コード例 #1
0
        public override MBoolResponse AssignInstruction(MInstruction instruction, MSimulationState avatarState)
        {
            //Initialize the ik service
            this.ServiceAccess.IKService.Setup(this.AvatarDescription, new Dictionary <string, string>());

            //Create a new constraint manager
            this.constraintManager = new ConstraintManager(this.SceneAccess);

            //Assign the instruction
            this.instruction = instruction;

            //Set state to ik
            this.state           = ReleaseMotionState.IK;
            this.trajectoryIndex = 0;

            //Parse the parameters
            MBoolResponse response = this.ParseParameters(instruction);

            if (!response.Successful)
            {
                return(response);
            }


            return(new MBoolResponse(true));
        }
コード例 #2
0
        /// <summary>
        /// Basic do step routine that is executed for each frame and generates the actual motion.
        /// </summary>
        /// <param name="time"></param>
        /// <param name="simulationState"></param>
        /// <returns></returns>
        private MSimulationResult DoStepIK(double time, MSimulationState simulationState)
        {
            //Create a default result
            MSimulationResult result = new MSimulationResult()
            {
                Events             = new List <MSimulationEvent>(),
                Constraints        = simulationState.Constraints ?? new List <MConstraint>(),
                SceneManipulations = new List <MSceneManipulation>(),
                Posture            = simulationState.Current
            };

            //The presently active constraints
            List <MConstraint> globalConstraints = result.Constraints;

            //The local constraints defined within the MMU
            List <MConstraint> localConstraints = new List <MConstraint>();

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

            //Set the channel data to the approved state of the last frame (all MMUs were executed including the low prio grasp/positioning)
            this.SkeletonAccess.SetChannelData(simulationState.Initial);

            //Get the current hand position and rotation
            MVector3    currentHandPosition = this.SkeletonAccess.GetGlobalJointPosition(this.AvatarDescription.AvatarID, this.handJoint);
            MQuaternion currentHandRotation = this.SkeletonAccess.GetGlobalJointRotation(this.AvatarDescription.AvatarID, this.handJoint);

            //Set the skeleton acess data to the current
            this.SkeletonAccess.SetChannelData(simulationState.Current);



            //Determine the target hand position (either underlying MMU or given via boundary constraints)
            MTransform targetTransform = new MTransform()
            {
                Position = this.SkeletonAccess.GetGlobalJointPosition(this.AvatarDescription.AvatarID, this.handJoint),
                Rotation = this.SkeletonAccess.GetGlobalJointRotation(this.AvatarDescription.AvatarID, this.handJoint)
            };


            MTransform nextPose          = null;
            float      translationWeight = 0;


            //Use the trajectory if defined
            if (this.trajectory != null && this.trajectory.Count > 0)
            {
                //Update the last element dynamically
                trajectory.Last().Position = targetTransform.Position;
                trajectory.Last().Rotation = targetTransform.Rotation;

                //Compute the next pose
                nextPose = this.DoLocalMotionPlanning(this.velocity, this.angularVelocity, TimeSpan.FromSeconds(time), currentHandPosition, currentHandRotation, this.trajectory[trajectoryIndex].Position, this.trajectory[trajectoryIndex].Rotation, out translationWeight);

                //Check if close to current target -> move to next target -> To do consider rotation
                if ((nextPose.Position.Subtract(trajectory[trajectoryIndex].Position)).Magnitude() < 0.1f && MQuaternionExtensions.Angle(nextPose.Rotation, trajectory[trajectoryIndex].Rotation) < 1f && trajectoryIndex < trajectory.Count - 1)
                {
                    trajectoryIndex++;
                }
            }


            else
            {
                //Compute the next pose
                nextPose = this.DoLocalMotionPlanning(this.velocity, this.angularVelocity, TimeSpan.FromSeconds(time), currentHandPosition, currentHandRotation, targetTransform.Position, targetTransform.Rotation, out translationWeight);
            }


            ////Determine the next pose using local motion planning
            //MTransform nextPose = this.DoLocalMotionPlanning(this.velocity, this.angularVelocity, TimeSpan.FromSeconds(time), currentHandPosition, currentHandRotation, targetHandPosition, targetHandRotation, out float translationWeight);

            //Perform a partial blend
            //result.Posture = this.PerformPartialBlend(this.handJoint, translationWeight, simulationState);



            //Get the current distance
            float currentDistance        = (nextPose.Position.Subtract(targetTransform.Position)).Magnitude();
            float currentAngularDistance = (float)MQuaternionExtensions.Angle(nextPose.Rotation, targetTransform.Rotation);


            //Handle the present state (either in ik mode oder blending)
            switch (this.state)
            {
            case ReleaseMotionState.IK:
                if (currentDistance < 0.02f && currentAngularDistance < 5f)
                {
                    //Switch to blending to realize the final share
                    this.state            = ReleaseMotionState.Blending;
                    this.elapsedBlendTime = 0;

                    //Set to global constraints
                    this.constraintManager.SetConstraints(ref globalConstraints);

                    //Remove all constraints for the respective hand
                    this.constraintManager.RemoveEndeffectorConstraints(this.handJoint);
                }
                else
                {
                    //Update the constraint
                    this.constraintManager.SetEndeffectorConstraint(this.handJoint, nextPose.Position, nextPose.Rotation);
                }
                break;
            }


            //Use the local constraint to compute the ik
            this.constraintManager.SetConstraints(ref localConstraints);



            //React depending on the given state
            switch (this.state)
            {
            //In ik mode the ik solver must be called
            case ReleaseMotionState.IK:

                //Create a list with the specific constraints for the reach MMU -> Only get the specific ones that must be solved (local constraints)
                List <MConstraint> ikConstraints = constraintManager.GetJointConstraints();

                //Only solve if at least one constraint is defined
                if (ikConstraints.Count > 0)
                {
                    //Compute twice
                    MIKServiceResult ikResult = this.ServiceAccess.IKService.CalculateIKPosture(result.Posture, ikConstraints, new Dictionary <string, string>());
                    result.Posture = ikResult.Posture;
                }
                break;

            //In blending mode, motion blending must be performed
            case ReleaseMotionState.Blending:

                //Perform a blend
                elapsedBlendTime += (float)time;

                float blendWeight = Math.Min(1, elapsedBlendTime / endBlendDuration);

                result.Posture = MMICSharp.Common.Tools.Blending.PerformBlend(this.SkeletonAccess as IntermediateSkeleton, simulationState.Initial, simulationState.Current, blendWeight, true);
                //Perform a partial blend
                //result.Posture = this.PerformPartialBlend(this.handJoint, blendWeight, simulationState);

                if (blendWeight >= 1f)
                {
                    result.Events.Add(new MSimulationEvent()
                    {
                        Name      = "Release Finished",
                        Reference = this.instruction.ID,
                        Type      = mmiConstants.MSimulationEvent_End
                    });
                }

                break;
            }



            //Combine the constraints
            this.constraintManager.SetConstraints(ref globalConstraints);
            this.constraintManager.Combine(localConstraints);

            return(result);
        }