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@@ -44,16 +44,18 @@
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//-----------------------------------------------------------------------------
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// Macros
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//-----------------------------------------------------------------------------
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const F32 MAX_WALK_PLAYBACK_SPEED = 8.f; // max m/s for which we adjust walk cycle speed
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const F32 MAX_WALK_PLAYBACK_SPEED = 8.f; // max m/s for which we adjust walk cycle speed
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const F32 MIN_WALK_SPEED = 0.1f; // minimum speed at which we use velocity for down foot detection
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const F32 MAX_TIME_DELTA = 2.f; //max two seconds a frame for calculating interpolation
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const F32 SPEED_ADJUST_MAX = 2.5f; // maximum adjustment of walk animation playback speed
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const F32 SPEED_ADJUST_MAX_SEC = 3.f; // maximum adjustment to walk animation playback speed for a second
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const F32 DRIFT_COMP_MAX_TOTAL = 0.07f;//0.55f; // maximum drift compensation overall, in any direction
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const F32 DRIFT_COMP_MAX_SPEED = 4.f; // speed at which drift compensation total maxes out
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const F32 MIN_WALK_SPEED = 0.1f; // minimum speed at which we use velocity for down foot detection
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const F32 TIME_EPSILON = 0.001f; // minumum frame time
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const F32 MAX_TIME_DELTA = 2.f; // max two seconds a frame for calculating interpolation
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F32 SPEED_ADJUST_MAX_SEC = 2.f; // maximum adjustment to walk animation playback speed for a second
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F32 ANIM_SPEED_MAX = 1.5f; // absolute upper limit on animation speed
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const F32 DRIFT_COMP_MAX_TOTAL = 0.1f; // maximum drift compensation overall, in any direction
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const F32 DRIFT_COMP_MAX_SPEED = 4.f; // speed at which drift compensation total maxes out
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const F32 MAX_ROLL = 0.6f;
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const F32 SPEED_FINAL_SCALING = 0.5f; // final scaling for walk animation
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const F32 PELVIS_COMPENSATION_WIEGHT = 0.7f; // proportion of foot drift that is compensated by moving the avatar directly
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const F32 SPEED_ADJUST_TIME_CONSTANT = 0.1f; // time constant for speed adjustment interpolation
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//-----------------------------------------------------------------------------
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// LLKeyframeWalkMotion()
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@@ -145,10 +147,8 @@ BOOL LLKeyframeWalkMotion::onUpdate(F32 time, U8* joint_mask)
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LLWalkAdjustMotion::LLWalkAdjustMotion(const LLUUID &id) :
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LLMotion(id),
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mLastTime(0.f),
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mAvgCorrection(0.f),
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mSpeedAdjust(0.f),
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mAnimSpeed(0.f),
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mAvgSpeed(0.f),
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mAdjustedSpeed(0.f),
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mRelativeDir(0.f),
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mAnkleOffset(0.f)
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{
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@@ -185,15 +185,16 @@ LLMotion::LLMotionInitStatus LLWalkAdjustMotion::onInitialize(LLCharacter *chara
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//-----------------------------------------------------------------------------
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BOOL LLWalkAdjustMotion::onActivate()
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{
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mAvgCorrection = 0.f;
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mSpeedAdjust = 0.f;
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mAnimSpeed = 0.f;
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mAvgSpeed = 0.f;
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mAdjustedSpeed = 0.f;
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mRelativeDir = 1.f;
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mPelvisState->setPosition(LLVector3::zero);
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// store ankle positions for next frame
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mLastLeftAnklePos = mCharacter->getPosGlobalFromAgent(mLeftAnkleJoint->getWorldPosition());
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mLastRightAnklePos = mCharacter->getPosGlobalFromAgent(mRightAnkleJoint->getWorldPosition());
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mLastLeftFootGlobalPos = mCharacter->getPosGlobalFromAgent(mLeftAnkleJoint->getWorldPosition());
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mLastLeftFootGlobalPos.mdV[VZ] = 0.0;
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mLastRightFootGlobalPos = mCharacter->getPosGlobalFromAgent(mRightAnkleJoint->getWorldPosition());
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mLastRightFootGlobalPos.mdV[VZ] = 0.0;
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F32 leftAnkleOffset = (mLeftAnkleJoint->getWorldPosition() - mCharacter->getCharacterPosition()).magVec();
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F32 rightAnkleOffset = (mRightAnkleJoint->getWorldPosition() - mCharacter->getCharacterPosition()).magVec();
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@@ -207,144 +208,121 @@ BOOL LLWalkAdjustMotion::onActivate()
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//-----------------------------------------------------------------------------
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BOOL LLWalkAdjustMotion::onUpdate(F32 time, U8* joint_mask)
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{
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LLVector3 footCorrection;
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LLVector3 vel = mCharacter->getCharacterVelocity() * mCharacter->getTimeDilation();
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F32 deltaTime = llclamp(time - mLastTime, 0.f, MAX_TIME_DELTA);
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// delta_time is guaranteed to be non zero
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F32 delta_time = llclamp(time - mLastTime, TIME_EPSILON, MAX_TIME_DELTA);
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mLastTime = time;
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LLQuaternion inv_rotation = ~mPelvisJoint->getWorldRotation();
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// find the avatar motion vector in the XY plane
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LLVector3 avatar_velocity = mCharacter->getCharacterVelocity() * mCharacter->getTimeDilation();
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avatar_velocity.mV[VZ] = 0.f;
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// get speed and normalize velocity vector
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LLVector3 ang_vel = mCharacter->getCharacterAngularVelocity() * mCharacter->getTimeDilation();
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F32 speed = llmin(vel.normVec(), MAX_WALK_PLAYBACK_SPEED);
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mAvgSpeed = lerp(mAvgSpeed, speed, LLCriticalDamp::getInterpolant(0.2f));
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F32 speed = llclamp(avatar_velocity.magVec(), 0.f, MAX_WALK_PLAYBACK_SPEED);
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// calculate facing vector in pelvis-local space
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// (either straight forward or back, depending on velocity)
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LLVector3 localVel = vel * inv_rotation;
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if (localVel.mV[VX] > 0.f)
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{
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mRelativeDir = 1.f;
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}
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else if (localVel.mV[VX] < 0.f)
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{
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mRelativeDir = -1.f;
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}
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// grab avatar->world transforms
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LLQuaternion avatar_to_world_rot = mCharacter->getRootJoint()->getWorldRotation();
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// calculate world-space foot drift
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LLVector3 leftFootDelta;
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LLVector3 leftFootWorldPosition = mLeftAnkleJoint->getWorldPosition();
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LLVector3d leftFootGlobalPosition = mCharacter->getPosGlobalFromAgent(leftFootWorldPosition);
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leftFootDelta.setVec(mLastLeftAnklePos - leftFootGlobalPosition);
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mLastLeftAnklePos = leftFootGlobalPosition;
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LLQuaternion world_to_avatar_rot(avatar_to_world_rot);
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world_to_avatar_rot.conjugate();
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LLVector3 rightFootDelta;
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LLVector3 rightFootWorldPosition = mRightAnkleJoint->getWorldPosition();
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LLVector3d rightFootGlobalPosition = mCharacter->getPosGlobalFromAgent(rightFootWorldPosition);
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rightFootDelta.setVec(mLastRightAnklePos - rightFootGlobalPosition);
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mLastRightAnklePos = rightFootGlobalPosition;
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LLVector3 foot_slip_vector;
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// find foot drift along velocity vector
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if (mAvgSpeed > 0.1)
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{
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// walking/running
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F32 leftFootDriftAmt = leftFootDelta * vel;
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F32 rightFootDriftAmt = rightFootDelta * vel;
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if (speed > MIN_WALK_SPEED)
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{ // walking/running
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if (rightFootDriftAmt > leftFootDriftAmt)
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{
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footCorrection = rightFootDelta;
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} else
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{
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footCorrection = leftFootDelta;
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}
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}
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else
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{
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mAvgSpeed = ang_vel.magVec() * mAnkleOffset;
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mRelativeDir = 1.f;
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// calculate world-space foot drift
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// use global coordinates to seamlessly handle region crossings
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LLVector3d leftFootGlobalPosition = mCharacter->getPosGlobalFromAgent(mLeftAnkleJoint->getWorldPosition());
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leftFootGlobalPosition.mdV[VZ] = 0.0;
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LLVector3 leftFootDelta(leftFootGlobalPosition - mLastLeftFootGlobalPos);
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mLastLeftFootGlobalPos = leftFootGlobalPosition;
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// standing/turning
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// find the lower foot
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if (leftFootWorldPosition.mV[VZ] < rightFootWorldPosition.mV[VZ])
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{
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// pivot on left foot
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footCorrection = leftFootDelta;
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}
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LLVector3d rightFootGlobalPosition = mCharacter->getPosGlobalFromAgent(mRightAnkleJoint->getWorldPosition());
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rightFootGlobalPosition.mdV[VZ] = 0.0;
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LLVector3 rightFootDelta(rightFootGlobalPosition - mLastRightFootGlobalPos);
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mLastRightFootGlobalPos = rightFootGlobalPosition;
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// get foot drift along avatar direction of motion
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F32 left_foot_slip_amt = leftFootDelta * avatar_velocity;
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F32 right_foot_slip_amt = rightFootDelta * avatar_velocity;
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// if right foot is pushing back faster than left foot...
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if (right_foot_slip_amt < left_foot_slip_amt)
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{ //...use it to calculate optimal animation speed
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foot_slip_vector = rightFootDelta;
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}
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else
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{
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// pivot on right foot
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footCorrection = rightFootDelta;
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{ // otherwise use the left foot
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foot_slip_vector = leftFootDelta;
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}
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}
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// rotate into avatar coordinates
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footCorrection = footCorrection * inv_rotation;
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// calculate ideal pelvis offset so that foot is glued to ground and damp towards it
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// this will soak up transient slippage
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//
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// FIXME: this interacts poorly with speed adjustment
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// mPelvisOffset compensates for foot drift by moving the avatar pelvis in the opposite
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// direction of the drift, up to a certain limited distance
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// but this will cause the animation playback rate calculation below to
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// kick in too slowly and sometimes start playing the animation in reverse.
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// calculate ideal pelvis offset so that foot is glued to ground and damp towards it
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// the amount of foot slippage this frame + the offset applied last frame
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mPelvisOffset = mPelvisState->getPosition() + lerp(LLVector3::zero, footCorrection, LLCriticalDamp::getInterpolant(0.2f));
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//mPelvisOffset -= PELVIS_COMPENSATION_WIEGHT * (foot_slip_vector * world_to_avatar_rot);//lerp(LLVector3::zero, -1.f * (foot_slip_vector * world_to_avatar_rot), LLCriticalDamp::getInterpolant(0.1f));
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// pelvis drift (along walk direction)
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mAvgCorrection = lerp(mAvgCorrection, footCorrection.mV[VX] * mRelativeDir, LLCriticalDamp::getInterpolant(0.1f));
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////F32 drift_comp_max = DRIFT_COMP_MAX_TOTAL * (llclamp(speed, 0.f, DRIFT_COMP_MAX_SPEED) / DRIFT_COMP_MAX_SPEED);
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//F32 drift_comp_max = DRIFT_COMP_MAX_TOTAL;
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// calculate average velocity of foot slippage
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F32 footSlipVelocity = (deltaTime != 0.f) ? (-mAvgCorrection / deltaTime) : 0.f;
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//// clamp pelvis offset to a 90 degree arc behind the nominal position
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//// NB: this is an ADDITIVE amount that is accumulated every frame, so clamping it alone won't do the trick
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//// must clamp with absolute position of pelvis in mind
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//LLVector3 currentPelvisPos = mPelvisState->getJoint()->getPosition();
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//mPelvisOffset.mV[VX] = llclamp( mPelvisOffset.mV[VX], -drift_comp_max, drift_comp_max );
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//mPelvisOffset.mV[VY] = llclamp( mPelvisOffset.mV[VY], -drift_comp_max, drift_comp_max );
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//mPelvisOffset.mV[VZ] = 0.f;
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//
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//mLastRightFootGlobalPos += LLVector3d(mPelvisOffset * avatar_to_world_rot);
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//mLastLeftFootGlobalPos += LLVector3d(mPelvisOffset * avatar_to_world_rot);
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F32 newSpeedAdjust = 0.f;
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// modulate speed by dot products of facing and velocity
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// so that if we are moving sideways, we slow down the animation
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// and if we're moving backward, we walk backward
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//foot_slip_vector -= mPelvisOffset;
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F32 directional_factor = localVel.mV[VX] * mRelativeDir;
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if (speed > 0.1f)
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{
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// calculate ratio of desired foot velocity to detected foot velocity
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newSpeedAdjust = llclamp(footSlipVelocity - mAvgSpeed * (1.f - directional_factor),
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-SPEED_ADJUST_MAX, SPEED_ADJUST_MAX);
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newSpeedAdjust = lerp(mSpeedAdjust, newSpeedAdjust, LLCriticalDamp::getInterpolant(0.2f));
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LLVector3 avatar_movement_dir = avatar_velocity;
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avatar_movement_dir.normalize();
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F32 speedDelta = newSpeedAdjust - mSpeedAdjust;
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speedDelta = llclamp(speedDelta, -SPEED_ADJUST_MAX_SEC * deltaTime, SPEED_ADJUST_MAX_SEC * deltaTime);
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// planted foot speed is avatar velocity - foot slip amount along avatar movement direction
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F32 foot_speed = speed - ((foot_slip_vector * avatar_movement_dir) / delta_time);
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mSpeedAdjust = mSpeedAdjust + speedDelta;
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// multiply animation playback rate so that foot speed matches avatar speed
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F32 min_speed_multiplier = clamp_rescale(speed, 0.f, 1.f, 0.f, 0.1f);
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F32 desired_speed_multiplier = llclamp(speed / foot_speed, min_speed_multiplier, ANIM_SPEED_MAX);
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// blend towards new speed adjustment value
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F32 new_speed_adjust = lerp(mAdjustedSpeed, desired_speed_multiplier, LLCriticalDamp::getInterpolant(SPEED_ADJUST_TIME_CONSTANT));
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// limit that rate at which the speed adjustment changes
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F32 speedDelta = llclamp(new_speed_adjust - mAdjustedSpeed, -SPEED_ADJUST_MAX_SEC * delta_time, SPEED_ADJUST_MAX_SEC * delta_time);
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mAdjustedSpeed += speedDelta;
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// modulate speed by dot products of facing and velocity
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// so that if we are moving sideways, we slow down the animation
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// and if we're moving backward, we walk backward
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// do this at the end to be more responsive to direction changes instead of in the above speed calculations
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F32 directional_factor = (avatar_movement_dir * world_to_avatar_rot).mV[VX];
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mAnimSpeed = mAdjustedSpeed * directional_factor;
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}
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else
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{
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mSpeedAdjust = lerp(mSpeedAdjust, 0.f, LLCriticalDamp::getInterpolant(0.2f));
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{ // standing/turning
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// damp out speed adjustment to 0
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mAnimSpeed = lerp(mAnimSpeed, 1.f, LLCriticalDamp::getInterpolant(0.2f));
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//mPelvisOffset = lerp(mPelvisOffset, LLVector3::zero, LLCriticalDamp::getInterpolant(0.2f));
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}
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mAnimSpeed = (mAvgSpeed + mSpeedAdjust) * mRelativeDir;
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mAnimSpeed = mAnimSpeed * SPEED_FINAL_SCALING;
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// char debug_text[64];
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// sprintf(debug_text, "Foot slip vel: %.2f", footSlipVelocity);
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// mCharacter->addDebugText(debug_text);
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// sprintf(debug_text, "Speed: %.2f", mAvgSpeed);
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// mCharacter->addDebugText(debug_text);
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// sprintf(debug_text, "Speed Adjust: %.2f", mSpeedAdjust);
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// mCharacter->addDebugText(debug_text);
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// sprintf(debug_text, "Animation Playback Speed: %.2f", mAnimSpeed);
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// mCharacter->addDebugText(debug_text);
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mCharacter->setAnimationData("Walk Speed", &mAnimSpeed);
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// clamp pelvis offset to a 90 degree arc behind the nominal position
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F32 drift_comp_max = llclamp(speed, 0.f, DRIFT_COMP_MAX_SPEED) / DRIFT_COMP_MAX_SPEED;
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drift_comp_max *= DRIFT_COMP_MAX_TOTAL;
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LLVector3 currentPelvisPos = mPelvisState->getJoint()->getPosition();
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// NB: this is an ADDITIVE amount that is accumulated every frame, so clamping it alone won't do the trick
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// must clamp with absolute position of pelvis in mind
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mPelvisOffset.mV[VX] = llclamp( mPelvisOffset.mV[VX], -drift_comp_max - currentPelvisPos.mV[VX], drift_comp_max - currentPelvisPos.mV[VX] );
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mPelvisOffset.mV[VY] = llclamp( mPelvisOffset.mV[VY], -drift_comp_max - currentPelvisPos.mV[VY], drift_comp_max - currentPelvisPos.mV[VY]);
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mPelvisOffset.mV[VZ] = 0.f;
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// broadcast walk speed change
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mCharacter->setAnimationData("Walk Speed", &mAnimSpeed);
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// set position
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// need to update *some* joint to keep this animation active
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mPelvisState->setPosition(mPelvisOffset);
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mCharacter->setAnimationData("Pelvis Offset", &mPelvisOffset);
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return TRUE;
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}
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