doom3quest/Projects/Android/jni/d3es-multithread-master/neo/game/IK.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/geometry/JointTransform.h"
#include "gamesys/SysCvar.h"
#include "Mover.h"
#include "IK.h"
#include "Vr.h"
#include "Player.h"
idCVar rollfix("rollfix", "20", CVAR_FLOAT, "");
idCVar rfx("rfx", "0", CVAR_FLOAT, "");
idCVar rfy("rfy", "0", CVAR_FLOAT, "");
idCVar rfz("rfz", "0", CVAR_FLOAT, "");
// idCVar rhx( "rhx", "-1", CVAR_FLOAT, "" );
// idCVar rhy( "rhy", "0", CVAR_FLOAT, "" );
// idCVar rhz( "rhz", "0", CVAR_FLOAT, "" );
/*
===============================================================================
idIK
===============================================================================
*/
/*
================
idIK::idIK
================
*/
idIK::idIK()
{
ik_activate = false;
initialized = false;
self = NULL;
animator = NULL;
modifiedAnim = 0;
modelOffset.Zero();
}
/*
================
idIK::~idIK
================
*/
idIK::~idIK()
{
}
/*
================
idIK::Save
================
*/
void idIK::Save( idSaveGame* savefile ) const
{
savefile->WriteBool( initialized );
savefile->WriteBool( ik_activate );
savefile->WriteObject( self );
savefile->WriteString( animator != NULL && animator->GetAnim( modifiedAnim ) ? animator->GetAnim( modifiedAnim )->Name() : "" );
savefile->WriteVec3( modelOffset );
}
/*
================
idIK::Restore
================
*/
void idIK::Restore( idRestoreGame* savefile )
{
idStr anim;
savefile->ReadBool( initialized );
savefile->ReadBool( ik_activate );
savefile->ReadObject( reinterpret_cast<idClass*&>( self ) );
savefile->ReadString( anim );
savefile->ReadVec3( modelOffset );
if( self )
{
animator = self->GetAnimator();
if( animator == NULL || animator->ModelDef() == NULL )
{
gameLocal.Warning( "idIK::Restore: IK for entity '%s' at (%s) has no model set.",
self->name.c_str(), self->GetPhysics()->GetOrigin().ToString( 0 ) );
return;
}
modifiedAnim = animator->GetAnim( anim );
if( modifiedAnim == 0 )
{
gameLocal.Warning( "idIK::Restore: IK for entity '%s' at (%s) has no modified animation.",
self->name.c_str(), self->GetPhysics()->GetOrigin().ToString( 0 ) );
}
}
else
{
animator = NULL;
modifiedAnim = 0;
}
}
/*
================
idIK::IsInitialized
================
*/
bool idIK::IsInitialized() const
{
return initialized && ik_enable.GetBool();
}
/*
================
idIK::Init
================
*/
bool idIK::Init( idEntity* self, const char* anim, const idVec3& modelOffset )
{
idRenderModel* model;
if( self == NULL )
{
return false;
}
this->self = self;
animator = self->GetAnimator();
if( animator == NULL || animator->ModelDef() == NULL )
{
gameLocal.Warning( "idIK::Init: IK for entity '%s' at (%s) has no model set.",
self->name.c_str(), self->GetPhysics()->GetOrigin().ToString( 0 ) );
return false;
}
if( animator->ModelDef()->ModelHandle() == NULL )
{
gameLocal.Warning( "idIK::Init: IK for entity '%s' at (%s) uses default model.",
self->name.c_str(), self->GetPhysics()->GetOrigin().ToString( 0 ) );
return false;
}
model = animator->ModelHandle();
if( model == NULL )
{
gameLocal.Warning( "idIK::Init: IK for entity '%s' at (%s) has no model set.",
self->name.c_str(), self->GetPhysics()->GetOrigin().ToString( 0 ) );
return false;
}
modifiedAnim = animator->GetAnim( anim );
if( modifiedAnim == 0 )
{
gameLocal.Warning( "idIK::Init: IK for entity '%s' at (%s) has no modified animation.",
self->name.c_str(), self->GetPhysics()->GetOrigin().ToString( 0 ) );
return false;
}
this->modelOffset = modelOffset;
return true;
}
/*
================
idIK::Evaluate
================
*/
void idIK::Evaluate()
{
}
/*
================
idIK::ClearJointMods
================
*/
void idIK::ClearJointMods()
{
ik_activate = false;
}
/*
================
idIK::SolveTwoBones
================
*/
bool idIK::SolveTwoBones( const idVec3& startPos, const idVec3& endPos, const idVec3& dir, float len0, float len1, idVec3& jointPos )
{
float length, lengthSqr, lengthInv, x, y;
idVec3 vec0, vec1;
vec0 = endPos - startPos;
lengthSqr = vec0.LengthSqr();
lengthInv = idMath::InvSqrt( lengthSqr );
length = lengthInv * lengthSqr;
// if the start and end position are too far out or too close to each other
if( length > len0 + len1 || length < idMath::Fabs( len0 - len1 ) )
{
jointPos = startPos + 0.5f * vec0;
return false;
}
vec0 *= lengthInv;
vec1 = dir - vec0 * dir * vec0;
vec1.Normalize();
x = ( length * length + len0 * len0 - len1 * len1 ) * ( 0.5f * lengthInv );
y = idMath::Sqrt( len0 * len0 - x * x );
jointPos = startPos + x * vec0 + y * vec1;
return true;
}
/*
================
// Koz
// Moves the elbow towards the wrist (stretches the upper arm) if player reach exceeds model arm length when using motion controls
// idIK::SolveTwoArmBones
================
*/
bool idIK::SolveTwoArmBones( idVec3& startPos, idVec3& endPos, const idVec3& dir, float len0, float len1, idVec3& jointPos )
{
float length, lengthSqr, lengthInv, x, y, maxLen, lenDif;
idVec3 vec0, vec1, vec2, vec3;
vec0 = endPos - startPos;
lengthSqr = vec0.LengthSqr();
lengthInv = idMath::InvSqrt( lengthSqr );
length = lengthInv * lengthSqr;
// Koz - if using motion controls and displaying the body, and a controller is reporting a impossible position, restrain the arm length.
if ( 0 && game->isVR && vr_playerBodyMode.GetInteger() == 0 )
{
maxLen = (len0 + len1) * 1.40f;
if ( length > maxLen )
{
lenDif = (maxLen - length) / 2.0f;
vec0.Normalize();
endPos = startPos + maxLen * vec0;
jointPos = endPos - (len1 - lenDif) * vec0;
startPos = startPos + lenDif * vec0;
return false;
}
}
// if the start and end position are too far out or too close to each other
if ( length > len0 + len1 )
{
vec0.Normalize();
jointPos = endPos - len1 * vec0;
return false;
}
else if ( length < idMath::Fabs( len0 - len1 ) )
{
jointPos = startPos + (0.5f * vec0);
return false;
}
vec0 *= lengthInv;
vec1 = dir - vec0 * dir * vec0;
vec1.Normalize();
x = (length * length + len0 * len0 - len1 * len1) * (0.5f * lengthInv);
y = idMath::Sqrt( len0 * len0 - x * x );
jointPos = startPos + x * vec0 + y * vec1;
float dist1 = idMath::Sqrt( (endPos.x - startPos.x) * (endPos.x - startPos.x) + (endPos.y - startPos.y) * (endPos.y - startPos.y) + (endPos.z - startPos.z) * (endPos.z - startPos.z) );
float dist2 = idMath::Sqrt( (len0 * len0) + (len1 * len1) );
if ( dist1 <= dist2 + 2.0 ) return true;
return false;
/*
float length, lengthSqr, lengthInv, x, y;
idVec3 vec0, vec1;
vec0 = endPos - startPos;
lengthSqr = vec0.LengthSqr();
lengthInv = idMath::InvSqrt( lengthSqr );
length = lengthInv * lengthSqr;
// if the start and end position are too far out or too close to each other
if ( length > len0 + len1 || length < idMath::Fabs( len0 - len1 ) ) {
jointPos = startPos + 0.5f * vec0;
return false;
}
vec0 *= lengthInv;
vec1 = dir - vec0 * dir * vec0;
vec1.Normalize();
x = (length * length + len0 * len0 - len1 * len1) * (0.5f * lengthInv);
y = idMath::Sqrt( len0 * len0 - x * x );
jointPos = startPos + x * vec0 + y * vec1;
if ( length <= len0 * 1.05 )
{
return true;
}
return false;
*/
}
/*
================
idIK::GetBoneAxis
================
*/
float idIK::GetBoneAxis( const idVec3& startPos, const idVec3& endPos, const idVec3& dir, idMat3& axis, bool debug )
{
float length;
axis[0] = endPos - startPos;
length = axis[0].Normalize();
axis[1] = dir - axis[0] * dir * axis[0];
axis[1].Normalize();
axis[2].Cross( axis[1], axis[0] );
if ( debug )
{
common->Printf( "\nGBA [0] x y z %f %f %f ", axis[0].x, axis[0].y, axis[0].z );
common->Printf( "[1] %f %f %f ", axis[1].x, axis[1].y, axis[1].z );
common->Printf( "[2] %f %f %f ", axis[2].x, axis[2].y, axis[2].z );
}
return length;
}
/*
================
idIK::GetBoneAxis2
================
*/
float idIK::GetBoneAxis2( const idVec3& startPos, const idVec3& endPos, const idVec3& dir, idMat3& axis )
{
idRotation bonRot;
bonRot.SetVec( endPos - startPos );
bonRot.SetAngle( 0.0f );
axis = bonRot.ToMat3();
float length;
//axis[0] = endPos - startPos;
length = axis[0].Normalize();
//axis[1] = dir - axis[0] * dir * axis[0];
//axis[1].Normalize();
//axis[2].Cross( axis[1], axis[0] );
return length;
}
/*
===============================================================================
idIK_Walk
===============================================================================
*/
/*
================
idIK_Walk::idIK_Walk
================
*/
idIK_Walk::idIK_Walk()
{
int i;
initialized = false;
footModel = NULL;
numLegs = 0;
enabledLegs = 0;
for( i = 0; i < MAX_LEGS; i++ )
{
footJoints[i] = INVALID_JOINT;
ankleJoints[i] = INVALID_JOINT;
kneeJoints[i] = INVALID_JOINT;
hipJoints[i] = INVALID_JOINT;
dirJoints[i] = INVALID_JOINT;
hipForward[i].Zero();
kneeForward[i].Zero();
upperLegLength[i] = 0.0f;
lowerLegLength[i] = 0.0f;
upperLegToHipJoint[i].Identity();
lowerLegToKneeJoint[i].Identity();
oldAnkleHeights[i] = 0.0f;
}
waistJoint = INVALID_JOINT;
smoothing = 0.75f;
waistSmoothing = 0.5f;
footShift = 0.0f;
waistShift = 0.0f;
minWaistFloorDist = 0.0f;
minWaistAnkleDist = 0.0f;
footUpTrace = 32.0f;
footDownTrace = 32.0f;
tiltWaist = false;
usePivot = false;
pivotFoot = -1;
pivotYaw = 0.0f;
pivotPos.Zero();
oldHeightsValid = false;
oldWaistHeight = 0.0f;
waistOffset.Zero();
}
/*
================
idIK_Walk::~idIK_Walk
================
*/
idIK_Walk::~idIK_Walk()
{
if( footModel )
{
delete footModel;
}
}
/*
================
idIK_Walk::Save
================
*/
void idIK_Walk::Save( idSaveGame* savefile ) const
{
int i;
idIK::Save( savefile );
savefile->WriteClipModel( footModel );
savefile->WriteInt( numLegs );
savefile->WriteInt( enabledLegs );
for( i = 0; i < MAX_LEGS; i++ )
savefile->WriteInt( footJoints[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->WriteInt( ankleJoints[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->WriteInt( kneeJoints[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->WriteInt( hipJoints[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->WriteInt( dirJoints[i] );
savefile->WriteInt( waistJoint );
for( i = 0; i < MAX_LEGS; i++ )
savefile->WriteVec3( hipForward[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->WriteVec3( kneeForward[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->WriteFloat( upperLegLength[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->WriteFloat( lowerLegLength[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->WriteMat3( upperLegToHipJoint[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->WriteMat3( lowerLegToKneeJoint[i] );
savefile->WriteFloat( smoothing );
savefile->WriteFloat( waistSmoothing );
savefile->WriteFloat( footShift );
savefile->WriteFloat( waistShift );
savefile->WriteFloat( minWaistFloorDist );
savefile->WriteFloat( minWaistAnkleDist );
savefile->WriteFloat( footUpTrace );
savefile->WriteFloat( footDownTrace );
savefile->WriteBool( tiltWaist );
savefile->WriteBool( usePivot );
savefile->WriteInt( pivotFoot );
savefile->WriteFloat( pivotYaw );
savefile->WriteVec3( pivotPos );
savefile->WriteBool( oldHeightsValid );
savefile->WriteFloat( oldWaistHeight );
for( i = 0; i < MAX_LEGS; i++ )
{
savefile->WriteFloat( oldAnkleHeights[i] );
}
savefile->WriteVec3( waistOffset );
}
/*
================
idIK_Walk::Restore
================
*/
void idIK_Walk::Restore( idRestoreGame* savefile )
{
int i;
idIK::Restore( savefile );
savefile->ReadClipModel( footModel );
savefile->ReadInt( numLegs );
savefile->ReadInt( enabledLegs );
for( i = 0; i < MAX_LEGS; i++ )
savefile->ReadInt( ( int& )footJoints[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->ReadInt( ( int& )ankleJoints[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->ReadInt( ( int& )kneeJoints[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->ReadInt( ( int& )hipJoints[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->ReadInt( ( int& )dirJoints[i] );
savefile->ReadInt( ( int& )waistJoint );
for( i = 0; i < MAX_LEGS; i++ )
savefile->ReadVec3( hipForward[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->ReadVec3( kneeForward[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->ReadFloat( upperLegLength[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->ReadFloat( lowerLegLength[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->ReadMat3( upperLegToHipJoint[i] );
for( i = 0; i < MAX_LEGS; i++ )
savefile->ReadMat3( lowerLegToKneeJoint[i] );
savefile->ReadFloat( smoothing );
savefile->ReadFloat( waistSmoothing );
savefile->ReadFloat( footShift );
savefile->ReadFloat( waistShift );
savefile->ReadFloat( minWaistFloorDist );
savefile->ReadFloat( minWaistAnkleDist );
savefile->ReadFloat( footUpTrace );
savefile->ReadFloat( footDownTrace );
savefile->ReadBool( tiltWaist );
savefile->ReadBool( usePivot );
savefile->ReadInt( pivotFoot );
savefile->ReadFloat( pivotYaw );
savefile->ReadVec3( pivotPos );
savefile->ReadBool( oldHeightsValid );
savefile->ReadFloat( oldWaistHeight );
for( i = 0; i < MAX_LEGS; i++ )
{
savefile->ReadFloat( oldAnkleHeights[i] );
}
savefile->ReadVec3( waistOffset );
}
/*
================
idIK_Walk::Init
================
*/
bool idIK_Walk::Init( idEntity* self, const char* anim, const idVec3& modelOffset )
{
int i;
float footSize;
idVec3 verts[4];
idTraceModel trm;
const char* jointName;
idVec3 dir, ankleOrigin, kneeOrigin, hipOrigin, dirOrigin;
idMat3 axis, ankleAxis, kneeAxis, hipAxis;
static idVec3 footWinding[4] =
{
idVec3( 1.0f, 1.0f, 0.0f ),
idVec3( -1.0f, 1.0f, 0.0f ),
idVec3( -1.0f, -1.0f, 0.0f ),
idVec3( 1.0f, -1.0f, 0.0f )
};
if( !self )
{
return false;
}
numLegs = Min( self->spawnArgs.GetInt( "ik_numLegs", "0" ), MAX_LEGS );
if( numLegs == 0 )
{
return true;
}
if( !idIK::Init( self, anim, modelOffset ) )
{
return false;
}
int numJoints = animator->NumJoints();
idJointMat* joints = ( idJointMat* )_alloca16( numJoints * sizeof( joints[0] ) );
// create the animation frame used to setup the IK
gameEdit->ANIM_CreateAnimFrame( animator->ModelHandle(), animator->GetAnim( modifiedAnim )->MD5Anim( 0 ), numJoints, joints, 1, animator->ModelDef()->GetVisualOffset() + modelOffset, animator->RemoveOrigin() );
enabledLegs = 0;
// get all the joints
for( i = 0; i < numLegs; i++ )
{
jointName = self->spawnArgs.GetString( va( "ik_foot%d", i + 1 ) );
footJoints[i] = animator->GetJointHandle( jointName );
if( footJoints[i] == INVALID_JOINT )
{
gameLocal.Error( "idIK_Walk::Init: invalid foot joint '%s'", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_ankle%d", i + 1 ) );
ankleJoints[i] = animator->GetJointHandle( jointName );
if( ankleJoints[i] == INVALID_JOINT )
{
gameLocal.Error( "idIK_Walk::Init: invalid ankle joint '%s'", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_knee%d", i + 1 ) );
kneeJoints[i] = animator->GetJointHandle( jointName );
if( kneeJoints[i] == INVALID_JOINT )
{
gameLocal.Error( "idIK_Walk::Init: invalid knee joint '%s'\n", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_hip%d", i + 1 ) );
hipJoints[i] = animator->GetJointHandle( jointName );
if( hipJoints[i] == INVALID_JOINT )
{
gameLocal.Error( "idIK_Walk::Init: invalid hip joint '%s'\n", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_dir%d", i + 1 ) );
dirJoints[i] = animator->GetJointHandle( jointName );
enabledLegs |= 1 << i;
}
jointName = self->spawnArgs.GetString( "ik_waist" );
waistJoint = animator->GetJointHandle( jointName );
if( waistJoint == INVALID_JOINT )
{
gameLocal.Error( "idIK_Walk::Init: invalid waist joint '%s'\n", jointName );
}
// get the leg bone lengths and rotation matrices
for( i = 0; i < numLegs; i++ )
{
oldAnkleHeights[i] = 0.0f;
ankleAxis = joints[ ankleJoints[ i ] ].ToMat3();
ankleOrigin = joints[ ankleJoints[ i ] ].ToVec3();
kneeAxis = joints[ kneeJoints[ i ] ].ToMat3();
kneeOrigin = joints[ kneeJoints[ i ] ].ToVec3();
hipAxis = joints[ hipJoints[ i ] ].ToMat3();
hipOrigin = joints[ hipJoints[ i ] ].ToVec3();
// get the IK direction
if( dirJoints[i] != INVALID_JOINT )
{
dirOrigin = joints[ dirJoints[ i ] ].ToVec3();
dir = dirOrigin - kneeOrigin;
}
else
{
dir.Set( 1.0f, 0.0f, 0.0f );
}
hipForward[i] = dir * hipAxis.Transpose();
kneeForward[i] = dir * kneeAxis.Transpose();
// conversion from upper leg bone axis to hip joint axis
upperLegLength[i] = GetBoneAxis( hipOrigin, kneeOrigin, dir, axis );
upperLegToHipJoint[i] = hipAxis * axis.Transpose();
// conversion from lower leg bone axis to knee joint axis
lowerLegLength[i] = GetBoneAxis( kneeOrigin, ankleOrigin, dir, axis );
lowerLegToKneeJoint[i] = kneeAxis * axis.Transpose();
}
smoothing = self->spawnArgs.GetFloat( "ik_smoothing", "0.75" );
waistSmoothing = self->spawnArgs.GetFloat( "ik_waistSmoothing", "0.75" );
footShift = self->spawnArgs.GetFloat( "ik_footShift", "0" );
waistShift = self->spawnArgs.GetFloat( "ik_waistShift", "0" );
minWaistFloorDist = self->spawnArgs.GetFloat( "ik_minWaistFloorDist", "0" );
minWaistAnkleDist = self->spawnArgs.GetFloat( "ik_minWaistAnkleDist", "0" );
footUpTrace = self->spawnArgs.GetFloat( "ik_footUpTrace", "32" );
footDownTrace = self->spawnArgs.GetFloat( "ik_footDownTrace", "32" );
tiltWaist = self->spawnArgs.GetBool( "ik_tiltWaist", "0" );
usePivot = self->spawnArgs.GetBool( "ik_usePivot", "0" );
// setup a clip model for the feet
footSize = self->spawnArgs.GetFloat( "ik_footSize", "4" ) * 0.5f;
if( footSize > 0.0f )
{
for( i = 0; i < 4; i++ )
{
verts[i] = footWinding[i] * footSize;
}
trm.SetupPolygon( verts, 4 );
footModel = new idClipModel( trm );
}
initialized = true;
return true;
}
/*
================
idIK_Walk::Evaluate
================
*/
void idIK_Walk::Evaluate()
{
int i, newPivotFoot = -1;
float modelHeight, jointHeight, lowestHeight, floorHeights[MAX_LEGS];
float shift, smallestShift, newHeight, step, newPivotYaw, height, largestAnkleHeight;
idVec3 modelOrigin, normal, hipDir, kneeDir, start, end, jointOrigins[MAX_LEGS];
idVec3 footOrigin, ankleOrigin, kneeOrigin, hipOrigin, waistOrigin;
idMat3 modelAxis, waistAxis, axis;
idMat3 hipAxis[MAX_LEGS], kneeAxis[MAX_LEGS], ankleAxis[MAX_LEGS];
trace_t results;
// Koz begin
bool isPlayer = false;
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( player )
{
if ( player->entityNumber == self->entityNumber )
{
isPlayer = true;
}
}
// Koz end
if( !self || !gameLocal.isNewFrame )
{
return;
}
// if no IK enabled on any legs
if( !enabledLegs )
{
return;
}
normal = - self->GetPhysics()->GetGravityNormal();
modelOrigin = self->GetPhysics()->GetOrigin();
modelAxis = self->GetRenderEntity()->axis;
modelHeight = modelOrigin * normal;
modelOrigin += modelOffset * modelAxis;
// create frame without joint mods
animator->CreateFrame( gameLocal.time, false );
// get the joint positions for the feet
lowestHeight = idMath::INFINITY;
for( i = 0; i < numLegs; i++ )
{
animator->GetJointTransform( footJoints[i], gameLocal.time, footOrigin, axis );
jointOrigins[i] = modelOrigin + footOrigin * modelAxis;
jointHeight = jointOrigins[i] * normal;
if( jointHeight < lowestHeight )
{
lowestHeight = jointHeight;
newPivotFoot = i;
}
}
if( usePivot )
{
newPivotYaw = modelAxis[0].ToYaw();
// change pivot foot
if( newPivotFoot != pivotFoot || idMath::Fabs( idMath::AngleNormalize180( newPivotYaw - pivotYaw ) ) > 30.0f )
{
pivotFoot = newPivotFoot;
pivotYaw = newPivotYaw;
animator->GetJointTransform( footJoints[pivotFoot], gameLocal.time, footOrigin, axis );
pivotPos = modelOrigin + footOrigin * modelAxis;
}
// keep pivot foot in place
jointOrigins[pivotFoot] = pivotPos;
}
// get the floor heights for the feet
for( i = 0; i < numLegs; i++ )
{
if( !( enabledLegs & ( 1 << i ) ) )
{
continue;
}
start = jointOrigins[i] + normal * footUpTrace;
end = jointOrigins[i] - normal * footDownTrace;
gameLocal.clip.Translation( results, start, end, footModel, mat3_identity, CONTENTS_SOLID | CONTENTS_IKCLIP, self );
floorHeights[i] = results.endpos * normal;
if( ik_debug.GetBool() && footModel )
{
idFixedWinding w;
for( int j = 0; j < footModel->GetTraceModel()->numVerts; j++ )
{
w += footModel->GetTraceModel()->verts[j];
}
gameRenderWorld->DebugWinding( colorRed, w, results.endpos, results.endAxis );
}
}
const idPhysics* phys = self->GetPhysics();
// test whether or not the character standing on the ground
bool onGround = phys->HasGroundContacts();
// test whether or not the character is standing on a plat
bool onPlat = false;
for( i = 0; i < phys->GetNumContacts(); i++ )
{
idEntity* ent = gameLocal.entities[ phys->GetContact( i ).entityNum ];
if( ent != NULL && ent->IsType( idPlat::Type ) )
{
onPlat = true;
break;
}
}
// adjust heights of the ankles
smallestShift = idMath::INFINITY;
largestAnkleHeight = -idMath::INFINITY;
for( i = 0; i < numLegs; i++ )
{
if( onGround && ( enabledLegs & ( 1 << i ) ) )
{
shift = floorHeights[i] - modelHeight + footShift;
}
else
{
shift = 0.0f;
}
if( shift < smallestShift )
{
smallestShift = shift;
}
animator->GetJointTransform( ankleJoints[i], gameLocal.time, ankleOrigin, ankleAxis[i] );
jointOrigins[i] = modelOrigin + ankleOrigin * modelAxis;
height = jointOrigins[i] * normal;
if( oldHeightsValid && !onPlat )
{
step = height + shift - oldAnkleHeights[i];
shift -= smoothing * step;
}
newHeight = height + shift;
if( newHeight > largestAnkleHeight )
{
largestAnkleHeight = newHeight;
}
oldAnkleHeights[i] = newHeight;
jointOrigins[i] += shift * normal;
}
animator->GetJointTransform( waistJoint, gameLocal.time, waistOrigin, waistAxis );
waistOrigin = modelOrigin + waistOrigin * modelAxis;
// adjust position of the waist
waistOffset = ( smallestShift + waistShift ) * normal;
// Koz add waist IK for crouching
if ( isPlayer )
{
if ( vr_crouchMode.GetInteger() == 0 || (vr_crouchMode.GetInteger() != 0 && !player->IsCrouching()) )
{
//common->Printf( "Body delta z %f\n", commonVr->poseHmdBodyPositionDelta.z );
if ( commonVr->poseHmdBodyPositionDelta.z < 0.0f )
{
waistOffset.z += commonVr->poseHmdBodyPositionDelta.z;
}
}
}
// if the waist should be at least a certain distance above the floor
if( minWaistFloorDist > 0.0f && waistOffset * normal < 0.0f )
{
start = waistOrigin;
end = waistOrigin + waistOffset - normal * minWaistFloorDist;
gameLocal.clip.Translation( results, start, end, footModel, modelAxis, CONTENTS_SOLID | CONTENTS_IKCLIP, self );
height = ( waistOrigin + waistOffset - results.endpos ) * normal;
if( height < minWaistFloorDist )
{
waistOffset += ( minWaistFloorDist - height ) * normal;
}
}
// if the waist should be at least a certain distance above the ankles
if( minWaistAnkleDist > 0.0f )
{
height = ( waistOrigin + waistOffset ) * normal;
if( height - largestAnkleHeight < minWaistAnkleDist )
{
waistOffset += ( minWaistAnkleDist - ( height - largestAnkleHeight ) ) * normal;
}
}
if( oldHeightsValid )
{
// smoothly adjust height of waist
newHeight = ( waistOrigin + waistOffset ) * normal;
step = newHeight - oldWaistHeight;
waistOffset -= waistSmoothing * step * normal;
}
// save height of waist for smoothing
oldWaistHeight = ( waistOrigin + waistOffset ) * normal;
if( !oldHeightsValid )
{
oldHeightsValid = true;
return;
}
// solve IK
for( i = 0; i < numLegs; i++ )
{
// get the position of the hip in world space
animator->GetJointTransform( hipJoints[i], gameLocal.time, hipOrigin, axis );
hipOrigin = modelOrigin + waistOffset + hipOrigin * modelAxis;
hipDir = hipForward[i] * axis * modelAxis;
// get the IK bend direction
animator->GetJointTransform( kneeJoints[i], gameLocal.time, kneeOrigin, axis );
kneeDir = kneeForward[i] * axis * modelAxis;
// solve IK and calculate knee position
SolveTwoBones( hipOrigin, jointOrigins[i], kneeDir, upperLegLength[i], lowerLegLength[i], kneeOrigin );
if( ik_debug.GetBool() )
{
gameRenderWorld->DebugLine( colorCyan, hipOrigin, kneeOrigin );
gameRenderWorld->DebugLine( colorRed, kneeOrigin, jointOrigins[i] );
gameRenderWorld->DebugLine( colorYellow, kneeOrigin, kneeOrigin + hipDir );
gameRenderWorld->DebugLine( colorGreen, kneeOrigin, kneeOrigin + kneeDir );
}
// get the axis for the hip joint
GetBoneAxis( hipOrigin, kneeOrigin, hipDir, axis );
hipAxis[i] = upperLegToHipJoint[i] * ( axis * modelAxis.Transpose() );
// get the axis for the knee joint
GetBoneAxis( kneeOrigin, jointOrigins[i], kneeDir, axis );
kneeAxis[i] = lowerLegToKneeJoint[i] * ( axis * modelAxis.Transpose() );
}
// set the joint mods
animator->SetJointAxis( waistJoint, JOINTMOD_WORLD_OVERRIDE, waistAxis );
animator->SetJointPos( waistJoint, JOINTMOD_WORLD_OVERRIDE, ( waistOrigin + waistOffset - modelOrigin ) * modelAxis.Transpose() );
for( i = 0; i < numLegs; i++ )
{
animator->SetJointAxis( hipJoints[i], JOINTMOD_WORLD_OVERRIDE, hipAxis[i] );
animator->SetJointAxis( kneeJoints[i], JOINTMOD_WORLD_OVERRIDE, kneeAxis[i] );
animator->SetJointAxis( ankleJoints[i], JOINTMOD_WORLD_OVERRIDE, ankleAxis[i] );
}
ik_activate = true;
}
/*
================
idIK_Walk::ClearJointMods
================
*/
void idIK_Walk::ClearJointMods()
{
int i;
if( !self || !ik_activate )
{
return;
}
animator->SetJointAxis( waistJoint, JOINTMOD_NONE, mat3_identity );
animator->SetJointPos( waistJoint, JOINTMOD_NONE, vec3_origin );
for( i = 0; i < numLegs; i++ )
{
animator->SetJointAxis( hipJoints[i], JOINTMOD_NONE, mat3_identity );
animator->SetJointAxis( kneeJoints[i], JOINTMOD_NONE, mat3_identity );
animator->SetJointAxis( ankleJoints[i], JOINTMOD_NONE, mat3_identity );
}
ik_activate = false;
}
/*
================
idIK_Walk::EnableAll
================
*/
void idIK_Walk::EnableAll()
{
enabledLegs = ( 1 << numLegs ) - 1;
oldHeightsValid = false;
}
/*
================
idIK_Walk::DisableAll
================
*/
void idIK_Walk::DisableAll()
{
enabledLegs = 0;
oldHeightsValid = false;
}
/*
================
idIK_Walk::EnableLeg
================
*/
void idIK_Walk::EnableLeg( int num )
{
enabledLegs |= 1 << num;
}
/*
================
idIK_Walk::DisableLeg
================
*/
void idIK_Walk::DisableLeg( int num )
{
enabledLegs &= ~( 1 << num );
}
/*
===============================================================================
idIK_Reach
===============================================================================
*/
/*
================
idIK_Reach::idIK_Reach
================
*/
idIK_Reach::idIK_Reach()
{
int i;
initialized = false;
numArms = 0;
enabledArms = 0;
for( i = 0; i < MAX_ARMS; i++ )
{
handJoints[i] = INVALID_JOINT;
elbowJoints[i] = INVALID_JOINT;
shoulderJoints[i] = INVALID_JOINT;
dirJoints[i] = INVALID_JOINT;
shoulderForward[i].Zero();
elbowForward[i].Zero();
upperArmLength[i] = 0.0f;
lowerArmLength[i] = 0.0f;
upperArmToShoulderJoint[i].Identity();
lowerArmToElbowJoint[i].Identity();
}
}
/*
================
idIK_Reach::~idIK_Reach
================
*/
idIK_Reach::~idIK_Reach()
{
}
/*
================
idIK_Reach::Save
================
*/
void idIK_Reach::Save( idSaveGame* savefile ) const
{
int i;
idIK::Save( savefile );
savefile->WriteInt( numArms );
savefile->WriteInt( enabledArms );
for( i = 0; i < MAX_ARMS; i++ )
savefile->WriteInt( handJoints[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->WriteInt( elbowJoints[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->WriteInt( shoulderJoints[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->WriteInt( dirJoints[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->WriteVec3( shoulderForward[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->WriteVec3( elbowForward[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->WriteFloat( upperArmLength[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->WriteFloat( lowerArmLength[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->WriteMat3( upperArmToShoulderJoint[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->WriteMat3( lowerArmToElbowJoint[i] );
}
/*
================
idIK_Reach::Restore
================
*/
void idIK_Reach::Restore( idRestoreGame* savefile )
{
int i;
idIK::Restore( savefile );
savefile->ReadInt( numArms );
savefile->ReadInt( enabledArms );
for( i = 0; i < MAX_ARMS; i++ )
savefile->ReadInt( ( int& )handJoints[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->ReadInt( ( int& )elbowJoints[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->ReadInt( ( int& )shoulderJoints[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->ReadInt( ( int& )dirJoints[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->ReadVec3( shoulderForward[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->ReadVec3( elbowForward[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->ReadFloat( upperArmLength[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->ReadFloat( lowerArmLength[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->ReadMat3( upperArmToShoulderJoint[i] );
for( i = 0; i < MAX_ARMS; i++ )
savefile->ReadMat3( lowerArmToElbowJoint[i] );
}
/*
================
idIK_Reach::Init
================
*/
bool idIK_Reach::Init( idEntity* self, const char* anim, const idVec3& modelOffset )
{
int i;
const char* jointName;
idTraceModel trm;
idVec3 dir, handOrigin, elbowOrigin, shoulderOrigin, dirOrigin;
idMat3 axis, handAxis, elbowAxis, shoulderAxis;
elbowAxisMotion[0] = mat3_identity;
elbowAxisMotion[1] = mat3_identity;
if( !self )
{
return false;
}
jointName = self->spawnArgs.GetString("mesh" );
if ( strstr( jointName, "spplayer" ) ) common->Printf( "IK Player found" );
numArms = Min( self->spawnArgs.GetInt( "ik_numArms", "0" ), MAX_ARMS );
if( numArms == 0 )
{
return true;
}
else common->Printf( "idIK_Reach::Init IK found %d Arms\n",numArms );
if( !idIK::Init( self, anim, modelOffset ) )
{
return false;
}
int numJoints = animator->NumJoints();
idJointMat* joints = ( idJointMat* )_alloca16( numJoints * sizeof( joints[0] ) );
// create the animation frame used to setup the IK
gameEdit->ANIM_CreateAnimFrame( animator->ModelHandle(), animator->GetAnim( modifiedAnim )->MD5Anim( 0 ), numJoints, joints, 1, animator->ModelDef()->GetVisualOffset() + modelOffset, animator->RemoveOrigin() );
enabledArms = 0;
// get all the joints
for( i = 0; i < numArms; i++ )
{
jointName = self->spawnArgs.GetString( va( "ik_hand%d", i + 1 ) );
handJoints[i] = animator->GetJointHandle( jointName );
if( handJoints[i] == INVALID_JOINT )
{
jointName = i ? "Lhand1" : "Rhand1";
handJoints[i] = animator->GetJointHandle( jointName );
if( handJoints[i] == INVALID_JOINT )
{
gameLocal.Error( "idIK_Reach::Init: invalid hand joint '%s'", jointName );
}
}
jointName = self->spawnArgs.GetString( va( "ik_elbow%d", i + 1 ) );
elbowJoints[i] = animator->GetJointHandle( jointName );
if( elbowJoints[i] == INVALID_JOINT )
{
gameLocal.Error( "idIK_Reach::Init: invalid elbow joint '%s'\n", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_shoulder%d", i + 1 ) );
shoulderJoints[i] = animator->GetJointHandle( jointName );
if( shoulderJoints[i] == INVALID_JOINT )
{
gameLocal.Error( "idIK_Reach::Init: invalid shoulder joint '%s'\n", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_wrist%d", i + 1 ) );
wristJoints[i] = animator->GetJointHandle( jointName );
if ( wristJoints[i] == INVALID_JOINT )
{
gameLocal.Error( "idIK_Reach::Init: invalid wrist joint '%s'\n", jointName );
}
jointName = self->spawnArgs.GetString( va( "ik_elbowDir%d", i + 1 ) );
dirJoints[i] = animator->GetJointHandle( jointName );
enabledArms |= 1 << i;
}
// get the arm bone lengths and rotation matrices
for( i = 0; i < numArms; i++ )
{
handAxis = joints[ handJoints[ i ] ].ToMat3();
handOrigin = joints[ handJoints[ i ] ].ToVec3();
elbowAxis = joints[ elbowJoints[ i ] ].ToMat3();
elbowOrigin = joints[ elbowJoints[ i ] ].ToVec3();
shoulderAxis = joints[ shoulderJoints[ i ] ].ToMat3();
shoulderOrigin = joints[ shoulderJoints[ i ] ].ToVec3();
// get the IK direction
if( 0 && dirJoints[i] != INVALID_JOINT )
{
dirOrigin = joints[ dirJoints[ i ] ].ToVec3();
dir = dirOrigin - elbowOrigin;
common->Printf( "Elbow %d dir found!\n", i );
}
else
{
dir.Set( -.5f, -.2f * ( -i ) , 0.0f );
}
shoulderForward[i] = dir * shoulderAxis.Transpose();
elbowForward[i] = dir * elbowAxis.Transpose();
// conversion from upper arm bone axis to should joint axis
upperArmLength[i] = GetBoneAxis( shoulderOrigin, elbowOrigin, dir, axis );
upperArmToShoulderJoint[i] = shoulderAxis * axis.Transpose();
// conversion from lower arm bone axis to elbow joint axis
lowerArmLength[i] = GetBoneAxis( elbowOrigin, handOrigin, dir, axis );
lowerArmToElbowJoint[i] = elbowAxis * axis.Transpose();
}
initialized = true;
return true;
}
/*
================
idIK_Reach::Evaluate
================
*/
void idIK_Reach::Evaluate()
{
int i;
idVec3 modelOrigin, shoulderOrigin, elbowOrigin, handOrigin, shoulderDir, elbowDir, handDir;
idMat3 modelAxis, axis;
idMat3 shoulderAxis[MAX_ARMS], elbowAxis[MAX_ARMS];
idVec3 elbowPos[MAX_ARMS], handPos[MAX_ARMS], shoulderPos[MAX_ARMS]; // Koz
trace_t trace;
modelOrigin = self->GetRenderEntity()->origin;
modelAxis = self->GetRenderEntity()->axis;
idMat3 wristMod[2] = { mat3_identity, mat3_identity };
// solve IK
for ( i = 0; i < numArms; i++ )
{
// get the position of the shoulder in world space
animator->GetJointTransform( shoulderJoints[i], gameLocal.time, shoulderOrigin, axis );
shoulderOrigin = modelOrigin + shoulderOrigin * modelAxis;
shoulderDir = shoulderForward[i] * axis * modelAxis;
// get the position of the hand in world space
animator->GetJointTransform( handJoints[i], gameLocal.time, handOrigin, axis );
handOrigin = modelOrigin + handOrigin * modelAxis;
idVec3 localHandDir;
if( i == 1 )
localHandDir = shoulderForward[1] * axis;
else
localHandDir = idVec3( 1.0f, 1.0f, -0.4f ) * axis; // Carl HACK! Todo! Why is it like this???
// localHandDir = idVec3( rhx.GetFloat(), rhy.GetFloat(), rhz.GetFloat() ) * axis;
localHandDir.Normalize();
handDir = localHandDir * modelAxis;
shoulderPos[i] = shoulderOrigin - modelOrigin;
shoulderPos[i] = shoulderPos[i] * modelAxis.Transpose();
handPos[i] = handOrigin - modelOrigin;
handPos[i] = handPos[i] * modelAxis.Transpose();
// if the hand is pointing across the body, the elbow can bend that way, otherwise it can't.
// (x = forward, y = left, z = up)
bool elbowCanMatchHand = ( i == 1 ) ? localHandDir.y < 0 : localHandDir.y > 0 ;
// We also need to match our hand if our hand is reaching over our shoulder
elbowCanMatchHand = elbowCanMatchHand || ( handPos[i].z >= shoulderPos[i].z && localHandDir.x < -0.4f );
// get the IK bend direction
animator->GetJointTransform( elbowJoints[i], gameLocal.time, elbowOrigin, axis );
elbowDir = elbowForward[i] * axis * modelAxis;
if( elbowCanMatchHand )
{
// Use 80% hand dir, 20% original elbow dir
elbowDir.SLerp( elbowDir, -handDir, 0.8f );
}
// solve IK and calculate elbow position
SolveTwoArmBones( shoulderOrigin, handOrigin, elbowDir, upperArmLength[i] , lowerArmLength[i] , elbowOrigin );
elbowPos[i] = elbowOrigin - modelOrigin; // Koz actually move the elbow joint
elbowPos[i] = elbowPos[i] * modelAxis.Transpose();
// uncomment these if SolveTwoArmBones changes shoulderOrigin or handOrigin
// handPos[i] = handOrigin - modelOrigin;
// handPos[i] = handPos[i] * modelAxis.Transpose();
// shoulderPos[i] = shoulderOrigin - modelOrigin;
// shoulderPos[i] = shoulderPos[i] * modelAxis.Transpose();
// get the axis for the shoulder joint
GetBoneAxis( shoulderOrigin, elbowOrigin, shoulderDir, axis );
if( ik_debug.GetBool() )
{
if( elbowCanMatchHand )
gameRenderWorld->DebugArrow( colorMagenta, handOrigin, handOrigin + handDir * 8.0f, 1 );
else
gameRenderWorld->DebugArrow( colorRed, handOrigin, handOrigin + handDir * 8.0f, 1 );
gameRenderWorld->DrawText( va( "%.2f, %.2f, %.2f", localHandDir.x, localHandDir.y, localHandDir.z ), handOrigin + handDir * 11.0f, 0.06f, colorWhite, modelAxis );
gameRenderWorld->DrawText( va( "%.2f, %.2f, %.2f", handPos[i].x, handPos[i].y, handPos[i].z ), handOrigin + handDir * 9.0f, 0.04f, colorWhite, modelAxis );
gameRenderWorld->DrawText( va( "%.2f, %.2f, %.2f", shoulderPos[i].x, shoulderPos[i].y, shoulderPos[i].z ), shoulderOrigin + handDir * 11.0f, 0.04f, colorWhite, modelAxis );
gameRenderWorld->DebugLine( colorCyan, shoulderOrigin, elbowOrigin );
gameRenderWorld->DebugLine( colorRed, elbowOrigin, handOrigin );
gameRenderWorld->DebugArrow( colorYellow, elbowOrigin, elbowOrigin + elbowDir * 8.0f, 1 );
gameRenderWorld->DebugLine( colorGreen, elbowOrigin, elbowOrigin + shoulderDir * 2.0f );
}
// roll the shoulder a bit
static idMat3 roll;
static idMat3 trsp;
if ( i == 0 )
{
roll = idAngles( 0.0f, 0.0f, (-commonVr->handRoll[i] * .1 ) - 50 ).ToMat3();
}
else
{
roll = idAngles( 0.0f, 0.0f, (-commonVr->handRoll[i] * .1) + 50 ).ToMat3();
}
trsp = roll * axis;
shoulderAxis[i] = upperArmToShoulderJoint[i] * (trsp * modelAxis.Transpose());
// get the axis for the elbow joint
GetBoneAxis( elbowOrigin, handOrigin, elbowDir, axis, false );
elbowAxis[i] = lowerArmToElbowJoint[i] * ( axis * modelAxis.Transpose() );
/*
gameRenderWorld->DebugLine(colorPurple, handOrigin, handOrigin + 3 * (elbowAxis[i] * modelAxis)[0], 20);
gameRenderWorld->DebugLine(colorBrown, handOrigin, handOrigin - 3 * (elbowAxis[i] * modelAxis)[0], 20);
gameRenderWorld->DebugLine(colorWhite, handOrigin, handOrigin + 3 * (elbowAxis[i] * modelAxis)[1], 20);
gameRenderWorld->DebugLine(colorPink, handOrigin, handOrigin - 3 * (elbowAxis[i] * modelAxis)[1], 20);
gameRenderWorld->DebugLine(colorOrange, handOrigin, handOrigin + 3 * (elbowAxis[i] * modelAxis)[2], 20);
gameRenderWorld->DebugLine(colorCyan, handOrigin, handOrigin - 3 * (elbowAxis[i] * modelAxis)[2], 20);
*/
// vars to check if elbow axis needs to be flipped.
idMat3 diff = mat3_identity;
idVec3 shoulderToHand;
idVec3 shoulderToGround;
const idVec3 gravityDir = idVec3(0, 0, -1);
//const idMat3 rollf[2] = { idAngles(180.0f, 1.0f, 4.0f).ToMat3(), idAngles(180.0f, 0.0f, -7.0f).ToMat3() };
const idMat3 rollf[2] = { idAngles( 180.0f, 1.0f, 4.0f ).ToMat3(), idAngles( 180.0f, 1.0f, 4.0f ).ToMat3() };
float crossDiff;
idVec3 shoulderPos;
idVec3 shoulderHandGroundCross;
// calc roll for wrist joint based on motion controller orientation
// this is really a bunch of hacked crap, but it looks a little better than before
idQuat handQ;
idMat3 handOr;
idVec3 handP;
idVec3 gr;
idVec3 ma;
idVec3 n;
idVec3 v;
idVec3 np;
idVec3 br;
float dist;
float dot;
float angle1;
float angle2;
animator->GetJointTransform(shoulderJoints[i], gameLocal.time, shoulderPos, diff);
shoulderToHand = handPos[i] - shoulderPos;
shoulderToGround = shoulderPos - (shoulderPos + (gravityDir * 20));
shoulderToHand.Normalize();
shoulderToGround.Normalize();
shoulderHandGroundCross = shoulderToHand.Cross(shoulderToGround);
crossDiff = shoulderHandGroundCross * elbowAxis[i][2];
wristMod[i] = idAngles(0.0f, 0.0f, 0.0f).ToMat3();
if (i == 1) // this is the left hand
{
if ( crossDiff > 0 ) // elbow joint has flipped so correct it
{
elbowAxis[i] = rollf[i] * elbowAxis[i];
}
if (commonVr->VR_USE_MOTION_CONTROLS)
{
commonVr->MotionControlGetHand( i, handP, handQ ); // get the rotation of the hand controller
handOr = handQ.ToMat3() * idAngles( 0.0f, -commonVr->bodyYawOffset, 0.0f ).ToMat3();
gr = handOr[2]; // axis of the hand controller used for 'roll'
ma = -elbowAxis[i][2]; //axis of elbow joint ( forearm ) used to calculate roll difference from gr.
//project new point np from point 'v' onto the plane defined by handOr[2] and normal elbowAxis[i][1]
n = elbowAxis[i][1];
v = gr;
dist = v * n;
np = v - dist * n;
np.Normalize();
// this is the angle of roll.
dot = np * ma;
angle1 = RAD2DEG(acosf(dot));
//check to see if angle should be positive or neg, by checking if angle is >90 deg from axis orthogonal to -elbowAxis[i][2]
br = elbowAxis[i][0];
dot = np * br;
angle2 = RAD2DEG(acosf(dot));
if (angle2 > 90) angle1 = -angle1;
// fix the roll a little to better align with the elbow joint.
angle1 = angle1 - 30.0f;
angle1 = idMath::ClampFloat( -66.0f, 66.0f, angle1 );
angle2 = angle1 * 0.3f; // roll the elbow 1/3 of the total roll.
angle1 -= angle2;
wristMod[i] = idAngles(angle1, 0.0f, 0.0f).ToMat3();
// roll the elbow a little;
idMat3 trsp = idAngles( -angle2, 0.0f, 0.0f).ToMat3();
elbowAxis[i] = trsp * elbowAxis[i];
}
}
else // i == 0 - this is the right hand.
{
if (crossDiff < 0 ) //elbow joint has flipped so correct it
{
elbowAxis[i] = rollf[i] * elbowAxis[i];
}
if (commonVr->VR_USE_MOTION_CONTROLS)
{
commonVr->MotionControlGetHand( i, handP, handQ ); // get the rotation of the hand controller
handOr = handQ.ToMat3() * idAngles( 0.0f, -commonVr->bodyYawOffset, 0.0f ).ToMat3();;
gr = handOr[2]; // axis of the hand controller used for 'roll'
ma = -elbowAxis[i][2]; //axis of elbow joint ( forearm ) used to calculate roll difference from gr.
//project new point np from point 'v' onto the plane defined by handOr[2] and normal elbowAxis[i][1]
n = elbowAxis[i][1];
v = gr;
dist = v * n;
np = v - dist * n;
np.Normalize();
// this is the angle of roll.
dot = np * ma;
angle1 = RAD2DEG(acosf(dot));
//check to see if angle should be positive or neg, by checking if angle is >90 deg from axis orthogonal to -elbowAxis[i][2]
br = -elbowAxis[i][0];
dot = np * br;
angle2 = RAD2DEG(acosf(dot));
if ( angle2 > 90 ) angle1 = -angle1;
// fix the roll a little to better align with the elbow joint.
angle1 = angle1 - 20.0f;
angle1 = idMath::ClampFloat( -66.0f, 66.0f, angle1 );
angle2 = angle1 * 0.3f; //roll the elbow 1/3 of the total roll.
angle1 -= angle2;
wristMod[i] = idAngles(-angle1, 0.0f, 0.0f).ToMat3();
// roll the elbow a little;
idMat3 trsp = idAngles( angle2, 0.0f, 0.0f).ToMat3();
elbowAxis[i] = trsp * elbowAxis[i];
}
}
}
for ( i = 0; i < numArms; i++ )
{
animator->SetJointAxis( elbowJoints[i], JOINTMOD_WORLD_OVERRIDE, elbowAxis[i] );
animator->SetJointAxis( shoulderJoints[i], JOINTMOD_WORLD_OVERRIDE, shoulderAxis[i] );
animator->SetJointPos( elbowJoints[i], JOINTMOD_WORLD_OVERRIDE, elbowPos[i] );// Koz
animator->SetJointPos( handJoints[i], JOINTMOD_WORLD_OVERRIDE, handPos[i] );// Koz
animator->SetJointAxis(wristJoints[i], JOINTMOD_LOCAL, wristMod[i]);
}
ik_activate = true;
}
/*
================
idIK_Reach::ClearJointMods
================
*/
void idIK_Reach::ClearJointMods()
{
int i;
if( !self || !ik_activate )
{
return;
}
for( i = 0; i < numArms; i++ )
{
animator->SetJointAxis( shoulderJoints[i], JOINTMOD_NONE, mat3_identity );
animator->SetJointAxis( elbowJoints[i], JOINTMOD_NONE, mat3_identity );
animator->SetJointAxis( handJoints[i], JOINTMOD_NONE, mat3_identity );
}
ik_activate = false;
}