_RAGDOLL
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delete m_ragdoll;
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#endif
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delete m_locomotionController;
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}
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std::vector<std::pair<float, MeshLoader *>> AnimationClipGenerator::takeFrameMeshes()
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@ -57,11 +58,17 @@ void AnimationClipGenerator::generateFrame(SkinnedMesh &skinnedMesh, float amoun
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rigController->resetFrame();
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if (m_clipName == "Idle")
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rigController->idle(amount);
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RigFrame frame(jointNodeTree->joints().size());
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if (m_clipName == "Idle") {
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rigController->idle(amount);
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rigController->saveFrame(frame);
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} else if (m_clipName == "Walk") {
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m_locomotionController->simulate(amount);
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JointNodeTree outputJointNodeTree = m_locomotionController->outputJointNodeTreeOnlyPositions();
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outputJointNodeTree.recalculateMatricesAfterPositionUpdated();
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m_jointNodeTree.diff(outputJointNodeTree, frame);
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} else if (m_clipName == "Die") {
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#if USE_BULLET
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if (nullptr == m_ragdoll) {
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rigController->saveFrame(frame);
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@ -69,9 +76,8 @@ void AnimationClipGenerator::generateFrame(SkinnedMesh &skinnedMesh, float amoun
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m_ragdoll->stepSimulation(duration);
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m_ragdoll->saveFrame(frame);
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}
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#else
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rigController->saveFrame(frame);
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#endif
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}
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if (m_wantMesh) {
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skinnedMesh.applyRigFrameToMesh(frame);
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@ -91,8 +97,31 @@ void AnimationClipGenerator::generate()
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RigController *rigController = skinnedMesh.rigController();
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rigController->resetFrame();
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qDebug() << "animation clip name:" << m_clipName;
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if (m_clipName == "Idle") {
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float duration = 0.1;
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float nextBeginTime = 0;
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for (float amount = 0.0; amount <= 0.05; amount += 0.01) {
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generateFrame(skinnedMesh, amount, nextBeginTime, duration);
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nextBeginTime += duration;
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}
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for (float amount = 0.05; amount >= 0.0; amount -= 0.01) {
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generateFrame(skinnedMesh, amount, nextBeginTime, duration);
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nextBeginTime += duration;
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}
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} else if (m_clipName == "Walk") {
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m_locomotionController = new LocomotionController(m_jointNodeTree);
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m_locomotionController->prepare();
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float duration = 0.05;
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float nextBeginTime = 0;
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for (float amount = 0.0; amount <= 1; amount += duration) {
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generateFrame(skinnedMesh, amount, nextBeginTime, duration);
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nextBeginTime += duration;
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}
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} else if (m_clipName == "Die") {
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#if USE_BULLET
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if (m_clipName == "Die") {
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delete m_ragdoll;
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float averageLegHeight = rigController->averageLegHeight();
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rigController->liftLeftLegs(QVector3D(0, averageLegHeight * 1.2, 0));
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@ -104,27 +133,14 @@ void AnimationClipGenerator::generate()
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m_ragdoll = new Ragdoll(m_jointNodeTree, ragdollJointNodeTree);
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m_ragdoll->setGroundPlaneY(rigController->minY());
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m_ragdoll->prepare();
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}
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#endif
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if (m_clipName == "Die") {
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float duration = 1.0 / 120;
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float nextBeginTime = 0;
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for (float amount = 0.0; amount <= 3; amount += duration) {
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generateFrame(skinnedMesh, amount, nextBeginTime, duration);
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nextBeginTime += duration;
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}
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} else {
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float duration = 0.1;
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float nextBeginTime = 0;
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for (float amount = 0.0; amount <= 0.05; amount += 0.01) {
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generateFrame(skinnedMesh, amount, nextBeginTime, duration);
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nextBeginTime += duration;
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}
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for (float amount = 0.05; amount >= 0.0; amount -= 0.01) {
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generateFrame(skinnedMesh, amount, nextBeginTime, duration);
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nextBeginTime += duration;
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}
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#endif
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}
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}
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@ -8,6 +8,7 @@
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#include "skinnedmesh.h"
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#include "jointnodetree.h"
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#include "ragdoll.h"
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#include "locomotioncontroller.h"
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class AnimationClipGenerator : public QObject
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{
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@ -39,6 +40,7 @@ private:
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#if USE_BULLET
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Ragdoll *m_ragdoll = nullptr;
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#endif
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LocomotionController *m_locomotionController = nullptr;
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};
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#endif
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@ -20,7 +20,7 @@ AnimationPanelWidget::AnimationPanelWidget(SkeletonDocument *document, QWidget *
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buttonsLayout->addSpacing(10);
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for (const auto &clipName: AnimationClipGenerator::supportedClipNames) {
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QPushButton *clipButton = new QPushButton(QObject::tr(qPrintable(clipName)));
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QPushButton *clipButton = new QPushButton(QObject::tr(qPrintable(clipName + " (Experiment)")));
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connect(clipButton, &QPushButton::clicked, [=] {
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generateClip(clipName);
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});
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@ -32,13 +32,13 @@ int CCDIKSolver::addNodeInOrder(const QVector3D &position)
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void CCDIKSolver::solveTo(const QVector3D &position)
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{
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qDebug() << "solveTo:" << position;
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//qDebug() << "solveTo:" << position;
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m_destination = position;
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float lastDistance2 = 0;
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for (int i = 0; i < m_maxRound; i++) {
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const auto &endEffector = m_nodes[m_nodes.size() - 1];
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float distance2 = (endEffector.position - m_destination).lengthSquared();
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qDebug() << "Round:" << i << " distance2:" << distance2;
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//qDebug() << "Round:" << i << " distance2:" << distance2;
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if (distance2 <= m_distanceThreshold2)
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break;
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if (lastDistance2 > 0 && abs(distance2 - lastDistance2) <= m_distanceCeaseThreshold2)
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@ -26,3 +26,12 @@ void qNormalizeAngle(int &angle)
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while (angle > 360 * 16)
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angle -= 360 * 16;
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}
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// https://en.wikibooks.org/wiki/Cg_Programming/Unity/Hermite_Curves
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QVector3D pointInHermiteCurve(float t, QVector3D p0, QVector3D m0, QVector3D p1, QVector3D m1)
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{
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return (2.0f * t * t * t - 3.0f * t * t + 1.0f) * p0
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+ (t * t * t - 2.0f * t * t + t) * m0
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+ (-2.0f * t * t * t + 3.0f * t * t) * p1
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+ (t * t * t - t * t) * m1;
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}
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@ -14,5 +14,6 @@ QString valueOfKeyInMapOrEmpty(const std::map<QString, QString> &map, const QStr
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bool isTrueValueString(const QString &str);
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bool isFloatEqual(float a, float b);
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void qNormalizeAngle(int &angle);
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QVector3D pointInHermiteCurve(float t, QVector3D p0, QVector3D m0, QVector3D p1, QVector3D m1);
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#endif
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@ -0,0 +1,33 @@
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#include "ikjoint.h"
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#include "ccdikresolver.h"
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void moveIkJoints(const JointNodeTree &inputJointNodeTree, JointNodeTree &outputJointNodeTree,
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int startJointIndex, int endJointIndex, QVector3D destination)
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{
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CCDIKSolver ikSolver;
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ikSolver.setMaxRound(10);
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int loopIndex = endJointIndex;
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std::vector<int> ikSolvingIndicies;
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while (-1 != loopIndex) {
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const auto &joint = inputJointNodeTree.joints()[loopIndex];
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ikSolvingIndicies.push_back(loopIndex);
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if (loopIndex == startJointIndex)
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break;
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loopIndex = joint.parentIndex;
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}
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std::reverse(std::begin(ikSolvingIndicies), std::end(ikSolvingIndicies));
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for (const auto &jointIndex: ikSolvingIndicies) {
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ikSolver.addNodeInOrder(inputJointNodeTree.joints()[jointIndex].position);
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}
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ikSolver.solveTo(destination);
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int nodeCount = ikSolver.getNodeCount();
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Q_ASSERT(nodeCount == (int)ikSolvingIndicies.size());
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for (int i = 0; i < nodeCount; i++) {
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int jointIndex = ikSolvingIndicies[i];
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const QVector3D &newPosition = ikSolver.getNodeSolvedPosition(i);
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outputJointNodeTree.joints()[jointIndex].position = newPosition;
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}
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}
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@ -0,0 +1,8 @@
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#ifndef IK_JOINT_H
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#define IK_JOINT_H
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#include "jointnodetree.h"
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void moveIkJoints(const JointNodeTree &inputJointNodeTree, JointNodeTree &outputJointNodeTree,
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int startJointIndex, int endJointIndex, QVector3D destination);
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#endif
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@ -127,11 +127,9 @@ void IntermediateBoneRemover::solveTrivialFromPairAndSaveTraceTo(std::pair<int,
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if (solvedSet.find(node) != solvedSet.end())
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return;
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solvedSet.insert(node);
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if (m_startNodeSet.find(node) != m_startNodeSet.end()) {
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return;
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}
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if (m_trivialNodeSet.find(node) == m_trivialNodeSet.end()) {
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if (!history.empty() && m_trivialNodeSet.find(history[history.size() - 1]) != m_trivialNodeSet.end()) {
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if (!history.empty() && m_trivialNodeSet.find(history[history.size() - 1]) != m_trivialNodeSet.end() &&
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m_intermediateNodes.find(history[history.size() - 1]) == m_intermediateNodes.end()) {
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for (int i = history.size() - 1; i >= 0; i--) {
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if (m_trivialNodeSet.find(history[i]) == m_trivialNodeSet.end()) {
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bool addChildren = false;
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@ -9,6 +9,8 @@ JointNodeTree::JointNodeTree(MeshResultContext &resultContext)
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return;
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}
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isVerticalSpine = resultContext.isVerticalSpine();
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JointInfo rootCenterJoint;
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{
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rootCenterJoint.jointIndex = m_tracedJoints.size();
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traceBoneFromJoint(resultContext, std::make_pair(rootNode->bmeshId, rootNode->nodeId), visitedNodes, connections, rootCenterJoint.jointIndex);
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calculateMatricesByPosition();
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collectParts();
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}
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const std::vector<std::pair<int, int>> &JointNodeTree::legs() const
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{
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return m_legs;
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}
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const std::vector<int> &JointNodeTree::spine() const
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{
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return m_spine;
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}
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const std::vector<std::pair<int, int>> &JointNodeTree::leftLegs() const
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{
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return m_leftLegs;
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}
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const std::vector<std::pair<int, int>> &JointNodeTree::rightLegs() const
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{
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return m_rightLegs;
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}
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void JointNodeTree::collectParts()
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{
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m_legs.clear();
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m_spine.clear();
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for (const auto &node: joints()) {
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if (node.boneMark == SkeletonBoneMark::Spine) {
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m_spine.push_back(node.jointIndex);
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}
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if (node.boneMark == SkeletonBoneMark::Head) {
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if (-1 != head) {
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qDebug() << "Get multiple head markers";
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}
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head = node.jointIndex;
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}
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if (node.boneMark == SkeletonBoneMark::Tail) {
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if (-1 != tail) {
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qDebug() << "Get multiple tail markers";
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}
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tail = node.jointIndex;
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}
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if (node.boneMark == SkeletonBoneMark::LegStart && node.children.size() == 1) {
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const auto legStart = node.jointIndex;
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const JointInfo *loopNode = &joints()[node.children[0]];
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while (loopNode->boneMark != SkeletonBoneMark::LegEnd &&
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loopNode->children.size() == 1) {
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loopNode = &joints()[loopNode->children[0]];
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}
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if (loopNode->boneMark == SkeletonBoneMark::LegEnd) {
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const auto legEnd = loopNode->jointIndex;
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addLeg(legStart, legEnd);
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} else {
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qDebug() << "Find leg" << node.partId << "'s end failed";
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}
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}
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}
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sortLegs(m_leftLegs);
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sortLegs(m_rightLegs);
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sortSpine(m_spine);
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}
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void JointNodeTree::sortLegs(std::vector<std::pair<int, int>> &legs)
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{
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const auto &that = this;
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std::sort(legs.begin(), legs.end(), [&that](const std::pair<int, int> &a, const std::pair<int, int> &b) -> bool {
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const auto &firstLegEnd = that->joints()[a.second];
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const auto &secondLegEnd = that->joints()[b.second];
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return firstLegEnd.position.z() > secondLegEnd.position.z();
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});
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}
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void JointNodeTree::sortSpine(std::vector<int> &spine)
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{
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const auto &that = this;
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std::sort(spine.begin(), spine.end(), [&that](const int &a, const int &b) -> bool {
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const auto &firstNode = that->joints()[a];
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const auto &secondNode = that->joints()[b];
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if (that->isVerticalSpine)
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return firstNode.position.y() > secondNode.position.y();
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else
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return firstNode.position.z() > secondNode.position.z();
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});
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}
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void JointNodeTree::addLeg(int legStart, int legEnd)
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{
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const auto &legEndJoint = joints()[legEnd];
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m_legs.push_back(std::make_pair(legStart, legEnd));
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if (legEndJoint.position.x() > 0)
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m_leftLegs.push_back(std::make_pair(legStart, legEnd));
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else
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m_rightLegs.push_back(std::make_pair(legStart, legEnd));
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}
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void JointNodeTree::traceBoneFromJoint(MeshResultContext &resultContext, std::pair<int, int> node, std::set<std::pair<int, int>> &visitedNodes, std::set<std::pair<std::pair<int, int>, std::pair<int, int>>> &connections, int parentIndex)
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joint.boneMark = toNode->second->boneMark;
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joint.scale = QVector3D(1.0, 1.0, 1.0);
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joint.radius = toNode->second->radius;
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joint.parentIndex = parentIndex;
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m_tracedNodeToJointIndexMap[std::make_pair(it.first, it.second)] = joint.jointIndex;
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calculateMatricesByTransform();
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}
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void JointNodeTree::diff(const JointNodeTree &another, RigFrame &rigFrame)
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{
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if (rigFrame.translations.size() != joints().size())
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rigFrame = RigFrame(joints().size());
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for (const auto &first: joints()) {
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const auto &second = another.joints()[first.jointIndex];
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if (!qFuzzyCompare(first.translation, second.translation)) {
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rigFrame.updateTranslation(first.jointIndex, second.translation);
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}
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if (!qFuzzyCompare(first.scale, second.scale)) {
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rigFrame.updateScale(first.jointIndex, second.scale);
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}
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if (!qFuzzyCompare(first.rotation, second.rotation)) {
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rigFrame.updateRotation(first.jointIndex, second.rotation);
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}
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}
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}
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int JointNodeTree::findHubJoint(int jointIndex, std::vector<int> *tracePath) const
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{
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int loopJointIndex = joints()[jointIndex].parentIndex;
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while (-1 != loopJointIndex) {
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if (nullptr != tracePath)
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tracePath->push_back(loopJointIndex);
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const auto &joint = joints()[loopJointIndex];
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if (joint.children.size() > 1 || -1 == joint.parentIndex)
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return joint.jointIndex;
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loopJointIndex = joint.parentIndex;
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}
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return -1;
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}
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int JointNodeTree::findParent(int jointIndex, int parentIndex, std::vector<int> *tracePath) const
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{
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int loopJointIndex = joints()[jointIndex].parentIndex;
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while (-1 != loopJointIndex) {
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if (nullptr != tracePath)
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tracePath->push_back(loopJointIndex);
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const auto &joint = joints()[loopJointIndex];
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if (joint.jointIndex == parentIndex)
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return joint.jointIndex;
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loopJointIndex = joint.parentIndex;
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}
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||||
return -1;
|
||||
}
|
||||
|
||||
int JointNodeTree::findSpineFromChild(int jointIndex)
|
||||
{
|
||||
int loopJointIndex = joints()[jointIndex].parentIndex;
|
||||
while (-1 != loopJointIndex) {
|
||||
const auto &joint = joints()[loopJointIndex];
|
||||
if (joint.boneMark == SkeletonBoneMark::Spine)
|
||||
return joint.jointIndex;
|
||||
loopJointIndex = joint.parentIndex;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
void JointNodeTree::collectChildren(int jointIndex, std::vector<int> &children) const
|
||||
{
|
||||
for (const auto &child: joints()[jointIndex].children) {
|
||||
children.push_back(child);
|
||||
}
|
||||
for (const auto &child: joints()[jointIndex].children) {
|
||||
collectChildren(child, children);
|
||||
}
|
||||
}
|
||||
|
||||
void JointNodeTree::collectTrivialChildren(int jointIndex, std::vector<int> &children) const
|
||||
{
|
||||
for (const auto &child: joints()[jointIndex].children) {
|
||||
if (joints()[child].boneMark != SkeletonBoneMark::None) {
|
||||
continue;
|
||||
}
|
||||
std::vector<int> subChildren;
|
||||
bool hasNoTrivialNode = false;
|
||||
collectTrivialChildrenStopEarlyOnNoTrivial(child, subChildren, hasNoTrivialNode);
|
||||
if (hasNoTrivialNode)
|
||||
continue;
|
||||
children.push_back(child);
|
||||
children.insert(children.end(), subChildren.begin(), subChildren.end());
|
||||
}
|
||||
}
|
||||
|
||||
void JointNodeTree::collectTrivialChildrenStopEarlyOnNoTrivial(int jointIndex, std::vector<int> &children, bool &hasNoTrivialNode) const
|
||||
{
|
||||
for (const auto &child: joints()[jointIndex].children) {
|
||||
if (joints()[child].boneMark != SkeletonBoneMark::None) {
|
||||
hasNoTrivialNode = true;
|
||||
return;
|
||||
}
|
||||
children.push_back(child);
|
||||
collectTrivialChildrenStopEarlyOnNoTrivial(child, children, hasNoTrivialNode);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
#include <vector>
|
||||
#include "meshresultcontext.h"
|
||||
#include "skeletonbonemark.h"
|
||||
#include "rigframe.h"
|
||||
|
||||
struct JointInfo
|
||||
{
|
||||
|
@ -33,6 +34,19 @@ public:
|
|||
int nodeToJointIndex(int partId, int nodeId) const;
|
||||
void recalculateMatricesAfterPositionUpdated();
|
||||
void recalculateMatricesAfterTransformUpdated();
|
||||
const std::vector<std::pair<int, int>> &legs() const;
|
||||
const std::vector<int> &spine() const;
|
||||
const std::vector<std::pair<int, int>> &leftLegs() const;
|
||||
const std::vector<std::pair<int, int>> &rightLegs() const;
|
||||
void diff(const JointNodeTree &another, RigFrame &rigFrame);
|
||||
int findHubJoint(int jointIndex, std::vector<int> *tracePath=nullptr) const;
|
||||
void collectChildren(int jointIndex, std::vector<int> &children) const;
|
||||
void collectTrivialChildren(int jointIndex, std::vector<int> &children) const;
|
||||
int findParent(int jointIndex, int parentIndex, std::vector<int> *tracePath=nullptr) const;
|
||||
int findSpineFromChild(int jointIndex);
|
||||
bool isVerticalSpine = false;
|
||||
int head = -1;
|
||||
int tail = -1;
|
||||
private:
|
||||
void calculateMatricesByTransform();
|
||||
void calculateMatricesByPosition();
|
||||
|
@ -40,6 +54,16 @@ private:
|
|||
std::vector<JointInfo> m_tracedJoints;
|
||||
std::map<std::pair<int, int>, int> m_tracedNodeToJointIndexMap;
|
||||
void traceBoneFromJoint(MeshResultContext &resultContext, std::pair<int, int> node, std::set<std::pair<int, int>> &visitedNodes, std::set<std::pair<std::pair<int, int>, std::pair<int, int>>> &connections, int parentIndex);
|
||||
void collectParts();
|
||||
void addLeg(int legStart, int legEnd);
|
||||
void sortLegs(std::vector<std::pair<int, int>> &legs);
|
||||
void sortSpine(std::vector<int> &spine);
|
||||
void collectTrivialChildrenStopEarlyOnNoTrivial(int jointIndex, std::vector<int> &children, bool &hasNoTrivialNode) const;
|
||||
private:
|
||||
std::vector<std::pair<int, int>> m_legs;
|
||||
std::vector<std::pair<int, int>> m_leftLegs;
|
||||
std::vector<std::pair<int, int>> m_rightLegs;
|
||||
std::vector<int> m_spine;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -0,0 +1,326 @@
|
|||
#include <cmath>
|
||||
#include "locomotioncontroller.h"
|
||||
#include "ikjoint.h"
|
||||
#include "dust3dutil.h"
|
||||
|
||||
LocomotionController::LocomotionController(const JointNodeTree &jointNodeTree) :
|
||||
m_inputJointNodeTree(jointNodeTree),
|
||||
m_outputJointNodeTree(jointNodeTree)
|
||||
{
|
||||
}
|
||||
|
||||
LocomotionController::~LocomotionController()
|
||||
{
|
||||
release();
|
||||
}
|
||||
|
||||
void LocomotionController::release()
|
||||
{
|
||||
m_leftPogoSticks.clear();
|
||||
m_rightPogoSticks.clear();
|
||||
}
|
||||
|
||||
void LocomotionController::prepare()
|
||||
{
|
||||
release();
|
||||
|
||||
for (const auto &leg: m_inputJointNodeTree.leftLegs()) {
|
||||
const auto &legStart = m_inputJointNodeTree.joints()[leg.first];
|
||||
const auto &legEnd = m_inputJointNodeTree.joints()[leg.second];
|
||||
|
||||
std::vector<int> childrenOfLegEnd;
|
||||
m_inputJointNodeTree.collectChildren(leg.second, childrenOfLegEnd);
|
||||
m_childrenOfLeftLegEnds.push_back(childrenOfLegEnd);
|
||||
|
||||
PogoStick pogoStick;
|
||||
pogoStick.setGroundLocation(legEnd.position.y());
|
||||
pogoStick.setRestPelvisLocation(legStart.position.y());
|
||||
m_leftPogoSticks.push_back(pogoStick);
|
||||
}
|
||||
|
||||
for (const auto &leg: m_inputJointNodeTree.rightLegs()) {
|
||||
const auto &legStart = m_inputJointNodeTree.joints()[leg.first];
|
||||
const auto &legEnd = m_inputJointNodeTree.joints()[leg.second];
|
||||
|
||||
std::vector<int> childrenOfLegEnd;
|
||||
m_inputJointNodeTree.collectChildren(leg.second, childrenOfLegEnd);
|
||||
m_childrenOfRightLegEnds.push_back(childrenOfLegEnd);
|
||||
|
||||
PogoStick pogoStick;
|
||||
pogoStick.setGroundLocation(legEnd.position.y());
|
||||
pogoStick.setRestPelvisLocation(legStart.position.y());
|
||||
m_rightPogoSticks.push_back(pogoStick);
|
||||
}
|
||||
}
|
||||
|
||||
void LocomotionController::simulateLeg(PogoStick *pogoStick, const std::vector<int> &childrenOfLegEnd, std::pair<int, int> leg, float amount, QVector3D *footDirection, QVector3D *finalLegStartPosition, float *finalLegStartOffsetY)
|
||||
{
|
||||
float time = amount;
|
||||
|
||||
pogoStick->simulate(time);
|
||||
|
||||
const auto &legStart = m_outputJointNodeTree.joints()[leg.first];
|
||||
const auto &legEnd = m_outputJointNodeTree.joints()[leg.second];
|
||||
|
||||
float targetLegStartY = legStart.position.y() + (pogoStick->currentPelvisLocation() - legStart.position.y()) * 0.2;
|
||||
float targetLegEndY = pogoStick->currentFootLocation();
|
||||
float targetLegStartZ = legStart.position.z() + pogoStick->currentFootHorizontalOffset() * 0.05;
|
||||
float targetLegEndZ = legEnd.position.z() + pogoStick->currentFootHorizontalOffset();
|
||||
|
||||
QVector3D targetLegStartPosition = QVector3D(legStart.position.x(), targetLegStartY, targetLegStartZ);
|
||||
QVector3D targetLegEndPosition = QVector3D(legEnd.position.x(), targetLegEndY, targetLegEndZ);
|
||||
QVector3D initialLegStartPosition = legStart.position;
|
||||
QVector3D initialLegEndPosition = legEnd.position;
|
||||
|
||||
std::vector<int> tracePath;
|
||||
int legParentIndex = m_inputJointNodeTree.findHubJoint(leg.first, &tracePath);
|
||||
if (-1 == legParentIndex) {
|
||||
m_outputJointNodeTree.joints()[leg.first].position = targetLegStartPosition;
|
||||
} else {
|
||||
moveIkJoints(m_outputJointNodeTree, m_outputJointNodeTree, legParentIndex, leg.first, targetLegStartPosition);
|
||||
}
|
||||
|
||||
moveIkJoints(m_outputJointNodeTree, m_outputJointNodeTree, leg.first, leg.second, targetLegEndPosition);
|
||||
|
||||
QVector3D finalLegEndTranslation = legEnd.position - initialLegEndPosition;
|
||||
|
||||
for (const auto &child: childrenOfLegEnd) {
|
||||
m_outputJointNodeTree.joints()[child].position += finalLegEndTranslation;
|
||||
}
|
||||
|
||||
if (m_outputJointNodeTree.joints()[leg.first].children.size() > 0) {
|
||||
int theNodeIndexDirectBelowLegStart = m_outputJointNodeTree.joints()[leg.first].children[0];
|
||||
if (footDirection)
|
||||
*footDirection = m_outputJointNodeTree.joints()[theNodeIndexDirectBelowLegStart].position - legStart.position;
|
||||
} else {
|
||||
if (footDirection)
|
||||
*footDirection = legEnd.position - legStart.position;
|
||||
}
|
||||
|
||||
if (finalLegStartPosition)
|
||||
*finalLegStartPosition = legEnd.position;
|
||||
if (finalLegStartOffsetY)
|
||||
*finalLegStartOffsetY = legStart.position.y() - initialLegStartPosition.y();
|
||||
}
|
||||
|
||||
void LocomotionController::simulate(float amount)
|
||||
{
|
||||
const auto pointerFront = QVector3D(0, 0, 1);
|
||||
const auto pointerOutFromCanvas = QVector3D(1, 0, 0);
|
||||
const auto pointerUp = QVector3D(0, 1, 0);
|
||||
float offset = 0.3;
|
||||
float delays[2] = {0};
|
||||
m_outputJointNodeTree = m_inputJointNodeTree;
|
||||
std::vector<QVector3D> leftPitches;
|
||||
std::vector<QVector3D> rightPitches;
|
||||
std::vector<QVector3D> leftLegStartPositions;
|
||||
std::vector<QVector3D> rightLegStartPositions;
|
||||
std::vector<float> leftLegStartOffsetYs;
|
||||
std::vector<float> rightLegStartOffsetYs;
|
||||
leftPitches.resize(m_leftPogoSticks.size());
|
||||
leftLegStartPositions.resize(m_leftPogoSticks.size());
|
||||
leftLegStartOffsetYs.resize(m_leftPogoSticks.size());
|
||||
for (int i = 0; i < (int)m_leftPogoSticks.size(); i++) {
|
||||
const auto &leg = m_inputJointNodeTree.leftLegs()[i];
|
||||
auto pogoStick = &m_leftPogoSticks[i];
|
||||
QVector3D footDirection;
|
||||
simulateLeg(pogoStick, m_childrenOfLeftLegEnds[i], leg, amount + delays[i % 2], &footDirection, &leftLegStartPositions[i], &leftLegStartOffsetYs[i]);
|
||||
leftPitches[i] = -QVector3D::crossProduct(-footDirection, pointerOutFromCanvas);
|
||||
delays[i % 2] += offset;
|
||||
}
|
||||
delays[0] = 0.5;
|
||||
delays[1] = 0.5;
|
||||
rightPitches.resize(m_rightPogoSticks.size());
|
||||
rightLegStartPositions.resize(m_rightPogoSticks.size());
|
||||
rightLegStartOffsetYs.resize(m_rightPogoSticks.size());
|
||||
for (int i = 0; i < (int)m_rightPogoSticks.size(); i++) {
|
||||
const auto &leg = m_inputJointNodeTree.rightLegs()[i];
|
||||
auto pogoStick = &m_rightPogoSticks[i];
|
||||
QVector3D footDirection;
|
||||
simulateLeg(pogoStick, m_childrenOfRightLegEnds[i], leg, amount + delays[i % 2], &footDirection, &rightLegStartPositions[i], &rightLegStartOffsetYs[i]);
|
||||
rightPitches[i] = -QVector3D::crossProduct(-footDirection, pointerOutFromCanvas);
|
||||
delays[i % 2] += offset;
|
||||
}
|
||||
|
||||
if (m_inputJointNodeTree.spine().empty())
|
||||
return;
|
||||
|
||||
// Calculate orientation for each leg pair
|
||||
std::vector<QVector3D> spineOrientations;
|
||||
spineOrientations.resize(std::max(leftLegStartPositions.size(), rightLegStartPositions.size()), pointerFront);
|
||||
for (int i = 0; i < (int)leftLegStartPositions.size() && i < (int)rightLegStartPositions.size(); i++) {
|
||||
spineOrientations[i] = -QVector3D::crossProduct(leftLegStartPositions[i] - rightLegStartPositions[i], pointerUp);
|
||||
}
|
||||
|
||||
// Calculate average pitch for each leg
|
||||
std::vector<QVector3D> spinePitches;
|
||||
spinePitches.resize(std::max(leftPitches.size(), rightPitches.size()));
|
||||
for (int i = 0; i < (int)m_leftPogoSticks.size(); i++) {
|
||||
spinePitches[i] = leftPitches[i];
|
||||
}
|
||||
for (int i = 0; i < (int)m_rightPogoSticks.size(); i++) {
|
||||
spinePitches[i] += rightPitches[i];
|
||||
}
|
||||
for (int i = 0; i < (int)spinePitches.size(); i++) {
|
||||
spinePitches[i].normalize();
|
||||
if (i < (int)spineOrientations.size()) {
|
||||
QQuaternion rotation;
|
||||
rotation.rotationTo(pointerFront, spineOrientations[i]);
|
||||
spinePitches[i] = rotation.rotatedVector(spinePitches[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// Find spine node for each leg pair
|
||||
std::vector<int> spineNodes;
|
||||
spineNodes.resize(spinePitches.size(), -1);
|
||||
for (int i = 0; i < (int)spinePitches.size(); i++) {
|
||||
int leftSpine = -1;
|
||||
if (i < (int)m_inputJointNodeTree.leftLegs().size()) {
|
||||
leftSpine = m_inputJointNodeTree.findSpineFromChild(m_inputJointNodeTree.leftLegs()[i].first);
|
||||
}
|
||||
int rightSpine = -1;
|
||||
if (i < (int)m_inputJointNodeTree.rightLegs().size()) {
|
||||
rightSpine = m_inputJointNodeTree.findSpineFromChild(m_inputJointNodeTree.rightLegs()[i].first);
|
||||
}
|
||||
if (-1 == leftSpine && -1 == rightSpine)
|
||||
continue;
|
||||
if (leftSpine == rightSpine) {
|
||||
spineNodes[i] = leftSpine;
|
||||
continue;
|
||||
}
|
||||
if (-1 == rightSpine) {
|
||||
spineNodes[i] = leftSpine;
|
||||
continue;
|
||||
}
|
||||
if (-1 == leftSpine) {
|
||||
spineNodes[i] = rightSpine;
|
||||
continue;
|
||||
}
|
||||
qDebug() << "leftSpine:" << leftSpine << " not equal rightSpine:" << rightSpine;
|
||||
if (m_inputJointNodeTree.joints()[leftSpine].position.z() > m_inputJointNodeTree.joints()[rightSpine].position.z()) {
|
||||
spineNodes[i] = leftSpine;
|
||||
continue;
|
||||
}
|
||||
spineNodes[i] = rightSpine;
|
||||
}
|
||||
|
||||
// Merge leg start offsets
|
||||
std::vector<QVector3D> legStartOffsets;
|
||||
legStartOffsets.resize(std::max(leftLegStartOffsetYs.size(), rightLegStartOffsetYs.size()));
|
||||
for (int i = 0; i < (int)spineNodes.size(); i++) {
|
||||
float offsetY = 0;
|
||||
if (i < (int)leftLegStartOffsetYs.size()) {
|
||||
offsetY += leftLegStartOffsetYs[i];
|
||||
}
|
||||
if (i < (int)rightLegStartOffsetYs.size()) {
|
||||
offsetY += rightLegStartOffsetYs[i];
|
||||
}
|
||||
offsetY /= 2;
|
||||
offsetY *= 0.5;
|
||||
legStartOffsets[i] = QVector3D(0, offsetY, 0);
|
||||
}
|
||||
|
||||
// Move spine nodes
|
||||
for (int i = 0; i < (int)spineNodes.size(); i++) {
|
||||
if (i < (int)legStartOffsets.size()) {
|
||||
QVector3D offset = legStartOffsets[i];
|
||||
m_outputJointNodeTree.joints()[spineNodes[i]].position += offset;
|
||||
std::vector<int> children;
|
||||
m_inputJointNodeTree.collectTrivialChildren(spineNodes[i], children);
|
||||
for (const auto &child: children) {
|
||||
m_outputJointNodeTree.joints()[child].position += offset;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Move tail
|
||||
if (-1 != m_inputJointNodeTree.tail && spineNodes.size() > 0) {
|
||||
int lastSpineJointIndex = spineNodes[spineNodes.size() - 1];
|
||||
std::vector<int> spineIndicies;
|
||||
if (lastSpineJointIndex == m_inputJointNodeTree.findParent(m_inputJointNodeTree.tail,
|
||||
lastSpineJointIndex, &spineIndicies)) {
|
||||
std::vector<int> tailChildren;
|
||||
m_inputJointNodeTree.collectChildren(m_inputJointNodeTree.tail, tailChildren);
|
||||
const auto offset = legStartOffsets[spineNodes.size() - 1];
|
||||
for (int i = (int)spineIndicies.size() - 2; i >= 0; i--) {
|
||||
m_outputJointNodeTree.joints()[spineIndicies[i]].position += offset;
|
||||
}
|
||||
m_outputJointNodeTree.joints()[m_inputJointNodeTree.tail].position += offset;
|
||||
for (const auto &child: tailChildren) {
|
||||
m_outputJointNodeTree.joints()[child].position += offset;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Adjust neck
|
||||
if (-1 != m_inputJointNodeTree.head && spineNodes.size() > 0 && spinePitches.size() > 0) {
|
||||
int firstSpineJointIndex = spineNodes[0];
|
||||
int headParent = m_inputJointNodeTree.joints()[m_inputJointNodeTree.head].parentIndex;
|
||||
if (-1 != headParent) {
|
||||
makeInbetweenNodesInHermiteCurve(m_inputJointNodeTree.head,
|
||||
m_inputJointNodeTree.joints()[m_inputJointNodeTree.head].position - m_inputJointNodeTree.joints()[headParent].position,
|
||||
firstSpineJointIndex,
|
||||
spinePitches[0]);
|
||||
}
|
||||
}
|
||||
|
||||
// Adjust spine inbetween legs
|
||||
for (int i = 1; i < (int)spineNodes.size() && i < (int)spinePitches.size(); i++) {
|
||||
makeInbetweenNodesInHermiteCurve(spineNodes[i - 1], spinePitches[i - 1],
|
||||
spineNodes[i], spinePitches[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void LocomotionController::makeInbetweenNodesInHermiteCurve(int firstJointIndex, QVector3D firstPitch, int secondJointIndex, QVector3D secondPitch)
|
||||
{
|
||||
int child = firstJointIndex;
|
||||
int parent = secondJointIndex;
|
||||
QVector3D childPitch = firstPitch;
|
||||
QVector3D parentPitch = secondPitch;
|
||||
if (child < parent) {
|
||||
child = secondJointIndex;
|
||||
parent = firstJointIndex;
|
||||
childPitch = secondPitch;
|
||||
parentPitch = firstPitch;
|
||||
}
|
||||
|
||||
std::vector<int> inbetweenIndicies;
|
||||
if (parent != m_inputJointNodeTree.findParent(child,
|
||||
parent, &inbetweenIndicies)) {
|
||||
return;
|
||||
}
|
||||
if (inbetweenIndicies.size() - 1 <= 0)
|
||||
return;
|
||||
|
||||
// Calculate total length
|
||||
float length = m_inputJointNodeTree.joints()[inbetweenIndicies[0]].position.distanceToPoint(m_inputJointNodeTree.joints()[child].position);
|
||||
std::vector<float> lengths;
|
||||
float totalLength = length;
|
||||
lengths.push_back(length);
|
||||
for (int i = 1; i <= (int)inbetweenIndicies.size() - 1; i++) {
|
||||
length = m_inputJointNodeTree.joints()[inbetweenIndicies[i - 1]].position.distanceToPoint(m_inputJointNodeTree.joints()[inbetweenIndicies[i]].position);
|
||||
lengths.push_back(length);
|
||||
totalLength += length;
|
||||
}
|
||||
if (qFuzzyIsNull(totalLength)) {
|
||||
qDebug() << "Inbetween nodes is too short";
|
||||
} else {
|
||||
float accumLength = 0;
|
||||
const QVector3D &p0 = m_inputJointNodeTree.joints()[parent].position;
|
||||
const QVector3D &m0 = parentPitch;
|
||||
const QVector3D &p1 = m_inputJointNodeTree.joints()[child].position;
|
||||
const QVector3D &m1 = childPitch;
|
||||
for (int i = (int)inbetweenIndicies.size() - 2; i >= 0; i--) {
|
||||
accumLength += lengths[i + 1];
|
||||
float t = accumLength / totalLength;
|
||||
QVector3D revisedPosition = pointInHermiteCurve(t, p0, m0, p1, m1);
|
||||
qDebug() << "pointInHermiteCurve(t:<<" << t << ", p0:" << p0 << ", m0:" << m0 << ", p1:" << p1 << ", m1:" << m1 << ") result:" << revisedPosition;
|
||||
m_outputJointNodeTree.joints()[inbetweenIndicies[i]].position = revisedPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const JointNodeTree &LocomotionController::outputJointNodeTreeOnlyPositions() const
|
||||
{
|
||||
return m_outputJointNodeTree;
|
||||
}
|
|
@ -0,0 +1,28 @@
|
|||
#ifndef LOCOMOTION_CONTROLLER_H
|
||||
#define LOCOMOTION_CONTROLLER_H
|
||||
#include "jointnodetree.h"
|
||||
#include "pogostick.h"
|
||||
|
||||
class LocomotionController
|
||||
{
|
||||
public:
|
||||
LocomotionController(const JointNodeTree &jointNodeTree);
|
||||
~LocomotionController();
|
||||
void prepare();
|
||||
void release();
|
||||
void simulate(float amount);
|
||||
const JointNodeTree &outputJointNodeTreeOnlyPositions() const;
|
||||
private:
|
||||
void simulateLeg(PogoStick *pogoStick, const std::vector<int> &childrenOfLegEnd, std::pair<int, int> leg, float amount,
|
||||
QVector3D *footDirection, QVector3D *finalLegStartPosition, float *finalLegStartOffsetY);
|
||||
void makeInbetweenNodesInHermiteCurve(int firstJointIndex, QVector3D firstPitch, int secondJointIndex, QVector3D secondPitch);
|
||||
private:
|
||||
JointNodeTree m_inputJointNodeTree;
|
||||
JointNodeTree m_outputJointNodeTree;
|
||||
std::vector<PogoStick> m_leftPogoSticks;
|
||||
std::vector<PogoStick> m_rightPogoSticks;
|
||||
std::vector<std::vector<int>> m_childrenOfLeftLegEnds;
|
||||
std::vector<std::vector<int>> m_childrenOfRightLegEnds;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -2,6 +2,7 @@
|
|||
#include <vector>
|
||||
#include <QDebug>
|
||||
#include <set>
|
||||
#include <cmath>
|
||||
#include "theme.h"
|
||||
#include "meshresultcontext.h"
|
||||
#include "thekla_atlas.h"
|
||||
|
@ -35,7 +36,9 @@ MeshResultContext::MeshResultContext() :
|
|||
m_centerBmeshNode(nullptr),
|
||||
m_resultPartsResolved(false),
|
||||
m_resultTriangleUvsResolved(false),
|
||||
m_resultRearrangedVerticesResolved(false)
|
||||
m_resultRearrangedVerticesResolved(false),
|
||||
m_isVerticalSpine(false),
|
||||
m_spineDirectionResolved(false)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -95,6 +98,15 @@ const BmeshNode *MeshResultContext::centerBmeshNode()
|
|||
return m_centerBmeshNode;
|
||||
}
|
||||
|
||||
bool MeshResultContext::isVerticalSpine()
|
||||
{
|
||||
if (!m_spineDirectionResolved) {
|
||||
calculateSpineDirection(m_isVerticalSpine);
|
||||
m_spineDirectionResolved = true;
|
||||
}
|
||||
return m_isVerticalSpine;
|
||||
}
|
||||
|
||||
void MeshResultContext::resolveBmeshConnectivity()
|
||||
{
|
||||
if (!m_bmeshConnectivityResolved) {
|
||||
|
@ -416,6 +428,34 @@ void MeshResultContext::calculateBmeshNodeMap(std::map<std::pair<int, int>, Bmes
|
|||
}
|
||||
}
|
||||
|
||||
void MeshResultContext::calculateSpineDirection(bool &isVerticalSpine)
|
||||
{
|
||||
float minZ = 10000;
|
||||
float maxZ = -10000;
|
||||
float minY = 10000;
|
||||
float maxY = -10000;
|
||||
int spineNodeNum = 0;
|
||||
for (auto i = 0u; i < bmeshNodes.size(); i++) {
|
||||
BmeshNode *bmeshNode = &bmeshNodes[i];
|
||||
if (bmeshNode->boneMark != SkeletonBoneMark::Spine)
|
||||
continue;
|
||||
if (bmeshNode->origin.y() < minY)
|
||||
minY = bmeshNode->origin.y();
|
||||
if (bmeshNode->origin.y() > maxY)
|
||||
maxY = bmeshNode->origin.y();
|
||||
if (bmeshNode->origin.z() < minZ)
|
||||
minZ = bmeshNode->origin.z();
|
||||
if (bmeshNode->origin.z() > maxZ)
|
||||
maxZ = bmeshNode->origin.z();
|
||||
spineNodeNum++;
|
||||
}
|
||||
if (spineNodeNum < 2)
|
||||
isVerticalSpine = true;
|
||||
else
|
||||
isVerticalSpine = fabs(maxY - minY) > fabs(maxZ - minZ);
|
||||
qDebug() << "calculateSpineDirection isVerticalSpine:" << isVerticalSpine;
|
||||
}
|
||||
|
||||
struct BmeshNodeDistWithWorldCenter
|
||||
{
|
||||
BmeshNode *bmeshNode;
|
||||
|
@ -424,6 +464,29 @@ struct BmeshNodeDistWithWorldCenter
|
|||
|
||||
BmeshNode *MeshResultContext::calculateCenterBmeshNode()
|
||||
{
|
||||
// If there are marked spine node, we pick the last spine node as center
|
||||
bool pickVerticalLast = isVerticalSpine();
|
||||
float minLocation = 10000;
|
||||
BmeshNode *lastSpineNode = nullptr;
|
||||
for (auto i = 0u; i < bmeshNodes.size(); i++) {
|
||||
BmeshNode *bmeshNode = &bmeshNodes[i];
|
||||
if (bmeshNode->boneMark != SkeletonBoneMark::Spine)
|
||||
continue;
|
||||
if (pickVerticalLast) {
|
||||
if (bmeshNode->origin.y() < minLocation) {
|
||||
minLocation = bmeshNode->origin.y();
|
||||
lastSpineNode = bmeshNode;
|
||||
}
|
||||
} else {
|
||||
if (bmeshNode->origin.z() < minLocation) {
|
||||
minLocation = bmeshNode->origin.z();
|
||||
lastSpineNode = bmeshNode;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (nullptr != lastSpineNode)
|
||||
return lastSpineNode;
|
||||
|
||||
// Sort all the nodes by distance with world center, excluding leg start nodes
|
||||
std::vector<BmeshNodeDistWithWorldCenter> nodesOrderByDistWithWorldCenter;
|
||||
for (auto i = 0u; i < bmeshNodes.size(); i++) {
|
||||
|
|
|
@ -120,6 +120,7 @@ public:
|
|||
const std::vector<ResultRearrangedTriangle> &rearrangedTriangles();
|
||||
const std::map<int, std::pair<int, int>> &vertexSourceMap();
|
||||
void removeIntermediateBones();
|
||||
bool isVerticalSpine();
|
||||
private:
|
||||
bool m_triangleSourceResolved;
|
||||
bool m_triangleColorResolved;
|
||||
|
@ -134,6 +135,8 @@ private:
|
|||
bool m_resultPartsResolved;
|
||||
bool m_resultTriangleUvsResolved;
|
||||
bool m_resultRearrangedVerticesResolved;
|
||||
bool m_isVerticalSpine;
|
||||
bool m_spineDirectionResolved;
|
||||
private:
|
||||
std::vector<std::pair<int, int>> m_triangleSourceNodes;
|
||||
std::vector<QColor> m_triangleColors;
|
||||
|
@ -164,6 +167,7 @@ private:
|
|||
void calculateResultTriangleUvs(std::vector<ResultTriangleUv> &uvs, std::set<int> &seamVertices);
|
||||
void calculateResultRearrangedVertices(std::vector<ResultRearrangedVertex> &rearrangedVertices, std::vector<ResultRearrangedTriangle> &rearrangedTriangles);
|
||||
void calculateConnectionPossibleRscore(BmeshConnectionPossible &possible);
|
||||
void calculateSpineDirection(bool &isVerticalSpine);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -0,0 +1,121 @@
|
|||
#include <cmath>
|
||||
#include <QDebug>
|
||||
#include "pogostick.h"
|
||||
|
||||
float PogoStick::m_gravitationalAcceleration = 9.8;
|
||||
|
||||
PogoStick::PogoStick()
|
||||
{
|
||||
setStancePhaseDuration(0.8);
|
||||
}
|
||||
|
||||
void PogoStick::setGroundLocation(float groundLocation)
|
||||
{
|
||||
m_groundLocation = groundLocation;
|
||||
needCalculateParameters = true;
|
||||
}
|
||||
|
||||
void PogoStick::setRestPelvisLocation(float restPelvisLocation)
|
||||
{
|
||||
m_restPelvisLocation = restPelvisLocation;
|
||||
needCalculateParameters = true;
|
||||
}
|
||||
|
||||
void PogoStick::setStancePhaseDuration(float duration)
|
||||
{
|
||||
m_halfStancePhaseDuration = duration * 0.5;
|
||||
m_halfSwingPhaseDuration = (1 - duration) * 0.5;
|
||||
needCalculateParameters = true;
|
||||
}
|
||||
|
||||
void PogoStick::setAcceleration(float acceleration)
|
||||
{
|
||||
m_accelerationExcludedGravity = acceleration - m_gravitationalAcceleration;
|
||||
needCalculateParameters = true;
|
||||
}
|
||||
|
||||
void PogoStick::calculateParametersForSimulation()
|
||||
{
|
||||
m_restBodyHeight = abs(m_restPelvisLocation - m_groundLocation);
|
||||
|
||||
float maxAcceleration = m_restBodyHeight / (0.5 * (m_halfStancePhaseDuration * m_halfStancePhaseDuration));
|
||||
if (m_accelerationExcludedGravity > maxAcceleration) {
|
||||
qDebug() << "Reset acceleration from" << m_accelerationExcludedGravity << "to maxAcceleration:" << maxAcceleration;
|
||||
m_accelerationExcludedGravity = maxAcceleration;
|
||||
}
|
||||
|
||||
m_stancePhaseHeight = calculateDisplacement(0, m_accelerationExcludedGravity, m_halfStancePhaseDuration);
|
||||
m_velocity = m_accelerationExcludedGravity * m_halfStancePhaseDuration;
|
||||
m_airAcceleration = m_velocity / m_halfSwingPhaseDuration;
|
||||
m_swingPhaseHeight = calculateDisplacement(0, m_airAcceleration, m_halfSwingPhaseDuration);
|
||||
}
|
||||
|
||||
float PogoStick::calculateDisplacement(float initialVelocity, float acceleration, float time)
|
||||
{
|
||||
return 0.5 * acceleration * (time * time) + initialVelocity * time;
|
||||
}
|
||||
|
||||
float PogoStick::currentPelvisLocation()
|
||||
{
|
||||
return m_pelviosLocation;
|
||||
}
|
||||
|
||||
float PogoStick::currentFootLocation()
|
||||
{
|
||||
if (PogoStickPhase::Reception == m_currentPhase || PogoStickPhase::Propulsion == m_currentPhase)
|
||||
return m_groundLocation;
|
||||
return (m_pelviosLocation - m_restBodyHeight);
|
||||
}
|
||||
|
||||
float PogoStick::currentFootHorizontalOffset()
|
||||
{
|
||||
return m_footHorizontalOffset;
|
||||
}
|
||||
|
||||
void PogoStick::simulate(float time)
|
||||
{
|
||||
if (time > 1)
|
||||
time -= 1;
|
||||
|
||||
if (needCalculateParameters) {
|
||||
needCalculateParameters = false;
|
||||
calculateParametersForSimulation();
|
||||
}
|
||||
|
||||
float stancePhaseDuration = m_halfStancePhaseDuration + m_halfStancePhaseDuration;
|
||||
float swingPhaseBegin = stancePhaseDuration;
|
||||
float swingPhaseDuration = 1 - stancePhaseDuration;
|
||||
if (time <= stancePhaseDuration) {
|
||||
if (time <= m_halfStancePhaseDuration) {
|
||||
// Reception Phase (down)
|
||||
m_currentPhase = PogoStickPhase::Reception;
|
||||
float displacement = calculateDisplacement(m_velocity, m_accelerationExcludedGravity, time);
|
||||
qDebug() << "Reception Phase (down) displacement:" << displacement;
|
||||
m_pelviosLocation = m_restPelvisLocation - displacement;
|
||||
} else {
|
||||
// Propulsion Phase (up)
|
||||
m_currentPhase = PogoStickPhase::Propulsion;
|
||||
float displacement = calculateDisplacement(0, m_accelerationExcludedGravity, time - m_halfStancePhaseDuration);
|
||||
qDebug() << "Propulsion Phase (up) displacement:" << displacement;
|
||||
m_pelviosLocation = m_restPelvisLocation - (m_stancePhaseHeight - displacement);
|
||||
}
|
||||
m_footHorizontalOffset = -time * 0.25 / stancePhaseDuration;
|
||||
} else {
|
||||
float swingPhaseMiddle = swingPhaseBegin + (1 - swingPhaseBegin) * 0.5;
|
||||
// Swing Phase
|
||||
if (time < swingPhaseMiddle) {
|
||||
// up
|
||||
m_currentPhase = PogoStickPhase::SwingUp;
|
||||
float displacement = calculateDisplacement(m_velocity, -m_airAcceleration, time - swingPhaseBegin);
|
||||
qDebug() << "up displacement:" << displacement;
|
||||
m_pelviosLocation = m_restPelvisLocation + displacement;
|
||||
} else {
|
||||
// down
|
||||
m_currentPhase = PogoStickPhase::SwingDown;
|
||||
float displacement = calculateDisplacement(0, m_airAcceleration, time - swingPhaseMiddle);
|
||||
qDebug() << "down displacement:" << displacement;
|
||||
m_pelviosLocation = m_restPelvisLocation + (m_swingPhaseHeight - displacement);
|
||||
}
|
||||
m_footHorizontalOffset = (time - swingPhaseBegin) * 0.5 / swingPhaseDuration;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,46 @@
|
|||
#ifndef POGO_STICK_H
|
||||
#define POGO_STICK_H
|
||||
#include <QVector3D>
|
||||
|
||||
enum class PogoStickPhase
|
||||
{
|
||||
Reception,
|
||||
Propulsion,
|
||||
SwingUp,
|
||||
SwingDown
|
||||
};
|
||||
|
||||
class PogoStick
|
||||
{
|
||||
public:
|
||||
PogoStick();
|
||||
void setGroundLocation(float groundLocation);
|
||||
void setRestPelvisLocation(float restPelvisLocation);
|
||||
void setStancePhaseDuration(float duration);
|
||||
void setAcceleration(float acceleration);
|
||||
void simulate(float time);
|
||||
float currentPelvisLocation();
|
||||
float currentFootLocation();
|
||||
float currentFootHorizontalOffset();
|
||||
private:
|
||||
void calculateParametersForSimulation();
|
||||
float calculateDisplacement(float initialVelocity, float acceleration, float time);
|
||||
private:
|
||||
float m_restBodyHeight = 0;
|
||||
float m_halfStancePhaseDuration = 0;
|
||||
float m_halfSwingPhaseDuration = 0;
|
||||
static float m_gravitationalAcceleration;
|
||||
float m_airAcceleration = 0;
|
||||
float m_accelerationExcludedGravity = 20;
|
||||
float m_stancePhaseHeight = 0;
|
||||
float m_swingPhaseHeight = 0;
|
||||
float m_velocity = 0;
|
||||
float m_pelviosLocation = 0;
|
||||
float m_groundLocation = 0;
|
||||
float m_restPelvisLocation = 0;
|
||||
float m_footHorizontalOffset = 0;
|
||||
PogoStickPhase m_currentPhase;
|
||||
bool needCalculateParameters = true;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -6,10 +6,12 @@
|
|||
enum class SkeletonBoneMark
|
||||
{
|
||||
None = 0,
|
||||
Head,
|
||||
LegStart,
|
||||
LegJoint,
|
||||
LegEnd,
|
||||
Spine,
|
||||
Tail,
|
||||
Max
|
||||
};
|
||||
#define SKELETON_BONE_MARK_TYPE_NUM ((int)SkeletonBoneMark::Max - 1)
|
||||
|
@ -19,6 +21,8 @@ QColor SkeletonBoneMarkToColor(SkeletonBoneMark mark);
|
|||
QColor SkeletonBoneMarkToColor(SkeletonBoneMark mark) \
|
||||
{ \
|
||||
switch (mark) { \
|
||||
case SkeletonBoneMark::Head: \
|
||||
return QColor(0x00, 0x00, 0xff); \
|
||||
case SkeletonBoneMark::LegStart: \
|
||||
return QColor(0xf4, 0xcd, 0x56); \
|
||||
case SkeletonBoneMark::LegJoint: \
|
||||
|
@ -27,6 +31,8 @@ QColor SkeletonBoneMarkToColor(SkeletonBoneMark mark) \
|
|||
return QColor(0xd0, 0x8c, 0xe0); \
|
||||
case SkeletonBoneMark::Spine: \
|
||||
return QColor(0xfc, 0x63, 0x60); \
|
||||
case SkeletonBoneMark::Tail: \
|
||||
return QColor(0x00, 0xff, 0x00); \
|
||||
case SkeletonBoneMark::None: \
|
||||
return Qt::transparent; \
|
||||
default: \
|
||||
|
@ -38,6 +44,8 @@ const char *SkeletonBoneMarkToString(SkeletonBoneMark mark);
|
|||
const char *SkeletonBoneMarkToString(SkeletonBoneMark mark) \
|
||||
{ \
|
||||
switch (mark) { \
|
||||
case SkeletonBoneMark::Head: \
|
||||
return "Head"; \
|
||||
case SkeletonBoneMark::LegStart: \
|
||||
return "LegStart"; \
|
||||
case SkeletonBoneMark::LegJoint: \
|
||||
|
@ -46,6 +54,8 @@ const char *SkeletonBoneMarkToString(SkeletonBoneMark mark) \
|
|||
return "LegEnd"; \
|
||||
case SkeletonBoneMark::Spine: \
|
||||
return "Spine"; \
|
||||
case SkeletonBoneMark::Tail: \
|
||||
return "Tail"; \
|
||||
case SkeletonBoneMark::None: \
|
||||
return "None"; \
|
||||
default: \
|
||||
|
@ -57,6 +67,8 @@ SkeletonBoneMark SkeletonBoneMarkFromString(const char *markString);
|
|||
SkeletonBoneMark SkeletonBoneMarkFromString(const char *markString) \
|
||||
{ \
|
||||
QString mark = markString; \
|
||||
if (mark == "Head") \
|
||||
return SkeletonBoneMark::Head; \
|
||||
if (mark == "LegStart") \
|
||||
return SkeletonBoneMark::LegStart; \
|
||||
if (mark == "LegJoint") \
|
||||
|
@ -65,6 +77,8 @@ SkeletonBoneMark SkeletonBoneMarkFromString(const char *markString) \
|
|||
return SkeletonBoneMark::LegEnd; \
|
||||
if (mark == "Spine") \
|
||||
return SkeletonBoneMark::Spine; \
|
||||
if (mark == "Tail") \
|
||||
return SkeletonBoneMark::Tail; \
|
||||
if (mark == "None") \
|
||||
return SkeletonBoneMark::None; \
|
||||
return SkeletonBoneMark::None; \
|
||||
|
@ -74,6 +88,8 @@ const char *SkeletonBoneMarkToDispName(SkeletonBoneMark mark);
|
|||
const char *SkeletonBoneMarkToDispName(SkeletonBoneMark mark) \
|
||||
{ \
|
||||
switch (mark) { \
|
||||
case SkeletonBoneMark::Head: \
|
||||
return "Head"; \
|
||||
case SkeletonBoneMark::LegStart: \
|
||||
return "Leg (Start)"; \
|
||||
case SkeletonBoneMark::LegJoint: \
|
||||
|
@ -82,6 +98,8 @@ const char *SkeletonBoneMarkToDispName(SkeletonBoneMark mark) \
|
|||
return "Leg (End)"; \
|
||||
case SkeletonBoneMark::Spine: \
|
||||
return "Spine"; \
|
||||
case SkeletonBoneMark::Tail: \
|
||||
return "Tail"; \
|
||||
case SkeletonBoneMark::None: \
|
||||
return ""; \
|
||||
default: \
|
||||
|
|
|
@ -905,6 +905,8 @@ void SkeletonDocumentWindow::exportModelResult()
|
|||
return;
|
||||
}
|
||||
QApplication::setOverrideCursor(Qt::WaitCursor);
|
||||
// Must update mesh before export, because there may be an animation clip playing which breaks the original mesh.
|
||||
m_modelRenderWidget->updateMesh(m_document->takeResultMesh());
|
||||
m_modelRenderWidget->exportMeshAsObj(filename);
|
||||
QApplication::restoreOverrideCursor();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue