static void reportJoint(int index, JointState joint) { // Handy for debugging std::cout << "\n"; std::cout << index << " " << joint.getName().toUtf8().data() << "\n"; std::cout << " pos:" << joint.getPosition() << "/" << joint.getPositionInParentFrame() << " from " << joint.getParentIndex() << "\n"; std::cout << " rot:" << safeEulerAngles(joint.getRotation()) << "/" << safeEulerAngles(joint.getRotationInParentFrame()) << "/" << safeEulerAngles(joint.getRotationInBindFrame()) << "\n"; std::cout << "\n"; }
void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) { // get the rotation axes in joint space and use them to adjust the rotation glm::mat3 axes = glm::mat3_cast(glm::quat()); glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) * joint.preTransform * glm::mat4_cast(joint.preRotation))); state.setRotationInParentFrame(glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalRoll(), glm::normalize(inverse * axes[2])) * glm::angleAxis(RADIANS_PER_DEGREE * _owningHead->getFinalYaw(), glm::normalize(inverse * axes[1])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalPitch(), glm::normalize(inverse * axes[0])) * joint.rotation); }
void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) { // likewise with the eye joints // NOTE: at the moment we do the math in the world-frame, hence the inverse transform is more complex than usual. glm::mat4 inverse = glm::inverse(glm::mat4_cast(_rotation) * parentState.getTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) * joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)); glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT, 0.0f)); glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() + _owningHead->getSaccade() - _translation, 1.0f)); glm::quat between = rotationBetween(front, lookAt); const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE; state.setRotationInParentFrame(glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) * joint.rotation); }
void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, JointState& state) { if (!_owningAvatar->isMyAvatar()) { return; } // get the rotation axes in joint space and use them to adjust the rotation glm::vec3 xAxis(1.0f, 0.0f, 0.0f); glm::vec3 yAxis(0.0f, 1.0f, 0.0f); glm::vec3 zAxis(0.0f, 0.0f, 1.0f); glm::quat inverse = glm::inverse(parentState.getRotation() * state.getDefaultRotationInParentFrame()); state.setRotationInConstrainedFrame( glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(), inverse * zAxis) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(), inverse * xAxis) * glm::angleAxis(RADIANS_PER_DEGREE * _owningAvatar->getHead()->getTorsoTwist(), inverse * yAxis) * state.getFBXJoint().rotation, LEAN_PRIORITY); }
void FaceModel::maybeUpdateEyeRotation(Model* model, const JointState& parentState, const JointState& state, int index) { // likewise with the eye joints // NOTE: at the moment we do the math in the world-frame, hence the inverse transform is more complex than usual. glm::mat4 inverse = glm::inverse(glm::mat4_cast(model->getRotation()) * parentState.getTransform() * glm::translate(_rig->getJointDefaultTranslationInConstrainedFrame(index)) * state.getPreTransform() * glm::mat4_cast(state.getPreRotation() * state.getDefaultRotation())); glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT, 0.0f)); glm::vec3 lookAtDelta = _owningHead->getCorrectedLookAtPosition() - model->getTranslation(); glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(lookAtDelta + glm::length(lookAtDelta) * _owningHead->getSaccade(), 1.0f)); glm::quat between = rotationBetween(front, lookAt); const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE; _rig->setJointRotationInConstrainedFrame(index, glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) * state.getDefaultRotation(), DEFAULT_PRIORITY); }
bool IKSolver::solveIK(const string &tipLinkName, const Eigen::Vector3d &pos, const Eigen::Quaterniond &orient, const JointState &cs, JointState &state) { using namespace Eigen ; assert(model_) ; Affine3d solver_tip_to_pose_tip = model_->getWorldTransform(solver_->getTipName()).inverse() * model_->getWorldTransform(tipLinkName) ; Affine3d frame = model_->getWorldTransform(solver_->getBaseName()) ; Affine3d pose_ = frame.inverse() * Translation3d(pos) * orient * solver_tip_to_pose_tip.inverse() ; geometry_msgs::Pose pose = eigenPoseToROS(pose_.translation(), Quaterniond(pose_.rotation())) ; vector<double> solution ; int error_code ; vector<double> seed_state_vals = cs.getValues(joint_names_) ; if ( solver_->searchPositionIK(pose, seed_state_vals, 1.0, solution, boost::bind(&IKSolver::initialPoseCheck, this, _1, _2, _3), boost::bind(&IKSolver::collisionCheck, this, _1, _2, _3), error_code ) ) { state = JointState(joint_names_, solution) ; return true ; } else return false ; }
void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) { Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar); // get the rotation axes in joint space and use them to adjust the rotation glm::mat3 axes = glm::mat3_cast(glm::quat()); glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInConstrainedFrame()) * joint.preTransform * glm::mat4_cast(joint.preRotation))); glm::vec3 pitchYawRoll = safeEulerAngles(_owningHead->getFinalOrientationInLocalFrame()); glm::vec3 lean = glm::radians(glm::vec3(_owningHead->getFinalLeanForward(), _owningHead->getTorsoTwist(), _owningHead->getFinalLeanSideways())); pitchYawRoll -= lean; state.setRotationInConstrainedFrame(glm::angleAxis(-pitchYawRoll.z, glm::normalize(inverse * axes[2])) * glm::angleAxis(pitchYawRoll.y, glm::normalize(inverse * axes[1])) * glm::angleAxis(-pitchYawRoll.x, glm::normalize(inverse * axes[0])) * joint.rotation, DEFAULT_PRIORITY); }
void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const JointState& state, int index) { // get the rotation axes in joint space and use them to adjust the rotation glm::mat3 axes = glm::mat3_cast(glm::quat()); glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(_rig->getJointDefaultTranslationInConstrainedFrame(index)) * state.getPreTransform() * glm::mat4_cast(state.getPreRotation()))); glm::vec3 pitchYawRoll = safeEulerAngles(_owningHead->getFinalOrientationInLocalFrame()); glm::vec3 lean = glm::radians(glm::vec3(_owningHead->getFinalLeanForward(), _owningHead->getTorsoTwist(), _owningHead->getFinalLeanSideways())); pitchYawRoll -= lean; _rig->setJointRotationInConstrainedFrame(index, glm::angleAxis(-pitchYawRoll.z, glm::normalize(inverse * axes[2])) * glm::angleAxis(pitchYawRoll.y, glm::normalize(inverse * axes[1])) * glm::angleAxis(-pitchYawRoll.x, glm::normalize(inverse * axes[0])) * state.getDefaultRotation(), DEFAULT_PRIORITY); }
std::pair< bool, JointLimitRange::OutOfBounds > JointLimitRange::verifyValidity(const JointState& state) const { using std::make_pair; if( state.hasPosition() ) { if( min.hasPosition() && min.position > state.position ) return make_pair(false, OutOfBounds( "position", min.position, max.position, state.position )); if( max.hasPosition() && max.position < state.position ) return make_pair(false, OutOfBounds( "position", min.position, max.position, state.position )); } if( state.hasSpeed() ) { if( min.hasSpeed() && min.speed > state.speed ) return make_pair(false, OutOfBounds( "speed", min.speed, max.speed, state.speed )); if( max.hasSpeed() && max.speed < state.speed ) return make_pair(false, OutOfBounds( "speed", min.speed, max.speed, state.speed )); } if( state.hasEffort() ) { if( min.hasEffort() && min.effort > state.effort ) return make_pair(false, OutOfBounds( "effort", min.effort, max.effort, state.effort )); if( max.hasEffort() && max.effort < state.effort ) return make_pair(false, OutOfBounds( "effort", min.effort, max.effort, state.effort )); } if( state.hasRaw() ) { if( min.hasRaw() && min.raw > state.raw ) return make_pair(false, OutOfBounds( "raw", min.raw, max.raw, state.raw )); if( max.hasRaw() && max.raw < state.raw ) return make_pair(false, OutOfBounds( "raw", min.raw, max.raw, state.raw )); } if( state.hasAcceleration() ) { if( min.hasAcceleration() && min.acceleration > state.acceleration ) return make_pair(false, OutOfBounds( "acceleration", min.acceleration, max.acceleration, state.acceleration )); if( max.hasAcceleration() && max.acceleration < state.acceleration ) return make_pair(false, OutOfBounds( "acceleration", min.acceleration, max.acceleration, state.acceleration )); } return make_pair(true, OutOfBounds()); }