示例#1
0
        /// <summary>
        /// Returns the global rotation of the specified constraint
        /// </summary>
        /// <param name="constraint"></param>
        /// <param name="sceneAccess"></param>
        /// <returns></returns>
        public static MQuaternion GetGlobalRotation(this MGeometryConstraint constraint, MSceneAccess.Iface sceneAccess)
        {
            MTransform parentTransform = sceneAccess.GetTransformByID(constraint.ParentObjectID);

            if (parentTransform != null)
            {
                if (constraint.ParentToConstraint != null)
                {
                    return(parentTransform.TransformRotation(constraint.ParentToConstraint.Rotation));
                }
                else
                {
                    return(parentTransform.Rotation);
                }
            }
            //No parent defined
            else
            {
                if (constraint.ParentToConstraint != null)
                {
                    return(constraint.ParentToConstraint.Rotation);
                }
            }

            return(null);
        }
示例#2
0
        /// <summary>
        /// Method is repsonsible for modeling the actual carry for both handed objects
        /// </summary>
        /// <param name="result"></param>
        private void BothHandedCarry(ref MSimulationResult result)
        {
            //Create an empty transform representing the next object transform
            MTransform nextObjectTransform = new MTransform();


            //Update the desired object transform
            if (this.CarryTargetName != null && this.CarryTargetName.Length > 0)
            {
                MTransform targetTransform = SceneAccess.GetTransformByID(this.CarryTargetName);
                nextObjectTransform.Position = targetTransform.Position;
                nextObjectTransform.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));

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



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


            List <MIKProperty> ikProperties = new List <MIKProperty>();


            //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));

                this.constraintManager.SetEndeffectorConstraint(hand.JointType, nextHandPose.Position, nextHandPose.Rotation, hand.ConstraintID);
            }
        }
示例#3
0
        /// <summary>
        /// Performs a single handed carry
        /// Just sets the object relative to the hand
        /// </summary>
        /// <param name="result"></param>
        /// <param name="hand"></param>
        /// <returns></returns>
        private List <MIKProperty> SingleHandedCarry(ref MSimulationResult result, double time, HandContainer hand)
        {
            List <MIKProperty> ikProperties = new List <MIKProperty>();

            //Check if a carry target is specified
            if (hand.CarryTargetName != null)
            {
                //Compute the root velocity
                double rootVelocity = this.ComputeRootVelocity(time);

                //Get the current transform of the carry target for the respective hand
                MTransform targetTr = SceneAccess.GetTransformByID(this.CarryTargetName);

                //The transform of the carry target
                MTransform targetTransform = new MTransform("", targetTr.Position, targetTr.Rotation);

                //Compute the global position of the respective hand based on the object
                MVector3    targetHandPosition = targetTransform.TransformPoint(hand.HandOffset.Position);
                MQuaternion targetHandRotation = targetTransform.TransformRotation(hand.HandOffset.Rotation);

                //Get the current hand transform
                MTransform currentHandTransform = GetTransform(simulationState.Initial, hand.Type);

                //Compute the new hand pose
                MTransform nextHandPose = this.DoLocalMotionPlanning(rootVelocity + hand.Velocity, TimeSpan.FromSeconds(time), currentHandTransform.Position, currentHandTransform.Rotation, targetHandPosition, targetHandRotation);

                //Compute the object transform
                result.SceneManipulations.Add(new MSceneManipulation()
                {
                    Transforms = new List <MTransformManipulation>()
                    {
                        new MTransformManipulation()
                        {
                            Target   = hand.Instruction.Properties["TargetID"],
                            Position = nextHandPose.TransformPoint(hand.ObjectOffset.Position),
                            Rotation = nextHandPose.TransformRotation(hand.ObjectOffset.Rotation)
                        }
                    }
                });

                //Set the position and rotation parameters of the ik
                this.constraintManager.SetEndeffectorConstraint(hand.JointType, nextHandPose.Position, nextHandPose.Rotation, hand.ConstraintID);
            }

            //Just set the object relative to the current hand
            else
            {
                //Create a transform representing the hand transform for the planned frame
                MTransform handTransform = GetTransform(simulationState.Current, hand.Type);

                if (this.UseCarryIK)
                {
                    this.constraintManager.SetEndeffectorConstraint(hand.JointType, handTransform.Position, handTransform.Rotation, hand.ConstraintID);
                }



                //Compute the object transform
                result.SceneManipulations.Add(new MSceneManipulation()
                {
                    Transforms = new List <MTransformManipulation>()
                    {
                        new MTransformManipulation()
                        {
                            Target   = hand.Instruction.Properties["TargetID"],
                            Position = handTransform.TransformPoint(hand.ObjectOffset.Position),
                            Rotation = handTransform.TransformRotation(hand.ObjectOffset.Rotation)
                        }
                    }
                });
            }


            //To do optionally consider self-collisions
            return(ikProperties);
        }
示例#4
0
        /// <summary>
        /// Performs the position step for a single hand
        /// </summary>
        /// <param name="result"></param>
        /// <param name="time"></param>
        /// <param name="hand"></param>
        /// <returns></returns>
        private void PositionObjectSingleHand(ref MSimulationResult result, double time, HandContainer hand)
        {
            //Compute the root velocity
            double rootVelocity = this.ComputeRootVelocity(time);

            //The current hand transform (the approved result of the last frame)
            MTransform currentHandTransform = GetTransform(simulationState.Initial, hand.Type);

            //The desired hand transform (of the underlying animation)
            MTransform targetHandTransform = GetTransform(simulationState.Current, hand.Type);


            //Check if for the hand a carry target is defined
            if (hand.CarryTargetName != null)
            {
                //Get the target transform if a carry target is defined
                MTransform carryTargetTransform = SceneAccess.GetTransformByID(this.CarryTargetName);

                //Compute the global position of the respective hand based on the object
                targetHandTransform.Position = carryTargetTransform.TransformPoint(hand.HandOffset.Position);
                targetHandTransform.Rotation = carryTargetTransform.TransformRotation(hand.HandOffset.Rotation);
            }


            rootVelocity = 0f;

            //Compute the new hand pose at the end of this frame
            MTransform nextHandTransform = this.DoLocalMotionPlanning(rootVelocity + hand.Velocity, TimeSpan.FromSeconds(time), currentHandTransform.Position, currentHandTransform.Rotation, targetHandTransform.Position, targetHandTransform.Rotation);


            //Compute the object transform
            result.SceneManipulations.Add(new MSceneManipulation()
            {
                Transforms = new List <MTransformManipulation>()
                {
                    new MTransformManipulation()
                    {
                        Target = hand.Instruction.Properties["TargetID"],
                        //Compute the object location with respect to the offset
                        Position = nextHandTransform.TransformPoint(hand.ObjectOffset.Position),
                        Rotation = nextHandTransform.TransformRotation(hand.ObjectOffset.Rotation)
                    }
                }
            });


            float translationDistance = targetHandTransform.Position.Subtract(nextHandTransform.Position).Magnitude();
            float angularDistance     = (float)MQuaternionExtensions.Angle(nextHandTransform.Rotation, targetHandTransform.Rotation);

            //Check if goal reached -> change state
            if (translationDistance < 0.01f && angularDistance < 2)
            {
                result.Events.Add(new MSimulationEvent("PositioningFinished", "PositioningFinished", hand.Instruction.ID));

                //Finally in carry state
                hand.State = CarryState.Carry;

                //Set the constraint if the carry ik is enabled
                if (UseCarryIK || hand.CarryTargetName != null)
                {
                    //Remove the endeffector constraint no carry ik
                    this.constraintManager.SetEndeffectorConstraint(hand.JointType, nextHandTransform.Position, nextHandTransform.Rotation, hand.ConstraintID);
                }
                else
                {
                    //Remove the endeffector constraint no carry ik
                    this.constraintManager.RemoveEndeffectorConstraints(hand.JointType);
                }
            }

            //Not finished
            else
            {
                //Set the position and rotation parameters of the ik
                this.constraintManager.SetEndeffectorConstraint(hand.JointType, nextHandTransform.Position, nextHandTransform.Rotation, hand.ConstraintID);
            }
        }
示例#5
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;
                }
            }
        }
示例#6
0
        /// <summary>
        /// Basic to step routine which computes the result of the current frame
        /// </summary>
        /// <param name="time"></param>
        /// <returns></returns>
        public override MSimulationResult DoStep(double time, MSimulationState simulationState)
        {
            //Create a new result
            MSimulationResult result = new MSimulationResult()
            {
                Events             = simulationState.Events ?? new List <MSimulationEvent>(),
                DrawingCalls       = new List <MDrawingCall>(),
                SceneManipulations = simulationState.SceneManipulations ?? new List <MSceneManipulation>(),
                Posture            = simulationState.Current,
                Constraints        = simulationState.Constraints ?? new List <MConstraint>()
            };

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

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

            //Setup the constraint manager and use the local constraints
            this.constraintManager.SetConstraints(ref localConstraints);


            //Handle each active hand
            for (int i = this.activeHands.Count - 1; i >= 0; i--)
            {
                //Get the current hand
                HandContainer hand = this.activeHands[i];

                //Skip if hand is not initialized
                if (!hand.Initialized)
                {
                    continue;
                }

                //Get the transform of the object to be positioned
                MTransform currentObjectTransform = this.SceneAccess.GetTransformByID(hand.Instruction.Properties["SubjectID"]);

                //Get the transform of the target
                MTransform targetObjectTransform = null;

                //Determine the next location of the object (at the end of the frame)
                MTransform nextObjectTransform = null;

                //Check if trajectory is defined
                if (hand.Trajectory != null)
                {
                    //The last point is the target transform
                    targetObjectTransform = hand.Trajectory.Last();

                    //The current rajectory point
                    MTransform currentTrajectoryPoint = hand.Trajectory[hand.TrajectoryIndex];

                    //Estimate the next transfom based on local motion planning
                    nextObjectTransform = this.DoLocalMotionPlanning(hand.Velocity, hand.AngularVelocity, TimeSpan.FromSeconds(time), currentObjectTransform.Position, currentObjectTransform.Rotation, currentTrajectoryPoint.Position, currentTrajectoryPoint.Rotation, hand.CollisionAvoidance);

                    //Get the current distance
                    float currentDistance        = nextObjectTransform.Position.Subtract(hand.Trajectory[hand.TrajectoryIndex].Position).Magnitude();
                    float currentAngularDistance = (float)MQuaternionExtensions.Angle(nextObjectTransform.Rotation, hand.Trajectory[hand.TrajectoryIndex].Rotation);

                    //Check if close to current target -> move to next target
                    if (currentDistance < this.translationThreshold && currentAngularDistance < this.rotationThreshold && hand.TrajectoryIndex < hand.Trajectory.Count - 1)
                    {
                        hand.TrajectoryIndex++;
                    }
                }

                //Default behavior if no trajectory is specified
                else
                {
                    targetObjectTransform = this.ComputeTargetTransform(hand);

                    //Estimate the next pose of the scene object
                    nextObjectTransform = this.DoLocalMotionPlanning(hand.Velocity, hand.AngularVelocity, TimeSpan.FromSeconds(time), currentObjectTransform.Position, currentObjectTransform.Rotation, targetObjectTransform.Position, targetObjectTransform.Rotation, hand.CollisionAvoidance);
                }


                //Set the pose of the object to the next estimated pose
                result.SceneManipulations.Add(new MSceneManipulation()
                {
                    Transforms = new List <MTransformManipulation>()
                    {
                        new MTransformManipulation()
                        {
                            Target   = hand.Instruction.Properties.GetValue("SubjectID", "subjectID"),
                            Position = nextObjectTransform.Position,
                            Rotation = nextObjectTransform.Rotation
                        }
                    }
                });


                //Compute the next handpose based on the offset
                MTransform nextHandTransform = new MTransform("", nextObjectTransform.TransformPoint(hand.Offset.Position), nextObjectTransform.TransformRotation(hand.Offset.Rotation));

                //Set the ik constraints
                constraintManager.SetEndeffectorConstraint(hand.Type, nextHandTransform.Position, nextHandTransform.Rotation);

                //To do add constraints
                float distance        = (nextObjectTransform.Position.Subtract(targetObjectTransform.Position)).Magnitude();
                float angularDistance = (float)MQuaternionExtensions.Angle(nextObjectTransform.Rotation, targetObjectTransform.Rotation);


                //Check if goal criteria fulfilled
                if (distance < this.translationThreshold && angularDistance < this.rotationThreshold)
                {
                    //Increment the time
                    hand.ElapsedHoldTime += time;

                    if (hand.ElapsedHoldTime < hand.HoldTime)
                    {
                        continue;
                    }

                    this.activeHands.RemoveAt(i);

                    //Add new finished event
                    if (hand.BothHanded)
                    {
                        if (activeHands.Count == 0)
                        {
                            result.Events.Add(new MSimulationEvent(hand.Instruction.Name, mmiConstants.MSimulationEvent_End, hand.Instruction.ID));
                        }
                    }

                    //Single handed grasp
                    else
                    {
                        result.Events.Add(new MSimulationEvent(hand.Instruction.Name, mmiConstants.MSimulationEvent_End, hand.Instruction.ID));
                    }
                }
            }



            //Get the properties from the constraint manager
            List <MConstraint> jointConstraints = this.constraintManager.GetJointConstraints();


            //Use the ik service if at least one constraint must be solved
            if (jointConstraints.Count > 0)
            {
                MIKServiceResult ikResult = this.ServiceAccess.IKService.CalculateIKPosture(simulationState.Current, jointConstraints, new Dictionary <string, string>());
                result.Posture = ikResult.Posture;
            }

            //Configure the constraint manager to operate on the global constraints
            constraintManager.SetConstraints(ref globalConstraints);

            //Combine the global with the local ones
            constraintManager.Combine(localConstraints);

            //Provide the combined constraints as result
            result.Constraints = globalConstraints;

            //Return the simulation result
            return(result);
        }
示例#7
0
        /// <summary>
        /// Basic to step routine which computes the result of the current frame
        /// </summary>
        /// <param name="time"></param>
        /// <returns></returns>
        public override MSimulationResult DoStep(double time, MSimulationState simulationState)
        {
            //Create a new result
            MSimulationResult result = new MSimulationResult()
            {
                Events             = this.simulationState.Events ?? new List <MSimulationEvent>(),
                DrawingCalls       = new List <MDrawingCall>(),
                SceneManipulations = this.simulationState.SceneManipulations ?? new List <MSceneManipulation>(),
                Posture            = this.simulationState.Current,
                Constraints        = this.simulationState.Constraints ?? new List <MConstraint>()
            };

            List <MConstraint> constraints = result.Constraints;

            //Setup the constraint manager
            this.constraintManager.SetConstraints(ref constraints);

            //Set the simulation sate
            this.simulationState = simulationState;


            //Handle each active hand
            for (int i = this.ActiveHands.Count - 1; i >= 0; i--)
            {
                //Get the current hand
                HandContainer hand = this.ActiveHands[i];

                if (!hand.Initialized)
                {
                    continue;
                }

                //Get the transform of the object to be positioned
                MTransform currentObjectTransform = hand.Subject.Transform;

                //Get the transform of the target
                MTransform targetObjectTransform = null;

                //Determine the next location of the object (at the end of the frame)
                MTransform nextObjectTransform = null;

                //Check if trajectory is defined
                if (hand.Trajectory != null)
                {
                    //The last point is the target transform
                    targetObjectTransform = hand.Trajectory.Last();


                    //Estimate the next transfom based on local motion planning
                    nextObjectTransform = this.DoLocalMotionPlanning(hand.Velocity, hand.AngularVelocity, TimeSpan.FromSeconds(time), currentObjectTransform.Position, currentObjectTransform.Rotation, hand.Trajectory[hand.TrajectoryIndex].Position, hand.Trajectory[hand.TrajectoryIndex].Rotation);


                    float  translationDistance = (nextObjectTransform.Position.Subtract(hand.Trajectory[hand.TrajectoryIndex].Position)).Magnitude();
                    double angularDistance     = MQuaternionExtensions.Angle(nextObjectTransform.Rotation, hand.Trajectory[hand.TrajectoryIndex].Rotation);


                    //Check if close to current target -> move to next target
                    if (translationDistance < 0.01f && angularDistance < 0.5f && hand.TrajectoryIndex < hand.Trajectory.Count - 1)
                    {
                        hand.TrajectoryIndex++;
                    }
                }

                //Default behavior if no trajectory is specified
                else
                {
                    targetObjectTransform = hand.Target.Transform;

                    //Estimate the next pose of the scene object
                    nextObjectTransform = this.DoLocalMotionPlanning(hand.Velocity, hand.AngularVelocity, TimeSpan.FromSeconds(time), currentObjectTransform.Position, currentObjectTransform.Rotation, targetObjectTransform.Position, targetObjectTransform.Rotation);
                }


                //Set the pose of the object to the next estimated pose
                result.SceneManipulations.Add(new MSceneManipulation()
                {
                    Transforms = new List <MTransformManipulation>()
                    {
                        new MTransformManipulation()
                        {
                            Target   = hand.Subject.ID,
                            Position = nextObjectTransform.Position,
                            Rotation = nextObjectTransform.Rotation
                        }
                    }
                });


                //Compute the next handpose based on the offset
                MTransform nextHandTransform = new MTransform("", nextObjectTransform.TransformPoint(hand.Offset.Position), nextObjectTransform.TransformRotation(hand.Offset.Rotation));


                //Set the ik constraints
                constraintManager.SetEndeffectorConstraint(new MJointConstraint(hand.JointType)
                {
                    GeometryConstraint = new MGeometryConstraint("")
                    {
                        ParentToConstraint = new MTransform(Guid.NewGuid().ToString(), nextHandTransform.Position, nextHandTransform.Rotation)
                    }
                });


                //To do add constraints
                float  distance    = (nextObjectTransform.Position.Subtract(targetObjectTransform.Position)).Magnitude();
                double angularDist = MQuaternionExtensions.Angle(nextObjectTransform.Rotation, targetObjectTransform.Rotation);

                if (hand.Trajectory != null && hand.TrajectoryIndex < hand.Trajectory.Count - 2)
                {
                    //Do nothing
                }
                else
                {
                    if (distance < 0.01f && angularDist < 0.5f)
                    {
                        //Increment the time
                        hand.ElapsedHoldTime += time;

                        if (hand.ElapsedHoldTime < hand.HoldTime)
                        {
                            continue;
                        }

                        this.ActiveHands.RemoveAt(i);

                        //Add new finished event
                        if (hand.BothHanded)
                        {
                            if (ActiveHands.Count == 0)
                            {
                                result.Events.Add(new MSimulationEvent(hand.Instruction.Name, mmiConstants.MSimulationEvent_End, hand.Instruction.ID));
                            }
                        }

                        //Single handed grasp
                        else
                        {
                            result.Events.Add(new MSimulationEvent(hand.Instruction.Name, mmiConstants.MSimulationEvent_End, hand.Instruction.ID));
                        }
                    }
                }
            }



            //Use the ik service
            if (result.Constraints.Count > 0)
            {
                MIKServiceResult ikResult = ServiceAccess.IKService.CalculateIKPosture(this.simulationState.Current, result.Constraints, new Dictionary <string, string>());

                result.Posture = ikResult.Posture;
            }

            return(result);
        }
示例#8
0
        public override MSimulationResult DoStep(double time, MSimulationState simulationState)
        {
            //Create a new simulation result
            MSimulationResult result = new MSimulationResult()
            {
                Events             = simulationState.Events ?? new List <MSimulationEvent>(),
                Constraints        = simulationState.Constraints ?? new List <MConstraint>(),
                SceneManipulations = simulationState.SceneManipulations ?? new List <MSceneManipulation>()
            };

            //Assign the constraints to a temp varilable
            List <MConstraint> constraints = result.Constraints;

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


            //Get the hand position and rotation of the last frame (approved result)
            this.SkeletonAccess.SetChannelData(simulationState.Initial);
            MVector3    currentHandPosition = this.SkeletonAccess.GetGlobalJointPosition(this.AvatarDescription.AvatarID, this.handJoint);
            MQuaternion currentHandRotation = this.SkeletonAccess.GetGlobalJointRotation(this.AvatarDescription.AvatarID, this.handJoint);


            //Get the desired hand position (of the underlying motion e.g. idle)
            this.SkeletonAccess.SetChannelData(simulationState.Current);
            MVector3    targetHandPosition = this.SkeletonAccess.GetGlobalJointPosition(this.AvatarDescription.AvatarID, this.handJoint);
            MQuaternion targetHandRotation = this.SkeletonAccess.GetGlobalJointRotation(this.AvatarDescription.AvatarID, this.handJoint);


            //Add an offset on top of the position if desired
            if (this.addOffset)
            {
                targetHandPosition = ComputeNewPositionWithOffset(targetHandPosition, simulationState.Current);
            }

            //Move the hand from the current position to the target position
            MVector3 deltaPosition = targetHandPosition.Subtract(currentHandPosition);

            //Compute the distance of the hand to the target hand position
            float distanceToGoal = deltaPosition.Magnitude();


            //Create positioning finished event if not already created and distance below threshold
            if (distanceToGoal < this.positioningFinishedThreshold && !this.positioningFinished)
            {
                result.Events.Add(new MSimulationEvent("PositioningFinished", "PositioningFinished", this.instruction.ID));
                this.positioningFinished = true;
            }

            //Compute the current velocity based on the general max velocity and the velocity of the root motion
            float currentVelocity = this.velocity + this.ComputeRootVelocity(time, simulationState);

            //Compute the max distance which can be covered within the current frame
            float maxDistance = (float)(time * currentVelocity);

            //Compute the weight for slerping (weight increases with shrinking distance to target)
            float weight = Math.Max(0, 1 - distanceToGoal);

            //Create a new transform representing the next hand transform
            MTransform newHandTransform = new MTransform("", currentHandPosition.Clone(), currentHandRotation.Clone())
            {
                //Compute the new hand position (normalize delta position and multiply by max distance)
                Position = currentHandPosition.Add(deltaPosition.Normalize().Multiply(Math.Min(deltaPosition.Magnitude(), maxDistance))),

                //Just perform an interpolation to gather new hand rotation (weight is determined by the translation distance)
                Rotation = MQuaternionExtensions.Slerp(currentHandRotation, targetHandRotation, weight)
            };


            //Compute the corresponding positon/rotation of the object and
            //adjust the transformation of the object which should be moved
            result.SceneManipulations.Add(new MSceneManipulation()
            {
                Transforms = new List <MTransformManipulation>()
                {
                    new MTransformManipulation()
                    {
                        Target = this.objectTransform.ID,
                        //Compute the new global position of the object
                        Position = newHandTransform.TransformPoint(this.objectPositionOffset),
                        //Compute the new global rotation of the object
                        Rotation = newHandTransform.TransformRotation(this.objectRotationOffset)
                    }
                }
            });


            //Set the desired endeffector constraints
            constraintManager.SetEndeffectorConstraint(this.handJoint, newHandTransform.Position, newHandTransform.Rotation);

            //Generate a new posture using the ik solver and the specified constraints
            MIKServiceResult ikResult = this.ServiceAccess.IKService.CalculateIKPosture(simulationState.Current, constraintManager.GetJointConstraints(), new  Dictionary <string, string>());

            result.Posture = ikResult.Posture;

            //Return the result
            return(result);
        }
示例#9
0
        /// <summary>
        /// Do step routine in which the actual simulation result is generated
        /// </summary>
        /// <param name="time"></param>
        /// <param name="simulationState"></param>
        /// <returns></returns>
        public override MSimulationResult DoStep(double time, MSimulationState simulationState)
        {
            //Create a new simulation result
            MSimulationResult result = new MSimulationResult()
            {
                Events             = simulationState.Events != null ? simulationState.Events : new List <MSimulationEvent>(),
                Constraints        = simulationState.Constraints,
                SceneManipulations = simulationState.SceneManipulations != null ? simulationState.SceneManipulations : new List <MSceneManipulation>()
            };


            //Create variables representing the next object position/rotation
            MTransform nextObjectTransform = subjectTransform.Clone();

            //Use the constraint manager to manage the constraints
            List <MConstraint> tmpConstraints = result.Constraints;

            //Set the constraints
            constraintManager.SetConstraints(ref tmpConstraints);


            //Compute the new hand position and rotation
            MVector3 deltaPosition  = this.targetObjectTransform.Position.Subtract(subjectTransform.Position);
            float    distanceToGoal = deltaPosition.Magnitude();

            //Get the current object position
            float maxDistance = (float)time * 1.0f;

            //Check the current distance to goal
            if (distanceToGoal < 0.01f)
            {
                result.Events.Add(new MSimulationEvent(this.instruction.Name, mmiConstants.MSimulationEvent_End, this.instruction.ID));
            }
            else
            {
                //Compute the new hand position (normalize delta position and multiply by max distance)
                nextObjectTransform.Position = this.subjectTransform.Position.Add(deltaPosition.Normalize().Multiply(Math.Min(distanceToGoal, maxDistance)));

                //Compute the weight for slerping (weight increases with shrinking distance to target)
                float weight = Math.Max(0, 1 - distanceToGoal);

                //Just perform an interpolation to gather new hand rotation (weight is determined by the translation distance)
                nextObjectTransform.Rotation = MQuaternionExtensions.Slerp(this.subjectTransform.Rotation, this.targetObjectTransform.Rotation, weight);
            }

            //Adjust the transformation of the object which should be moved
            result.SceneManipulations.Add(new MSceneManipulation()
            {
                Transforms = new List <MTransformManipulation>()
                {
                    new MTransformManipulation()
                    {
                        Target   = this.subjectTransform.ID,
                        Position = nextObjectTransform.Position,
                        Rotation = nextObjectTransform.Rotation
                    }
                }
            });

            //Get the current hand position in global space
            MVector3    globalHandPosition = nextObjectTransform.TransformPoint(this.handPositionOffset);
            MQuaternion globalHandRotation = nextObjectTransform.TransformRotation(this.handRotationOffset);

            //Set the desired endeffector constraints
            constraintManager.SetEndeffectorConstraint(this.handJoint, globalHandPosition, globalHandRotation);



            MIKServiceResult ikResult = this.ServiceAccess.IKService.CalculateIKPosture(simulationState.Current, constraintManager.GetJointConstraints(), new Dictionary <string, string>());

            //Generate a new posture using the ik solver and the specified constraints
            result.Posture = ikResult.Posture;

            //Return the result
            return(result);
        }