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Also, delete/rename all instances of updateJointState except for the one in Rig and derived classes.
590 lines
25 KiB
C++
590 lines
25 KiB
C++
//
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// SkeletonModel.cpp
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// interface/src/avatar
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//
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// Created by Andrzej Kapolka on 10/17/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtx/transform.hpp>
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#include <QMultiMap>
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#include <DeferredLightingEffect.h>
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#include "Application.h"
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#include "Avatar.h"
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#include "Hand.h"
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#include "Menu.h"
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#include "SkeletonModel.h"
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#include "Util.h"
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#include "InterfaceLogging.h"
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SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer rig) :
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Model(rig, parent),
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_triangleFanID(DependencyManager::get<GeometryCache>()->allocateID()),
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_owningAvatar(owningAvatar),
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_boundingCapsuleLocalOffset(0.0f),
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_boundingCapsuleRadius(0.0f),
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_boundingCapsuleHeight(0.0f),
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_defaultEyeModelPosition(glm::vec3(0.0f, 0.0f, 0.0f)),
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_headClipDistance(DEFAULT_NEAR_CLIP)
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{
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assert(_rig);
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assert(_owningAvatar);
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}
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SkeletonModel::~SkeletonModel() {
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}
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void SkeletonModel::initJointStates(QVector<JointState> states) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
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_boundingRadius = _rig->initJointStates(states, parentTransform);
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// Determine the default eye position for avatar scale = 1.0
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int headJointIndex = _geometry->getFBXGeometry().headJointIndex;
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if (0 <= headJointIndex && headJointIndex < _rig->getJointStateCount()) {
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glm::vec3 leftEyePosition, rightEyePosition;
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getEyeModelPositions(leftEyePosition, rightEyePosition);
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glm::vec3 midEyePosition = (leftEyePosition + rightEyePosition) / 2.0f;
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int rootJointIndex = _geometry->getFBXGeometry().rootJointIndex;
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glm::vec3 rootModelPosition;
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getJointPosition(rootJointIndex, rootModelPosition);
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_defaultEyeModelPosition = midEyePosition - rootModelPosition;
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_defaultEyeModelPosition.z = -_defaultEyeModelPosition.z;
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// Skeleton may have already been scaled so unscale it
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_defaultEyeModelPosition = _defaultEyeModelPosition / _scale;
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}
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// the SkeletonModel override of updateJointState() will clear the translation part
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// of its root joint and we need that done before we try to build shapes hence we
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// recompute all joint transforms at this time.
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for (int i = 0; i < _rig->getJointStateCount(); i++) {
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_rig->updateJointState(i, parentTransform);
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}
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buildShapes();
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Extents meshExtents = getMeshExtents();
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_headClipDistance = -(meshExtents.minimum.z / _scale.z - _defaultEyeModelPosition.z);
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_headClipDistance = std::max(_headClipDistance, DEFAULT_NEAR_CLIP);
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_owningAvatar->rebuildSkeletonBody();
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emit skeletonLoaded();
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}
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const float PALM_PRIORITY = DEFAULT_PRIORITY;
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const float LEAN_PRIORITY = DEFAULT_PRIORITY;
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void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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_rig->computeMotionAnimationState(deltaTime, _owningAvatar->getPosition(), _owningAvatar->getVelocity(), _owningAvatar->getOrientation());
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Model::updateRig(deltaTime, parentTransform);
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if (_owningAvatar->isMyAvatar()) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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Rig::HeadParameters params;
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params.leanSideways = _owningAvatar->getHead()->getFinalLeanSideways();
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params.leanForward = _owningAvatar->getHead()->getFinalLeanSideways();
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params.torsoTwist = _owningAvatar->getHead()->getTorsoTwist();
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params.localHeadOrientation = _owningAvatar->getHead()->getFinalOrientationInLocalFrame();
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params.worldHeadOrientation = _owningAvatar->getHead()->getFinalOrientationInWorldFrame();
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params.eyeLookAt = _owningAvatar->getHead()->getCorrectedLookAtPosition();
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params.eyeSaccade = _owningAvatar->getHead()->getSaccade();
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params.leanJointIndex = geometry.leanJointIndex;
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params.neckJointIndex = geometry.neckJointIndex;
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params.leftEyeJointIndex = geometry.leftEyeJointIndex;
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params.rightEyeJointIndex = geometry.rightEyeJointIndex;
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_rig->updateFromHeadParameters(params);
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}
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}
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void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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setTranslation(_owningAvatar->getSkeletonPosition());
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static const glm::quat refOrientation = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
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setRotation(_owningAvatar->getOrientation() * refOrientation);
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setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale());
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setBlendshapeCoefficients(_owningAvatar->getHead()->getBlendshapeCoefficients());
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Model::simulate(deltaTime, fullUpdate);
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if (!isActive() || !_owningAvatar->isMyAvatar()) {
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return; // only simulate for own avatar
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}
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MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
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if (myAvatar->isPlaying()) {
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// Don't take inputs if playing back a recording.
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return;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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// find the left and rightmost active palms
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int leftPalmIndex, rightPalmIndex;
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Hand* hand = _owningAvatar->getHand();
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hand->getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
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const float HAND_RESTORATION_RATE = 0.25f;
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if (leftPalmIndex == -1 && rightPalmIndex == -1) {
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// palms are not yet set, use mouse
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if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
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restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
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} else {
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// transform into model-frame
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glm::vec3 handPosition = glm::inverse(_rotation) * (_owningAvatar->getHandPosition() - _translation);
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applyHandPosition(geometry.rightHandJointIndex, handPosition);
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}
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restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
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} else if (leftPalmIndex == rightPalmIndex) {
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// right hand only
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applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[leftPalmIndex]);
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restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
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} else {
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if (leftPalmIndex != -1) {
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applyPalmData(geometry.leftHandJointIndex, hand->getPalms()[leftPalmIndex]);
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} else {
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restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
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}
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if (rightPalmIndex != -1) {
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applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[rightPalmIndex]);
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} else {
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restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
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}
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}
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}
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void SkeletonModel::renderIKConstraints(gpu::Batch& batch) {
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renderJointConstraints(batch, getRightHandJointIndex());
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renderJointConstraints(batch, getLeftHandJointIndex());
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}
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class IndexValue {
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public:
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int index;
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float value;
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};
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bool operator<(const IndexValue& firstIndex, const IndexValue& secondIndex) {
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return firstIndex.value < secondIndex.value;
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}
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void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position) {
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if (jointIndex == -1 || jointIndex >= _rig->getJointStateCount()) {
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return;
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}
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// NOTE: 'position' is in model-frame
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setJointPosition(jointIndex, position, glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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glm::vec3 handPosition, elbowPosition;
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getJointPosition(jointIndex, handPosition);
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getJointPosition(geometry.joints.at(jointIndex).parentIndex, elbowPosition);
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glm::vec3 forearmVector = handPosition - elbowPosition;
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float forearmLength = glm::length(forearmVector);
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if (forearmLength < EPSILON) {
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return;
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}
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glm::quat handRotation;
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if (!_rig->getJointStateRotation(jointIndex, handRotation)) {
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return;
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}
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// align hand with forearm
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float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
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_rig->applyJointRotationDelta(jointIndex,
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rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector),
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true, PALM_PRIORITY);
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}
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void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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if (jointIndex == -1 || jointIndex >= _rig->getJointStateCount()) {
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return;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
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int parentJointIndex = geometry.joints.at(jointIndex).parentIndex;
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if (parentJointIndex == -1) {
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return;
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}
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// rotate palm to align with its normal (normal points out of hand's palm)
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glm::quat inverseRotation = glm::inverse(_rotation);
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glm::vec3 palmPosition = inverseRotation * (palm.getPosition() - _translation);
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glm::vec3 palmNormal = inverseRotation * palm.getNormal();
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glm::vec3 fingerDirection = inverseRotation * palm.getFingerDirection();
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glm::quat palmRotation = rotationBetween(geometry.palmDirection, palmNormal);
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palmRotation = rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), fingerDirection) * palmRotation;
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if (Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK)) {
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setHandPosition(jointIndex, palmPosition, palmRotation);
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} else if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
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float forearmLength = geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale);
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glm::vec3 forearm = palmRotation * glm::vec3(sign * forearmLength, 0.0f, 0.0f);
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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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_rig->setJointRotationInBindFrame(parentJointIndex, palmRotation, PALM_PRIORITY);
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// lock hand to forearm by slamming its rotation (in parent-frame) to identity
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_rig->setJointRotationInConstrainedFrame(jointIndex, glm::quat(), PALM_PRIORITY);
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} else {
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inverseKinematics(jointIndex, palmPosition, palmRotation, PALM_PRIORITY);
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}
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}
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void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {
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if (jointIndex == -1 || jointIndex >= _rig->getJointStateCount()) {
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return;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const float BASE_DIRECTION_SIZE = 0.3f;
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float directionSize = BASE_DIRECTION_SIZE * extractUniformScale(_scale);
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batch._glLineWidth(3.0f);
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do {
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const FBXJoint& joint = geometry.joints.at(jointIndex);
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const JointState& jointState = _rig->getJointState(jointIndex);
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glm::vec3 position = _rotation * jointState.getPosition() + _translation;
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glm::quat parentRotation = (joint.parentIndex == -1) ?
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_rotation :
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_rotation * _rig->getJointState(joint.parentIndex).getRotation();
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float fanScale = directionSize * 0.75f;
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Transform transform = Transform();
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transform.setTranslation(position);
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transform.setRotation(parentRotation);
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transform.setScale(fanScale);
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batch.setModelTransform(transform);
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const int AXIS_COUNT = 3;
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auto geometryCache = DependencyManager::get<GeometryCache>();
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for (int i = 0; i < AXIS_COUNT; i++) {
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if (joint.rotationMin[i] <= -PI + EPSILON && joint.rotationMax[i] >= PI - EPSILON) {
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continue; // unconstrained
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}
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glm::vec3 axis;
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axis[i] = 1.0f;
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glm::vec3 otherAxis;
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if (i == 0) {
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otherAxis.y = 1.0f;
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} else {
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otherAxis.x = 1.0f;
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}
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glm::vec4 color(otherAxis.r, otherAxis.g, otherAxis.b, 0.75f);
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QVector<glm::vec3> points;
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points << glm::vec3(0.0f, 0.0f, 0.0f);
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const int FAN_SEGMENTS = 16;
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for (int j = 0; j < FAN_SEGMENTS; j++) {
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glm::vec3 rotated = glm::angleAxis(glm::mix(joint.rotationMin[i], joint.rotationMax[i],
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(float)j / (FAN_SEGMENTS - 1)), axis) * otherAxis;
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points << rotated;
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}
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// TODO: this is really inefficient constantly recreating these vertices buffers. It would be
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// better if the skeleton model cached these buffers for each of the joints they are rendering
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geometryCache->updateVertices(_triangleFanID, points, color);
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geometryCache->renderVertices(batch, gpu::TRIANGLE_FAN, _triangleFanID);
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}
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renderOrientationDirections(batch, jointIndex, position, _rotation * jointState.getRotation(), directionSize);
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jointIndex = joint.parentIndex;
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} while (jointIndex != -1 && geometry.joints.at(jointIndex).isFree);
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}
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void SkeletonModel::renderOrientationDirections(gpu::Batch& batch, int jointIndex,
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glm::vec3 position, const glm::quat& orientation, float size) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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if (!_jointOrientationLines.contains(jointIndex)) {
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OrientationLineIDs jointLineIDs;
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jointLineIDs._up = geometryCache->allocateID();
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jointLineIDs._front = geometryCache->allocateID();
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jointLineIDs._right = geometryCache->allocateID();
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_jointOrientationLines[jointIndex] = jointLineIDs;
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}
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OrientationLineIDs& jointLineIDs = _jointOrientationLines[jointIndex];
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glm::vec3 pRight = position + orientation * IDENTITY_RIGHT * size;
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glm::vec3 pUp = position + orientation * IDENTITY_UP * size;
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glm::vec3 pFront = position + orientation * IDENTITY_FRONT * size;
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glm::vec3 red(1.0f, 0.0f, 0.0f);
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geometryCache->renderLine(batch, position, pRight, red, jointLineIDs._right);
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glm::vec3 green(0.0f, 1.0f, 0.0f);
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geometryCache->renderLine(batch, position, pUp, green, jointLineIDs._up);
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glm::vec3 blue(0.0f, 0.0f, 1.0f);
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geometryCache->renderLine(batch, position, pFront, blue, jointLineIDs._front);
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}
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void SkeletonModel::setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation) {
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// this algorithm is from sample code from sixense
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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int elbowJointIndex = geometry.joints.at(jointIndex).parentIndex;
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if (elbowJointIndex == -1) {
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return;
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}
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int shoulderJointIndex = geometry.joints.at(elbowJointIndex).parentIndex;
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glm::vec3 shoulderPosition;
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if (!getJointPosition(shoulderJointIndex, shoulderPosition)) {
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return;
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}
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// precomputed lengths
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float scale = extractUniformScale(_scale);
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float upperArmLength = geometry.joints.at(elbowJointIndex).distanceToParent * scale;
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float lowerArmLength = geometry.joints.at(jointIndex).distanceToParent * scale;
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// first set wrist position
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glm::vec3 wristPosition = position;
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glm::vec3 shoulderToWrist = wristPosition - shoulderPosition;
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float distanceToWrist = glm::length(shoulderToWrist);
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// prevent gimbal lock
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if (distanceToWrist > upperArmLength + lowerArmLength - EPSILON) {
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distanceToWrist = upperArmLength + lowerArmLength - EPSILON;
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shoulderToWrist = glm::normalize(shoulderToWrist) * distanceToWrist;
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wristPosition = shoulderPosition + shoulderToWrist;
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}
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// cosine of angle from upper arm to hand vector
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float cosA = (upperArmLength * upperArmLength + distanceToWrist * distanceToWrist - lowerArmLength * lowerArmLength) /
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(2 * upperArmLength * distanceToWrist);
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float mid = upperArmLength * cosA;
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float height = sqrt(upperArmLength * upperArmLength + mid * mid - 2 * upperArmLength * mid * cosA);
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// direction of the elbow
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glm::vec3 handNormal = glm::cross(rotation * glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow rotating with wrist
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glm::vec3 relaxedNormal = glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow pointing straight down
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const float NORMAL_WEIGHT = 0.5f;
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glm::vec3 finalNormal = glm::mix(relaxedNormal, handNormal, NORMAL_WEIGHT);
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bool rightHand = (jointIndex == geometry.rightHandJointIndex);
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if (rightHand ? (finalNormal.y > 0.0f) : (finalNormal.y < 0.0f)) {
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finalNormal.y = 0.0f; // dont allow elbows to point inward (y is vertical axis)
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}
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glm::vec3 tangent = glm::normalize(glm::cross(shoulderToWrist, finalNormal));
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// ik solution
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glm::vec3 elbowPosition = shoulderPosition + glm::normalize(shoulderToWrist) * mid - tangent * height;
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glm::vec3 forwardVector(rightHand ? -1.0f : 1.0f, 0.0f, 0.0f);
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glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition);
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_rig->setJointRotationInBindFrame(shoulderJointIndex, shoulderRotation, PALM_PRIORITY);
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_rig->setJointRotationInBindFrame(elbowJointIndex,
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rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) *
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shoulderRotation, PALM_PRIORITY);
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_rig->setJointRotationInBindFrame(jointIndex, rotation, PALM_PRIORITY);
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}
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bool SkeletonModel::getLeftHandPosition(glm::vec3& position) const {
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return getJointPositionInWorldFrame(getLeftHandJointIndex(), position);
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}
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bool SkeletonModel::getRightHandPosition(glm::vec3& position) const {
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return getJointPositionInWorldFrame(getRightHandJointIndex(), position);
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}
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bool SkeletonModel::restoreLeftHandPosition(float fraction, float priority) {
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return restoreJointPosition(getLeftHandJointIndex(), fraction, priority);
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}
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bool SkeletonModel::getLeftShoulderPosition(glm::vec3& position) const {
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return getJointPositionInWorldFrame(getLastFreeJointIndex(getLeftHandJointIndex()), position);
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}
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float SkeletonModel::getLeftArmLength() const {
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return getLimbLength(getLeftHandJointIndex());
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}
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bool SkeletonModel::restoreRightHandPosition(float fraction, float priority) {
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return restoreJointPosition(getRightHandJointIndex(), fraction, priority);
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}
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bool SkeletonModel::getRightShoulderPosition(glm::vec3& position) const {
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return getJointPositionInWorldFrame(getLastFreeJointIndex(getRightHandJointIndex()), position);
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}
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float SkeletonModel::getRightArmLength() const {
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return getLimbLength(getRightHandJointIndex());
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}
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bool SkeletonModel::getHeadPosition(glm::vec3& headPosition) const {
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return isActive() && getJointPositionInWorldFrame(_geometry->getFBXGeometry().headJointIndex, headPosition);
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}
|
|
|
|
bool SkeletonModel::getNeckPosition(glm::vec3& neckPosition) const {
|
|
return isActive() && getJointPositionInWorldFrame(_geometry->getFBXGeometry().neckJointIndex, neckPosition);
|
|
}
|
|
|
|
bool SkeletonModel::getNeckParentRotationFromDefaultOrientation(glm::quat& neckParentRotation) const {
|
|
if (!isActive()) {
|
|
return false;
|
|
}
|
|
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
|
if (geometry.neckJointIndex == -1) {
|
|
return false;
|
|
}
|
|
int parentIndex = geometry.joints.at(geometry.neckJointIndex).parentIndex;
|
|
glm::quat worldFrameRotation;
|
|
bool success = getJointRotationInWorldFrame(parentIndex, worldFrameRotation);
|
|
if (success) {
|
|
neckParentRotation = worldFrameRotation * _rig->getJointState(parentIndex).getFBXJoint().inverseDefaultRotation;
|
|
}
|
|
return success;
|
|
}
|
|
|
|
bool SkeletonModel::getEyeModelPositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
|
|
if (!isActive()) {
|
|
return false;
|
|
}
|
|
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
|
if (getJointPosition(geometry.leftEyeJointIndex, firstEyePosition) &&
|
|
getJointPosition(geometry.rightEyeJointIndex, secondEyePosition)) {
|
|
return true;
|
|
}
|
|
// no eye joints; try to estimate based on head/neck joints
|
|
glm::vec3 neckPosition, headPosition;
|
|
if (getJointPosition(geometry.neckJointIndex, neckPosition) &&
|
|
getJointPosition(geometry.headJointIndex, headPosition)) {
|
|
const float EYE_PROPORTION = 0.6f;
|
|
glm::vec3 baseEyePosition = glm::mix(neckPosition, headPosition, EYE_PROPORTION);
|
|
glm::quat headRotation;
|
|
getJointRotation(geometry.headJointIndex, headRotation);
|
|
const float EYES_FORWARD = 0.25f;
|
|
const float EYE_SEPARATION = 0.1f;
|
|
float headHeight = glm::distance(neckPosition, headPosition);
|
|
firstEyePosition = baseEyePosition + headRotation * glm::vec3(EYE_SEPARATION, 0.0f, EYES_FORWARD) * headHeight;
|
|
secondEyePosition = baseEyePosition + headRotation * glm::vec3(-EYE_SEPARATION, 0.0f, EYES_FORWARD) * headHeight;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool SkeletonModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
|
|
if (getEyeModelPositions(firstEyePosition, secondEyePosition)) {
|
|
firstEyePosition = _translation + _rotation * firstEyePosition;
|
|
secondEyePosition = _translation + _rotation * secondEyePosition;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
glm::vec3 SkeletonModel::getDefaultEyeModelPosition() const {
|
|
return _owningAvatar->getScale() * _defaultEyeModelPosition;
|
|
}
|
|
|
|
float DENSITY_OF_WATER = 1000.0f; // kg/m^3
|
|
float MIN_JOINT_MASS = 1.0f;
|
|
float VERY_BIG_MASS = 1.0e6f;
|
|
|
|
// virtual
|
|
void SkeletonModel::buildShapes() {
|
|
if (_geometry == NULL || _rig->jointStatesEmpty()) {
|
|
return;
|
|
}
|
|
|
|
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
|
if (geometry.joints.isEmpty() || geometry.rootJointIndex == -1) {
|
|
// rootJointIndex == -1 if the avatar model has no skeleton
|
|
return;
|
|
}
|
|
computeBoundingShape(geometry);
|
|
}
|
|
|
|
void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
|
|
// compute default joint transforms
|
|
int numStates = _rig->getJointStateCount();
|
|
QVector<glm::mat4> transforms;
|
|
transforms.fill(glm::mat4(), numStates);
|
|
|
|
// compute bounding box that encloses all shapes
|
|
Extents totalExtents;
|
|
totalExtents.reset();
|
|
totalExtents.addPoint(glm::vec3(0.0f));
|
|
for (int i = 0; i < numStates; i++) {
|
|
// compute the default transform of this joint
|
|
const JointState& state = _rig->getJointState(i);
|
|
const FBXJoint& joint = state.getFBXJoint();
|
|
int parentIndex = joint.parentIndex;
|
|
if (parentIndex == -1) {
|
|
transforms[i] = _rig->getJointTransform(i);
|
|
} else {
|
|
glm::quat modifiedRotation = joint.preRotation * joint.rotation * joint.postRotation;
|
|
transforms[i] = transforms[parentIndex] * glm::translate(joint.translation)
|
|
* joint.preTransform * glm::mat4_cast(modifiedRotation) * joint.postTransform;
|
|
}
|
|
|
|
// Each joint contributes a sphere at its position
|
|
glm::vec3 axis(joint.boneRadius);
|
|
glm::vec3 jointPosition = extractTranslation(transforms[i]);
|
|
totalExtents.addPoint(jointPosition + axis);
|
|
totalExtents.addPoint(jointPosition - axis);
|
|
}
|
|
|
|
// compute bounding shape parameters
|
|
// NOTE: we assume that the longest side of totalExtents is the yAxis...
|
|
glm::vec3 diagonal = totalExtents.maximum - totalExtents.minimum;
|
|
// ... and assume the radius is half the RMS of the X and Z sides:
|
|
_boundingCapsuleRadius = 0.5f * sqrtf(0.5f * (diagonal.x * diagonal.x + diagonal.z * diagonal.z));
|
|
_boundingCapsuleHeight = diagonal.y - 2.0f * _boundingCapsuleRadius;
|
|
|
|
glm::vec3 rootPosition = _rig->getJointState(geometry.rootJointIndex).getPosition();
|
|
_boundingCapsuleLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition;
|
|
_boundingRadius = 0.5f * glm::length(diagonal);
|
|
}
|
|
|
|
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) {
|
|
const int BALL_SUBDIVISIONS = 10;
|
|
|
|
auto geometryCache = DependencyManager::get<GeometryCache>();
|
|
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
|
|
Transform transform; // = Transform();
|
|
|
|
// draw a blue sphere at the capsule top point
|
|
glm::vec3 topPoint = _translation + _boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * glm::vec3(0.0f, 1.0f, 0.0f);
|
|
transform.setTranslation(topPoint);
|
|
batch.setModelTransform(transform);
|
|
deferredLighting->bindSimpleProgram(batch);
|
|
geometryCache->renderSphere(batch, _boundingCapsuleRadius, BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
|
|
glm::vec4(0.6f, 0.6f, 0.8f, alpha));
|
|
|
|
// draw a yellow sphere at the capsule bottom point
|
|
glm::vec3 bottomPoint = topPoint - glm::vec3(0.0f, -_boundingCapsuleHeight, 0.0f);
|
|
glm::vec3 axis = topPoint - bottomPoint;
|
|
transform.setTranslation(bottomPoint);
|
|
batch.setModelTransform(transform);
|
|
deferredLighting->bindSimpleProgram(batch);
|
|
geometryCache->renderSphere(batch, _boundingCapsuleRadius, BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
|
|
glm::vec4(0.8f, 0.8f, 0.6f, alpha));
|
|
|
|
// draw a green cylinder between the two points
|
|
glm::vec3 origin(0.0f);
|
|
Avatar::renderJointConnectingCone(batch, origin, axis, _boundingCapsuleRadius, _boundingCapsuleRadius,
|
|
glm::vec4(0.6f, 0.8f, 0.6f, alpha));
|
|
}
|
|
|
|
bool SkeletonModel::hasSkeleton() {
|
|
return isActive() ? _geometry->getFBXGeometry().rootJointIndex != -1 : false;
|
|
}
|
|
|
|
void SkeletonModel::onInvalidate() {
|
|
}
|