/// <summary> /// Visualizes the constraints /// </summary> /// <param name="constraints"></param> private void ShowConstraints(List <MConstraint> constraints) { for (int i = constraintObjects.Count - 1; i >= 0; i--) { constraintObjects[i].SetActive(false); } int index = 0; foreach (MConstraint constraint in constraints) { if (constraint.JointConstraint != null) { MJointConstraint endeffectorConstraint = constraint.JointConstraint; if (endeffectorConstraint.GeometryConstraint != null) { MTranslationConstraint posConstraint = endeffectorConstraint.GeometryConstraint.TranslationConstraint; GameObject p = null; if (index < constraintObjects.Count) { p = constraintObjects[index]; p.SetActive(true); } else { p = GameObject.CreatePrimitive(PrimitiveType.Sphere); p.GetComponent <Renderer>().material = new Material(Shader.Find("Standard")); p.GetComponent <Renderer>().material.color = Color.red; p.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f); constraintObjects.Add(p); } index++; p.transform.position = new Vector3((float)posConstraint.X(), (float)posConstraint.Y(), (float)posConstraint.Z()); } } } }
public static MVector3 GetVector3(this MTranslationConstraint tConstraint) { return(new MVector3(tConstraint.X(), tConstraint.Y(), tConstraint.Z())); }
/// <summary> /// Returns all ik constraints which are violated (avove specified threshold) /// </summary> /// <param name="constraints"></param> /// <param name="currentPosture"></param> /// <returns></returns> private List <MConstraint> GetViolatedIKConstraints(List <MConstraint> constraints, MAvatarPostureValues currentPosture) { List <MConstraint> violated = new List <MConstraint>(); if (constraints != null) { // Apply result posture values to the skeleton skeletonAccess.SetChannelData(currentPosture); string avatarID = currentPosture.AvatarID; //Check each joint constraint foreach (MConstraint mconstraint in constraints) { if (mconstraint.JointConstraint != null) { MJointConstraint endeffectorConstraint = mconstraint.JointConstraint; //Skip if no gemometry constraint is defined if (endeffectorConstraint.GeometryConstraint == null) { continue; } double distance = 0f; double angularDistance = 0f; //Default (parent to constraint is set) if (endeffectorConstraint.GeometryConstraint.ParentToConstraint != null) { MVector3 position = endeffectorConstraint.GeometryConstraint.ParentToConstraint.Position; MQuaternion rotation = endeffectorConstraint.GeometryConstraint.ParentToConstraint.Rotation; switch (endeffectorConstraint.JointType) { case MJointType.LeftWrist: distance = MVector3Extensions.Distance(position, this.skeletonAccess.GetGlobalJointPosition(avatarID, MJointType.LeftWrist)); angularDistance = MQuaternionExtensions.Angle(rotation, this.skeletonAccess.GetGlobalJointRotation(avatarID, MJointType.LeftWrist)); break; case MJointType.RightWrist: distance = MVector3Extensions.Distance(position, this.skeletonAccess.GetGlobalJointPosition(avatarID, MJointType.RightWrist)); angularDistance = MQuaternionExtensions.Angle(rotation, this.skeletonAccess.GetGlobalJointRotation(avatarID, MJointType.RightWrist)); break; case MJointType.LeftBall: distance = MVector3Extensions.Distance(position, this.skeletonAccess.GetGlobalJointPosition(avatarID, MJointType.LeftAnkle)); angularDistance = MQuaternionExtensions.Angle(rotation, this.skeletonAccess.GetGlobalJointRotation(avatarID, MJointType.LeftAnkle)); break; case MJointType.RightBall: distance = MVector3Extensions.Distance(position, this.skeletonAccess.GetGlobalJointPosition(avatarID, MJointType.RightAnkle)); angularDistance = MQuaternionExtensions.Angle(rotation, this.skeletonAccess.GetGlobalJointRotation(avatarID, MJointType.RightAnkle)); break; case MJointType.PelvisCentre: distance = MVector3Extensions.Distance(position, this.skeletonAccess.GetGlobalJointPosition(avatarID, MJointType.PelvisCentre)); angularDistance = MQuaternionExtensions.Angle(rotation, this.skeletonAccess.GetGlobalJointRotation(avatarID, MJointType.PelvisCentre)); break; } } //Legacy fallback mechanism -> Remove in future else { MTranslationConstraint positionConstraint = endeffectorConstraint.GeometryConstraint.TranslationConstraint; if (endeffectorConstraint.GeometryConstraint.TranslationConstraint != null) { switch (endeffectorConstraint.JointType) { case MJointType.LeftWrist: distance = MVector3Extensions.Distance(new MVector3(positionConstraint.X(), positionConstraint.Y(), positionConstraint.Z()), this.skeletonAccess.GetGlobalJointPosition(avatarID, MJointType.LeftWrist)); break; case MJointType.RightWrist: distance = MVector3Extensions.Distance(new MVector3(positionConstraint.X(), positionConstraint.Y(), positionConstraint.Z()), this.skeletonAccess.GetGlobalJointPosition(avatarID, MJointType.RightWrist)); break; case MJointType.LeftBall: distance = MVector3Extensions.Distance(new MVector3(positionConstraint.X(), positionConstraint.Y(), positionConstraint.Z()), this.skeletonAccess.GetGlobalJointPosition(avatarID, MJointType.LeftAnkle)); break; case MJointType.RightBall: distance = MVector3Extensions.Distance(new MVector3(positionConstraint.X(), positionConstraint.Y(), positionConstraint.Z()), this.skeletonAccess.GetGlobalJointPosition(avatarID, MJointType.RightAnkle)); break; case MJointType.PelvisCentre: distance = MVector3Extensions.Distance(new MVector3(positionConstraint.X(), positionConstraint.Y(), positionConstraint.Z()), this.skeletonAccess.GetGlobalJointPosition(avatarID, MJointType.PelvisCentre)); break; } } //Handle the rotation constraint if (endeffectorConstraint.GeometryConstraint.RotationConstraint != null) { MRotationConstraint rotationConstraint = endeffectorConstraint.GeometryConstraint.RotationConstraint; //Compute a quaternion based on the euler angles MQuaternion quaternion = MQuaternionExtensions.FromEuler(new MVector3(rotationConstraint.X(), rotationConstraint.Y(), rotationConstraint.Z())); if (endeffectorConstraint.GeometryConstraint.ParentObjectID == null || endeffectorConstraint.GeometryConstraint.ParentObjectID == "") { switch (endeffectorConstraint.JointType) { case MJointType.LeftWrist: angularDistance = MQuaternionExtensions.Angle(quaternion, this.skeletonAccess.GetGlobalJointRotation(avatarID, MJointType.LeftWrist)); break; case MJointType.RightWrist: angularDistance = MQuaternionExtensions.Angle(quaternion, this.skeletonAccess.GetGlobalJointRotation(avatarID, MJointType.RightWrist)); break; case MJointType.LeftBall: angularDistance = MQuaternionExtensions.Angle(quaternion, this.skeletonAccess.GetGlobalJointRotation(avatarID, MJointType.LeftAnkle)); break; case MJointType.RightBall: angularDistance = MQuaternionExtensions.Angle(quaternion, this.skeletonAccess.GetGlobalJointRotation(avatarID, MJointType.RightAnkle)); break; case MJointType.PelvisCentre: angularDistance = MQuaternionExtensions.Angle(quaternion, this.skeletonAccess.GetGlobalJointRotation(avatarID, MJointType.PelvisCentre)); break; } } } } //Check if solving is required if (distance > this.PositionThreshold || angularDistance > this.RotationThreshold) { violated.Add(mconstraint); } } } } return(violated); }