Beispiel #1
0
        /// <summary>
        /// Performs a local motion planning to estimate the next pose
        /// </summary>
        /// <param name="velocity"></param>
        /// <param name="time"></param>
        /// <param name="currentPosition"></param>
        /// <param name="currentRotation"></param>
        /// <param name="targetPosition"></param>
        /// <param name="targetRotation"></param>
        /// <returns></returns>
        private MTransform DoLocalMotionPlanning(double velocity, TimeSpan time, MVector3 currentPosition, MQuaternion currentRotation, MVector3 targetPosition, MQuaternion targetRotation)
        {
            //Create a resulting transform
            MTransform result = new MTransform();


            //Estimate the delta
            MVector3 deltaPosition = targetPosition.Subtract(currentPosition);

            //Estimate the meximum allowed delta
            double maxTranslationDelta = velocity * time.TotalSeconds;

            //Limit the maximum
            if (deltaPosition.Magnitude() >= maxTranslationDelta)
            {
                deltaPosition = deltaPosition.Normalize();
                deltaPosition = deltaPosition.Multiply(maxTranslationDelta);
            }


            float  angularVelocityReach = 100f;
            double angle = Math.Abs(MQuaternionExtensions.Angle(currentRotation, targetRotation));

            double maxAngle = angularVelocityReach * time.TotalSeconds;

            //Estimate the blendweihgt for the oreitnation blending
            double weight = Math.Min(1, maxAngle / angle);

            result.Position = currentPosition.Add(deltaPosition);
            result.Rotation = MQuaternionExtensions.Slerp(currentRotation, targetRotation, (float)weight);
            //result.Time = time;


            return(result);
        }
Beispiel #2
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        /// <summary>
        /// Performs the actual motion planning
        /// </summary>
        /// <param name="velocity"></param>
        /// <param name="angularVelocity"></param>
        /// <param name="time"></param>
        /// <param name="currentPosition"></param>
        /// <param name="currentRotation"></param>
        /// <param name="targetPosition"></param>
        /// <param name="targetRotation"></param>
        /// <returns></returns>
        private MTransform DoLocalMotionPlanning(float velocity, float angularVelocity, TimeSpan time, MVector3 currentPosition, MQuaternion currentRotation, MVector3 targetPosition, MQuaternion targetRotation)
        {
            MTransform result = new MTransform();

            MVector3 delta = targetPosition.Subtract(currentPosition);
            double   angle = Math.Abs(MQuaternionExtensions.Angle(currentRotation, targetRotation));

            double maxTranslationDelta = velocity * time.TotalSeconds;

            if (delta.Magnitude() >= maxTranslationDelta)
            {
                delta = delta.Normalize();
                delta = delta.Multiply(maxTranslationDelta);
            }

            //To do consider self collision



            double maxAngle = angularVelocity * time.TotalSeconds;

            if (angle < maxAngle)
            {
                angle = maxAngle;
            }

            double weight = Math.Min(1, maxAngle / angle);

            result.Position = currentPosition.Add(delta);
            result.Rotation = MQuaternionExtensions.Slerp(currentRotation, targetRotation, (float)weight);
            //result.Time = time;


            return(result);
        }
Beispiel #3
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        /// <summary>
        /// Computes the rotation to rotate from one vector to the other
        /// </summary>
        /// <param name="from">The start direction</param>
        /// <param name="to">The desired direction</param>
        /// <returns></returns>
        private static MQuaternion FromToRotation(MVector3 from, MVector3 to)
        {
            //Normalize both vectors
            from = from.Normalize();
            to   = to.Normalize();

            //Estimate the rotation axis
            MVector3 axis = MVector3Extensions.Cross(from, to).Normalize();

            //Compute the phi angle
            double phi = Math.Acos(MVector3Extensions.Dot(from, to)) / (from.Magnitude() * to.Magnitude());

            //Create a new quaternion representing the rotation
            MQuaternion result = new MQuaternion()
            {
                X = Math.Sin(phi / 2) * axis.X,
                Y = Math.Sin(phi / 2) * axis.Y,
                Z = Math.Sin(phi / 2) * axis.Z,
                W = Math.Cos(phi / 2)
            };

            //Perform is nan check and return identity quaternion
            if (double.IsNaN(result.W) || double.IsNaN(result.X) || double.IsNaN(result.Y) || double.IsNaN(result.Z))
            {
                result = new MQuaternion(0, 0, 0, 1);
            }

            //Return the estimated rotation
            return(result);
        }
Beispiel #4
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        /// <summary>
        /// Returns the forward vector of the root transform
        /// </summary>
        /// <param name="posture"></param>
        /// <returns></returns>
        private MVector3 GetRootForwad(MAvatarPostureValues posture)
        {
            MTransform rootTransform = this.GetRootTransform(posture);
            //Compute the forwad vector of the root transform
            MVector3 rootForward = rootTransform.Rotation.Multiply(new MVector3(0, 0, 1));

            rootForward.Y = 0;
            rootForward   = rootForward.Normalize();

            return(rootForward);
        }
        /// <summary>
        /// Returns the forward vector of the root transform
        /// </summary>
        /// <param name="posture"></param>
        /// <returns></returns>
        private MVector3 GetGlobalDirection(MAvatarPostureValues posture, MVector3 localDireciton)
        {
            MTransform rootTransform = this.GetRootTransform(posture);
            //Compute the forwad vector of the root transform
            MVector3 rootForward = rootTransform.Rotation.Multiply(localDireciton);

            rootForward.Y = 0;
            rootForward   = rootForward.Normalize();

            return(rootForward);
        }
Beispiel #6
0
        /// <summary>
        /// Implementation based on https://gamedevelopment.tutsplus.com/tutorials/understanding-steering-behaviors-collision-avoidance--gamedev-7777
        /// </summary>
        /// <param name="position"></param>
        /// <param name="velocity"></param>
        private MVector3 ComputCollisionAvoidance(MVector3 position, MVector3 velocity)
        {
            MVector3 normalizedVelocity = velocity.Normalize();
            float    MAX_SEE_AHEAD      = 0.4f;
            float    MAX_AVOID_FORCE    = 5f;

            //ahead = position + normalize(velocity) * MAX_SEE_AHEAD
            MVector3 ahead = position.Add(normalizedVelocity.Multiply(MAX_SEE_AHEAD));

            MVector3 ahead2 = position.Add(normalizedVelocity.Multiply(MAX_SEE_AHEAD * 0.5f));

            ///The obstacles describing the body
            List <Obstacle> obstacles = new List <Obstacle>();

            MVector3 pelvisPosition = this.SkeletonAccess.GetGlobalJointPosition(this.AvatarDescription.AvatarID, MJointType.PelvisCentre);
            MVector3 headPosition   = this.SkeletonAccess.GetGlobalJointPosition(this.AvatarDescription.AvatarID, MJointType.HeadJoint);


            obstacles.Add(new Obstacle()
            {
                Center = pelvisPosition,
                Radius = 0.45f
            });

            obstacles.Add(new Obstacle()
            {
                Center = headPosition,
                Radius = 0.3f
            });
            Obstacle mostThreatening = findMostThreateningObstacle(position, ahead, ahead2, obstacles);

            MVector3 avoidance = new MVector3(0, 0, 0);

            if (mostThreatening != null)
            {
                avoidance.X = ahead.X - mostThreatening.Center.X;
                avoidance.Y = ahead.Y - mostThreatening.Center.Y;
                avoidance.Z = ahead.Z - mostThreatening.Center.Z;

                avoidance = avoidance.Normalize();
                avoidance = avoidance.Multiply(MAX_AVOID_FORCE);
            }
            else
            {
                avoidance = avoidance.Multiply(0);
            }

            return(avoidance);
        }
Beispiel #7
0
        /// <summary>
        /// Performs local motion planning to reach the defined point
        /// </summary>
        /// <param name="velocity"></param>
        /// <param name="time"></param>
        /// <param name="currentPosition"></param>
        /// <param name="currentRotation"></param>
        /// <param name="targetPosition"></param>
        /// <param name="targetRotation"></param>
        /// <returns></returns>
        private MTransform DoLocalMotionPlanning(double velocity, double angularVelocity, TimeSpan time, MVector3 currentPosition, MQuaternion currentRotation, MVector3 targetPosition, MQuaternion targetRotation)
        {
            //Create a new transform representing the result
            MTransform result = new MTransform();

            //Estimate the vector to reach the goal
            MVector3 delta    = targetPosition.Subtract(currentPosition);
            float    distance = delta.Magnitude();

            //Determine the angular distance
            double angle = Math.Abs(MQuaternionExtensions.Angle(currentRotation, targetRotation));


            //Determine the max translation delta and max angle
            double maxTranslationDelta = velocity * time.TotalSeconds;
            double maxAngle            = angularVelocity * time.TotalSeconds;

            //Compute the translation weight
            float translationWeight = (float)Math.Min(1, maxTranslationDelta / delta.Magnitude());

            //Compute the rotation weight
            float rotationWeight = (float)Math.Min(1, maxAngle / angle);

            //Limit the translation
            if (delta.Magnitude() >= maxTranslationDelta)
            {
                delta = delta.Normalize();
                delta = delta.Multiply(maxTranslationDelta);
            }


            //Compute the new position
            result.Position = currentPosition.Add(delta);

            if (angularVelocity == 0)
            {
                result.Rotation = MQuaternionExtensions.Slerp(currentRotation, targetRotation, translationWeight);
            }

            else
            {
                result.Rotation = MQuaternionExtensions.Slerp(currentRotation, targetRotation, rotationWeight);
            }


            return(result);
        }
Beispiel #8
0
        /// <summary>
        /// Do step routine in which the actual simulation result is generated
        /// </summary>
        /// <param name="time"></param>
        /// <param name="simulationState"></param>
        /// <returns></returns>
        public override MSimulationResult DoStep(double time, MSimulationState simulationState)
        {
            //Create a new simulation result
            MSimulationResult result = new MSimulationResult()
            {
                Events             = new List <MSimulationEvent>(),
                Constraints        = simulationState.Constraints ?? new List <MConstraint>(),
                SceneManipulations = new List <MSceneManipulation>()
            };

            this.SkeletonAccess.SetChannelData(simulationState.Current.Copy());

            // Target position we want to transform to
            MVector3 targetPos = this.targetTransform.Position;

            // Fully body posture. Only Pelvis Center (first joint) has to be manipulated.
            List <double> posture = simulationState.Current.PostureData;

            // Current position and distance to target.
            MVector3 currentPos = this.SkeletonAccess.GetRootPosition(simulationState.Initial.AvatarID);
            MVector3 distance   = targetPos.Subtract(currentPos);

            // Current rotation and rotational diff to target
            MQuaternion currentRot = this.SkeletonAccess.GetRootRotation(simulationState.Initial.AvatarID);
            MQuaternion targetRot  = this.targetTransform.Rotation;



            MVector3 newPos;

            MVector3 deltaDistance = distance.Clone();


            if (this.velocity > 0)
            {
                deltaDistance = distance.Normalize().Multiply(this.velocity * time);
                Console.WriteLine("Delta v: " + deltaDistance.Magnitude() + " " + time + " " + this.velocity);
            }



            // If no velocity set or distance very close, directly morph to target position and rotation.
            if (this.velocity <= 0 || distance.Magnitude() < deltaDistance.Magnitude())
            {
                newPos = targetPos;

                // Set rotation
                //posture[3] = this.targetTransform.Rotation.W;
                //posture[4] = this.targetTransform.Rotation.X;
                //posture[5] = this.targetTransform.Rotation.Y;
                //posture[6] = this.targetTransform.Rotation.Z;

                // Add end event.
                Console.WriteLine("Finished with vel " + this.velocity + " at " + distance.Magnitude());
                result.Events.Add(new MSimulationEvent(this.instruction.Name, mmiConstants.MSimulationEvent_End, this.instruction.ID));
            }
            else // if velocity > 0 and distance sufficiently large, we should apply linear translation with the provided velocity.
            {
                newPos = currentPos.Add(deltaDistance);
                Console.WriteLine("Target Location: " + this.targetTransform.Position + " " + currentPos + " " + distance + " " + deltaDistance + " " + newPos);
            }

            Console.WriteLine("newposrot: " + newPos + " " + targetRot);
            this.SkeletonAccess.SetRootPosition(simulationState.Current.AvatarID, newPos);
            this.SkeletonAccess.SetRootRotation(simulationState.Current.AvatarID, targetRot);

            result.Posture = this.SkeletonAccess.GetCurrentPostureValues(simulationState.Current.AvatarID);

            Console.WriteLine("Frame : " + result.Posture.PostureData[0] + " " + result.Posture.PostureData[1] + " " + result.Posture.PostureData[2] + " " + result.Posture.PostureData[3] + " " + result.Posture.PostureData[4] + " " + result.Posture.PostureData[5] + " " + result.Posture.PostureData[6] + " ");

            //Return the result
            return(result);
        }
Beispiel #9
0
        /// <summary>
        /// Method performs a local motion planning and tries to reach the specified goal position and rotation using the given velocity,angular velocity and time.
        /// </summary>
        /// <param name="velocity"></param>
        /// <param name="angularVelocity"></param>
        /// <param name="time"></param>
        /// <param name="currentPosition"></param>
        /// <param name="currentRotation"></param>
        /// <param name="targetPosition"></param>
        /// <param name="targetRotation"></param>
        /// <returns></returns>
        private MTransform DoLocalMotionPlanning(double velocity, double angularVelocity, TimeSpan time, MVector3 currentPosition, MQuaternion currentRotation, MVector3 targetPosition, MQuaternion targetRotation, bool collisionAvoidance)
        {
            //Create a new transform representing the result
            MTransform result = new MTransform();

            //Estimate the delta
            MVector3 delta = targetPosition.Subtract(currentPosition);

            //Determine the current delta angle
            double angle = Math.Abs(MQuaternionExtensions.Angle(currentRotation, targetRotation));

            //Determine the max translation delta and max angle in the current frame
            double maxTranslationDelta = velocity * time.TotalSeconds;
            double maxAngle            = angularVelocity * time.TotalSeconds;

            //Estimate the blend weight for the rotation and position
            float rotationWeight = (float)Math.Min(1, maxAngle / angle);
            float positionWeight = (float)Math.Min(1, maxTranslationDelta / delta.Magnitude());

            //Limit the max translation
            if (delta.Magnitude() >= maxTranslationDelta)
            {
                delta = delta.Normalize();
                delta = delta.Multiply(maxTranslationDelta);
            }


            if (collisionAvoidance)
            {
                MVector3 collisionAvoidanceForce = this.ComputCollisionAvoidance(currentPosition, delta);

                //if (collisionAvoidanceForce.Magnitude() > 0)
                //    MMICSharp.Adapter.Logger.Log(MMICSharp.Adapter.Log_level.L_INFO, "Collision avoidance force: " + collisionAvoidanceForce.Magnitude());

                //Add the collision avoidance force on top
                delta = delta.Add(collisionAvoidanceForce);

                //Limit the max translation
                if (delta.Magnitude() >= maxTranslationDelta)
                {
                    delta = delta.Normalize();
                    delta = delta.Multiply(maxTranslationDelta);
                }
            }

            //Compute the new position
            result.Position = currentPosition.Add(delta);


            //Compute the new rotation by interpolating towards the target rotation
            if (angularVelocity > 0)
            {
                result.Rotation = MQuaternionExtensions.Slerp(currentRotation, targetRotation, rotationWeight);
            }

            //Use the rotation weight
            else
            {
                result.Rotation = MQuaternionExtensions.Slerp(currentRotation, targetRotation, positionWeight);
            }


            //Return the simulation result
            return(result);
        }
Beispiel #10
0
        public override MSimulationResult DoStep(double time, MSimulationState simulationState)
        {
            //Create a new simulation result
            MSimulationResult result = new MSimulationResult()
            {
                Events             = simulationState.Events ?? new List <MSimulationEvent>(),
                Constraints        = simulationState.Constraints ?? new List <MConstraint>(),
                SceneManipulations = simulationState.SceneManipulations ?? new List <MSceneManipulation>()
            };

            //Assign the constraints to a temp varilable
            List <MConstraint> constraints = result.Constraints;

            //Use the constraint manager to manage the constraints
            constraintManager.SetConstraints(ref constraints);


            //Get the hand position and rotation of the last frame (approved result)
            this.SkeletonAccess.SetChannelData(simulationState.Initial);
            MVector3    currentHandPosition = this.SkeletonAccess.GetGlobalJointPosition(this.AvatarDescription.AvatarID, this.handJoint);
            MQuaternion currentHandRotation = this.SkeletonAccess.GetGlobalJointRotation(this.AvatarDescription.AvatarID, this.handJoint);


            //Get the desired hand position (of the underlying motion e.g. idle)
            this.SkeletonAccess.SetChannelData(simulationState.Current);
            MVector3    targetHandPosition = this.SkeletonAccess.GetGlobalJointPosition(this.AvatarDescription.AvatarID, this.handJoint);
            MQuaternion targetHandRotation = this.SkeletonAccess.GetGlobalJointRotation(this.AvatarDescription.AvatarID, this.handJoint);


            //Add an offset on top of the position if desired
            if (this.addOffset)
            {
                targetHandPosition = ComputeNewPositionWithOffset(targetHandPosition, simulationState.Current);
            }

            //Move the hand from the current position to the target position
            MVector3 deltaPosition = targetHandPosition.Subtract(currentHandPosition);

            //Compute the distance of the hand to the target hand position
            float distanceToGoal = deltaPosition.Magnitude();


            //Create positioning finished event if not already created and distance below threshold
            if (distanceToGoal < this.positioningFinishedThreshold && !this.positioningFinished)
            {
                result.Events.Add(new MSimulationEvent("PositioningFinished", "PositioningFinished", this.instruction.ID));
                this.positioningFinished = true;
            }

            //Compute the current velocity based on the general max velocity and the velocity of the root motion
            float currentVelocity = this.velocity + this.ComputeRootVelocity(time, simulationState);

            //Compute the max distance which can be covered within the current frame
            float maxDistance = (float)(time * currentVelocity);

            //Compute the weight for slerping (weight increases with shrinking distance to target)
            float weight = Math.Max(0, 1 - distanceToGoal);

            //Create a new transform representing the next hand transform
            MTransform newHandTransform = new MTransform("", currentHandPosition.Clone(), currentHandRotation.Clone())
            {
                //Compute the new hand position (normalize delta position and multiply by max distance)
                Position = currentHandPosition.Add(deltaPosition.Normalize().Multiply(Math.Min(deltaPosition.Magnitude(), maxDistance))),

                //Just perform an interpolation to gather new hand rotation (weight is determined by the translation distance)
                Rotation = MQuaternionExtensions.Slerp(currentHandRotation, targetHandRotation, weight)
            };


            //Compute the corresponding positon/rotation of the object and
            //adjust the transformation of the object which should be moved
            result.SceneManipulations.Add(new MSceneManipulation()
            {
                Transforms = new List <MTransformManipulation>()
                {
                    new MTransformManipulation()
                    {
                        Target = this.objectTransform.ID,
                        //Compute the new global position of the object
                        Position = newHandTransform.TransformPoint(this.objectPositionOffset),
                        //Compute the new global rotation of the object
                        Rotation = newHandTransform.TransformRotation(this.objectRotationOffset)
                    }
                }
            });


            //Set the desired endeffector constraints
            constraintManager.SetEndeffectorConstraint(this.handJoint, newHandTransform.Position, newHandTransform.Rotation);

            //Generate a new posture using the ik solver and the specified constraints
            MIKServiceResult ikResult = this.ServiceAccess.IKService.CalculateIKPosture(simulationState.Current, constraintManager.GetJointConstraints(), new  Dictionary <string, string>());

            result.Posture = ikResult.Posture;

            //Return the result
            return(result);
        }
Beispiel #11
0
        /// <summary>
        /// Default do step routine
        /// </summary>
        /// <param name="time"></param>
        /// <param name="simulationState"></param>
        /// <returns></returns>
        public override MSimulationResult DoStep(double time, MSimulationState simulationState)
        {
            //Create a new simulation result
            MSimulationResult result = new MSimulationResult()
            {
                Events             = simulationState.Events ?? new List <MSimulationEvent>(),
                Constraints        = simulationState.Constraints ?? new List <MConstraint>(),
                SceneManipulations = simulationState.SceneManipulations ?? new List <MSceneManipulation>(),
                Posture            = simulationState.Current
            };

            //Set the channel data to reflect to current posture
            SkeletonAccess.SetChannelData(simulationState.Current);


            //Set the default rotation of the head and neck joints
            SkeletonAccess.SetLocalJointRotation(AvatarDescription.AvatarID, MJointType.HeadJoint, initialHeadRotation);
            SkeletonAccess.SetLocalJointRotation(AvatarDescription.AvatarID, MJointType.C4C5Joint, initialNeckRotation);


            //Create a transform representing the current head location
            MTransform currentTransform = new MTransform()
            {
                ID       = "",
                Position = SkeletonAccess.GetGlobalJointPosition(AvatarDescription.AvatarID, MJointType.HeadJoint),
                Rotation = SkeletonAccess.GetGlobalJointRotation(AvatarDescription.AvatarID, MJointType.HeadJoint)
            };

            //Create a transform representing the parent location (neck)
            MTransform parentTransform = new MTransform()
            {
                ID       = "",
                Position = SkeletonAccess.GetGlobalJointPosition(AvatarDescription.AvatarID, MJointType.C4C5Joint),
                Rotation = SkeletonAccess.GetGlobalJointRotation(AvatarDescription.AvatarID, MJointType.C4C5Joint)
            };

            //The current head forward vector
            MVector3 currentHeadForward = new MVector3(-1, 0, 0);



            //Compute the local position of the desired object (relative to the neck)
            MVector3 localPosition = parentTransform.InverseTransformPoint(this.gazeTarget.Position);

            //Get the xz distance in local space
            float distance = new MVector3(localPosition.X, 0, localPosition.Z).Magnitude();
            float height   = (float)localPosition.Y;

            //Compute the current angle
            float currentAngle = (float)(Math.Atan(height / distance) * 180 / Math.PI);

            //Limit if below lower limit
            if (currentAngle < lowerLimit)
            {
                localPosition.Y = Math.Tan(lowerLimit * Math.PI / 180) * distance;
            }

            //Limit if above upper angle limit
            if (currentAngle > upperLimit)
            {
                localPosition.Y = Math.Tan(upperLimit * Math.PI / 180) * distance;
            }


            float maxYAngle = 80f;

            //Limit xz position
            float yAngle = (float)MVector3Extensions.Angle(currentHeadForward, new MVector3(localPosition.X, 0, localPosition.Z));

            if (yAngle > maxYAngle)
            {
                //The interpolated direction
                MVector3 interpolatedDirection = MVector3Extensions.Lerp(currentHeadForward, new MVector3(localPosition.X, 0, localPosition.Z).Normalize(), (maxYAngle / yAngle)).Normalize();

                //Perform correction
                MVector3 newLocalPositionsXZ = interpolatedDirection.Multiply(distance);

                localPosition.X = newLocalPositionsXZ.X;
                localPosition.Z = newLocalPositionsXZ.Z;
            }


            //Compute the desired and current facing direction
            MVector3 desiredHeadForward = localPosition.Normalize();


            //Estimate the rotation that is required to rotate from the current head direction towards the desired one
            MQuaternion deltaRotation = FromToRotation(currentHeadForward, new MVector3(desiredHeadForward.X, -desiredHeadForward.Y, desiredHeadForward.Z));

            //Gather the current location rotation
            MQuaternion currentLocalRotation = SkeletonAccess.GetLocalJointRotation(AvatarDescription.AvatarID, MJointType.HeadJoint);

            //Update the local joint rotation to adjust the facing direction to the desired values

            SkeletonAccess.SetLocalJointRotation(AvatarDescription.AvatarID, MJointType.HeadJoint, currentLocalRotation.Multiply(deltaRotation));

            //Set the updated postures
            result.Posture = SkeletonAccess.RecomputeCurrentPostureValues(AvatarDescription.AvatarID);

            //Return the simulation results
            return(result);
        }
Beispiel #12
0
        /// <summary>
        /// Do step routine in which the actual simulation result is generated
        /// </summary>
        /// <param name="time"></param>
        /// <param name="simulationState"></param>
        /// <returns></returns>
        public override MSimulationResult DoStep(double time, MSimulationState simulationState)
        {
            //Create a new simulation result
            MSimulationResult result = new MSimulationResult()
            {
                Events             = simulationState.Events != null ? simulationState.Events : new List <MSimulationEvent>(),
                Constraints        = simulationState.Constraints,
                SceneManipulations = simulationState.SceneManipulations != null ? simulationState.SceneManipulations : new List <MSceneManipulation>()
            };


            //Create variables representing the next object position/rotation
            MTransform nextObjectTransform = subjectTransform.Clone();

            //Use the constraint manager to manage the constraints
            List <MConstraint> tmpConstraints = result.Constraints;

            //Set the constraints
            constraintManager.SetConstraints(ref tmpConstraints);


            //Compute the new hand position and rotation
            MVector3 deltaPosition  = this.targetObjectTransform.Position.Subtract(subjectTransform.Position);
            float    distanceToGoal = deltaPosition.Magnitude();

            //Get the current object position
            float maxDistance = (float)time * 1.0f;

            //Check the current distance to goal
            if (distanceToGoal < 0.01f)
            {
                result.Events.Add(new MSimulationEvent(this.instruction.Name, mmiConstants.MSimulationEvent_End, this.instruction.ID));
            }
            else
            {
                //Compute the new hand position (normalize delta position and multiply by max distance)
                nextObjectTransform.Position = this.subjectTransform.Position.Add(deltaPosition.Normalize().Multiply(Math.Min(distanceToGoal, maxDistance)));

                //Compute the weight for slerping (weight increases with shrinking distance to target)
                float weight = Math.Max(0, 1 - distanceToGoal);

                //Just perform an interpolation to gather new hand rotation (weight is determined by the translation distance)
                nextObjectTransform.Rotation = MQuaternionExtensions.Slerp(this.subjectTransform.Rotation, this.targetObjectTransform.Rotation, weight);
            }

            //Adjust the transformation of the object which should be moved
            result.SceneManipulations.Add(new MSceneManipulation()
            {
                Transforms = new List <MTransformManipulation>()
                {
                    new MTransformManipulation()
                    {
                        Target   = this.subjectTransform.ID,
                        Position = nextObjectTransform.Position,
                        Rotation = nextObjectTransform.Rotation
                    }
                }
            });

            //Get the current hand position in global space
            MVector3    globalHandPosition = nextObjectTransform.TransformPoint(this.handPositionOffset);
            MQuaternion globalHandRotation = nextObjectTransform.TransformRotation(this.handRotationOffset);

            //Set the desired endeffector constraints
            constraintManager.SetEndeffectorConstraint(this.handJoint, globalHandPosition, globalHandRotation);



            MIKServiceResult ikResult = this.ServiceAccess.IKService.CalculateIKPosture(simulationState.Current, constraintManager.GetJointConstraints(), new Dictionary <string, string>());

            //Generate a new posture using the ik solver and the specified constraints
            result.Posture = ikResult.Posture;

            //Return the result
            return(result);
        }
Beispiel #13
0
        public MAvatarPosture RetargetToTarget(MAvatarPostureValues intermediatePostureValues)
        {
            string id   = intermediatePostureValues.AvatarID;
            RJoint root = ((RJoint)this.skeleton.GetRoot(id));

            root.SetAvatarPostureValues(intermediatePostureValues);

            MAvatarPosture targetOut = new MAvatarPosture();

            targetOut.AvatarID = id;
            targetOut.Joints   = new List <MJoint>();
            foreach (MJoint j in this.basePostures[id].Joints)
            {
                MJoint outJ = new MJoint();
                outJ.ID     = j.ID;
                outJ.Type   = j.Type;
                outJ.Parent = j.Parent;
                if (outJ.Type != MJointType.Undefined)
                {
                    RJoint rj = (RJoint)root.GetChild(j.Type);
                    outJ.Position = (rj).RetargetPositionToTarget();
                    outJ.Rotation = (rj).RetargetRotationToTarget();
                }
                else
                {
                    outJ.Position = j.Position;
                    outJ.Rotation = j.Rotation;
                }
                targetOut.Joints.Add(outJ);
            }
            Dictionary <string, string> _children = this.children[id];

            for (int i = 0; i < targetOut.Joints.Count; i++)
            {
                MJoint outJ = targetOut.Joints[i];
                if (outJ.Type == MJointType.Undefined)
                {
                    bool setRot = false;
                    bool setPos = false;
                    Console.WriteLine("no jointtype " + outJ.ID);
                    if (i == 0)
                    {
                        // find first joint that is mapped
                        foreach (MJoint j in targetOut.Joints)
                        {
                            if (j.Type != MJointType.Undefined)
                            {
                                outJ.Position = new MVector3(j.Position.X, 0, j.Position.Z);
                                //j.Position.X = 0;
                                //j.Position.Z = 0;

                                MVector3 forward = outJ.Rotation.Multiply(new MVector3(0, 0, 1));
                                forward.Y = 0;
                                forward.Normalize();
                                MVector3    currentForward = j.Rotation.Multiply(new MVector3(0, 0, 1));
                                MQuaternion drot           = MVector3Extensions.FromToRotation(currentForward, forward);
                                outJ.Rotation = drot.Multiply(j.Rotation);
                                //outJ.Rotation = MQuaternionExtensions.Inverse(drot).Multiply(outJ.Rotation);

                                setPos = true;
                                setRot = true;
                                break;
                            }
                        }
                    }
                    else
                    {
                        /*
                         * This is disabled for now, as it was not working propperly.
                         *
                         * if(_children.ContainsKey(outJ.ID) && _children[outJ.ID] != "")
                         * {
                         *  for(int jID = i+1; jID < targetOut.Joints.Count; jID ++)
                         *  {
                         *      MJoint j = targetOut.Joints[jID];
                         *      if (j.ID == _children[outJ.ID])
                         *      {
                         *
                         *          MVector3 srcDir = new MVector3(0, 1, 0);//outJ.Rotation.Multiply(new MVector3(0, 1, 0)).Normalize
                         *          MVector3 trgDir = null;
                         *          MQuaternion parentRot = null;
                         *          if(outJ.Parent != null)
                         *          {
                         *              for(int pID = i-1; pID > 0; pID--)
                         *              {
                         *                  if(targetOut.Joints[pID].ID == outJ.Parent)
                         *                  {
                         *                      if(targetOut.Joints[pID].Type != MJointType.Undefined)
                         *                      {
                         *                          parentRot = targetOut.Joints[pID].Rotation;
                         *                          trgDir = MQuaternionExtensions.Inverse(parentRot).Multiply(j.Position.Subtract(outJ.Position).Normalize());
                         *                      }
                         *                  }
                         *              }
                         *          }
                         *          if(trgDir != null)
                         *          {
                         *              MQuaternion rot = MVector3Extensions.FromToRotation(srcDir, trgDir);
                         *              outJ.Rotation = parentRot.Multiply(rot);
                         *              outJ.Position = null;
                         *              setRot = true;
                         *              break;
                         *
                         *          }
                         *
                         *
                         *      }
                         *  }
                         * }*/
                    }
                    if (!setRot)
                    {
                        outJ.Rotation = null;
                    }
                    if (!setPos)
                    {
                        outJ.Position = null;
                    }
                }
            }
            return(targetOut);
        }