add JointState::updateWorldTransform()

This commit is contained in:
Andrew Meadows 2014-05-28 17:51:17 -07:00
parent b15b0fd96c
commit ec25982a58
2 changed files with 18 additions and 21 deletions

View file

@ -162,19 +162,13 @@ QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
int parentIndex = joint.parentIndex;
if (parentIndex == -1) {
_rootIndex = i;
glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset);
glm::quat combinedRotation = joint.preRotation * state._rotation * joint.postRotation;
state._transform = baseTransform * geometry.offset * glm::translate(state._translation) * joint.preTransform *
glm::mat4_cast(combinedRotation) * joint.postTransform;
state._combinedRotation = _rotation * combinedRotation;
glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
state.updateWorldTransform(baseTransform, _rotation);
++numJointsSet;
jointIsSet[i] = true;
} else if (jointIsSet[parentIndex]) {
const JointState& parentState = jointStates.at(parentIndex);
glm::quat combinedRotation = joint.preRotation * state._rotation * joint.postRotation;
state._transform = parentState._transform * glm::translate(state._translation) * joint.preTransform *
glm::mat4_cast(combinedRotation) * joint.postTransform;
state._combinedRotation = parentState._combinedRotation * combinedRotation;
state.updateWorldTransform(parentState._transform, parentState._combinedRotation);
++numJointsSet;
jointIsSet[i] = true;
}
@ -1129,17 +1123,11 @@ void Model::updateJointState(int index) {
if (joint.parentIndex == -1) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset);
glm::quat combinedRotation = joint.preRotation * state._rotation * joint.postRotation;
state._transform = baseTransform * geometry.offset * glm::translate(state._translation) * joint.preTransform *
glm::mat4_cast(combinedRotation) * joint.postTransform;
state._combinedRotation = _rotation * combinedRotation;
glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
state.updateWorldTransform(baseTransform, _rotation);
} else {
const JointState& parentState = _jointStates.at(joint.parentIndex);
glm::quat combinedRotation = joint.preRotation * state._rotation * joint.postRotation;
state._transform = parentState._transform * glm::translate(state._translation) * joint.preTransform *
glm::mat4_cast(combinedRotation) * joint.postTransform;
state._combinedRotation = parentState._combinedRotation * combinedRotation;
state.updateWorldTransform(parentState._transform, parentState._combinedRotation);
}
}
@ -1908,3 +1896,9 @@ void JointState::setFBXJoint(const FBXJoint& joint) {
_rotation = joint.rotation;
_fbxJoint = &joint;
}
void JointState::updateWorldTransform(const glm::mat4& baseTransform, const glm::quat& parentRotation) {
glm::quat combinedRotation = _fbxJoint->preRotation * _rotation * _fbxJoint->postRotation;
_transform = baseTransform * glm::translate(_translation) * _fbxJoint->preTransform * glm::mat4_cast(combinedRotation) * _fbxJoint->postTransform;
_combinedRotation = parentRotation * combinedRotation;
}

View file

@ -34,15 +34,18 @@ typedef QWeakPointer<AnimationHandle> WeakAnimationHandlePointer;
class JointState {
public:
JointState();
void setFBXJoint(const FBXJoint& joint);
const FBXJoint& getFBXJoint() const { return *_fbxJoint; }
void updateWorldTransform(const glm::mat4& baseTransform, const glm::quat& parentRotation);
glm::vec3 _translation; // translation relative to parent
glm::quat _rotation; // rotation relative to parent
glm::mat4 _transform; // rotation to world frame + translation in model frame
glm::quat _combinedRotation; // rotation from joint local to world frame
float _animationPriority; // the priority of the animation affecting this joint
void setFBXJoint(const FBXJoint& joint);
const FBXJoint& getFBXJoint() const { return *_fbxJoint; }
private:
const FBXJoint* _fbxJoint; // JointState does not own its FBXJoint
};