Skeleton calculation - c++

I'm trying to implement skeletal animation on my 3D Enigne (DX 11). Skinning part is working fine, but there is little problem with bone matrices transformation. I'm using self made binary format which is based on Valve's SMD and already converted to left-handed coordinate system (Y-Z swap). So there is my bone-to-world code:
for(int i = 0; i < Model->numJoints; i++)
{
Bones[i].WorldPos = XMFLOAT3(0.0f, 0.0f, 0.0f);
Joint tmpJoint = Model->joints[i]; //bind-pose bone data (translation + orientation)
//Rotation matrix calculation
XMMATRIX RotX = XMMatrixRotationX(-tmpJoint.orientation.x);
XMMATRIX RotY = XMMatrixRotationY(-tmpJoint.orientation.y);
XMMATRIX RotZ = XMMatrixRotationZ(-tmpJoint.orientation.z);
//Rot * Translation
XMMATRIX Local = RotX * RotY * RotZ * XMMatrixTranslation(tmpJoint.pos.x, tmpJoint.pos.y, tmpJoint.pos.z);
XMMATRIX tmp;
if (Model->Skeleton.parentID[i] != -1)
{
Bones[i].global = Local * Bones[Model->Skeleton.parentID[i]].global;
}
else
Bones[i].global = Local;
XMVECTOR temp;
XMStoreFloat3(&Bones[i].WorldPos, XMVector3Transform(temp, Bones[i].global));
}
//line between 2 connected bones (aka skeleton)
bonePoints[i] = Bones[i].WorldPos; //bone position in world
bonePoints[i+1] = Bones[Model->Skeleton.parentID[i]].WorldPos; //parent bone position in world
as you can see at pictures below, calculated sekeleton looks deformed.
I think something wrong with rotation calculation part, maby some extra transpose is missed. I tryed to change matrix multiplication order but without any success.
Original skeleton (3DS MAX)
Calculated skeleton (Engine)

Related

Is there any way to extract a transform matrix from a view matrix in glm?

I need to extract the transform matrix from my camera to assign it to a mesh.
I'm working in a computational graphics project in school, the objective is to simulate the arms of a character in first person perspective.
My camera implementation includes a vector3 for the camera position, so i can assign that to my mesh, the problem is that i can't extract the rotation of the camera from my view matrix yet.
I calculate my final pitch and yaw in the rotation function this way, x and y are the current mouse position in the screen
m_yaw += (x - m_mouseLastPosition.x) * m_rotateSpeed;
m_pitch -= (y - m_mouseLastPosition.y) * m_rotateSpeed;
This is how i update the view matrix when it changes
glm::vec3 newFront;
newFront.x = -cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
newFront.y = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
newFront.z = sin(glm::radians(m_pitch));
m_front = glm::normalize(newFront);
m_right = glm::normalize(glm::cross(m_front, m_worldUp));
m_up = glm::normalize(glm::cross(m_right, m_front));
m_viewMatrix = glm::lookAt(m_position, (m_position + m_front), m_up);
Right now I can assign the position of the camera to my mesh, like this
m_mesh.m_transform = glm::translate(glm::mat4(1.0f), m_camera.m_position);
I can assign the camera position successfully, but not rotation.
What i expect is to assign the full camera transform to my mesh, or to extract the rotation independently and assign it to the mesh after.
The steps to setting up the model view projection matrix, that I have always followed (which doesn't mean it's 100% right), which appears to be what you are having problems with is:
// Eye position is in world coordinate system, as is scene_center. up_vector is normalized.
glm::dmat4 view = glm::lookat(eye_position, scene_center, up_vector);
glm::dmat4 proj = glm::perspective(field_of_view, aspect, near_x, far_x);
// This converts the model from it's units, to the units of the world coordinate system
glm::dmat4 model = glm::scale(glm::dmat4(1.0), glm::dvec3(1.0, 1.0, 1.0));
// Add model level rotations here utilizing glm::rotate
// offset is where the objects 0,0 should be mapped to in the world coordinate system
model = glm::translate(model, offset);
// Order of course matters here.
glm::dvec3 mvp = proj * view * model;
Hope that helps.
Thank you so much for your answers, they helped a lot.
I managed to solve my problem in a very simple way, i just had to directly assign the final transform to my mesh using the separate properties of my camera.
glm is so new to me, i wasn't familiar with the way it handles matrix multiplications.
The final code takes a translation matrix with the camera position, then i rotated the resulting matrix in the Y axis with my pitch and finaly the resulting one rotates in the X axis with my yaw.
m_mesh.m_transform = glm::rotate(glm::rotate(glm::translate(glm::mat4(1.0f), camera.m_position), glm::radians(-camera.m_yaw), glm::vec3(0.0f, 1.0f, 0.0f)), glm::radians(-camera.m_pitch), glm::vec3(1.0f, 0.0f, 0.0f));

Can multiply a rotation matrix to rotate the direction vector (vec 3)?

I adopted "Separating axis theorem (SAT)" to realize "OBB collision detection".
As shown below, SAT requires three elements.
The coordinates (x, y, z) of the midpoint
Length of each axis
Direction vector of each axis
// Initialized
SATOBB::SATOBB(glm::vec3 &pos, std::vector<glm::vec3> &dir, glm::vec3 &len)
{
i_Pos = pos;
i_Dir = dir;
i_Len = len;
m_Dir.push_back(glm::vec3(0,0,0)); // Yeah... I know this strange code.. Thanks for tkausel
}
// i_... is before change, m_... is after change
void SATOBB::update(
glm::mat4 &Rotate,
glm::mat4 &Trans,
glm::mat4 &Scale
)
{
glm::vec3 m_Pos = Trans * glm::vec4(i_Pos, 1.0f);
for (int i=0; i<i_Dir.size(); i++){
glm::vec3 m_Dir = Rotate * glm::vec4(i_Dir, 1.0f);
}
glm::vec3 m_Len = Scale * glm::vec4(i_Len, 1.0f);
}
I think the code for calculating "3." is wrong.
So, please let me know the correct calculation code.
For calculation, I wanted to use the mat4 function, so vec3 is used for "1. & 2.." (For reasons of expediency)
"3." was calculated using vec3.
Is it really enough to multiply the vector by the rotation matrix?
That is the problem.

Quaternion-based First Person View Camera

I have been learning OpenGL by following the tutorial, located at https://paroj.github.io/gltut/.
Passing the basics, I got a bit stuck at understanding quaternions and their relation to spatial orientation and transformations, especially from world- to camera-space and vice versa. In the chapter Camera-Relative Orientation, the author makes a camera, which rotates a model in world space relative to the camera orientation. Quoting:
We want to apply an orientation offset (R), which takes points in camera-space. If we wanted to apply this to the camera matrix, it would simply be multiplied by the camera matrix: R * C * O * p. That's nice and all, but we want to apply a transform to O, not to C.
My uneducated guess would be that if we applied the offset to camera space, we would get the first-person camera. Is this correct? Instead, the offset is applied to the model in world space, making the spaceship spin relative to that space, and not to camera space. We just observe it spin from camera space.
Inspired by at least some understanding of quaternions (or so I thought), I tried to implement the first person camera. It has two properties:
struct Camera{
glm::vec3 position; // Position in world space.
glm::quat orientation; // Orientation in world space.
}
Position is modified in reaction to keyboard actions, while the orientation changes due to mouse movement on screen.
Note: GLM overloads * operator for glm::quat * glm::vec3 with the relation for rotating a vector by a quaternion (more compact form of v' = qvq^-1)
For example, moving forward and moving right:
glm::vec3 worldOffset;
float scaleFactor = 0.5f;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
worldOffset = orientation * (axis_vectors[AxisVector::AXIS_Z_NEG]); // AXIS_Z_NEG = glm::vec3(0, 0, -1)
position += worldOffset * scaleFactor;
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
worldOffset = orientation * (axis_vectors[AxisVector::AXIS_X_NEG]); // AXIS_Z_NEG = glm::vec3(-1, 0, 0)
position += worldOffset * scaleFactor;
}
Orientation and position information is passed to glm::lookAt matrix for constructing the world-to-camera transformation, like so:
auto camPosition = position;
auto camForward = orientation * glm::vec3(0.0, 0.0, -1.0);
viewMatrix = glm::lookAt(camPosition, camPosition + camForward, glm::vec3(0.0, 1.0, 0.0));
Combining model, view and projection matrices and passing the result to vertex shader displays everything okay - the way one would expect to see things from the first-person POV. However, things get messy when I add mouse movements, tracking the amount of movement in x and y directions. I want to rotate around the world y-axis and local x-axis:
auto xOffset = glm::angleAxis(xAmount, axis_vectors[AxisVector::AXIS_Y_POS]); // mouse movement in x-direction
auto yOffset = glm::angleAxis(yAmount, axis_vectors[AxisVector::AXIS_X_POS]); // mouse movement in y-direction
orientation = orientation * xOffset; // Works OK, can look left/right
orientation = yOffset * orientation; // When adding this line, things get ugly
What would the problem be here?
I admit, I don't have enough knowledge to debug the mouse movement code properly, I mainly followed the lines, saying "right multiply to apply the offset in world space, left multiply to do it in camera space."
I feel like I know things half-way, drawing conclusions from a plethora of e-resources on the subject, while getting more educated and more confused at the same time.
Thanks for any answers.
To rotate a glm quaternion representing orientation:
//Precomputation:
//pitch (rot around x in radians),
//yaw (rot around y in radians),
//roll (rot around z in radians)
//are computed/incremented by mouse/keyboard events
To compute view matrix:
void CameraFPSQuaternion::UpdateView()
{
//FPS camera: RotationX(pitch) * RotationY(yaw)
glm::quat qPitch = glm::angleAxis(pitch, glm::vec3(1, 0, 0));
glm::quat qYaw = glm::angleAxis(yaw, glm::vec3(0, 1, 0));
glm::quat qRoll = glm::angleAxis(roll,glm::vec3(0,0,1));
//For a FPS camera we can omit roll
glm::quat orientation = qPitch * qYaw;
orientation = glm::normalize(orientation);
glm::mat4 rotate = glm::mat4_cast(orientation);
glm::mat4 translate = glm::mat4(1.0f);
translate = glm::translate(translate, -eye);
viewMatrix = rotate * translate;
}
If you want to store the quaternion, then you recompute it whenever yaw, pitch, or roll changes:
void CameraFPSQuaternion::RotatePitch(float rads) // rotate around cams local X axis
{
glm::quat qPitch = glm::angleAxis(rads, glm::vec3(1, 0, 0));
m_orientation = glm::normalize(qPitch) * m_orientation;
glm::mat4 rotate = glm::mat4_cast(m_orientation);
glm::mat4 translate = glm::mat4(1.0f);
translate = glm::translate(translate, -eye);
m_viewMatrix = rotate * translate;
}
If you want to give a rotation speed around a given axis, you use slerp:
void CameraFPSQuaternion::Update(float deltaTimeSeconds)
{
//FPS camera: RotationX(pitch) * RotationY(yaw)
glm::quat qPitch = glm::angleAxis(m_d_pitch, glm::vec3(1, 0, 0));
glm::quat qYaw = glm::angleAxis(m_d_yaw, glm::vec3(0, 1, 0));
glm::quat qRoll = glm::angleAxis(m_d_roll,glm::vec3(0,0,1));
//For a FPS camera we can omit roll
glm::quat m_d_orientation = qPitch * qYaw;
glm::quat delta = glm::mix(glm::quat(0,0,0,0),m_d_orientation,deltaTimeSeconds);
m_orientation = glm::normalize(delta) * m_orientation;
glm::mat4 rotate = glm::mat4_cast(orientation);
glm::mat4 translate = glm::mat4(1.0f);
translate = glm::translate(translate, -eye);
viewMatrix = rotate * translate;
}
The problem lied with the usage of glm::lookAt for constructing the view matrix. Instead, I am now constructing the view matrix like so:
auto rotate = glm::mat4_cast(entity->orientation);
auto translate = glm::mat4(1.0f);
translate = glm::translate(translate, -entity->position);
viewMatrix = rotate * translate;
For translation, I'm left multiplying with an inverse of orientation instead of orientation now.
glm::quat invOrient = glm::conjugate(orientation);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
worldOffset = invOrient * (axis_vectors[AxisVector::AXIS_Z_NEG]);
position += worldOffset * scaleFactor;
}
...
Everything else is the same, apart from some further offset quaternion normalizations in the mouse movement code.
The camera now behaves and feels like a first-person camera.
I still don't properly understand the difference between view matrix and lookAt matrix, if there is any. But that's the topic for another question.

object keep his distance around camera c++ opengl

I want to keep the object permanently at a certain distance from the camera. How i can made this? I tried this:
vec3 obj_pos = -cam->Get_CameraPos() ;
obj_pos .z -= 10.0f ;
...
o_modelMatrix = glm::translate(o_modelMatrix, obj_pos);
but it's not working; The object simply stands on the determined position and not moving
Full code of render:
void MasterRenderer::renderPlane() {
PlaneShader->useShaderProgram();
glm::mat4 o_modelMatrix;
glm::mat4 o_view = cam->Get_ViewMatrix();
glm::mat4 o_projection = glm::perspective(static_cast<GLfloat>(glm::radians(cam->Get_fov())),
static_cast<GLfloat>(WIDTH) / static_cast<GLfloat>(HEIGHT), 0.1f, 1000.0f);
glUniformMatrix4fv(glGetUniformLocation(PlaneShader->ShaderProgramID, "projection"), 1, GL_FALSE, glm::value_ptr(o_projection ));
glUniformMatrix4fv(glGetUniformLocation(PlaneShader->ShaderProgramID, "view"), 1, GL_FALSE, glm::value_ptr(o_view ));
vec3 eye_pos = vec3(o_view [3][0], o_view [3][1], o_view [3][2]); //or cam->getCameraPosition();
glm::vec3 losDirection = glm::normalize(vec3(0.0f, 0.0f, -1.0f) - eye_pos);
vec3 obj_pos = eye_pos + losDirection * 1.0f;
b_modelMatrix = scale(o_modelMatrix, vec3(20.0f));
b_modelMatrix = glm::translate(b_modelMatrix, obj_pos );
glUniformMatrix4fv(glGetUniformLocation(PlaneShader->ShaderProgramID,
"model"), 1, GL_FALSE, glm::value_ptr(o_modelMatrix));
...
/// draw
Maybe this is a shot from the hip, but I suppose that you set up a lookat matrix and that you the position of your object is defined in world coordinates.
Commonly a camera is defined by a eye position, at target (center) position and an up vector.
The direction in which the camera looks is the line of sight, which is the unit vector from the eye position to the target position.
Calcualte the line of sight:
glm::vec3 cameraPosition ...; // the eye position
glm::vec3 cameraTarget ...; // the traget (center) posiiton
glm::vec3 losDirection = glm::normalize( cameraTarget - cameraPosition );
Possibly the camera class knows the direction of view (line of sight), then you can skip this calculation.
If the object is always to be placed a certain distance in front of the camera, the position of the object is the position of the camera plus a distance in the direction of the line of sight:
float distance = ...;
float objectPosition = cameraPosition + losDirection * distance;
glm::mat4 modelPosMat = glm::translate( glm::mat4(1.0f) , objectPosition );
glm::mat4 objectModelMat = ...; // initial model matrix of the object
o_modelMatrix = modelPosMat * objectModelMat;
Note the objectModelMat is the identity matrix if the object has no further transformations glm::mat4(1.0f).
so you want to move the object with camera (instead of moving camera with object like camera follow). If this is just for some GUI stuff you can use different static view matrices for it. But if you want to do this in way you suggested then this is the way:
definitions
First we need few 3D 4x4 homogenuous transform matrices (read the link to see how to disect/construct what you need). So lets define some matrices we need for this:
C - inverse camera matrix (no projection)
M - direct object matrix
R - direct object rotation
Each matrix has 4 vectors X,Y,Z are the axises of the coordinate system represented by it and O is the origin. Direct matrix means the matrix directly represents the coordinate system and inverse means that it is the inverse of such matrix.
Math
so we want to construct M so it is placed at some distance d directly in front of C and has rotation R. I assume you are using perspective projection and C viewing direction is -Z axis. So what you need to do is compute position of M. That is easy you just do this:
iC = inverse(C); // get the direct matrix of camera
M = R; // set rotation of object
M.O = iC.O - d*iC.Z; // set position of object
The M.O = (M[12],M[13],M[14]) and iC.Z = (iC.Z[8],iC.Z[9],iC.Z[10]) so if you got direct access to your matrix you can do this on your own in case GLM does not provide element access.
Beware that all this is for standard OpenGL matrix convention and multiplication order. If you use DirectX convention instead then M,R are inverse and C is direct matrix so you would need to change the equations accordingly. Sorry I do not use GLM so I am not confident to generate any code for you.
In case you want to apply camera rotations on object rotations too then you need to change M = R to M = R*iC or M = iC*R which depends on what effect you want to achieve.
It's work fine with not multiplication, but addition
obj_pos = glm::normalize(glm::cross(vec3(0.0f, 0.0f, -1.0f), vec3(0.0f, 1.0f, 0.0f)));
o_modelMatrix[3][0] = camera_pos.x;
o_modelMatrix[3][1] = camera_pos.y;
o_modelMatrix[3][2] = camera_pos.z + distance;
o_modelMatrix = glm::translate(o_modelMatrix, obj_pos);

Calculating The Camera View Matrix

I have an issue where my camera seems to orbit the origin. It makes me think that I have my matrix multiplication backwards. However it seems correct to me, and if I reverse it it sorts out the orbit issue, but I get an other issue where I think my translation is backwards.
glm::mat4 Camera::updateDelta(const float *positionVec3, const float *rotationVec3)
{
// Rotation Axis
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); // Should this be -1?
// Accumulate Rotations
m_rotation.x += rotationVec3[0]; // pitch
m_rotation.y += rotationVec3[1]; // yaw
m_rotation.z += rotationVec3[2]; // roll
// Calculate Rotation
glm::mat4 rotViewMat;
rotViewMat = glm::rotate(rotViewMat, m_rotation.x, xAxis);
rotViewMat = glm::rotate(rotViewMat, m_rotation.y, yAxis);
rotViewMat = glm::rotate(rotViewMat, m_rotation.z, zAxis);
// Updated direction vectors
m_forward = glm::vec3(rotViewMat[0][2], rotViewMat[1][2], rotViewMat[2][2]);
m_up = glm::vec3(rotViewMat[0][1], rotViewMat[1][1], rotViewMat[2][1]);
m_right = glm::vec3(rotViewMat[0][0], rotViewMat[1][0], rotViewMat[2][0]);
m_forward = glm::normalize(m_forward);
m_up = glm::normalize(m_up);
m_right = glm::normalize(m_right);
// Calculate Position
m_position += (m_forward * positionVec3[2]);
m_position += (m_up * positionVec3[1]);
m_position += (m_right * positionVec3[0]);
m_position += glm::vec3(positionVec3[0], positionVec3[1], positionVec3[2]);
glm::mat4 translateViewMat;
translateViewMat = glm::translate(translateViewMat, m_position);
// Calculate view matrix.
//m_viewMat = rotViewMat * translateViewMat;
m_viewMat = translateViewMat * rotViewMat;
// Return View Proj
return m_projMat * m_viewMat;
}
Everywhere else I do the matrix multiplication in reverse which gives me the correct answer, but this function seems to want the reverse.
When calculating an objects position in 3D space I do this
m_worldMat = transMat * rotMat * scale;
Which works as expected.
There seem to be a few wrong things with the code.
One: rotViewMat is used in the first rotate call before it is initialized. What value does it get initially? Is it a unit matrix?
Two: Rotation does not have the mathematical properties you seem to assume. Rotating around x, then around y, then around z (each at a constant velocity) is not the same as rotating around any axis ("orbiting"), it is a weird wobble. Because of subsequent rotations, your accumulated x rotation ("pitch") for example may actually be causing a movement in an entirely different direction (consider what happens to x when the accumulated y rotation is close to 90 deg). Another way of saying that is rotation is non-commutative, see:
https://physics.stackexchange.com/questions/48345/non-commutative-property-of-rotation and
https://physics.stackexchange.com/questions/10362/how-does-non-commutativity-lead-to-uncertainty/10368#10368.
See also: http://en.wikipedia.org/wiki/Rotation_matrix#Sequential_angles and http://en.wikipedia.org/wiki/Euler_angles. Since Euler angles (roll-pitch-yaw) are not vectors, it doesn't make sense to add to them a velocity vector.
What you probably want is this:
glm::mat4 Camera::updateDelta(const float *positionVec3, const float *axisVec3, const float angularVelocity)
{
...
glm::mat4 rotViewMat; // initialize to unit matrix
rotViewMat = glm::rotate(rotViewMat, angularVelocity, axisVec3);
...