Пример #1
0
        public override MBoolResponse AssignInstruction(MInstruction instruction, MSimulationState simulationState)
        {
            //Reset the properties
            this.UseCarryIK      = false;
            this.bothHandedCarry = false;
            this.bothHandedState = CarryState.None;
            this.simulationState = simulationState;


            //Create a list which contains the hands which should be considered for carrying
            List <HandContainer> toPlan = new List <HandContainer>();

            if (instruction.Properties == null)
            {
                throw new Exception($"{this.Name}: No properties defined!");
            }

            //Extract the hand information
            if (instruction.Properties.ContainsKey("Hand"))
            {
                switch (instruction.Properties["Hand"])
                {
                case "Left":
                    toPlan.Add(this.SetupHand(HandType.Left, instruction));
                    this.bothHandedCarry = false;
                    break;

                case "Right":
                    toPlan.Add(this.SetupHand(HandType.Right, instruction));
                    this.bothHandedCarry = false;
                    break;

                case "Both":
                    //Set flag for both handed carry
                    this.bothHandedCarry = true;
                    toPlan.Add(this.SetupHand(HandType.Left, instruction));
                    toPlan.Add(this.SetupHand(HandType.Right, instruction));
                    break;
                }
            }
            else
            {
                toPlan.Add(this.SetupHand(HandType.Right, instruction));
            }


            //Use the carry target if defined
            if (!instruction.Properties.GetValue(out this.CarryTargetName, "CarryTarget"))
            {
                this.CarryTargetName = null;
            }

            //Use the carry target if defined
            if (!instruction.Properties.GetValue(out this.UseCarryIK, "UseCarryIK"))
            {
                UseCarryIK = false;
            }

            //Use carry distance if defined
            if (!instruction.Properties.GetValue(out this.carryDistanceBothHanded, "CarryDistance"))
            {
                carryDistanceBothHanded = 0.65f;
            }

            //Use carry distance if defined
            if (!instruction.Properties.GetValue(out this.carryHeightBothHanded, "CarryHeight"))
            {
                carryHeightBothHanded = 0.2f;
            }

            //Use carry distance if defined
            if (!instruction.Properties.GetValue(out this.positionObjectVelocity, "Velocity"))
            {
                this.positionObjectVelocity = 1.0f;
            }


            //Compute and plan the relevant aspects of each hand
            foreach (HandContainer hand in toPlan)
            {
                //Get the (initial) hand transform
                MTransform handTransform = this.GetTransform(simulationState.Initial, hand.Type);

                //Get the current transform of the scene object
                MTransform sceneObjectTransform = this.SceneAccess.GetTransformByID(hand.Instruction.Properties["TargetID"]);

                //Get the hand pose
                try
                {
                    hand.HandPose = GetTransform(simulationState.Initial, hand.Type);
                }
                catch (Exception e)
                {
                    Console.WriteLine("Problem estimating hand pose: " + e.Message + e.StackTrace);
                }

                //Compute the relative transform of the hand (hand relative to object)
                hand.HandOffset = new MTransform("", sceneObjectTransform.InverseTransformPoint(handTransform.Position), sceneObjectTransform.InverseTransformRotation(handTransform.Rotation));

                //Compute the inverse offset (object relative to hand)
                hand.ObjectOffset = new MTransform("", handTransform.InverseTransformPoint(sceneObjectTransform.Position), handTransform.InverseTransformRotation(sceneObjectTransform.Rotation));

                //Set state to positioning
                hand.State = CarryState.Positioning;
            }


            //Do additional computations for both handed carry
            if (bothHandedCarry)
            {
                //Set the state to positioning
                this.bothHandedState = CarryState.Positioning;

                //Assign the instruction
                this.instruction = instruction;

                //Get the current object transorm
                MTransform currentObjectTransform = this.SceneAccess.GetTransformByID(this.instruction.Properties["TargetID"]);

                //Get the current root transform -> to do
                MTransform rootTransform = GetTransform(this.simulationState.Initial, MJointType.PelvisCentre);

                //Compute the relative object transform
                this.relativeObjectRotation = rootTransform.InverseTransformRotation(currentObjectTransform.Rotation);
                this.relativeObjectPosition = rootTransform.InverseTransformPoint(currentObjectTransform.Position);

                //Manually specify a carry target
                if (this.CarryTargetName == null || this.CarryTargetName.Length == 0)
                {
                    MTransform refTransform = GetTransform(this.simulationState.Initial, bothHandedCarryReferenceJoint);
                    MVector3   forward      = GetRootForwad(this.simulationState.Initial);

                    //Determine the ref transform rotation just consider the y axis rotation
                    refTransform.Rotation = MQuaternionExtensions.FromEuler(new MVector3(0, Extensions.SignedAngle(new MVector3(0, 0, 1), forward, new MVector3(0, 1, 0)), 0));

                    //Compute the delta
                    //MVector3 delta = currentObjectTransform.Position.Subtract(refTransform.Position);
                    //MVector3 direction = new MVector3(delta.X, 0, delta.Z).Normalize();

                    //The carry position i
                    MVector3 carryPosition = refTransform.Position.Add(forward.Multiply(this.carryDistanceBothHanded)).Add(new MVector3(0, carryHeightBothHanded, 0f));

                    //Forwad + offset
                    this.internalCarryTransform = new MTransform("CarryTarget", refTransform.InverseTransformPoint(carryPosition), refTransform.InverseTransformRotation(currentObjectTransform.Rotation));
                }
            }

            return(new MBoolResponse(true));
        }
Пример #2
0
        /// <summary>
        /// Method is responsible for modeling the positiong the object and hands which is the first part of the carry for both handed objects
        /// </summary>
        /// <param name="result"></param>
        /// <param name="time"></param>
        private void PositionObjectBothHanded(ref MSimulationResult result, double time)
        {
            double rootVelocity = this.ComputeRootVelocity(time);


            MAvatarPostureValues avatarPose             = this.simulationState.Initial;
            MTransform           currentObjectTransform = this.SceneAccess.GetTransformByID(this.instruction.Properties["TargetID"]);


            //Move the object to a central spot in front of the avatar
            //Create a new transform for the target object transform
            MTransform targetObjectTransform = new MTransform();


            if (this.CarryTargetName != null && this.CarryTargetName.Length > 0)
            {
                MTransform targetTransform = SceneAccess.GetTransformByID(this.CarryTargetName);
                targetObjectTransform.Position = targetTransform.Position;
                targetObjectTransform.Rotation = targetTransform.Rotation;
            }

            else
            {
                MTransform refTransform = GetTransform(this.simulationState.Initial, bothHandedCarryReferenceJoint);
                MVector3   forward      = GetRootForwad(this.simulationState.Initial);
                //Determine the ref transform rotation
                refTransform.Rotation = MQuaternionExtensions.FromEuler(new MVector3(0, Extensions.SignedAngle(new MVector3(0, 0, 1), forward, new MVector3(0, 1, 0)), 0));

                targetObjectTransform.Position = refTransform.TransformPoint(this.internalCarryTransform.Position);
                targetObjectTransform.Rotation = refTransform.TransformRotation(this.internalCarryTransform.Rotation);
            }

            MTransform nextObjectPose      = this.DoLocalMotionPlanning(rootVelocity + positionObjectVelocity, TimeSpan.FromSeconds(time), currentObjectTransform.Position, currentObjectTransform.Rotation, targetObjectTransform.Position, targetObjectTransform.Rotation);
            MTransform nextObjectTransform = new MTransform("", nextObjectPose.Position, nextObjectPose.Rotation);


            //Update the position of the object
            result.SceneManipulations.Add(new MSceneManipulation()
            {
                Transforms = new List <MTransformManipulation>()
                {
                    new MTransformManipulation()
                    {
                        Target   = instruction.Properties["TargetID"],
                        Position = nextObjectPose.Position,
                        Rotation = nextObjectPose.Rotation
                    }
                }
            });

            //Update the hands
            foreach (HandContainer hand in this.ActiveHands)
            {
                //Update the hands
                MTransform nextHandPose = new MTransform("", nextObjectTransform.TransformPoint(hand.HandOffset.Position), nextObjectTransform.TransformRotation(hand.HandOffset.Rotation));

                //Set a new endeffector constraint
                this.constraintManager.SetEndeffectorConstraint(hand.JointType, nextHandPose.Position, nextHandPose.Rotation, hand.ConstraintID);

                //Assign the hand pose to preserve finger rotations
                result.Posture = AssignHandPose(result.Posture, hand.HandPose, hand.Type);
            }



            //Check if position is finished
            if ((targetObjectTransform.Position.Subtract(nextObjectPose.Position)).Magnitude() < 0.01f && MQuaternionExtensions.Angle(targetObjectTransform.Rotation, nextObjectPose.Rotation) < 0.1f)
            {
                result.Events.Add(new MSimulationEvent("PositioningFinished", "PositioningFinished", instruction.ID));

                //Only consider the rotation around y axis
                double yRotation = this.GetRootRotation(this.simulationState.Initial).ToEuler().Y;

                MTransform rootTransform = new MTransform("", this.GetRootPosition(this.simulationState.Initial), MQuaternionExtensions.FromEuler(new MVector3(0, yRotation, 0)));

                //Update the new relative coordinates
                this.relativeObjectRotation = rootTransform.InverseTransformRotation(nextObjectTransform.Rotation);
                this.relativeObjectPosition = rootTransform.InverseTransformPoint(nextObjectTransform.Position);

                this.bothHandedState = CarryState.Carry;

                //Get the joint constraints
                List <MConstraint> jointConstraints = this.constraintManager.GetJointConstraints();

                //Solve using ik if constraints are defined
                if (jointConstraints.Count > 0)
                {
                    MIKServiceResult ikResult = this.ServiceAccess.IKService.CalculateIKPosture(result.Posture, jointConstraints, new Dictionary <string, string>());
                    result.Posture = ikResult.Posture;
                }
            }
        }
Пример #3
0
 public static void Reset() => State = CarryState.Unknown;