overte-JulianGro/interface/src/renderer/JointState.cpp
2014-07-24 08:42:34 -07:00

238 lines
9.3 KiB
C++

//
// JointState.cpp
// 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
//
#include <glm/gtx/norm.hpp>
#include <AngularConstraint.h>
//#include <GeometryUtil.h>
#include <SharedUtil.h>
#include "JointState.h"
JointState::JointState() :
_animationPriority(0.0f),
_positionInParentFrame(0.0f),
_distanceToParent(0.0f),
_fbxJoint(NULL),
_constraint(NULL) {
}
JointState::JointState(const JointState& other) : _constraint(NULL) {
_transform = other._transform;
_rotation = other._rotation;
_rotationInConstrainedFrame = other._rotationInConstrainedFrame;
_positionInParentFrame = other._positionInParentFrame;
_distanceToParent = other._distanceToParent;
_animationPriority = other._animationPriority;
_fbxJoint = other._fbxJoint;
// DO NOT copy _constraint
}
JointState::~JointState() {
delete _constraint;
_constraint = NULL;
if (_constraint) {
delete _constraint;
_constraint = NULL;
}
}
void JointState::setFBXJoint(const FBXJoint* joint) {
assert(joint != NULL);
_rotationInConstrainedFrame = joint->rotation;
// NOTE: JointState does not own the FBXJoint to which it points.
_fbxJoint = joint;
if (_constraint) {
delete _constraint;
_constraint = NULL;
}
}
void JointState::updateConstraint() {
if (_constraint) {
delete _constraint;
_constraint = NULL;
}
if (glm::distance2(glm::vec3(-PI), _fbxJoint->rotationMin) > EPSILON ||
glm::distance2(glm::vec3(PI), _fbxJoint->rotationMax) > EPSILON ) {
// this joint has rotation constraints
_constraint = AngularConstraint::newAngularConstraint(_fbxJoint->rotationMin, _fbxJoint->rotationMax);
}
}
void JointState::copyState(const JointState& state) {
_animationPriority = state._animationPriority;
_transform = state._transform;
_rotation = extractRotation(_transform);
_rotationInConstrainedFrame = state._rotationInConstrainedFrame;
_positionInParentFrame = state._positionInParentFrame;
_distanceToParent = state._distanceToParent;
_visibleTransform = state._visibleTransform;
_visibleRotation = extractRotation(_visibleTransform);
_visibleRotationInConstrainedFrame = state._visibleRotationInConstrainedFrame;
// DO NOT copy _fbxJoint or _constraint
}
void JointState::initTransform(const glm::mat4& parentTransform) {
computeTransform(parentTransform);
_positionInParentFrame = glm::inverse(extractRotation(parentTransform)) * (extractTranslation(_transform) - extractTranslation(parentTransform));
_distanceToParent = glm::length(_positionInParentFrame);
}
void JointState::computeTransform(const glm::mat4& parentTransform) {
glm::quat rotationInParentFrame = _fbxJoint->preRotation * _rotationInConstrainedFrame * _fbxJoint->postRotation;
glm::mat4 transformInParentFrame = _fbxJoint->preTransform * glm::mat4_cast(rotationInParentFrame) * _fbxJoint->postTransform;
_transform = parentTransform * glm::translate(_fbxJoint->translation) * transformInParentFrame;
_rotation = extractRotation(_transform);
}
void JointState::computeVisibleTransform(const glm::mat4& parentTransform) {
glm::quat rotationInParentFrame = _fbxJoint->preRotation * _visibleRotationInConstrainedFrame * _fbxJoint->postRotation;
glm::mat4 transformInParentFrame = _fbxJoint->preTransform * glm::mat4_cast(rotationInParentFrame) * _fbxJoint->postTransform;
_visibleTransform = parentTransform * glm::translate(_fbxJoint->translation) * transformInParentFrame;
_visibleRotation = extractRotation(_visibleTransform);
}
glm::quat JointState::getRotationInBindFrame() const {
return _rotation * _fbxJoint->inverseBindRotation;
}
glm::quat JointState::getRotationInParentFrame() const {
return _fbxJoint->preRotation * _rotationInConstrainedFrame * _fbxJoint->postRotation;
}
glm::quat JointState::getVisibleRotationInParentFrame() const {
return _fbxJoint->preRotation * _visibleRotationInConstrainedFrame * _fbxJoint->postRotation;
}
void JointState::restoreRotation(float fraction, float priority) {
assert(_fbxJoint != NULL);
if (priority == _animationPriority || _animationPriority == 0.0f) {
setRotationInConstrainedFrame(safeMix(_rotationInConstrainedFrame, _fbxJoint->rotation, fraction));
_animationPriority = 0.0f;
}
}
void JointState::setRotationInBindFrame(const glm::quat& rotation, float priority, bool constrain) {
// rotation is from bind- to model-frame
assert(_fbxJoint != NULL);
if (priority >= _animationPriority) {
glm::quat targetRotation = _rotationInConstrainedFrame * glm::inverse(_rotation) * rotation * glm::inverse(_fbxJoint->inverseBindRotation);
if (constrain && _constraint) {
_constraint->softClamp(targetRotation, _rotationInConstrainedFrame, 0.5f);
}
setRotationInConstrainedFrame(targetRotation);
_animationPriority = priority;
}
}
void JointState::clearTransformTranslation() {
_transform[3][0] = 0.0f;
_transform[3][1] = 0.0f;
_transform[3][2] = 0.0f;
_visibleTransform[3][0] = 0.0f;
_visibleTransform[3][1] = 0.0f;
_visibleTransform[3][2] = 0.0f;
}
void JointState::setRotation(const glm::quat& rotation, bool constrain, float priority) {
applyRotationDelta(rotation * glm::inverse(_rotation), true, priority);
}
void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, float priority) {
// NOTE: delta is in model-frame
assert(_fbxJoint != NULL);
if (priority < _animationPriority) {
return;
}
_animationPriority = priority;
if (!constrain || _constraint == NULL) {
// no constraints
_rotationInConstrainedFrame = _rotationInConstrainedFrame * glm::inverse(_rotation) * delta * _rotation;
_rotation = delta * _rotation;
return;
}
glm::quat targetRotation = _rotationInConstrainedFrame * glm::inverse(_rotation) * delta * _rotation;
setRotationInConstrainedFrame(targetRotation);
}
/// Applies delta rotation to joint but mixes a little bit of the default pose as well.
/// This helps keep an IK solution stable.
void JointState::mixRotationDelta(const glm::quat& delta, float mixFactor, float priority) {
// NOTE: delta is in model-frame
assert(_fbxJoint != NULL);
if (priority < _animationPriority) {
return;
}
_animationPriority = priority;
glm::quat targetRotation = _rotationInConstrainedFrame * glm::inverse(_rotation) * delta * _rotation;
if (mixFactor > 0.0f && mixFactor <= 1.0f) {
targetRotation = safeMix(targetRotation, _fbxJoint->rotation, mixFactor);
}
if (_constraint) {
_constraint->softClamp(targetRotation, _rotationInConstrainedFrame, 0.5f);
}
setRotationInConstrainedFrame(targetRotation);
}
void JointState::mixVisibleRotationDelta(const glm::quat& delta, float mixFactor) {
// NOTE: delta is in model-frame
assert(_fbxJoint != NULL);
glm::quat targetRotation = _visibleRotationInConstrainedFrame * glm::inverse(_visibleRotation) * delta * _visibleRotation;
if (mixFactor > 0.0f && mixFactor <= 1.0f) {
//targetRotation = safeMix(targetRotation, _fbxJoint->rotation, mixFactor);
targetRotation = safeMix(targetRotation, _rotationInConstrainedFrame, mixFactor);
}
setVisibleRotationInConstrainedFrame(targetRotation);
}
glm::quat JointState::computeParentRotation() const {
// R = Rp * Rpre * r * Rpost
// Rp = R * (Rpre * r * Rpost)^
return _rotation * glm::inverse(_fbxJoint->preRotation * _rotationInConstrainedFrame * _fbxJoint->postRotation);
}
glm::quat JointState::computeVisibleParentRotation() const {
return _visibleRotation * glm::inverse(_fbxJoint->preRotation * _visibleRotationInConstrainedFrame * _fbxJoint->postRotation);
}
void JointState::setRotationInConstrainedFrame(const glm::quat& targetRotation) {
glm::quat parentRotation = computeParentRotation();
_rotationInConstrainedFrame = targetRotation;
// R' = Rp * Rpre * r' * Rpost
_rotation = parentRotation * _fbxJoint->preRotation * _rotationInConstrainedFrame * _fbxJoint->postRotation;
}
void JointState::setVisibleRotationInConstrainedFrame(const glm::quat& targetRotation) {
glm::quat parentRotation = computeVisibleParentRotation();
_visibleRotationInConstrainedFrame = targetRotation;
_visibleRotation = parentRotation * _fbxJoint->preRotation * _visibleRotationInConstrainedFrame * _fbxJoint->postRotation;
}
const bool JointState::rotationIsDefault(const glm::quat& rotation, float tolerance) const {
glm::quat defaultRotation = _fbxJoint->rotation;
return glm::abs(rotation.x - defaultRotation.x) < tolerance &&
glm::abs(rotation.y - defaultRotation.y) < tolerance &&
glm::abs(rotation.z - defaultRotation.z) < tolerance &&
glm::abs(rotation.w - defaultRotation.w) < tolerance;
}
const glm::vec3& JointState::getDefaultTranslationInConstrainedFrame() const {
assert(_fbxJoint != NULL);
return _fbxJoint->translation;
}
void JointState::slaveVisibleTransform() {
_visibleTransform = _transform;
_visibleRotation = _rotation;
_visibleRotationInConstrainedFrame = _rotationInConstrainedFrame;
}