Ejemplo n.º 1
0
 private void GetAnkleLeft(Bone b)
 {
     b.Pos = AnkleLeft;
     if (markers[m.leftInnerAnkle].IsNaN())
     {
         Vector3 up = KneeLeft - AnkleLeft;
         b.Orientation = QuaternionHelper2.LookAtUp(AnkleLeft, FootBaseLeft, up);
     }
     else
     {
         Vector3 right = markers[m.leftInnerAnkle] - markers[m.leftOuterAnkle];
         b.Orientation = QuaternionHelper2.LookAtRight(AnkleLeft, FootBaseLeft, right);
     }
 }
Ejemplo n.º 2
0
 /// <summary>
 /// The function applied to each bone in the skeleton
 /// </summary>
 /// <param name="bone">The skeleton, a tree of bones</param>
 private void TraversFunc(TreeNode <Bone> bone)
 {
     if (!bone.Data.Exists)
     {
         if (bone.IsRoot || bone.Parent.IsRoot)
         {
             return;
         }
         if (
             bone.Data.Name.Equals(Joint.CLAVICLE_L) ||
             bone.Data.Name.Equals(Joint.CLAVICLE_R) ||
             bone.Data.Name.Equals(Joint.TRAP_L) ||
             bone.Data.Name.Equals(Joint.TRAP_R))
         {
             bone.Data.Pos         = new Vector3(bone.Parent.Data.Pos);
             bone.Data.Orientation = QuaternionHelper2.LookAtUp(
                 bone.Data.Pos,
                 bone.Children.First().Data.Pos,
                 bone.Parent.Data.GetZAxis());
             return;
         }
         MissingJoint(bone);
     }
 }
 private void UpperLegRight(Bone b)
 {
     b.Pos         = HipJointRight;
     b.Orientation = QuaternionHelper2.LookAtRight(HipJointRight, KneeRight, HipJointRight - HipJointLeft);
 }
 private void MidSpine(Bone b)
 {
     b.Pos         = Spine1;
     b.Orientation = QuaternionHelper2.LookAtRight(Spine1, SternumClavicle, HipJointLeft - HipJointRight);
 }
 private void GetHandRight(Bone b)
 {
     b.Pos         = markers[m.rightHand];
     b.Orientation = QuaternionHelper2.LookAtUp(markers[m.rightHand], markers[m.rightIndex], LowerArmForwardRight);
 }
 private void GetTrapRight(Bone b)
 {
     b.Pos         = WristRight;
     b.Orientation = QuaternionHelper2.LookAtUp(WristRight, markers[m.rightThumb], LowerArmForwardRight);
 }
 private void GetTrapLeft(Bone b)
 {
     b.Pos         = WristLeft;
     b.Orientation = QuaternionHelper2.LookAtUp(WristLeft, markers[m.leftThumb], LowerArmForwardLeft);
 }
Ejemplo n.º 8
0
        /// <summary>
        /// Given a array of bones, and a target bone, solves the chain so that the last bone in the chain is at at the same position as the target
        /// </summary>
        /// <param name="bones">An array of bones, the chain to be solved by IK</param>
        /// <param name="target">The target for the chain</param>
        /// <param name="grandparent">the parent of the first bone in the bones chain, is used to ensure constraints</param>
        /// <returns>True if target was reached, false if maximum iteration was reached first   </returns>
        override public bool SolveBoneChain(Bone[] bones, Bone target, Bone grandparent)
        {
            if (!IsReachable(bones, target))
            {
                TargetUnreachable(bones, target.Pos, grandparent);
                bones[bones.Length - 1].Orientation = new Quaternion(target.Orientation.Xyz, target.Orientation.W);
                return(true);
            }

            int   numberOfBones         = bones.Length;
            int   iter                  = 0;
            int   degrees               = degreeStep;
            bool  toggle                = false;
            bool  doneOneLapAroundYAxis = false;
            int   maxdegrees            = 120;
            float lastDistanceToTarget  = float.MaxValue;
            float distanceToTarget      = (bones[bones.Length - 1].Pos - target.Pos).Length;

            // main loop
            while (distanceToTarget > threshold && MaxIterations > ++iter)
            {
                // if CCD is stuck becouse of constraints, we twist the chain
                if (distanceToTarget >= lastDistanceToTarget)
                {
                    if (!doneOneLapAroundYAxis && degrees > maxdegrees)
                    {
                        doneOneLapAroundYAxis = true;
                        degrees = degreeStep;
                    }
                    else if (doneOneLapAroundYAxis && degrees > maxdegrees)
                    {
                        break;
                    }
                    Quaternion q = doneOneLapAroundYAxis ?
                                   QuaternionHelper2.RotationX(MathHelper.DegreesToRadians(toggle ? degrees : -degrees))
                      :
                                   QuaternionHelper2.RotationY(MathHelper.DegreesToRadians(toggle ? degrees : -degrees));
                    ForwardKinematics(ref bones, q);
                    if (toggle)
                    {
                        degrees += degreeStep;
                    }
                    toggle = !toggle;
                }

                // for each bone, starting with the one closest to the end effector
                // (but not the end effector itself)
                Vector3    a, b;
                Quaternion rotation;
                for (int i = numberOfBones - 2; i >= 0; i--)
                {
                    // Get the vectors between the points
                    a = bones[numberOfBones - 1].Pos - bones[i].Pos;
                    b = target.Pos - bones[i].Pos;
                    // Make a rotation quaternion and rotate
                    // - first the endEffector
                    // - then the rest of the affected joints
                    rotation = (a.LengthFast == 0 || b.LengthFast == 0) ? Quaternion.Identity
                        : QuaternionHelper2.GetRotationBetween(a, b, bones[i].Stiffness);

                    if (bones[i].HasConstraints)
                    {
                        Vector3    res;
                        Quaternion rot;
                        if (constraints.CheckRotationalConstraints(
                                bones[i],
                                ((i > 0) ? bones[i - 1] : grandparent).Orientation,                          //Reference
                                bones[i].Pos + Vector3.Transform(bones[i + 1].Pos - bones[i].Pos, rotation), // Target
                                out res, out rot))
                        {
                            rotation = rot * rotation;
                        }
                    }
                    // Move the chain
                    ForwardKinematics(ref bones, rotation, i);
                    // Check for twist constraints
                    if (bones[i].HasTwistConstraints)
                    {
                        Quaternion rotation2;
                        if (constraints.CheckOrientationalConstraint(bones[i], (i > 0) ? bones[i - 1] : grandparent, out rotation2))
                        {
                            ForwardKinematics(ref bones, rotation2, i);
                        }
                    }
                }
                lastDistanceToTarget = distanceToTarget;
                distanceToTarget     = (bones[bones.Length - 1].Pos - target.Pos).LengthFast;
            }
            // Copy the targets rotation so that rotation is consistant
            bones[bones.Length - 1].Orientation = new Quaternion(target.Orientation.Xyz, target.Orientation.W);
            return(distanceToTarget <= threshold);
        }
 private void GetUpperArmRight(Bone b)
 {
     b.Pos         = ShoulderRight;
     b.Orientation = QuaternionHelper2.LookAtRight(ShoulderRight, ElbowRight, markers[m.rightOuterElbow] - markers[m.rightInnerElbow]);
 }
 private void GetUpperArmLeft(Bone b)
 {
     b.Pos         = ShoulderLeft;
     b.Orientation = QuaternionHelper2.LookAtRight(ShoulderLeft, ElbowLeft, markers[m.leftInnerElbow] - markers[m.leftOuterElbow]);
 }
 private void GetShoulderRight(Bone b)
 {
     b.Pos         = SternumClavicle;
     b.Orientation = QuaternionHelper2.LookAtUp(SternumClavicle, ShoulderRight, ChestForward);
 }
 private void GetFootBaseRight(Bone b)
 {
     b.Pos         = FootBaseRight;
     b.Orientation = QuaternionHelper2.LookAtUp(b.Pos, markers[m.rightToe2], LowerLegUpRight);
 }
 private void GetFootBaseLeft(Bone b)
 {
     b.Pos         = FootBaseLeft;
     b.Orientation = QuaternionHelper2.LookAtUp(b.Pos, markers[m.leftToe2], LowerLegUpLeft);
 }
Ejemplo n.º 14
0
 public void RotateTowards(Vector3 v, float stiffness = 1f)
 {
     Rotate(QuaternionHelper2.GetRotationBetween(GetYAxis(), v, stiffness = this.stiffness));
 }
 private void LowerLegLeft(Bone b)
 {
     b.Pos         = KneeLeft;
     b.Orientation = QuaternionHelper2.LookAtRight(KneeLeft, AnkleLeft, KneeForwardLeft);
 }
        public void SetConstraints(BipedSkeleton skeleton)
        {
            #region Cone constraints
            #region Spine too head
            skeleton[Joint.SPINE0].Constraints = (Spine);
            skeleton[Joint.SPINE1].Constraints = (Spine);
            skeleton[Joint.NECK].Constraints   = (Neck);
            #endregion
            #region Legs
            skeleton[Joint.HIP_L].Constraints      = (SwapXZ(Femur));
            skeleton[Joint.HIP_R].Constraints      = (Femur);
            skeleton[Joint.KNEE_L].Constraints     = (SwapXZ(Knee));
            skeleton[Joint.KNEE_R].Constraints     = (Knee);
            skeleton[Joint.ANKLE_L].Constraints    = (SwapXZ(Ankle));
            skeleton[Joint.ANKLE_R].Constraints    = (Ankle);
            skeleton[Joint.FOOTBASE_L].Constraints = (SwapXZ(FootBase));
            skeleton[Joint.FOOTBASE_R].Constraints = (FootBase);
            #endregion
            #region Arms
            skeleton[Joint.CLAVICLE_L].Constraints = (SwapXZ(Clavicula));
            skeleton[Joint.CLAVICLE_R].Constraints = (Clavicula);
            skeleton[Joint.SHOULDER_L].Constraints = (SwapXZ(Shoulder));
            skeleton[Joint.SHOULDER_R].Constraints = (Shoulder);
            skeleton[Joint.ELBOW_L].Constraints    = (SwapXZ(Elbow));
            skeleton[Joint.ELBOW_R].Constraints    = (Elbow);
            skeleton[Joint.WRIST_L].Constraints    = (SwapXZ(Wrist));
            skeleton[Joint.WRIST_R].Constraints    = (Wrist);
            #endregion
            #endregion

            #region ParentPointers
            skeleton[Joint.CLAVICLE_R].ParentPointer = QuaternionHelper2.RotationZ(-MathHelper.PiOver2);
            skeleton[Joint.CLAVICLE_L].ParentPointer = QuaternionHelper2.RotationZ(MathHelper.PiOver2);
            skeleton[Joint.HIP_R].ParentPointer      = QuaternionHelper2.RotationZ(MathHelper.Pi);
            skeleton[Joint.HIP_L].ParentPointer      = QuaternionHelper2.RotationZ(MathHelper.Pi);
            skeleton[Joint.ANKLE_R].ParentPointer    = QuaternionHelper2.RotationX(MathHelper.PiOver4) * QuaternionHelper2.RotationZ(-MathHelper.PiOver4);
            skeleton[Joint.ANKLE_L].ParentPointer    = QuaternionHelper2.RotationX(MathHelper.PiOver4) * QuaternionHelper2.RotationZ(MathHelper.PiOver4);
            skeleton[Joint.FOOTBASE_L].ParentPointer = QuaternionHelper2.RotationX(MathHelper.PiOver4) *
                                                       QuaternionHelper2.RotationZ(-MathHelper.PiOver4);
            skeleton[Joint.FOOTBASE_R].ParentPointer = QuaternionHelper2.RotationX(MathHelper.PiOver4) *
                                                       QuaternionHelper2.RotationZ(MathHelper.PiOver4);
            #endregion

            #region TwistConstraints
            #region Spine
            skeleton[Joint.SPINE0].TwistLimit = (SpineTwist);
            skeleton[Joint.SPINE1].TwistLimit = (SpineTwist);
            skeleton[Joint.SPINE3].TwistLimit = (NoTwist);
            skeleton[Joint.NECK].TwistLimit   = (NeckTwist);
            #endregion
            #region Legs
            skeleton[Joint.HIP_L].TwistLimit   = (FemurTwist);
            skeleton[Joint.HIP_R].TwistLimit   = (FemurTwist);
            skeleton[Joint.KNEE_L].TwistLimit  = (KneeTwist);
            skeleton[Joint.KNEE_R].TwistLimit  = (KneeTwist);
            skeleton[Joint.ANKLE_L].TwistLimit = (AnkleTwist);
            skeleton[Joint.ANKLE_R].TwistLimit = (AnkleTwist);

            skeleton[Joint.FOOTBASE_L].TwistLimit = (FootBaseTwist);
            skeleton[Joint.FOOTBASE_R].TwistLimit = (FootBaseTwist);
            #endregion
            #region Arms
            skeleton[Joint.CLAVICLE_L].TwistLimit = (ClaviculaTwist);
            skeleton[Joint.SHOULDER_L].TwistLimit = (ShoulderTwist);
            skeleton[Joint.ELBOW_L].TwistLimit    = (ElbowTwist);
            skeleton[Joint.WRIST_L].TwistLimit    = (WristTwist);
            skeleton[Joint.CLAVICLE_R].TwistLimit = (ClaviculaTwist);
            skeleton[Joint.SHOULDER_R].TwistLimit = (ShoulderTwist);
            skeleton[Joint.ELBOW_R].TwistLimit    = (ElbowTwist);
            skeleton[Joint.WRIST_R].TwistLimit    = (WristTwist);
            #endregion
            #endregion
            #region stiffness
            #region Arms
            skeleton[Joint.CLAVICLE_L].Stiffness = (verystiff);
            skeleton[Joint.CLAVICLE_R].Stiffness = (verystiff);

            skeleton[Joint.WRIST_L].Stiffness = (barelymoving);
            skeleton[Joint.WRIST_R].Stiffness = (barelymoving);
            #endregion
            #region Legs
            skeleton[Joint.ANKLE_L].Stiffness    = (barelymoving);
            skeleton[Joint.ANKLE_R].Stiffness    = (barelymoving);
            skeleton[Joint.FOOTBASE_L].Stiffness = (barelymoving);
            skeleton[Joint.FOOTBASE_R].Stiffness = (barelymoving);
            #endregion
            #endregion
        }
 private void GetLowerArmLeft(Bone b)
 {
     b.Pos         = ElbowLeft;
     b.Orientation = QuaternionHelper2.LookAtUp(ElbowLeft, WristLeft, LowerArmForwardLeft);
 }
Ejemplo n.º 18
0
        /// <summary>
        /// If any of the hip markers are missing, we predict them using the last position
        /// </summary>
        /// <param name="markers">The dictionary of markers</param>
        private void MissingEssentialMarkers(Dictionary <string, Vector3> markers)
        {
            Vector3 dirVec1, dirVec2, possiblePos1, possiblePos2,
                    sacrumLastFrame = lastSACRUMknown,
                    liasLastFrame   = lastLIASknown,
                    riasLastFrame   = lastRIASknown;

            Vector3 Sacrum = markers[m.bodyBase],
                    RIAS   = markers[m.rightHip],
                    LIAS   = markers[m.leftHip];

            bool s = !Sacrum.IsNaN(),
                 r = !RIAS.IsNaN(),
                 l = !LIAS.IsNaN();

            if (s)                                             // sacrum exists
            {
                if (r)                                         // sacrum and rias exist, lias missing
                {
                    dirVec1 = liasLastFrame - sacrumLastFrame; // vector from sacrum too lias in last frame
                    dirVec2 = liasLastFrame - riasLastFrame;
                    Quaternion between = Quaternion.Invert(
                        QuaternionHelper2.GetRotationBetween(
                            (RIAS - Sacrum), (riasLastFrame - sacrumLastFrame))
                        );
                    Vector3 transVec1 = Vector3.Transform(dirVec1, (between));
                    Vector3 transVec2 = Vector3.Transform(dirVec2, (between));
                    possiblePos1       = Sacrum + transVec1;                                                                                // add vector from sacrum to lias last frame to this frames sacrum
                    possiblePos2       = RIAS + transVec2;
                    markers[m.leftHip] = DidntMovedToMuch(markersLastFrame[m.leftHip], Vector3Helper.MidPoint(possiblePos1, possiblePos2)); // get mid point of possible positions
                }
                else if (l)                                                                                                                 // sacrum  and lias exists, rias missing
                {
                    dirVec1 = riasLastFrame - sacrumLastFrame;
                    dirVec2 = riasLastFrame - liasLastFrame;
                    Quaternion between = Quaternion.Invert(
                        QuaternionHelper2.GetRotationBetween(
                            (LIAS - Sacrum), (liasLastFrame - sacrumLastFrame))
                        );
                    Vector3 transVec1 = Vector3.Transform(dirVec1, (between));
                    Vector3 transVec2 = Vector3.Transform(dirVec2, (between));
                    possiblePos1        = Sacrum + transVec1;
                    possiblePos2        = LIAS + transVec2;
                    markers[m.rightHip] = DidntMovedToMuch(markersLastFrame[m.rightHip], Vector3Helper.MidPoint(possiblePos1, possiblePos2));
                }
                else // only sacrum exists, lias and rias missing
                {
                    markers[m.rightHip] = DidntMovedToMuch(markersLastFrame[m.rightHip], Sacrum + riasLastFrame - sacrumLastFrame);
                    markers[m.leftHip]  = DidntMovedToMuch(markersLastFrame[m.leftHip], Sacrum + liasLastFrame - sacrumLastFrame);
                }
            }
            else if (r) // rias exists, sacrum missing
            {
                if (l)  // rias and ias exists, sacrum missing
                {
                    dirVec1 = sacrumLastFrame - riasLastFrame;
                    dirVec2 = sacrumLastFrame - liasLastFrame;

                    Quaternion between = Quaternion.Invert(
                        QuaternionHelper2.GetRotationBetween(
                            (LIAS - RIAS), (liasLastFrame - riasLastFrame))
                        );
                    Vector3 transVec1 = Vector3.Transform(dirVec1, (between));
                    Vector3 transVec2 = Vector3.Transform(dirVec2, (between));
                    possiblePos1        = RIAS + transVec1;
                    possiblePos2        = LIAS + transVec2;
                    markers[m.bodyBase] = DidntMovedToMuch(markersLastFrame[m.bodyBase], Vector3Helper.MidPoint(possiblePos1, possiblePos2));
                }
                else // only rias exists, lias and sacrum missing
                {
                    markers[m.bodyBase] = DidntMovedToMuch(markersLastFrame[m.bodyBase], RIAS + sacrumLastFrame - riasLastFrame);
                    markers[m.leftHip]  = DidntMovedToMuch(markersLastFrame[m.leftHip], RIAS + liasLastFrame - riasLastFrame);
                }
            }
            else if (l) // only lias exists, rias and sacrum missing
            {
                markers[m.bodyBase] = DidntMovedToMuch(markersLastFrame[m.bodyBase], LIAS + sacrumLastFrame - liasLastFrame);
                markers[m.rightHip] = DidntMovedToMuch(markersLastFrame[m.rightHip], LIAS + riasLastFrame - liasLastFrame);
            }
            else // all markers missing
            {
                markers[m.bodyBase] = markersLastFrame[m.bodyBase];
                markers[m.rightHip] = markersLastFrame[m.rightHip];
                markers[m.leftHip]  = markersLastFrame[m.leftHip];
            }
        }
 private void GetLowerArmRight(Bone b)
 {
     b.Pos         = ElbowRight;
     b.Orientation = QuaternionHelper2.LookAtUp(ElbowRight, WristRight, LowerArmForwardRight);
 }