Disabled ThunderSVM loading and added better interpolation.
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5abe5ba633
commit
eaaf036e76
4 changed files with 270 additions and 150 deletions
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@ -166,10 +166,10 @@ public class OpenSeeExpression : MonoBehaviour
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oser = formatter.Deserialize(gzipStream) as OpenSeeExpressionRepresentation;
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}
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expressions = oser.expressions;
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if (oser.thunderSVM)
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/*if (oser.thunderSVM)
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model = new ThunderSVMModel(oser.modelBytes);
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else
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model = new SVMModel(oser.modelBytes);
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else*/
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model = new SVMModel(oser.modelBytes);
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classLabels = oser.classLabels;
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indices = oser.indices;
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//pointSelection = oser.pointSelection;
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@ -22,6 +22,8 @@ public class OpenSeeIKTarget : MonoBehaviour
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[Tooltip("This smoothed out the detected motion. Values can be between 0 (no smoothing) and 1 (no motion). The appropriate value probably depends on the camera's frame rate.")]
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[Range(0, 1)]
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public float smooth = 0.2f;
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[Tooltip("When set to true, a Kalman filter is used for smoothing.")]
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public bool kalman = false;
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[Tooltip("When enabled, tracking will lag by one video capture frame, but the captured motion information is interpolated between frames, making things look smoother and less jittery and jumpy.")]
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public bool interpolate = true;
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[Tooltip("When set to true, the transform will be updated in FixedUpdate, otherwise it will be updated in Update.")]
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@ -82,9 +84,65 @@ public class OpenSeeIKTarget : MonoBehaviour
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private bool skippedPosition = false;
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private float skipStartTimePosition = -1f;
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// Kalman
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private float frameTime = 0f;
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private bool kalmanInit = false;
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private float kalmanSmooth = -1f;
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private KF kalmanPVX;
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private KF kalmanPVY;
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private KF kalmanPVZ;
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private KF kalmanRVX;
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private KF kalmanRVY;
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private KF kalmanRVZ;
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private Vector3 kalmanLastRot = Vector3.zero;
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public void Calibrate() {
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calibrate = true;
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}
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public static Vector3 PrettyEuler(Vector3 last, Vector3 current) {
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// Ew, but how would you do componentwise filtering/interpolation with quaternions?
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if (Mathf.Abs(current.x - last.x) > Mathf.Abs((current.x - 360f) - last.x))
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current.x -= 360f;
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else if (Mathf.Abs(current.x - last.x) > Mathf.Abs((current.x + 360f) - last.x))
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current.x += 360f;
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if (Mathf.Abs(current.y - last.y) > Mathf.Abs((current.y - 360f) - last.y))
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current.y -= 360f;
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else if (Mathf.Abs(current.y - last.y) > Mathf.Abs((current.y + 360f) - last.y))
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current.x += 360f;
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if (Mathf.Abs(current.z - last.z) > Mathf.Abs((current.z - 360f) - last.z))
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current.z -= 360f;
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else if (Mathf.Abs(current.z - last.z) > Mathf.Abs((current.z + 360f) - last.z))
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current.z += 360f;
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return current;
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}
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Vector3 FilterPos(Vector3 a, Vector3 b) {
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if (!kalman || frameTime > 1f)
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return Vector3.Lerp(a, b, 1f - smooth);
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else {
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Vector3 v = (b - a) / frameTime;
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v.x = kalmanPVX.Update(v.x);
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v.y = kalmanPVY.Update(v.y);
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v.z = kalmanPVZ.Update(v.z);
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return a + v * frameTime;
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}
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}
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Quaternion FilterRot(Quaternion a, Quaternion b) {
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if (!kalman || frameTime > 1f)
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return Quaternion.Lerp(a, b, 1f - smooth);
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else {
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Vector3 rotA = PrettyEuler(kalmanLastRot, a.eulerAngles);
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Vector3 rotB = PrettyEuler(rotA, b.eulerAngles);
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kalmanLastRot = rotA;
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Vector3 v = Mathf.Deg2Rad * (rotB - rotA) / frameTime;
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v.x = kalmanRVX.Update(v.x);
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v.y = kalmanRVY.Update(v.y);
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v.z = kalmanRVZ.Update(v.z);
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return Quaternion.Euler(rotA + Mathf.Rad2Deg * v * frameTime);
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}
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}
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void Interpolate() {
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if (!interpolate || interpolateState < 2)
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@ -110,6 +168,7 @@ public class OpenSeeIKTarget : MonoBehaviour
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if (openSeeData == null || openSeeData.fit3DError > openSee.maxFit3DError)
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return;
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if (openSeeData.time > updated) {
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frameTime = (float)(openSeeData.time - updated);
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updated = openSeeData.time;
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trackingFrames++;
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if (trackingFrames < skipFirst)
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@ -118,6 +177,25 @@ public class OpenSeeIKTarget : MonoBehaviour
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Interpolate();
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return;
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}
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if (!kalmanInit) {
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kalmanPVX = new KF(smooth);
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kalmanPVY = new KF(smooth);
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kalmanPVZ = new KF(smooth);
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kalmanRVX = new KF(smooth);
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kalmanRVY = new KF(smooth);
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kalmanRVZ = new KF(smooth);
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kalmanInit = true;
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}
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if (smooth != kalmanSmooth) {
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kalmanPVX.SetSmoothness(smooth);
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kalmanPVY.SetSmoothness(smooth);
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kalmanPVZ.SetSmoothness(smooth);
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kalmanRVX.SetSmoothness(smooth);
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kalmanRVY.SetSmoothness(smooth);
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kalmanRVZ.SetSmoothness(smooth);
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kalmanSmooth = smooth;
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}
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Quaternion convertedQuaternion = new Quaternion(-openSeeData.rawQuaternion.y, -openSeeData.rawQuaternion.x, openSeeData.rawQuaternion.z, openSeeData.rawQuaternion.w);
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Vector3 t = openSeeData.translation;
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@ -219,12 +297,12 @@ public class OpenSeeIKTarget : MonoBehaviour
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avgInterps = Mathf.Lerp(avgInterps, (float)interpolationCount, 0.15f);
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interpolationCount = 0;
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averageInterpolations = avgInterps;
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lastT = transform.localPosition;
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lastR = transform.localRotation;
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if (interpolateState > 0) {
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currentT = Vector3.Lerp(currentT, (t - dT) * translationScale, 1f - smooth);
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currentR = Quaternion.Lerp(transform.localRotation, convertedQuaternion * dR, 1f - smooth);
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currentT = FilterPos(currentT, (t - dT) * translationScale);
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currentR = FilterRot(transform.localRotation, convertedQuaternion * dR);
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} else {
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currentT = (t - dT) * translationScale;
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currentR = convertedQuaternion * dR;
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@ -235,11 +313,14 @@ public class OpenSeeIKTarget : MonoBehaviour
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if (interpolate) {
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Interpolate();
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} else {
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transform.localPosition = Vector3.Lerp(transform.localPosition, (t - dT) * translationScale, 1f - smooth);
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transform.localRotation = Quaternion.Lerp(transform.localRotation, convertedQuaternion * dR, 1f - smooth);
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transform.localPosition = FilterPos(transform.localPosition, (t - dT) * translationScale);
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transform.localRotation = FilterRot(transform.localRotation, convertedQuaternion * dR);
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}
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if (kinematicInterpolation != null && kinematicInterpolation.gameObject != gameObject) {
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kinematicInterpolation.UpdateKI(updated, transform.localPosition, transform.localRotation);
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if (interpolate)
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kinematicInterpolation.UpdateKI(updated, currentT, currentR);
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else
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kinematicInterpolation.UpdateKI(updated, transform.localPosition, transform.localRotation);
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}
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if (driftBack) {
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@ -266,6 +347,34 @@ public class OpenSeeIKTarget : MonoBehaviour
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if (!fixedUpdate)
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RunUpdate();
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}
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class KF {
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private float R, P, Q, x;
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public KF(float smooth) {
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P = 1f;
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x = 0f;
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SetSmoothness(smooth);
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}
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public void SetSmoothness(float smooth) {
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P = 1f;
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Q = 0.3f;// * (Mathf.Exp(3f * smooth) + 1f);
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R = 0.000001f + Mathf.Exp(smooth * 5f);
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}
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public float Update(float input) {
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//x = x * A;
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//P = A * P * A;
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float K = P / (P + R);
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x = x + K * (input - x);
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//Debug.Log("P = " + P + " 1-K = " + (1f - K));
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P = (1f - K) * P + Q;
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return x;
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}
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}
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}
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}
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@ -3,6 +3,8 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace OpenSee {
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public class OpenSeeKinematicInterpolation : MonoBehaviour
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{
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private Vector3 lastPos;
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@ -13,7 +15,7 @@ public class OpenSeeKinematicInterpolation : MonoBehaviour
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private Vector3 currentPosV;
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private double currentT = 0f;
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private Vector3 lastRot;
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private Vector3 lastRot = Vector3.zero;
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private Vector3 lastRotV;
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private Vector3 currentRot;
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@ -28,27 +30,12 @@ public class OpenSeeKinematicInterpolation : MonoBehaviour
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private double updateT;
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private double interpolateT;
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public void PrettyEuler() {
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// Ew, but how would you do this interpolation with quaternions?
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if (currentRot.x > 270f && lastRot.x < 90f)
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currentRot.x -= 360f;
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if (currentRot.y > 270f && lastRot.y < 90f)
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currentRot.y -= 360f;
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if (currentRot.z > 270f && lastRot.z < 90f)
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currentRot.z -= 360f;
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if (currentRot.x < 90f && lastRot.x > 270f)
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lastRot.x -= 360f;
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if (currentRot.y < 90f && lastRot.y > 270f)
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lastRot.y -= 360f;
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if (currentRot.z < 90f && lastRot.z > 270f)
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lastRot.z -= 360f;
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}
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public void UpdateKI(double newT, Vector3 newPos, Quaternion newRot) {
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Interpolate();
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currentPos = transform.localPosition;
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currentRot = OpenSeeIKTarget.PrettyEuler(currentRot, transform.localRotation.eulerAngles);
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float dTNow = (float)(interpolateT - updateT);
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if (interpolateT - updateT > 0) {
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float dTNow = (float)(interpolateT - updateT);
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currentPosV = (currentPos - lastPos) / dTNow;
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currentRotV = (currentRot - lastRot) / dTNow;
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} else {
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@ -63,8 +50,7 @@ public class OpenSeeKinematicInterpolation : MonoBehaviour
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lastT = currentT;
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currentPos = newPos;
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currentRot = newRot.eulerAngles;
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PrettyEuler();
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currentRot = OpenSeeIKTarget.PrettyEuler(lastRot, newRot.eulerAngles);
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currentT = newT;
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dT = (float)(currentT - lastT);
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currentPosV = (currentPos - lastPos) / dT;
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@ -109,4 +95,6 @@ public class OpenSeeKinematicInterpolation : MonoBehaviour
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public void LateUpdate() {
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Interpolate();
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}
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}
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}
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