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namechange FromBindFrame ==> InBindFrame
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00544aa975
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b8fb5e0298
4 changed files with 12 additions and 12 deletions
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@ -69,7 +69,7 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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int jointIndex = geometry.humanIKJointIndices.at(humanIKJointIndex);
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if (jointIndex != -1) {
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JointState& state = _jointStates[jointIndex];
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state.setRotationFromBindFrame(prioVR->getJointRotations().at(i), PALM_PRIORITY);
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state.setRotationInBindFrame(prioVR->getJointRotations().at(i), PALM_PRIORITY);
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}
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}
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return;
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@ -217,7 +217,7 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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setJointPosition(parentJointIndex, palmPosition + forearm,
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glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
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JointState& parentState = _jointStates[parentJointIndex];
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parentState.setRotationFromBindFrame(palmRotation, PALM_PRIORITY);
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parentState.setRotationInBindFrame(palmRotation, PALM_PRIORITY);
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// lock hand to forearm by slamming its rotation (in parent-frame) to identity
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_jointStates[jointIndex].setRotationInConstrainedFrame(glm::quat());
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} else {
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@ -381,13 +381,13 @@ void SkeletonModel::setHandPosition(int jointIndex, const glm::vec3& position, c
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glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition);
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JointState& shoulderState = _jointStates[shoulderJointIndex];
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shoulderState.setRotationFromBindFrame(shoulderRotation, PALM_PRIORITY);
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shoulderState.setRotationInBindFrame(shoulderRotation, PALM_PRIORITY);
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JointState& elbowState = _jointStates[elbowJointIndex];
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elbowState.setRotationFromBindFrame(rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) * shoulderRotation, PALM_PRIORITY);
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elbowState.setRotationInBindFrame(rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) * shoulderRotation, PALM_PRIORITY);
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JointState& handState = _jointStates[jointIndex];
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handState.setRotationFromBindFrame(rotation, PALM_PRIORITY);
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handState.setRotationInBindFrame(rotation, PALM_PRIORITY);
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}
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bool SkeletonModel::getLeftHandPosition(glm::vec3& position) const {
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@ -95,7 +95,7 @@ void JointState::computeVisibleTransform(const glm::mat4& parentTransform) {
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_visibleRotation = extractRotation(_visibleTransform);
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}
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glm::quat JointState::getRotationFromBindToModelFrame() const {
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glm::quat JointState::getRotationInBindFrame() const {
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return _rotation * _fbxJoint->inverseBindRotation;
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}
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@ -107,7 +107,7 @@ void JointState::restoreRotation(float fraction, float priority) {
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}
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}
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void JointState::setRotationFromBindFrame(const glm::quat& rotation, float priority, bool constrain) {
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void JointState::setRotationInBindFrame(const glm::quat& rotation, float priority, bool constrain) {
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// rotation is from bind- to model-frame
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assert(_fbxJoint != NULL);
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if (priority >= _animationPriority) {
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@ -46,7 +46,7 @@ public:
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glm::vec3 getPosition() const { return extractTranslation(_transform); }
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/// \return rotation from bind to model frame
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glm::quat getRotationFromBindToModelFrame() const;
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glm::quat getRotationInBindFrame() const;
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int getParentIndex() const { return _fbxJoint->parentIndex; }
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@ -72,7 +72,7 @@ public:
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/// \param rotation is from bind- to model-frame
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/// computes and sets new _rotationInConstrainedFrame
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/// NOTE: the JointState's model-frame transform/rotation are NOT updated!
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void setRotationFromBindFrame(const glm::quat& rotation, float priority, bool constrain = false);
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void setRotationInBindFrame(const glm::quat& rotation, float priority, bool constrain = false);
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void setRotationInConstrainedFrame(const glm::quat& targetRotation);
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void setVisibleRotationInConstrainedFrame(const glm::quat& targetRotation);
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@ -1041,8 +1041,8 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& position, const gl
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if (useRotation) {
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JointState& state = _jointStates[jointIndex];
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state.setRotationFromBindFrame(rotation, priority);
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endRotation = state.getRotationFromBindToModelFrame();
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state.setRotationInBindFrame(rotation, priority);
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endRotation = state.getRotationInBindFrame();
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}
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// then, we go from the joint upwards, rotating the end as close as possible to the target
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@ -1213,7 +1213,7 @@ void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm:
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} while (numIterations < MAX_ITERATION_COUNT && distanceToGo < ACCEPTABLE_IK_ERROR);
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// set final rotation of the end joint
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endState.setRotationFromBindFrame(targetRotation, priority, true);
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endState.setRotationInBindFrame(targetRotation, priority, true);
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_shapesAreDirty = !_shapes.isEmpty();
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}
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