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Fix for eyes on skeleton (e.g., Mixamo) models.
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fd321a5ed1
commit
4a2e68fea4
3 changed files with 6 additions and 6 deletions
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@ -57,15 +57,15 @@ void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBX
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* joint.rotation, DEFAULT_PRIORITY);
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}
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void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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void FaceModel::maybeUpdateEyeRotation(Model* model, const JointState& parentState, const FBXJoint& joint, JointState& state) {
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// likewise with the eye joints
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// NOTE: at the moment we do the math in the world-frame, hence the inverse transform is more complex than usual.
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glm::mat4 inverse = glm::inverse(glm::mat4_cast(_rotation) * parentState.getTransform() *
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glm::mat4 inverse = glm::inverse(glm::mat4_cast(model->getRotation()) * parentState.getTransform() *
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glm::translate(state.getDefaultTranslationInConstrainedFrame()) *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
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glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT, 0.0f));
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glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
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_owningHead->getSaccade() - _translation, 1.0f));
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_owningHead->getSaccade() - model->getTranslation(), 1.0f));
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glm::quat between = rotationBetween(front, lookAt);
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const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE;
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state.setRotationInConstrainedFrame(glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
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@ -82,7 +82,7 @@ void FaceModel::updateJointState(int index) {
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maybeUpdateNeckRotation(parentState, joint, state);
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} else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) {
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maybeUpdateEyeRotation(parentState, joint, state);
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maybeUpdateEyeRotation(this, parentState, joint, state);
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}
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}
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@ -27,7 +27,7 @@ public:
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virtual void simulate(float deltaTime, bool fullUpdate = true);
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virtual void maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state);
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virtual void maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state);
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virtual void maybeUpdateEyeRotation(Model* model, const JointState& parentState, const FBXJoint& joint, JointState& state);
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virtual void updateJointState(int index);
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/// Retrieve the positions of up to two eye meshes.
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@ -281,7 +281,7 @@ void SkeletonModel::maybeUpdateNeckRotation(const JointState& parentState, const
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}
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void SkeletonModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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_owningAvatar->getHead()->getFaceModel().maybeUpdateEyeRotation(parentState, joint, state);
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_owningAvatar->getHead()->getFaceModel().maybeUpdateEyeRotation(this, parentState, joint, state);
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}
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void SkeletonModel::renderJointConstraints(int jointIndex) {
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