HumanoidMocap/Motion/TargetCorrections.cs
using System;
using System.Collections.Generic;
using System.Numerics;
using HumanoidMocap.Cleanup;
using HumanoidMocap.Mapping;
using HumanoidMocap.Maths;
using HumanoidMocap.Target;
namespace HumanoidMocap.Motion;
using Vector3 = System.Numerics.Vector3;
public sealed class TargetCorrectionSettings
{
public bool FirstPerson { get; set; }
/// <summary>Identifies the selected target geometry for explicitly authored finger contacts.</summary>
public string ContactTargetKey { get; set; } = "";
public Vector3 LeftShoulder { get; set; } = new(.18f,1.45f,0);
public Vector3 RightShoulder { get; set; } = new(-.18f,1.45f,0);
public Vector3 LeftElbow { get; set; } = new(.45f,1.1f,.15f);
public Vector3 RightElbow { get; set; } = new(-.45f,1.1f,.15f);
public float Reach { get; set; } = .995f;
public float GroundOffset { get; set; }
public float FacingDegrees { get; set; }
public bool StabilizeFeet { get; set; } = true;
/// <summary>Manual camera-space wrist position edits, applied before confirmed prop contacts and target IK.</summary>
public List<WristPositionOffset> WristOffsets { get; set; } = new();
/// <summary>Editable placement of a camera-relative hand capture in the target's
/// Y-up metre frame. This is a user assumption, not recovered camera tracking.</summary>
public Vector3 CaptureCameraPosition { get; set; } = new(0,1.65f,0);
public float CaptureCameraYawDegrees { get; set; } = 180;
public float CaptureCameraPitchDegrees { get; set; }
/// <summary>The capture camera faced the performer instead of being worn by them. The placement
/// above then describes a camera in front of the character, and a first-person preview should
/// look from the character's own head rather than from that camera.</summary>
public bool CaptureFacesSubject { get; set; }
/// <summary>Shrink a hand capture toward the camera, by at most a quarter, when the
/// target's arms are too short to reach it. Points keep their viewing rays, so the
/// first-person picture is unchanged. Skipped while prop contacts share the capture space.</summary>
public bool FitCaptureToArmReach { get; set; } = true;
public static TargetCorrectionSettings ForRig(TargetRig rig,TargetUpAxis axis)
{
var scale=axis==TargetUpAxis.ZUpEngine?39.3700787f:100f;
var rotation=axis==TargetUpAxis.YUpCm?Quaternion.Identity:Quaternion.CreateFromAxisAngle(Vector3.UnitX,-MathF.PI/2);
Vector3 Position(BoneRole role,Vector3 fallback)=>rig.BoneForRole(role) is int b
?Vector3.Transform(rig.Skeleton.RestWorld[b].Pos/scale,rotation):fallback;
var result=new TargetCorrectionSettings();
result.LeftShoulder=Position(BoneRole.UpperArmL,result.LeftShoulder);
result.RightShoulder=Position(BoneRole.UpperArmR,result.RightShoulder);
var height=Math.Max(.2f,(result.LeftShoulder.Y+result.RightShoulder.Y)/2)/1.45f;
result.LeftElbow=result.LeftShoulder+new Vector3(.27f,-.35f,.15f)*height;
result.RightElbow=result.RightShoulder+new Vector3(-.27f,-.35f,.15f)*height;
result.CaptureCameraPosition=Position(BoneRole.Head,new(0,1.55f,0))+Vector3.UnitY*.1f*height;
// FPS viewmodels without a body use their authored origin as the assumed
// camera position. A full-body eye-height fallback would lift these wrists
// above the rig and exhaust arm reach before any captured movement.
if(rig.BoneForRole(BoneRole.Head) is null&&rig.BoneForRole(BoneRole.Hips) is null)
{
result.CaptureCameraPosition=Vector3.Zero;
// A viewmodel can face a different horizontal axis than a body rig.
// Its left/right shoulder line supplies lateral direction; detached
// hands can use their authored wrist spacing. This remains editable.
var leftRole=rig.BoneForRole(BoneRole.UpperArmL) is not null?BoneRole.UpperArmL:BoneRole.HandL;
var rightRole=rig.BoneForRole(BoneRole.UpperArmR) is not null?BoneRole.UpperArmR:BoneRole.HandR;
if(rig.BoneForRole(leftRole) is not null&&rig.BoneForRole(rightRole) is not null)
{
var lateral=Position(leftRole,Vector3.Zero)-Position(rightRole,Vector3.Zero);lateral.Y=0;
if(lateral.LengthSquared()>1e-8f)
{
lateral=Vector3.Normalize(lateral);var forward=Vector3.Cross(lateral,Vector3.UnitY);
result.CaptureCameraYawDegrees=MathF.Atan2(-forward.X,-forward.Z)*180/MathF.PI;
float ArmLength(BoneRole upper,BoneRole lower,BoneRole hand)=>
rig.BoneForRole(upper) is not null&&rig.BoneForRole(lower) is not null&&rig.BoneForRole(hand) is not null
?Vector3.Distance(Position(upper,Vector3.Zero),Position(lower,Vector3.Zero))+
Vector3.Distance(Position(lower,Vector3.Zero),Position(hand,Vector3.Zero)):0;
var armLength=Math.Max(ArmLength(BoneRole.UpperArmL,BoneRole.LowerArmL,BoneRole.HandL),
ArmLength(BoneRole.UpperArmR,BoneRole.LowerArmR,BoneRole.HandR));
var proportion=armLength>1e-4f?armLength/.6f:1f;
result.LeftElbow=result.LeftShoulder+(lateral*.27f-Vector3.UnitY*.35f+forward*.15f)*proportion;
result.RightElbow=result.RightShoulder+(-lateral*.27f-Vector3.UnitY*.35f+forward*.15f)*proportion;
}
}
}
return result;
}
}
public static class TargetCorrections
{
public static void Apply(List<XForm[]> frames,TargetRig rig,TargetUpAxis axis,TargetCorrectionSettings settings,
IReadOnlyList<Dictionary<BoneRole,XForm>>? wristTargets=null)
{
var skeleton=rig.Skeleton;var world=new XForm[skeleton.Count];
var left=new ArmConstraintSolver();var right=new ArmConstraintSolver();
var scale=axis==TargetUpAxis.ZUpEngine?39.3700787f:100f;
var conversion=axis==TargetUpAxis.YUpCm?Quaternion.Identity:Quaternion.CreateFromAxisAngle(Vector3.UnitX,MathF.PI/2);
Vector3 Convert(Vector3 v)=>Vector3.Transform(v*scale,conversion);
var up=axis==TargetUpAxis.YUpCm?Vector3.UnitY:Vector3.UnitZ;
var yaw=Quaternion.CreateFromAxisAngle(up,settings.FacingDegrees*MathF.PI/180);
for(var frameIndex=0;frameIndex<frames.Count;frameIndex++)
{
var frame=frames[frameIndex];
if(!settings.FirstPerson&&wristTargets is null)
{
for(var i=0;i<frame.Length;i++)if(skeleton[i].ParentIndex<0)
frame[i]=new XForm(Vector3.Transform(frame[i].Pos,yaw)+up*settings.GroundOffset*scale,Quaternion.Normalize(yaw*frame[i].Rot));
continue;
}
Solve(BoneRole.UpperArmL,BoneRole.LowerArmL,BoneRole.HandL,settings.LeftShoulder,settings.LeftElbow,left);
Solve(BoneRole.UpperArmR,BoneRole.LowerArmR,BoneRole.HandR,settings.RightShoulder,settings.RightElbow,right);
void Solve(BoneRole upperRole,BoneRole lowerRole,BoneRole handRole,Vector3 shoulder,Vector3 pole,ArmConstraintSolver solver)
{
if(rig.BoneForRole(handRole) is not int h)return;
FkUtil.ToWorld(frame,skeleton,world);
var originalWrist=world[h];
if(wristTargets is not null&&!wristTargets[frameIndex].TryGetValue(handRole,out originalWrist))return;
if(rig.BoneForRole(upperRole) is not int u || rig.BoneForRole(lowerRole) is not int l)
{
if(wristTargets is not null)SetWorld(h,originalWrist);
return;
}
var upperLength=Vector3.Distance(world[u].Pos,world[l].Pos);var lowerLength=Vector3.Distance(world[l].Pos,world[h].Pos);
var result=solver.Solve(originalWrist.Pos,originalWrist.Rot,new ArmSettings { Shoulder=Convert(shoulder),ElbowTarget=Convert(pole),UpperLength=upperLength,ForearmLength=lowerLength,MaximumReach=settings.Reach });
var upperRotation=Quaternion.Normalize(MathQ.FromTo(world[l].Pos-world[u].Pos,result.Elbow-result.Shoulder)*world[u].Rot);
SetWorld(u,new XForm(result.Shoulder,upperRotation));
FkUtil.ToWorld(frame,skeleton,world);
var lowerRotation=Quaternion.Normalize(MathQ.FromTo(world[h].Pos-world[l].Pos,result.Wrist-result.Elbow)*world[l].Rot);
SetWorld(l,new XForm(world[l].Pos,lowerRotation));
FkUtil.ToWorld(frame,skeleton,world);
SetWorld(h,new XForm(world[h].Pos,originalWrist.Rot)); // preserve captured wrist attitude and finger locals
}
void SetWorld(int index,XForm value)
{
var parent=skeleton[index].ParentIndex;
frame[index]=parent<0?value:XForm.Compose(world[parent].Inverse(),value);
}
}
}
}