コード例 #1
0
        private float FindSwingChangeTime(MotionLegCycle data, int searchDirection, float threshold)
        {
            // Find the contact time on the height curve, where the (projected ankle or toe)
            // hits or leaves the ground (depending on search direction in time).
            const float mult        = -0.01f;
            int         spread      = Samples / Int.Five; // FIXME magic number for spread value
            float       stanceSpeed = 0;

            for (int i = Int.Zero; i < Samples && i > -Samples; i += searchDirection)
            {
                // Find speed by sampling curve value ahead and behind.
                int[]   j     = new int[Int.Three];
                float[] value = new float[Int.Three];
                for (int s = Int.Zero; s < Int.Three; s++)
                {
                    j[s]     = Exts.Mod(i + data.StanceIndex - spread + spread * s, Samples);
                    value[s] = Vector3.Dot(data.Samples[j[s]].FootBase, data.CycleDirection);
                }
                float currentSpeed = value[Int.Two] - value[0];
                if (i == Int.Zero)
                {
                    stanceSpeed = currentSpeed;
                }
                // If speed is too different from speed at stance time,
                // the current time is determined as the swing change time
                if (Mathf.Abs((currentSpeed - stanceSpeed) / stanceSpeed) > threshold)
                {
                    return(GetTimeFromIndex(Exts.Mod(j[Int.One] - data.StanceIndex, Samples)));
                }
            }
            return(Exts.Mod(searchDirection * mult));
        }
コード例 #2
0
        private float FindContactTime(MotionLegCycle data, bool useToe, int searchDirection, float yRange, float threshold)
        {
            // Find the contact time on the height curve, where the (projected ankle or toe)
            // hits or leaves the ground (depending on search direction in time).
            const int spread            = Int.Five;
            float     curvatureMax      = 0;
            int       curvatureMaxIndex = data.StanceIndex;

            for (int i = 0; i < Samples && i > -Samples; i += searchDirection)
            {
                // Find second derived by sampling three positions on curve.
                // Spred samples a bit to ignore high frequency noise.
                int[]   j     = new int[Int.Three];
                float[] value = new float[Int.Three];
                for (int s = 0; s < Int.Three; s++)
                {
                    j[s] = Exts.Mod(i + data.StanceIndex - spread + spread * s, Samples);
                    if (useToe)
                    {
                        value[s] = data.Samples[j[s]].Toetip.y;
                    }
                    else
                    {
                        value[s] = data.Samples[j[s]].Heel.y;
                    }
                }

                float curvatureCurrent = Mathf.Atan((value[Int.Two] - value[Int.One]) * Int.Ten / yRange) - Mathf.Atan((value[Int.One] - value[Int.Zero]) * Int.Ten / yRange);
                if (
                    // Sample must be above the ground
                    (value[Int.One] > m_controller.GroundPlaneHeight)
                    // Sample must have highest curvature
                    && (curvatureCurrent > curvatureMax)
                    // Slope at sample must go upwards (when going in search direction)
                    && (Mathf.Sign(value[2] - value[0]) == Mathf.Sign(searchDirection))
                    )
                {
                    curvatureMax      = curvatureCurrent;
                    curvatureMaxIndex = j[Int.One];
                }
                // Terminate search when foot height is above threshold height above ground
                if (value[Int.One] > m_controller.GroundPlaneHeight + yRange * threshold)
                {
                    break;
                }
            }
            return(GetTimeFromIndex(Exts.Mod(curvatureMaxIndex - data.StanceIndex, Samples)));
        }
コード例 #3
0
        public void Analyze()
        {
            int legs = m_controller.Legs.Length;

            Cycles = new MotionLegCycle[legs];

            for (int leg = Int.Zero; leg < legs; leg++)
            {
                Cycles[leg]         = new MotionLegCycle();
                Cycles[leg].Samples = new MotionLegSample[Samples + Int.One];
                for (int i = 0; i < Samples + Int.One; i++)
                {
                    Cycles[leg].Samples[i] = new MotionLegSample();
                }
            }

            for (int leg = 0; leg < legs; leg++)
            {
                // Sample ankle, heel, toe, and toetip positions over the length of the animation.
                Transform ankleT = m_controller.Legs[leg].Ankle;
                Transform toeT   = m_controller.Legs[leg].Toe;

                float rangeMax = 0;
                float ankleMin; float ankleMax; float toeMin; float toeMax;
                ankleMin = 1000;
                ankleMax = -1000;
                toeMin   = 1000;
                toeMax   = -1000;
                for (int i = Int.Zero; i < Samples + Int.One; i++)
                {
                    var time = i * Float.One / Samples * Clip.length;
                    Clip.SampleAnimation(m_gameObject, time);
                    SetReferencePosition();
                    Cycles[leg].Samples[i].AnkleMatrix = Exts.RelativeMatrix(ankleT, m_reference);
                    Cycles[leg].Samples[i].ToeMatrix   = Exts.RelativeMatrix(toeT, m_reference);
                    Cycles[leg].Samples[i].Heel        = Cycles[leg].Samples[i].AnkleMatrix.MultiplyPoint(m_controller.Legs[leg].AnkleHeelVector);
                    Cycles[leg].Samples[i].Toetip      = Cycles[leg].Samples[i].ToeMatrix.MultiplyPoint(m_controller.Legs[leg].ToeToetipVector);
                    Cycles[leg].Samples[i].Middle      = (Cycles[leg].Samples[i].Heel + Cycles[leg].Samples[i].Toetip) / Float.Two;

                    // For each sample in time we want to know if the heel or toetip is closer to the ground.
                    // We need a smooth curve with 0 = ankle is closer and 1 = toe is closer.
                    Cycles[leg].Samples[i].Balance = Exts.GetFootBalance(Cycles[leg].Samples[i].Heel.y, Cycles[leg].Samples[i].Toetip.y, m_controller.Legs[leg].FootLength);

                    // Find the minimum and maximum extends on all axes of the ankle and toe positions.
                    ankleMin = Mathf.Min(ankleMin, Cycles[leg].Samples[i].Heel.y);
                    toeMin   = Mathf.Min(toeMin, Cycles[leg].Samples[i].Toetip.y);
                    ankleMax = Mathf.Max(ankleMax, Cycles[leg].Samples[i].Heel.y);
                    toeMax   = Mathf.Max(toeMax, Cycles[leg].Samples[i].Toetip.y);
                }
                rangeMax = Mathf.Max(ankleMax - ankleMin, toeMax - toeMin);

                if (!Stationary)
                {
                    FindCycleAxis(leg);

                    // Foot stance time
                    // Find the time when the foot stands most firmly on the ground.
                    float stanceValue = Mathf.Infinity;
                    for (int i = Int.Zero; i < Samples + Int.One; i++)
                    {
                        //var s = Cycles[leg].Samples[i];
                        float sampleValue =
                            // We want the point in time when the max of the heel height and the toe height is lowest
                            Mathf.Max(Cycles[leg].Samples[i].Heel.y, Cycles[leg].Samples[i].Toetip.y) / rangeMax
                            // Add some bias to poses where the leg is in the middle of the swing
                            // i.e. the foot position is close to the middle of the foot curve
                            + Mathf.Abs(
                                Exts.ProjectOntoPlane(Cycles[leg].Samples[i].Middle - Cycles[leg].CycleCenter, Vector3.up).magnitude
                                ) / Cycles[leg].CycleScaling;

                        // Use the new value if it is lower (better).
                        if (sampleValue < stanceValue)
                        {
                            Cycles[leg].StanceIndex = i;
                            stanceValue             = sampleValue;
                        }
                    }
                }
                else
                {
                    Cycles[leg].CycleDirection = Vector3.forward;
                    Cycles[leg].CycleScaling   = Float.Zero;
                    Cycles[leg].StanceIndex    = Int.Zero;
                }
                // The stance time
                Cycles[leg].StanceTime = GetTimeFromIndex(Cycles[leg].StanceIndex);

                // The stance index sample
                var ss = Cycles[leg].Samples[Cycles[leg].StanceIndex];
                // Sample the animation at stance time
                //await Task.Delay(100);
                Clip.SampleAnimation(m_gameObject, Cycles[leg].StanceTime * Clip.length);
                SetReferencePosition();
                //RestoreBodyPosRot(m_motionSamples[Cycles[leg].StanceIndex]);
                // Using the stance sample as reference we can now determine:

                // The vector from heel to toetip at the stance pose
                Cycles[leg].HeelToetipVector = (
                    Cycles[leg].Samples[Cycles[leg].StanceIndex].ToeMatrix.MultiplyPoint(m_controller.Legs[leg].ToeToetipVector)
                    - Cycles[leg].Samples[Cycles[leg].StanceIndex].AnkleMatrix.MultiplyPoint(m_controller.Legs[leg].AnkleHeelVector)
                    );
                Cycles[leg].HeelToetipVector = Exts.ProjectOntoPlane(Cycles[leg].HeelToetipVector, Vector3.up);
                Cycles[leg].HeelToetipVector = Cycles[leg].HeelToetipVector.normalized * m_controller.Legs[leg].FootLength;

                // Calculate foot flight path based on weighted average between ankle flight path and toe flight path,
                // using foot balance as weight.
                // The distance between ankle and toe is accounted for, using the stance pose for reference.
                for (int i = 0; i < Samples + 1; i++)
                {
                    //var s = Cycles[leg].Samples[i];
                    Cycles[leg].Samples[i].FootBase = (
                        (Cycles[leg].Samples[i].Heel) * (Float.One - Cycles[leg].Samples[i].Balance)
                        + (Cycles[leg].Samples[i].Toetip - Cycles[leg].HeelToetipVector) * (Cycles[leg].Samples[i].Balance)
                        );
                }

                // The position of the footbase in the stance pose
                Cycles[leg].StancePosition   = Cycles[leg].Samples[Cycles[leg].StanceIndex].FootBase;
                Cycles[leg].StancePosition.y = m_controller.GroundPlaneHeight;

                if (!Stationary)
                {
                    // Find contact times:
                    // Strike time: foot first touches the ground (0% grounding)
                    // Down time: all of the foot touches the ground (100% grounding)
                    // Lift time: all of the foot still touches the ground but begins to lift (100% grounding)
                    // Liftoff time: last part of the foot leaves the ground (0% grounding)
                    float timeA;
                    float timeB;

                    // Find upwards contact times for projected ankle and toe
                    // Use the first occurance as lift time and the second as liftoff time
                    timeA = FindContactTime(Cycles[leg], false, +Int.One, rangeMax, Float.DotOne);
                    //Cycles[leg].DebugInfo.AnkleLiftTime = timeA;
                    timeB = FindContactTime(Cycles[leg], true, +Int.One, rangeMax, Float.DotOne);
                    //Cycles[leg].DebugInfo.ToeLiftTime = timeB;
                    if (timeA < timeB)
                    {
                        Cycles[leg].LiftTime    = timeA;
                        Cycles[leg].LiftoffTime = timeB;
                    }
                    else
                    {
                        Cycles[leg].LiftTime    = timeB;
                        Cycles[leg].LiftoffTime = timeA;
                    }

                    // Find time where swing direction and speed changes significantly.
                    // If this happens sooner than the found liftoff time,
                    // then the liftoff time must be overwritten with this value.
                    timeA = FindSwingChangeTime(Cycles[leg], +1, 0.5f);
                    //Cycles[leg].DebugInfo.FootLiftTime = timeA;
                    if (Cycles[leg].LiftoffTime > timeA)
                    {
                        Cycles[leg].LiftoffTime = timeA;
                        if (Cycles[leg].LiftTime > Cycles[leg].LiftoffTime)
                        {
                            Cycles[leg].LiftTime = Cycles[leg].LiftoffTime;
                        }
                    }

                    // Find downwards contact times for projected ankle and toe
                    // Use the first occurance as strike time and the second as down time
                    timeA = FindContactTime(Cycles[leg], false, -1, rangeMax, Float.DotOne);
                    timeB = FindContactTime(Cycles[leg], true, -1, rangeMax, Float.DotOne);
                    if (timeA < timeB)
                    {
                        Cycles[leg].StrikeTime = timeA;
                        Cycles[leg].LandTime   = timeB;
                    }
                    else
                    {
                        Cycles[leg].StrikeTime = timeB;
                        Cycles[leg].LandTime   = timeA;
                    }

                    // Find time where swing direction and speed changes significantly.
                    // If this happens later than the found strike time,
                    // then the strike time must be overwritten with this value.
                    timeA = FindSwingChangeTime(Cycles[leg], -1, Float.Half);
                    //Cycles[leg].DebugInfo.FootLandTime = timeA;
                    if (Cycles[leg].StrikeTime < timeA)
                    {
                        Cycles[leg].StrikeTime = timeA;
                        if (Cycles[leg].LandTime < Cycles[leg].StrikeTime)
                        {
                            Cycles[leg].LandTime = Cycles[leg].StrikeTime;
                        }
                    }

                    // Set postliftTime and prelandTime
                    float softening = 0.2f;

                    Cycles[leg].PostliftTime = Cycles[leg].LiftoffTime;
                    if (Cycles[leg].PostliftTime < Cycles[leg].LiftTime + softening)
                    {
                        Cycles[leg].PostliftTime = Cycles[leg].LiftTime + softening;
                    }

                    Cycles[leg].PrelandTime = Cycles[leg].StrikeTime;
                    if (Cycles[leg].PrelandTime > Cycles[leg].LandTime - softening)
                    {
                        Cycles[leg].PrelandTime = Cycles[leg].LandTime - softening;
                    }

                    // Calculate the distance traveled during one cycle (for this foot).
                    Vector3 stanceSlideVector = (
                        Cycles[leg].Samples[GetIndexFromTime(Exts.Mod(Cycles[leg].LiftoffTime + Cycles[leg].StanceTime))].FootBase
                        - Cycles[leg].Samples[GetIndexFromTime(Exts.Mod(Cycles[leg].StrikeTime + Cycles[leg].StanceTime))].FootBase
                        );
                    // FIXME: Assumes horizontal ground plane
                    stanceSlideVector.y        = 0;
                    Cycles[leg].CycleDistance  = stanceSlideVector.magnitude / (Cycles[leg].LiftoffTime - Cycles[leg].StrikeTime + Float.One);
                    Cycles[leg].CycleDirection = -(stanceSlideVector.normalized);
                }
                else
                {
                    Cycles[leg].CycleDirection = Vector3.zero;
                    Cycles[leg].CycleDistance  = Float.Zero;
                }
            }

            // Find the overall speed and direction traveled during one cycle,
            // based on average of speed values for each individual foot.
            // (They should be very close, but animations are often imperfect,
            // leading to different speeds for different legs.)
            CycleDistance  = 0;
            CycleDirection = Vector3.zero;
            for (int leg = 0; leg < legs; leg++)
            {
                CycleDistance  += Cycles[leg].CycleDistance;
                CycleDirection += Cycles[leg].CycleDirection;
                //Debug.Log("Cycle direction of leg " + leg + " is " + Cycles[leg].CycleDirection + " with step distance " + Cycles[leg].CycleDistance);
            }
            CycleDistance  /= legs;
            CycleDirection /= legs;
            CycleDuration   = Clip.length;
            CycleSpeed      = CycleDistance / CycleDuration;
            //Debug.Log("Overall cycle direction is " + CycleDirection + " with step distance " + CycleDistance + " and speed " + CycleSpeed);
            NativeSpeed = CycleSpeed * m_gameObject.transform.localScale.x;

            // Calculate normalized foot flight path
            for (int leg = 0; leg < m_controller.Legs.Length; leg++)
            {
                if (!Stationary)
                {
                    for (int j = 0; j < Samples; j++)
                    {
                        int i = Exts.Mod(j + Cycles[leg].StanceIndex, Samples);
                        //var s = Cycles[leg].Samples[i];
                        float time = GetTimeFromIndex(j);
                        Cycles[leg].Samples[i].FootBaseNormalized = Cycles[leg].Samples[i].FootBase;

                        if (FixFootSkating)
                        {
                            // Calculate normalized foot flight path
                            // based on the calculated cycle distance of each individual foot
                            Vector3 reference = (
                                -Cycles[leg].CycleDistance * Cycles[leg].CycleDirection * (time - Cycles[leg].LiftoffTime)
                                + Cycles[leg].Samples[
                                    GetIndexFromTime(Cycles[leg].LiftoffTime + Cycles[leg].StanceTime)
                                ].FootBase
                                );

                            Cycles[leg].Samples[i].FootBaseNormalized = (Cycles[leg].Samples[i].FootBaseNormalized - reference);
                            if (Cycles[leg].CycleDirection != Vector3.zero)
                            {
                                Cycles[leg].Samples[i].FootBaseNormalized = Quaternion.Inverse(
                                    Quaternion.LookRotation(Cycles[leg].CycleDirection)
                                    ) * Cycles[leg].Samples[i].FootBaseNormalized;
                            }

                            Cycles[leg].Samples[i].FootBaseNormalized.z /= Cycles[leg].CycleDistance;
                            if (time <= Cycles[leg].LiftoffTime)
                            {
                                Cycles[leg].Samples[i].FootBaseNormalized.z = Float.Zero;
                            }
                            if (time >= Cycles[leg].StrikeTime)
                            {
                                Cycles[leg].Samples[i].FootBaseNormalized.z = Float.One;
                            }

                            Cycles[leg].Samples[i].FootBaseNormalized.y = Cycles[leg].Samples[i].FootBase.y - m_controller.GroundPlaneHeight;
                        }
                        else
                        {
                            // Calculate normalized foot flight path
                            // based on the cycle distance of the whole motion
                            // (the calculated average cycle distance)
                            Vector3 reference = (
                                -CycleDistance * CycleDirection * (time - Cycles[leg].LiftoffTime * Float.Zero)
                                // FIXME: Is same as stance position:
                                + Cycles[leg].Samples[
                                    GetIndexFromTime(Cycles[leg].LiftoffTime * Float.Zero + Cycles[leg].StanceTime)
                                ].FootBase
                                );

                            Cycles[leg].Samples[i].FootBaseNormalized = (Cycles[leg].Samples[i].FootBaseNormalized - reference);
                            if (Cycles[leg].CycleDirection != Vector3.zero)
                            {
                                Cycles[leg].Samples[i].FootBaseNormalized = Quaternion.Inverse(
                                    Quaternion.LookRotation(CycleDirection)
                                    ) * Cycles[leg].Samples[i].FootBaseNormalized;
                            }

                            Cycles[leg].Samples[i].FootBaseNormalized.z /= CycleDistance;

                            Cycles[leg].Samples[i].FootBaseNormalized.y = Cycles[leg].Samples[i].FootBase.y - m_controller.GroundPlaneHeight;
                        }
                    }
                    Cycles[leg].Samples[Samples] = Cycles[leg].Samples[Int.Zero];
                }
                else
                {
                    for (int j = 0; j < Samples; j++)
                    {
                        int i = Exts.Mod(j + Cycles[leg].StanceIndex, Samples);
                        Cycles[leg].Samples[i].FootBaseNormalized = Cycles[leg].Samples[i].FootBase - Cycles[leg].StancePosition;
                    }
                }
            }
        }