// // JointState.h // interface/src/renderer // // Created by Andrzej Kapolka on 10/18/13. // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_JointState_h #define hifi_JointState_h #include #include #include #include #include const float DEFAULT_PRIORITY = 3.0f; class AngularConstraint; class JointState { public: JointState(); JointState(const JointState& other); ~JointState(); void setFBXJoint(const FBXJoint* joint); const FBXJoint& getFBXJoint() const { return *_fbxJoint; } void buildConstraint(); void copyState(const JointState& state); void initTransform(const glm::mat4& parentTransform); // if synchronousRotationCompute is true, then _transform is still computed synchronously, // but _rotation will be asynchronously extracted void computeTransform(const glm::mat4& parentTransform, bool parentTransformChanged = true, bool synchronousRotationCompute = false); void computeVisibleTransform(const glm::mat4& parentTransform); const glm::mat4& getVisibleTransform() const { return _visibleTransform; } glm::quat getVisibleRotation() const { return _visibleRotation; } glm::vec3 getVisiblePosition() const { return extractTranslation(_visibleTransform); } const glm::mat4& getTransform() const { return _transform; } void resetTransformChanged() { _transformChanged = false; } bool getTransformChanged() const { return _transformChanged; } glm::quat getRotation() const; glm::vec3 getPosition() const { return extractTranslation(_transform); } /// \return rotation from bind to model frame glm::quat getRotationInBindFrame() const; glm::quat getRotationInParentFrame() const; glm::quat getVisibleRotationInParentFrame() const; const glm::vec3& getPositionInParentFrame() const { return _positionInParentFrame; } float getDistanceToParent() const { return _distanceToParent; } int getParentIndex() const { return _fbxJoint->parentIndex; } /// \param delta is in the model-frame void applyRotationDelta(const glm::quat& delta, bool constrain = true, float priority = 1.0f); /// Applies delta rotation to joint but mixes a little bit of the default pose as well. /// This helps keep an IK solution stable. /// \param delta rotation change in model-frame /// \param mixFactor fraction in range [0,1] of how much default pose to blend in (0 is none, 1 is all) /// \param priority priority level of this animation blend void mixRotationDelta(const glm::quat& delta, float mixFactor, float priority = 1.0f); void mixVisibleRotationDelta(const glm::quat& delta, float mixFactor); /// Blends a fraciton of default pose into joint rotation. /// \param fraction fraction in range [0,1] of how much default pose to blend in (0 is none, 1 is all) /// \param priority priority level of this animation blend void restoreRotation(float fraction, float priority); /// \param rotation is from bind- to model-frame /// computes and sets new _rotationInConstrainedFrame /// NOTE: the JointState's model-frame transform/rotation are NOT updated! void setRotationInBindFrame(const glm::quat& rotation, float priority, bool constrain = false); void setRotationInConstrainedFrame(glm::quat targetRotation, float priority, bool constrain = false); void setVisibleRotationInConstrainedFrame(const glm::quat& targetRotation); const glm::quat& getRotationInConstrainedFrame() const { return _rotationInConstrainedFrame; } const glm::quat& getVisibleRotationInConstrainedFrame() const { return _visibleRotationInConstrainedFrame; } const bool rotationIsDefault(const glm::quat& rotation, float tolerance = EPSILON) const; glm::quat getDefaultRotationInParentFrame() const; const glm::vec3& getDefaultTranslationInConstrainedFrame() const; void clearTransformTranslation(); void slaveVisibleTransform(); float _animationPriority; // the priority of the animation affecting this joint /// \return parent model-frame rotation // (used to keep _rotation consistent when modifying _rotationInWorldFrame directly) glm::quat computeParentRotation() const; glm::quat computeVisibleParentRotation() const; private: void setRotationInConstrainedFrameInternal(const glm::quat& targetRotation); /// debug helper function void loadBindRotation(); bool _transformChanged; glm::mat4 _transform; // joint- to model-frame bool _rotationIsValid; glm::quat _rotation; // joint- to model-frame glm::quat _rotationInConstrainedFrame; // rotation in frame where angular constraints would be applied glm::vec3 _positionInParentFrame; // only changes when the Model is scaled float _distanceToParent; glm::mat4 _visibleTransform; glm::quat _visibleRotation; glm::quat _visibleRotationInConstrainedFrame; const FBXJoint* _fbxJoint; // JointState does NOT own its FBXJoint AngularConstraint* _constraint; // JointState owns its AngularConstraint }; #endif // hifi_JointState_h