// // AnimInverseKinematicsTests.cpp // // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "AnimInverseKinematicsTests.h" #include #include #include #include #include #include QTEST_MAIN(AnimInverseKinematicsTests) const glm::vec3 origin(0.0f); const glm::vec3 xAxis(1.0f, 0.0f, 0.0f); const glm::vec3 yAxis(0.0f, 1.0f, 0.0f); const glm::vec3 zAxis(0.0f, 0.0f, 1.0f); const glm::quat identity = glm::quat(); const glm::quat quaterTurnAroundZ = glm::angleAxis(0.5f * PI, zAxis); void makeTestFBXJoints(HFMModel& hfmModel) { HFMJoint joint; joint.parentIndex = -1; joint.distanceToParent = 1.0f; joint.translation = origin; // T joint.preTransform = glm::mat4(); // Roff * Rp joint.preRotation = identity; // Rpre joint.rotation = identity; // R joint.postRotation = identity; // Rpost joint.postTransform = glm::mat4(); // Rp-1 * Soff * Sp * S * Sp-1 // World = ParentWorld * T * (Roff * Rp) * Rpre * R * Rpost * (Rp-1 * Soff * Sp * S * Sp-1) joint.transform = glm::mat4(); joint.rotationMin = glm::vec3(-PI); joint.rotationMax = glm::vec3(PI); joint.inverseDefaultRotation = identity; joint.inverseBindRotation = identity; joint.bindTransform = glm::mat4(); joint.name = ""; joint.isSkeletonJoint = false; // we make a list of joints that look like this: // // A------>B------>C------>D joint.name = "A"; joint.parentIndex = -1; joint.translation = origin; hfmModel.joints.push_back(joint); joint.name = "B"; joint.parentIndex = 0; joint.translation = xAxis; hfmModel.joints.push_back(joint); joint.name = "C"; joint.parentIndex = 1; joint.translation = xAxis; hfmModel.joints.push_back(joint); joint.name = "D"; joint.parentIndex = 2; joint.translation = xAxis; hfmModel.joints.push_back(joint); // compute each joint's transform for (int i = 1; i < (int)hfmModel.joints.size(); ++i) { HFMJoint& j = hfmModel.joints[i]; int parentIndex = j.parentIndex; // World = ParentWorld * T * (Roff * Rp) * Rpre * R * Rpost * (Rp-1 * Soff * Sp * S * Sp-1) j.transform = hfmModel.joints[parentIndex].transform * glm::translate(j.translation) * j.preTransform * glm::mat4_cast(j.preRotation * j.rotation * j.postRotation) * j.postTransform; j.inverseBindRotation = identity; j.bindTransform = j.transform; } } void AnimInverseKinematicsTests::testSingleChain() { AnimContext context(false, false, false, glm::mat4(), glm::mat4(), 0); HFMModel hfmModel; makeTestFBXJoints(hfmModel); // create a skeleton and doll AnimPose offset; AnimSkeleton::Pointer skeletonPtr = std::make_shared(hfmModel); AnimInverseKinematics ikDoll("doll"); ikDoll.setSkeleton(skeletonPtr); { // easy test IK of joint C // load intial poses that look like this: // // A------>B------>C------>D AnimPose pose; pose.scale() = glm::vec3(1.0f); pose.rot() = identity; pose.trans() = origin; AnimPoseVec poses; poses.push_back(pose); pose.trans() = xAxis; for (int i = 1; i < (int)hfmModel.joints.size(); ++i) { poses.push_back(pose); } ikDoll.loadPoses(poses); // we'll put a target t on D for <2, 1, 0> like this: // // t // // // A------>B------>C------>D // glm::vec3 targetPosition(2.0f, 1.0f, 0.0f); glm::quat targetRotation = glm::angleAxis(PI / 2.0f, zAxis); AnimVariantMap varMap; varMap.set("positionD", targetPosition); varMap.set("rotationD", targetRotation); varMap.set("targetTypeD", (int)IKTarget::Type::RotationAndPosition); varMap.set("poleVectorEnabledD", false); std::vector flexCoefficients = {1.0f, 1.0f, 1.0f, 1.0f}; ikDoll.setTargetVars(QString("D"), QString("positionD"), QString("rotationD"), QString("targetTypeD"), QString("weightD"), 1.0f, flexCoefficients, QString("poleVectorEnabledD"), QString("poleReferenceVectorD"), QString("poleVectorD")); AnimVariantMap triggers; // the IK solution should be: // // D // | // | // A------>B------>C // // iterate several times float dt = 1.0f; const int NUM_FRAMES = 10; for (int i = 0; i < NUM_FRAMES; i++) { poses = ikDoll.overlay(varMap, context, dt, triggers, poses); } const AnimPoseVec& relativePoses = ikDoll.overlay(varMap, context, dt, triggers, poses); // verify absolute results // NOTE: since we expect this solution to converge very quickly (one loop) // we can impose very tight error thresholds. AnimPoseVec absolutePoses; for (auto pose : poses) { absolutePoses.push_back(pose); } ikDoll.computeAbsolutePoses(absolutePoses); const float acceptableAngleError = 0.001f; QCOMPARE_QUATS(absolutePoses[0].rot(), identity, acceptableAngleError); QCOMPARE_QUATS(absolutePoses[1].rot(), identity, acceptableAngleError); QCOMPARE_QUATS(absolutePoses[2].rot(), quaterTurnAroundZ, acceptableAngleError); QCOMPARE_QUATS(absolutePoses[3].rot(), quaterTurnAroundZ, acceptableAngleError); const float acceptableTranslationError = 0.025f; QCOMPARE_WITH_ABS_ERROR(absolutePoses[0].trans(), origin, acceptableTranslationError); QCOMPARE_WITH_ABS_ERROR(absolutePoses[1].trans(), xAxis, acceptableTranslationError); QCOMPARE_WITH_ABS_ERROR(absolutePoses[2].trans(), 2.0f * xAxis, acceptableTranslationError); QCOMPARE_WITH_ABS_ERROR(absolutePoses[3].trans(), targetPosition, acceptableTranslationError); // verify relative results QCOMPARE_QUATS(relativePoses[0].rot(), identity, acceptableAngleError); QCOMPARE_QUATS(relativePoses[1].rot(), identity, acceptableAngleError); QCOMPARE_QUATS(relativePoses[2].rot(), quaterTurnAroundZ, acceptableAngleError); QCOMPARE_QUATS(relativePoses[3].rot(), identity, acceptableAngleError); QCOMPARE_WITH_ABS_ERROR(relativePoses[0].trans(), origin, acceptableTranslationError); QCOMPARE_WITH_ABS_ERROR(relativePoses[1].trans(), xAxis, acceptableTranslationError); QCOMPARE_WITH_ABS_ERROR(relativePoses[2].trans(), xAxis, acceptableTranslationError); QCOMPARE_WITH_ABS_ERROR(relativePoses[3].trans(), xAxis, acceptableTranslationError); } { // hard test IK of joint C // load intial poses that look like this: // // D<------C // | // | // A------>B // AnimPose pose; pose.scale() = glm::vec3(1.0f); pose.rot() = identity; pose.trans() = origin; AnimPoseVec poses; poses.push_back(pose); pose.trans() = xAxis; pose.rot() = quaterTurnAroundZ; poses.push_back(pose); poses.push_back(pose); poses.push_back(pose); ikDoll.loadPoses(poses); // we'll put a target t on D for <3, 0, 0> like this: // // D<------C // | // | // A------>B t // glm::vec3 targetPosition(3.0f, 0.0f, 0.0f); glm::quat targetRotation = identity; AnimVariantMap varMap; varMap.set("positionD", targetPosition); varMap.set("rotationD", targetRotation); varMap.set("targetTypeD", (int)IKTarget::Type::RotationAndPosition); varMap.set("poleVectorEnabledD", false); std::vector flexCoefficients = {1.0f, 1.0f, 1.0f, 1.0f}; ikDoll.setTargetVars(QString("D"), QString("positionD"), QString("rotationD"), QString("targetTypeD"), QString("weightD"), 1.0f, flexCoefficients, QString("poleVectorEnabledD"), QString("poleReferenceVectorD"), QString("poleVectorD")); AnimVariantMap triggers; // the IK solution should be: // // A------>B------>C------>D // // iterate several times float dt = 1.0f; const int NUM_FRAMES = 50; for (int i = 0; i < NUM_FRAMES; i++) { poses = ikDoll.overlay(varMap, context, dt, triggers, poses); } const AnimPoseVec& relativePoses = ikDoll.overlay(varMap, context, dt, triggers, poses); // verify absolute results // NOTE: the IK algorithm doesn't converge very fast for full-reach targets, // so we'll consider the poses as good if they are closer than they started. // // NOTE: constraints may help speed up convergence since some joints may get clamped // to maximum extension. TODO: experiment with tightening the error thresholds when // constraints are working. AnimPoseVec absolutePoses; for (auto pose : poses) { absolutePoses.push_back(pose); } ikDoll.computeAbsolutePoses(absolutePoses); float acceptableAngle = 0.01f; // radians QCOMPARE_QUATS(absolutePoses[0].rot(), identity, acceptableAngle); QCOMPARE_QUATS(absolutePoses[1].rot(), identity, acceptableAngle); QCOMPARE_QUATS(absolutePoses[2].rot(), identity, acceptableAngle); QCOMPARE_QUATS(absolutePoses[3].rot(), identity, acceptableAngle); float acceptableDistance = 0.1f; QCOMPARE_WITH_ABS_ERROR(absolutePoses[0].trans(), origin, acceptableDistance); QCOMPARE_WITH_ABS_ERROR(absolutePoses[1].trans(), xAxis, acceptableDistance); QCOMPARE_WITH_ABS_ERROR(absolutePoses[2].trans(), 2.0f * xAxis, acceptableDistance); QCOMPARE_WITH_ABS_ERROR(absolutePoses[3].trans(), 3.0f * xAxis, acceptableDistance); // verify relative results QCOMPARE_QUATS(relativePoses[0].rot(), identity, acceptableAngle); QCOMPARE_QUATS(relativePoses[1].rot(), identity, acceptableAngle); QCOMPARE_QUATS(relativePoses[2].rot(), identity, acceptableAngle); QCOMPARE_QUATS(relativePoses[3].rot(), identity, acceptableAngle); QCOMPARE_WITH_ABS_ERROR(relativePoses[0].trans(), origin, acceptableDistance); QCOMPARE_WITH_ABS_ERROR(relativePoses[1].trans(), xAxis, acceptableDistance); QCOMPARE_WITH_ABS_ERROR(relativePoses[2].trans(), xAxis, acceptableDistance); QCOMPARE_WITH_ABS_ERROR(relativePoses[3].trans(), xAxis, acceptableDistance); } } void AnimInverseKinematicsTests::testBar() { // test AnimPose math // TODO: move this to other test file glm::vec3 transA = glm::vec3(1.0f, 2.0f, 3.0f); glm::vec3 transB = glm::vec3(5.0f, 7.0f, 9.0f); glm::quat rot = identity; glm::vec3 scale = glm::vec3(1.0f); AnimPose poseA(scale, rot, transA); AnimPose poseB(scale, rot, transB); AnimPose poseC = poseA * poseB; glm::vec3 expectedTransC = transA + transB; QCOMPARE_WITH_ABS_ERROR(expectedTransC, poseC.trans(), EPSILON); }