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1023 lines
42 KiB
C++
1023 lines
42 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 <VerletCapsuleShape.h>
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#include <VerletSphereShape.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 "SkeletonRagdoll.h"
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#include "Util.h"
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enum StandingFootState {
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LEFT_FOOT,
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RIGHT_FOOT,
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NO_FOOT
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};
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SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) :
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Model(parent),
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_triangleFanID(DependencyManager::get<GeometryCache>()->allocateID()),
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_owningAvatar(owningAvatar),
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_boundingShape(),
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_boundingShapeLocalOffset(0.0f),
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_ragdoll(NULL),
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_defaultEyeModelPosition(glm::vec3(0.0f, 0.0f, 0.0f)),
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_standingFoot(NO_FOOT),
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_standingOffset(0.0f),
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_clampedFootPosition(0.0f)
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{
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}
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SkeletonModel::~SkeletonModel() {
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delete _ragdoll;
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_ragdoll = NULL;
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}
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void SkeletonModel::setJointStates(QVector<JointState> states) {
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Model::setJointStates(states);
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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 < _jointStates.size()) {
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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 < _jointStates.size(); i++) {
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updateJointState(i);
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}
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clearShapes();
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if (_enableShapes) {
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buildShapes();
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}
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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::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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PrioVR* prioVR = Application::getInstance()->getPrioVR();
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if (prioVR->isActive()) {
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for (int i = 0; i < prioVR->getJointRotations().size(); i++) {
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int humanIKJointIndex = prioVR->getHumanIKJointIndices().at(i);
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if (humanIKJointIndex == -1) {
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continue;
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}
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int jointIndex = geometry.humanIKJointIndices.at(humanIKJointIndex);
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if (jointIndex != -1) {
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JointState& state = _jointStates[jointIndex];
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state.setRotationInBindFrame(prioVR->getJointRotations().at(i), PALM_PRIORITY);
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}
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}
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return;
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}
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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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applyPalmData(geometry.leftHandJointIndex, hand->getPalms()[leftPalmIndex]);
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applyPalmData(geometry.rightHandJointIndex, hand->getPalms()[rightPalmIndex]);
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}
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_boundingShape.setTranslation(_translation + _rotation * _boundingShapeLocalOffset);
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_boundingShape.setRotation(_rotation);
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}
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void SkeletonModel::getHandShapes(int jointIndex, QVector<const Shape*>& shapes) const {
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if (jointIndex < 0 || jointIndex >= int(_shapes.size())) {
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return;
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}
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if (jointIndex == getLeftHandJointIndex()
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|| jointIndex == getRightHandJointIndex()) {
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// get all shapes that have this hand as an ancestor in the skeleton heirarchy
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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for (int i = 0; i < _jointStates.size(); i++) {
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const FBXJoint& joint = geometry.joints[i];
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int parentIndex = joint.parentIndex;
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Shape* shape = _shapes[i];
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if (i == jointIndex) {
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// this shape is the hand
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if (shape) {
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shapes.push_back(shape);
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}
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if (parentIndex != -1 && _shapes[parentIndex]) {
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// also add the forearm
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shapes.push_back(_shapes[parentIndex]);
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}
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} else if (shape) {
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while (parentIndex != -1) {
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if (parentIndex == jointIndex) {
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// this shape is a child of the hand
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shapes.push_back(shape);
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break;
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}
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parentIndex = geometry.joints[parentIndex].parentIndex;
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}
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}
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}
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}
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}
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void SkeletonModel::getBodyShapes(QVector<const Shape*>& shapes) const {
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// for now we push a single bounding shape,
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// but later we could push a subset of joint shapes
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shapes.push_back(&_boundingShape);
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}
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void SkeletonModel::renderIKConstraints() {
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renderJointConstraints(getRightHandJointIndex());
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renderJointConstraints(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 >= _jointStates.size()) {
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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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JointState& state = _jointStates[jointIndex];
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glm::quat handRotation = state.getRotation();
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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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state.applyRotationDelta(rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector), 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 >= _jointStates.size()) {
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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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JointState& parentState = _jointStates[parentJointIndex];
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parentState.setRotationInBindFrame(palmRotation, PALM_PRIORITY);
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// lock hand to forearm by slamming its rotation (in parent-frame) to identity
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_jointStates[jointIndex].setRotationInConstrainedFrame(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::updateJointState(int index) {
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JointState& state = _jointStates[index];
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const FBXJoint& joint = state.getFBXJoint();
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if (joint.parentIndex != -1) {
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const JointState& parentState = _jointStates.at(joint.parentIndex);
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (index == geometry.leanJointIndex) {
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maybeUpdateLeanRotation(parentState, state);
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} else if (index == geometry.neckJointIndex) {
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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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}
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}
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Model::updateJointState(index);
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if (index == _geometry->getFBXGeometry().rootJointIndex) {
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state.clearTransformTranslation();
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}
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}
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void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, JointState& state) {
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if (!_owningAvatar->isMyAvatar() || Application::getInstance()->getPrioVR()->isActive()) {
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return;
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}
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// get the rotation axes in joint space and use them to adjust the rotation
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glm::vec3 xAxis(1.0f, 0.0f, 0.0f);
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glm::vec3 yAxis(0.0f, 1.0f, 0.0f);
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glm::vec3 zAxis(0.0f, 0.0f, 1.0f);
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glm::quat inverse = glm::inverse(parentState.getRotation() * state.getDefaultRotationInParentFrame());
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state.setRotationInConstrainedFrame(
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glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(), inverse * zAxis)
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* glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(), inverse * xAxis)
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* glm::angleAxis(RADIANS_PER_DEGREE * _owningAvatar->getHead()->getTorsoTwist(), inverse * yAxis)
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* state.getFBXJoint().rotation, LEAN_PRIORITY);
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}
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void SkeletonModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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_owningAvatar->getHead()->getFaceModel().maybeUpdateNeckRotation(parentState, joint, state);
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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(this, parentState, joint, state);
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}
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void SkeletonModel::renderJointConstraints(int jointIndex) {
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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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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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 = _jointStates.at(jointIndex);
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glm::vec3 position = _rotation * jointState.getPosition() + _translation;
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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glm::quat parentRotation = (joint.parentIndex == -1) ? _rotation : _rotation * _jointStates.at(joint.parentIndex).getRotation();
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glm::vec3 rotationAxis = glm::axis(parentRotation);
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glRotatef(glm::degrees(glm::angle(parentRotation)), rotationAxis.x, rotationAxis.y, rotationAxis.z);
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float fanScale = directionSize * 0.75f;
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glScalef(fanScale, fanScale, fanScale);
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const int AXIS_COUNT = 3;
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GeometryCache::SharedPointer 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(GL_TRIANGLE_FAN, _triangleFanID);
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}
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glPopMatrix();
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renderOrientationDirections(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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glLineWidth(1.0f);
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}
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void SkeletonModel::renderOrientationDirections(int jointIndex, glm::vec3 position, const glm::quat& orientation, float size) {
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GeometryCache::SharedPointer 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(position, pRight, red, jointLineIDs._right);
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glm::vec3 green(0.0f, 1.0f, 0.0f);
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geometryCache->renderLine(position, pUp, green, jointLineIDs._up);
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glm::vec3 blue(0.0f, 0.0f, 1.0f);
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geometryCache->renderLine(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;
|
|
float height = sqrt(upperArmLength * upperArmLength + mid * mid - 2 * upperArmLength * mid * cosA);
|
|
|
|
// direction of the elbow
|
|
glm::vec3 handNormal = glm::cross(rotation * glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow rotating with wrist
|
|
glm::vec3 relaxedNormal = glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow pointing straight down
|
|
const float NORMAL_WEIGHT = 0.5f;
|
|
glm::vec3 finalNormal = glm::mix(relaxedNormal, handNormal, NORMAL_WEIGHT);
|
|
|
|
bool rightHand = (jointIndex == geometry.rightHandJointIndex);
|
|
if (rightHand ? (finalNormal.y > 0.0f) : (finalNormal.y < 0.0f)) {
|
|
finalNormal.y = 0.0f; // dont allow elbows to point inward (y is vertical axis)
|
|
}
|
|
|
|
glm::vec3 tangent = glm::normalize(glm::cross(shoulderToWrist, finalNormal));
|
|
|
|
// ik solution
|
|
glm::vec3 elbowPosition = shoulderPosition + glm::normalize(shoulderToWrist) * mid - tangent * height;
|
|
glm::vec3 forwardVector(rightHand ? -1.0f : 1.0f, 0.0f, 0.0f);
|
|
glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition);
|
|
|
|
JointState& shoulderState = _jointStates[shoulderJointIndex];
|
|
shoulderState.setRotationInBindFrame(shoulderRotation, PALM_PRIORITY);
|
|
|
|
JointState& elbowState = _jointStates[elbowJointIndex];
|
|
elbowState.setRotationInBindFrame(rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) * shoulderRotation, PALM_PRIORITY);
|
|
|
|
JointState& handState = _jointStates[jointIndex];
|
|
handState.setRotationInBindFrame(rotation, PALM_PRIORITY);
|
|
}
|
|
|
|
bool SkeletonModel::getLeftHandPosition(glm::vec3& position) const {
|
|
return getJointPositionInWorldFrame(getLeftHandJointIndex(), position);
|
|
}
|
|
|
|
bool SkeletonModel::getRightHandPosition(glm::vec3& position) const {
|
|
return getJointPositionInWorldFrame(getRightHandJointIndex(), position);
|
|
}
|
|
|
|
bool SkeletonModel::restoreLeftHandPosition(float fraction, float priority) {
|
|
return restoreJointPosition(getLeftHandJointIndex(), fraction, priority);
|
|
}
|
|
|
|
bool SkeletonModel::getLeftShoulderPosition(glm::vec3& position) const {
|
|
return getJointPositionInWorldFrame(getLastFreeJointIndex(getLeftHandJointIndex()), position);
|
|
}
|
|
|
|
float SkeletonModel::getLeftArmLength() const {
|
|
return getLimbLength(getLeftHandJointIndex());
|
|
}
|
|
|
|
bool SkeletonModel::restoreRightHandPosition(float fraction, float priority) {
|
|
return restoreJointPosition(getRightHandJointIndex(), fraction, priority);
|
|
}
|
|
|
|
bool SkeletonModel::getRightShoulderPosition(glm::vec3& position) const {
|
|
return getJointPositionInWorldFrame(getLastFreeJointIndex(getRightHandJointIndex()), position);
|
|
}
|
|
|
|
float SkeletonModel::getRightArmLength() const {
|
|
return getLimbLength(getRightHandJointIndex());
|
|
}
|
|
|
|
bool SkeletonModel::getHeadPosition(glm::vec3& headPosition) const {
|
|
return isActive() && getJointPositionInWorldFrame(_geometry->getFBXGeometry().headJointIndex, headPosition);
|
|
}
|
|
|
|
bool SkeletonModel::getNeckPosition(glm::vec3& neckPosition) const {
|
|
if (_owningAvatar->isMyAvatar() &&
|
|
Menu::getInstance()->isOptionChecked(MenuOption::CollideAsRagdoll)) {
|
|
return isActive() && getVisibleJointPositionInWorldFrame(_geometry->getFBXGeometry().neckJointIndex, neckPosition);
|
|
}
|
|
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 = false;
|
|
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideAsRagdoll)) {
|
|
success = getVisibleJointRotationInWorldFrame(parentIndex, worldFrameRotation);
|
|
} else {
|
|
success = getJointRotationInWorldFrame(parentIndex, worldFrameRotation);
|
|
}
|
|
if (success) {
|
|
neckParentRotation = worldFrameRotation * _jointStates[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;
|
|
}
|
|
|
|
void SkeletonModel::renderRagdoll() {
|
|
if (!_ragdoll) {
|
|
return;
|
|
}
|
|
const QVector<VerletPoint>& points = _ragdoll->getPoints();
|
|
const int BALL_SUBDIVISIONS = 6;
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_LIGHTING);
|
|
glPushMatrix();
|
|
|
|
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
|
int numPoints = points.size();
|
|
float alpha = 0.3f;
|
|
float radius1 = 0.008f;
|
|
float radius2 = 0.01f;
|
|
glm::vec3 simulationTranslation = _ragdoll->getTranslationInSimulationFrame();
|
|
GeometryCache::SharedPointer geometryCache = DependencyManager::get<GeometryCache>();
|
|
for (int i = 0; i < numPoints; ++i) {
|
|
glPushMatrix();
|
|
// NOTE: ragdollPoints are in simulation-frame but we want them to be model-relative
|
|
glm::vec3 position = points[i]._position - simulationTranslation;
|
|
glTranslatef(position.x, position.y, position.z);
|
|
// draw each point as a yellow hexagon with black border
|
|
geometryCache->renderSphere(radius2, BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.0f, 0.0f, 0.0f, alpha));
|
|
geometryCache->renderSphere(radius1, BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(1.0f, 1.0f, 0.0f, alpha));
|
|
glPopMatrix();
|
|
}
|
|
glPopMatrix();
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_LIGHTING);
|
|
}
|
|
|
|
void SkeletonModel::updateVisibleJointStates() {
|
|
if (_showTrueJointTransforms || !_ragdoll) {
|
|
// no need to update visible transforms
|
|
return;
|
|
}
|
|
const QVector<VerletPoint>& ragdollPoints = _ragdoll->getPoints();
|
|
QVector<glm::vec3> points;
|
|
points.reserve(_jointStates.size());
|
|
glm::quat invRotation = glm::inverse(_rotation);
|
|
for (int i = 0; i < _jointStates.size(); i++) {
|
|
JointState& state = _jointStates[i];
|
|
points.push_back(ragdollPoints[i]._position);
|
|
|
|
// get the parent state (this is the state that we want to rotate)
|
|
int parentIndex = state.getParentIndex();
|
|
if (parentIndex == -1) {
|
|
_jointStates[i].slaveVisibleTransform();
|
|
continue;
|
|
}
|
|
JointState& parentState = _jointStates[parentIndex];
|
|
|
|
// check the grand-parent index (for now we don't want to rotate any root states)
|
|
int grandParentIndex = parentState.getParentIndex();
|
|
if (grandParentIndex == -1) {
|
|
continue;
|
|
}
|
|
|
|
// make sure state's visibleTransform is up to date
|
|
const glm::mat4& parentTransform = parentState.getVisibleTransform();
|
|
state.computeVisibleTransform(parentTransform);
|
|
|
|
// we're looking for the rotation that moves visible bone parallel to ragdoll bone
|
|
// rotationBetween(jointTip - jointPivot, shapeTip - shapePivot)
|
|
// NOTE: points are in simulation-frame so rotate line segment into model-frame
|
|
glm::quat delta = rotationBetween(state.getVisiblePosition() - extractTranslation(parentTransform),
|
|
invRotation * (points[i] - points[parentIndex]));
|
|
|
|
// apply
|
|
parentState.mixVisibleRotationDelta(delta, 0.01f);
|
|
// update transforms
|
|
parentState.computeVisibleTransform(_jointStates[grandParentIndex].getVisibleTransform());
|
|
state.computeVisibleTransform(parentState.getVisibleTransform());
|
|
}
|
|
}
|
|
|
|
/// \return offset of hips after foot animation
|
|
void SkeletonModel::updateStandingFoot() {
|
|
if (_geometry == NULL) {
|
|
return;
|
|
}
|
|
glm::vec3 offset(0.0f);
|
|
int leftFootIndex = _geometry->getFBXGeometry().leftToeJointIndex;
|
|
int rightFootIndex = _geometry->getFBXGeometry().rightToeJointIndex;
|
|
|
|
if (leftFootIndex != -1 && rightFootIndex != -1) {
|
|
glm::vec3 leftPosition, rightPosition;
|
|
getJointPosition(leftFootIndex, leftPosition);
|
|
getJointPosition(rightFootIndex, rightPosition);
|
|
|
|
int lowestFoot = (leftPosition.y < rightPosition.y) ? LEFT_FOOT : RIGHT_FOOT;
|
|
const float MIN_STEP_HEIGHT_THRESHOLD = 0.05f;
|
|
bool oneFoot = fabsf(leftPosition.y - rightPosition.y) > MIN_STEP_HEIGHT_THRESHOLD;
|
|
int currentFoot = oneFoot ? lowestFoot : _standingFoot;
|
|
|
|
if (_standingFoot == NO_FOOT) {
|
|
currentFoot = lowestFoot;
|
|
}
|
|
if (currentFoot != _standingFoot) {
|
|
if (_standingFoot == NO_FOOT) {
|
|
// pick the lowest foot
|
|
glm::vec3 lowestPosition = (currentFoot == LEFT_FOOT) ? leftPosition : rightPosition;
|
|
// we ignore zero length positions which can happen for a few frames until skeleton is fully loaded
|
|
if (glm::length(lowestPosition) > 0.0f) {
|
|
_standingFoot = currentFoot;
|
|
_clampedFootPosition = lowestPosition;
|
|
}
|
|
} else {
|
|
// swap feet
|
|
_standingFoot = currentFoot;
|
|
glm::vec3 nextPosition = leftPosition;
|
|
glm::vec3 prevPosition = rightPosition;
|
|
if (_standingFoot == RIGHT_FOOT) {
|
|
nextPosition = rightPosition;
|
|
prevPosition = leftPosition;
|
|
}
|
|
glm::vec3 oldOffset = _clampedFootPosition - prevPosition;
|
|
_clampedFootPosition = oldOffset + nextPosition;
|
|
offset = _clampedFootPosition - nextPosition;
|
|
}
|
|
} else {
|
|
glm::vec3 nextPosition = (_standingFoot == LEFT_FOOT) ? leftPosition : rightPosition;
|
|
offset = _clampedFootPosition - nextPosition;
|
|
}
|
|
|
|
// clamp the offset to not exceed some max distance
|
|
const float MAX_STEP_OFFSET = 1.0f;
|
|
float stepDistance = glm::length(offset);
|
|
if (stepDistance > MAX_STEP_OFFSET) {
|
|
offset *= (MAX_STEP_OFFSET / stepDistance);
|
|
}
|
|
}
|
|
_standingOffset = offset;
|
|
}
|
|
|
|
SkeletonRagdoll* SkeletonModel::buildRagdoll() {
|
|
if (!_ragdoll) {
|
|
_ragdoll = new SkeletonRagdoll(this);
|
|
if (_enableShapes) {
|
|
clearShapes();
|
|
buildShapes();
|
|
}
|
|
}
|
|
return _ragdoll;
|
|
}
|
|
|
|
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 || _jointStates.isEmpty()) {
|
|
return;
|
|
}
|
|
|
|
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
|
if (geometry.joints.isEmpty()) {
|
|
return;
|
|
}
|
|
|
|
if (!_ragdoll) {
|
|
_ragdoll = new SkeletonRagdoll(this);
|
|
}
|
|
_ragdoll->setRootIndex(geometry.rootJointIndex);
|
|
_ragdoll->initPoints();
|
|
QVector<VerletPoint>& points = _ragdoll->getPoints();
|
|
|
|
float massScale = _ragdoll->getMassScale();
|
|
|
|
float uniformScale = extractUniformScale(_scale);
|
|
const int numStates = _jointStates.size();
|
|
float totalMass = 0.0f;
|
|
for (int i = 0; i < numStates; i++) {
|
|
JointState& state = _jointStates[i];
|
|
const FBXJoint& joint = state.getFBXJoint();
|
|
float radius = uniformScale * joint.boneRadius;
|
|
float halfHeight = 0.5f * uniformScale * joint.distanceToParent;
|
|
Shape::Type type = joint.shapeType;
|
|
int parentIndex = joint.parentIndex;
|
|
if (parentIndex == -1 || radius < EPSILON) {
|
|
type = SHAPE_TYPE_UNKNOWN;
|
|
} else if (type == SHAPE_TYPE_CAPSULE && halfHeight < EPSILON) {
|
|
// this shape is forced to be a sphere
|
|
type = SHAPE_TYPE_SPHERE;
|
|
}
|
|
Shape* shape = NULL;
|
|
if (type == SHAPE_TYPE_SPHERE) {
|
|
shape = new VerletSphereShape(radius, &(points[i]));
|
|
shape->setEntity(this);
|
|
float mass = massScale * glm::max(MIN_JOINT_MASS, DENSITY_OF_WATER * shape->getVolume());
|
|
points[i].setMass(mass);
|
|
totalMass += mass;
|
|
} else if (type == SHAPE_TYPE_CAPSULE) {
|
|
assert(parentIndex != -1);
|
|
shape = new VerletCapsuleShape(radius, &(points[parentIndex]), &(points[i]));
|
|
shape->setEntity(this);
|
|
float mass = massScale * glm::max(MIN_JOINT_MASS, DENSITY_OF_WATER * shape->getVolume());
|
|
points[i].setMass(mass);
|
|
totalMass += mass;
|
|
}
|
|
if (shape && parentIndex != -1) {
|
|
// always disable collisions between joint and its parent
|
|
disableCollisions(i, parentIndex);
|
|
}
|
|
_shapes.push_back(shape);
|
|
}
|
|
|
|
// set the mass of the root
|
|
if (numStates > 0) {
|
|
points[_ragdoll->getRootIndex()].setMass(totalMass);
|
|
}
|
|
|
|
// This method moves the shapes to their default positions in Model frame.
|
|
computeBoundingShape(geometry);
|
|
|
|
// While the shapes are in their default position we disable collisions between
|
|
// joints that are currently colliding.
|
|
disableCurrentSelfCollisions();
|
|
|
|
_ragdoll->buildConstraints();
|
|
|
|
// ... then move shapes back to current joint positions
|
|
_ragdoll->slamPointPositions();
|
|
_ragdoll->enforceConstraints();
|
|
}
|
|
|
|
void SkeletonModel::moveShapesTowardJoints(float deltaTime) {
|
|
// KEEP: although we don't currently use this method we may eventually need it to help
|
|
// unravel a skelton that has become tangled in its constraints. So let's keep this
|
|
// around for a while just in case.
|
|
const int numStates = _jointStates.size();
|
|
QVector<VerletPoint>& ragdollPoints = _ragdoll->getPoints();
|
|
assert(_jointStates.size() == ragdollPoints.size());
|
|
if (ragdollPoints.size() != numStates) {
|
|
return;
|
|
}
|
|
|
|
// fraction = 0 means keep old position, = 1 means slave 100% to target position
|
|
const float RAGDOLL_FOLLOWS_JOINTS_TIMESCALE = 0.05f;
|
|
float fraction = glm::clamp(deltaTime / RAGDOLL_FOLLOWS_JOINTS_TIMESCALE, 0.0f, 1.0f);
|
|
|
|
float oneMinusFraction = 1.0f - fraction;
|
|
glm::vec3 simulationTranslation = _ragdoll->getTranslationInSimulationFrame();
|
|
for (int i = 0; i < numStates; ++i) {
|
|
// ragdollPoints are in simulation-frame but jointStates are in model-frame
|
|
ragdollPoints[i].initPosition(oneMinusFraction * ragdollPoints[i]._position +
|
|
fraction * (simulationTranslation + _rotation * (_jointStates.at(i).getPosition())));
|
|
}
|
|
}
|
|
|
|
void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
|
|
// compute default joint transforms
|
|
int numStates = _jointStates.size();
|
|
QVector<glm::mat4> transforms;
|
|
transforms.fill(glm::mat4(), numStates);
|
|
|
|
QVector<VerletPoint>& ragdollPoints = _ragdoll->getPoints();
|
|
|
|
// compute the default transforms and slam the ragdoll positions accordingly
|
|
// (which puts the shapes where we want them)
|
|
for (int i = 0; i < numStates; i++) {
|
|
JointState& state = _jointStates[i];
|
|
const FBXJoint& joint = state.getFBXJoint();
|
|
int parentIndex = joint.parentIndex;
|
|
if (parentIndex == -1) {
|
|
transforms[i] = _jointStates[i].getTransform();
|
|
ragdollPoints[i].initPosition(extractTranslation(transforms[i]));
|
|
continue;
|
|
}
|
|
|
|
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;
|
|
// setting the ragdollPoints here slams the VerletShapes into their default positions
|
|
ragdollPoints[i].initPosition(extractTranslation(transforms[i]));
|
|
}
|
|
|
|
// compute bounding box that encloses all shapes
|
|
Extents totalExtents;
|
|
totalExtents.reset();
|
|
totalExtents.addPoint(glm::vec3(0.0f));
|
|
for (int i = 0; i < _shapes.size(); i++) {
|
|
Shape* shape = _shapes[i];
|
|
if (!shape) {
|
|
continue;
|
|
}
|
|
// TODO: skip hand and arm shapes for bounding box calculation
|
|
Extents shapeExtents;
|
|
shapeExtents.reset();
|
|
glm::vec3 localPosition = shape->getTranslation();
|
|
int type = shape->getType();
|
|
if (type == CAPSULE_SHAPE) {
|
|
// add the two furthest surface points of the capsule
|
|
CapsuleShape* capsule = static_cast<CapsuleShape*>(shape);
|
|
glm::vec3 axis;
|
|
capsule->computeNormalizedAxis(axis);
|
|
float radius = capsule->getRadius();
|
|
float halfHeight = capsule->getHalfHeight();
|
|
axis = halfHeight * axis + glm::vec3(radius);
|
|
|
|
shapeExtents.addPoint(localPosition + axis);
|
|
shapeExtents.addPoint(localPosition - axis);
|
|
totalExtents.addExtents(shapeExtents);
|
|
} else if (type == SPHERE_SHAPE) {
|
|
float radius = shape->getBoundingRadius();
|
|
glm::vec3 axis = glm::vec3(radius);
|
|
shapeExtents.addPoint(localPosition + axis);
|
|
shapeExtents.addPoint(localPosition - axis);
|
|
totalExtents.addExtents(shapeExtents);
|
|
}
|
|
}
|
|
|
|
// 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:
|
|
float capsuleRadius = 0.5f * sqrtf(0.5f * (diagonal.x * diagonal.x + diagonal.z * diagonal.z));
|
|
_boundingShape.setRadius(capsuleRadius);
|
|
_boundingShape.setHalfHeight(0.5f * diagonal.y - capsuleRadius);
|
|
|
|
glm::vec3 rootPosition = _jointStates[geometry.rootJointIndex].getPosition();
|
|
_boundingShapeLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition;
|
|
_boundingRadius = 0.5f * glm::length(diagonal);
|
|
}
|
|
|
|
void SkeletonModel::resetShapePositionsToDefaultPose() {
|
|
// DEBUG method.
|
|
// Moves shapes to the joint default locations for debug visibility into
|
|
// how the bounding shape is computed.
|
|
|
|
if (!_geometry || _shapes.isEmpty()) {
|
|
// geometry or joints have not yet been created
|
|
return;
|
|
}
|
|
|
|
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
|
if (geometry.joints.isEmpty()) {
|
|
return;
|
|
}
|
|
|
|
// The shapes are moved to their default positions in computeBoundingShape().
|
|
computeBoundingShape(geometry);
|
|
|
|
// Then we move them into world frame for rendering at the Model's location.
|
|
for (int i = 0; i < _shapes.size(); i++) {
|
|
Shape* shape = _shapes[i];
|
|
if (shape) {
|
|
shape->setTranslation(_translation + _rotation * shape->getTranslation());
|
|
shape->setRotation(_rotation * shape->getRotation());
|
|
}
|
|
}
|
|
_boundingShape.setTranslation(_translation + _rotation * _boundingShapeLocalOffset);
|
|
_boundingShape.setRotation(_rotation);
|
|
}
|
|
|
|
void SkeletonModel::renderBoundingCollisionShapes(float alpha) {
|
|
const int BALL_SUBDIVISIONS = 10;
|
|
if (_shapes.isEmpty()) {
|
|
// the bounding shape has not been propery computed
|
|
// so no need to render it
|
|
return;
|
|
}
|
|
glPushMatrix();
|
|
|
|
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
|
|
|
// draw a blue sphere at the capsule endpoint
|
|
glm::vec3 endPoint;
|
|
_boundingShape.getEndPoint(endPoint);
|
|
endPoint = endPoint - _translation;
|
|
glTranslatef(endPoint.x, endPoint.y, endPoint.z);
|
|
GeometryCache::SharedPointer geometryCache = DependencyManager::get<GeometryCache>();
|
|
geometryCache->renderSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.6f, 0.6f, 0.8f, alpha));
|
|
|
|
// draw a yellow sphere at the capsule startpoint
|
|
glm::vec3 startPoint;
|
|
_boundingShape.getStartPoint(startPoint);
|
|
startPoint = startPoint - _translation;
|
|
glm::vec3 axis = endPoint - startPoint;
|
|
glTranslatef(-axis.x, -axis.y, -axis.z);
|
|
geometryCache->renderSphere(_boundingShape.getRadius(), 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( origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(), glm::vec4(0.6f, 0.8f, 0.6f, alpha));
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
const int BALL_SUBDIVISIONS = 10;
|
|
|
|
// virtual
|
|
void SkeletonModel::renderJointCollisionShapes(float alpha) {
|
|
if (!_ragdoll) {
|
|
return;
|
|
}
|
|
glPushMatrix();
|
|
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
|
glm::vec3 simulationTranslation = _ragdoll->getTranslationInSimulationFrame();
|
|
for (int i = 0; i < _shapes.size(); i++) {
|
|
Shape* shape = _shapes[i];
|
|
if (!shape) {
|
|
continue;
|
|
}
|
|
|
|
GeometryCache::SharedPointer geometryCache = DependencyManager::get<GeometryCache>();
|
|
|
|
glPushMatrix();
|
|
// shapes are stored in simulation-frame but we want position to be model-relative
|
|
if (shape->getType() == SPHERE_SHAPE) {
|
|
glm::vec3 position = shape->getTranslation() - simulationTranslation;
|
|
glTranslatef(position.x, position.y, position.z);
|
|
// draw a grey sphere at shape position
|
|
geometryCache->renderSphere(shape->getBoundingRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.75f, 0.75f, 0.75f, alpha));
|
|
} else if (shape->getType() == CAPSULE_SHAPE) {
|
|
CapsuleShape* capsule = static_cast<CapsuleShape*>(shape);
|
|
|
|
// draw a blue sphere at the capsule endpoint
|
|
glm::vec3 endPoint;
|
|
capsule->getEndPoint(endPoint);
|
|
endPoint = endPoint - simulationTranslation;
|
|
glTranslatef(endPoint.x, endPoint.y, endPoint.z);
|
|
geometryCache->renderSphere(capsule->getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.6f, 0.6f, 0.8f, alpha));
|
|
|
|
// draw a yellow sphere at the capsule startpoint
|
|
glm::vec3 startPoint;
|
|
capsule->getStartPoint(startPoint);
|
|
startPoint = startPoint - simulationTranslation;
|
|
glm::vec3 axis = endPoint - startPoint;
|
|
glTranslatef(-axis.x, -axis.y, -axis.z);
|
|
geometryCache->renderSphere(capsule->getRadius(), 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( origin, axis, capsule->getRadius(), capsule->getRadius(), glm::vec4(0.6f, 0.8f, 0.6f, alpha));
|
|
}
|
|
glPopMatrix();
|
|
}
|
|
glPopMatrix();
|
|
}
|
|
|