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Mocap Low-Pass Filter #9022

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Oct 16, 2023
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8 changes: 3 additions & 5 deletions packages/engine/src/mocap/MotionCaptureSystem.ts
Original file line number Diff line number Diff line change
Expand Up @@ -133,11 +133,9 @@ const execute = () => {
const userID = network.peers[peerID]!.userId
const entity = NetworkObjectComponent.getUserAvatarEntity(userID)

if (data && entity) {
timeSeriesMocapLastSeen.set(peerID, Date.now())
setComponent(entity, MotionCaptureRigComponent)
solveMotionCapturePose(data.results.poseWorldLandmarks, data.results.poseLandmarks, entity)
}
timeSeriesMocapLastSeen.set(peerID, Date.now())
setComponent(entity, MotionCaptureRigComponent)
solveMotionCapturePose(entity, data?.results.poseWorldLandmarks, data?.results.poseLandmarks)

mocapData.clear() // TODO: add a predictive filter and remove this
}
Expand Down
41 changes: 37 additions & 4 deletions packages/engine/src/mocap/solveMotionCapturePose.ts
Original file line number Diff line number Diff line change
Expand Up @@ -32,6 +32,7 @@ import {
Color,
LineBasicMaterial,
LineSegments,
MathUtils,
Matrix4,
Object3D,
Plane,
Expand All @@ -45,6 +46,7 @@ import { Entity } from '../ecs/classes/Entity'

import { Mesh, MeshBasicMaterial } from 'three'

import { smootheLerpAlpha } from '@etherealengine/common/src/utils/smootheLerpAlpha'
import { getMutableState, getState } from '@etherealengine/hyperflux'
import {
NormalizedLandmark,
Expand All @@ -56,6 +58,7 @@ import {
} from '@mediapipe/pose'
import { VRMHumanBoneName } from '@pixiv/three-vrm'
import { V_010, V_111 } from '../common/constants/MathConstants'
import { EngineState } from '../ecs/classes/EngineState'
import { RendererState } from '../renderer/RendererState'
import { ObjectLayers } from '../scene/constants/ObjectLayers'
import { setObjectLayers } from '../scene/functions/setObjectLayers'
Expand All @@ -64,6 +67,8 @@ import { MotionCaptureState } from './MotionCaptureState'

const grey = new Color(0.5, 0.5, 0.5)

let prevLandmarks: NormalizedLandmarkList

export const drawMocapDebug = () => {
const debugMeshes = {} as Record<string, Mesh<SphereGeometry, MeshBasicMaterial>>

Expand Down Expand Up @@ -130,6 +135,7 @@ export const drawMocapDebug = () => {

const drawDebug = drawMocapDebug()
const drawDebugScreen = drawMocapDebug()
const drawDebugFinal = drawMocapDebug()

export const shouldEstimateLowerBody = (landmarks: NormalizedLandmark[], threshold = 0.5) => {
const hipsVisibility =
Expand All @@ -142,19 +148,46 @@ export const shouldEstimateLowerBody = (landmarks: NormalizedLandmark[], thresho
return hipsVisibility && feetVisibility
}

export function solveMotionCapturePose(landmarks: NormalizedLandmarkList, screenlandmarks, entity) {
export function solveMotionCapturePose(
entity,
newLandmarks?: NormalizedLandmarkList,
newScreenlandmarks?: NormalizedLandmarkList
) {
const rig = getComponent(entity, AvatarRigComponent)
if (!rig || !rig.localRig || !rig.localRig.hips || !rig.localRig.hips.node) {
return
}

if (!landmarks?.length) return
// const last = lastLandmarks

// lastLandmarks = landmarks

if (!newLandmarks?.length) return

const avatarDebug = getState(RendererState).avatarDebug

if (!prevLandmarks) prevLandmarks = newLandmarks.map((landmark) => ({ ...landmark }))

const landmarks = newLandmarks.map((landmark, index) => {
// if (!landmark.visibility || landmark.visibility < 0.3) return prevLandmarks[index]
const prevLandmark = prevLandmarks[index]
const visibility = ((landmark.visibility ?? 0) + (prevLandmark.visibility ?? 0)) / 2
const deltaSeconds = getState(EngineState).deltaSeconds
const alpha = smootheLerpAlpha(5 + 20 * visibility, deltaSeconds)
return {
visibility,
x: MathUtils.lerp(prevLandmark.x, landmark.x, alpha),
y: MathUtils.lerp(prevLandmark.y, landmark.y, alpha),
z: MathUtils.lerp(prevLandmark.z, landmark.z, alpha)
}
})

prevLandmarks = landmarks

if (avatarDebug) {
drawDebug(landmarks)
drawDebugScreen(screenlandmarks)
drawDebug(newLandmarks)
newScreenlandmarks && drawDebugScreen(newScreenlandmarks)
drawDebugFinal(landmarks)
}

const lowestWorldY = landmarks.reduce((a, b) => (a.y > b.y ? a : b)).y
Expand Down