Merge branch 'master' of https://github.com/highfidelity/hifi into metavoxels

This commit is contained in:
Andrzej Kapolka 2014-06-04 17:37:33 -07:00
commit 97dd90507b
16 changed files with 277 additions and 180 deletions

View file

@ -20,21 +20,21 @@ var jointMappings = "\n# Joint list start";
for (var i = 0; i < jointList.length; i++) {
jointMappings = jointMappings + "\njointIndex = " + jointList[i] + " = " + i;
}
print(jointMappings + "\n# Joint list end");
print(jointMappings + "\n# Joint list end");
Script.update.connect(function(deltaTime) {
cumulativeTime += deltaTime;
MyAvatar.setJointData("joint_R_hip", Quat.fromPitchYawRollDegrees(0.0, 0.0, AMPLITUDE * Math.sin(cumulativeTime * FREQUENCY)));
MyAvatar.setJointData("joint_L_hip", Quat.fromPitchYawRollDegrees(0.0, 0.0, -AMPLITUDE * Math.sin(cumulativeTime * FREQUENCY)));
MyAvatar.setJointData("joint_R_knee", Quat.fromPitchYawRollDegrees(0.0, 0.0,
AMPLITUDE * (1.0 + Math.sin(cumulativeTime * FREQUENCY))));
MyAvatar.setJointData("joint_L_knee", Quat.fromPitchYawRollDegrees(0.0, 0.0,
AMPLITUDE * (1.0 - Math.sin(cumulativeTime * FREQUENCY))));
MyAvatar.setJointData("RightUpLeg", Quat.fromPitchYawRollDegrees(AMPLITUDE * Math.sin(cumulativeTime * FREQUENCY), 0.0, 0.0));
MyAvatar.setJointData("LeftUpLeg", Quat.fromPitchYawRollDegrees(-AMPLITUDE * Math.sin(cumulativeTime * FREQUENCY), 0.0, 0.0));
MyAvatar.setJointData("RightLeg", Quat.fromPitchYawRollDegrees(
AMPLITUDE * (1.0 + Math.sin(cumulativeTime * FREQUENCY)),0.0, 0.0));
MyAvatar.setJointData("LeftLeg", Quat.fromPitchYawRollDegrees(
AMPLITUDE * (1.0 - Math.sin(cumulativeTime * FREQUENCY)),0.0, 0.0));
});
Script.scriptEnding.connect(function() {
MyAvatar.clearJointData("joint_R_hip");
MyAvatar.clearJointData("joint_L_hip");
MyAvatar.clearJointData("joint_R_knee");
MyAvatar.clearJointData("joint_L_knee");
MyAvatar.clearJointData("RightUpLeg");
MyAvatar.clearJointData("LeftUpLeg");
MyAvatar.clearJointData("RightLeg");
MyAvatar.clearJointData("LeftLeg");
});

49
examples/squeezeHands.js Normal file
View file

@ -0,0 +1,49 @@
//
// squeezeHands.js
// examples
//
// Created by Philip Rosedale on June 4, 2014
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var rightHandAnimation = "https://s3-us-west-1.amazonaws.com/highfidelity-public/animations/HandAnim.fbx";
var leftHandAnimation = "";
var LEFT = 0;
var RIGHT = 1;
var lastLeftFrame = 0;
var lastRightFrame = 0;
var LAST_FRAME = 15.0; // What is the number of the last frame we want to use in the animation?
Script.update.connect(function(deltaTime) {
var leftTriggerValue = Controller.getTriggerValue(LEFT);
var rightTriggerValue = Controller.getTriggerValue(RIGHT);
var leftFrame, rightFrame;
// Average last two trigger frames together for a bit of smoothing
leftFrame = (leftTriggerValue * LAST_FRAME) * 0.5 + lastLeftFrame * 0.5;
rightFrame = (rightTriggerValue * LAST_FRAME) * 0.5 + lastRightFrame * 0.5;
if ((leftFrame != lastLeftFrame) && leftHandAnimation.length){
MyAvatar.stopAnimation(leftHandAnimation);
MyAvatar.startAnimation(leftHandAnimation, 30.0, 1.0, false, true, leftFrame, leftFrame);
}
if ((rightFrame != lastRightFrame) && rightHandAnimation.length) {
MyAvatar.stopAnimation(rightHandAnimation);
MyAvatar.startAnimation(rightHandAnimation, 30.0, 1.0, false, true, rightFrame, rightFrame);
}
lastLeftFrame = leftFrame;
lastRightFrame = rightFrame;
});
Script.scriptEnding.connect(function() {
MyAvatar.stopAnimation(leftHandAnimation);
MyAvatar.stopAnimation(rightHandAnimation);
});

View file

@ -1848,7 +1848,8 @@ void Application::updateMyAvatarLookAtPosition() {
}
} else {
// I am not looking at anyone else, so just look forward
lookAtSpot = _myAvatar->getHead()->calculateAverageEyePosition() + (_myAvatar->getHead()->getFinalOrientation() * glm::vec3(0.f, 0.f, -TREE_SCALE));
lookAtSpot = _myAvatar->getHead()->calculateAverageEyePosition() +
(_myAvatar->getHead()->getFinalOrientationInWorldFrame() * glm::vec3(0.f, 0.f, -TREE_SCALE));
}
// TODO: Add saccade to mouse pointer when stable, IF not looking at someone (since we know we are looking at it)
/*

View file

@ -603,7 +603,7 @@ void Audio::handleAudioInput() {
if (audioMixer && audioMixer->getActiveSocket()) {
MyAvatar* interfaceAvatar = Application::getInstance()->getAvatar();
glm::vec3 headPosition = interfaceAvatar->getHead()->getPosition();
glm::quat headOrientation = interfaceAvatar->getHead()->getFinalOrientation();
glm::quat headOrientation = interfaceAvatar->getHead()->getFinalOrientationInWorldFrame();
// we need the amount of bytes in the buffer + 1 for type
// + 12 for 3 floats for position + float for bearing + 1 attenuation byte

View file

@ -459,7 +459,7 @@ void AudioReflector::calculateAllReflections() {
// only recalculate when we've moved, or if the attributes have changed
// TODO: what about case where new voxels are added in front of us???
bool wantHeadOrientation = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingHeadOriented);
glm::quat orientation = wantHeadOrientation ? _myAvatar->getHead()->getFinalOrientation() : _myAvatar->getOrientation();
glm::quat orientation = wantHeadOrientation ? _myAvatar->getHead()->getFinalOrientationInWorldFrame() : _myAvatar->getOrientation();
glm::vec3 origin = _myAvatar->getHead()->getPosition();
glm::vec3 listenerPosition = _myAvatar->getHead()->getPosition();

View file

@ -377,7 +377,7 @@ void Avatar::simulateAttachments(float deltaTime) {
if (!isMyAvatar()) {
model->setLODDistance(getLODDistance());
}
if (_skeletonModel.getJointPosition(jointIndex, jointPosition) &&
if (_skeletonModel.getJointPositionInWorldFrame(jointIndex, jointPosition) &&
_skeletonModel.getJointCombinedRotation(jointIndex, jointRotation)) {
model->setTranslation(jointPosition + jointRotation * attachment.translation * _scale);
model->setRotation(jointRotation * attachment.rotation);
@ -713,7 +713,7 @@ glm::vec3 Avatar::getJointPosition(int index) const {
return position;
}
glm::vec3 position;
_skeletonModel.getJointPosition(index, position);
_skeletonModel.getJointPositionInWorldFrame(index, position);
return position;
}
@ -725,7 +725,7 @@ glm::vec3 Avatar::getJointPosition(const QString& name) const {
return position;
}
glm::vec3 position;
_skeletonModel.getJointPosition(getJointIndex(name), position);
_skeletonModel.getJointPositionInWorldFrame(getJointIndex(name), position);
return position;
}

View file

@ -48,10 +48,10 @@ void FaceModel::simulate(float deltaTime, bool fullUpdate) {
void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
// get the rotation axes in joint space and use them to adjust the rotation
glm::mat3 axes = glm::mat3_cast(_rotation);
glm::mat3 inverse = glm::mat3(glm::inverse(parentState._transform * glm::translate(state.getDefaultTranslationInParentFrame()) *
glm::mat3 axes = glm::mat3_cast(glm::quat());
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) *
joint.preTransform * glm::mat4_cast(joint.preRotation)));
state._rotation = glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalRoll(), glm::normalize(inverse * axes[2]))
state._rotationInParentFrame = glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalRoll(), glm::normalize(inverse * axes[2]))
* glm::angleAxis(RADIANS_PER_DEGREE * _owningHead->getFinalYaw(), glm::normalize(inverse * axes[1]))
* glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalPitch(), glm::normalize(inverse * axes[0]))
* joint.rotation;
@ -59,14 +59,16 @@ void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBX
void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
// likewise with the eye joints
glm::mat4 inverse = glm::inverse(parentState._transform * glm::translate(state.getDefaultTranslationInParentFrame()) *
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientation() * IDENTITY_FRONT, 0.0f));
// NOTE: at the moment we do the math in the world-frame, hence the inverse transform is more complex than usual.
glm::mat4 inverse = glm::inverse(glm::mat4_cast(_rotation) * parentState.getTransform() *
glm::translate(state.getDefaultTranslationInParentFrame()) *
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT, 0.0f));
glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
_owningHead->getSaccade() - _translation, 1.0f));
glm::quat between = rotationBetween(front, lookAt);
const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE;
state._rotation = glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
state._rotationInParentFrame = glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
joint.rotation;
}
@ -92,6 +94,6 @@ bool FaceModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEy
return false;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
return getJointPosition(geometry.leftEyeJointIndex, firstEyePosition) &&
getJointPosition(geometry.rightEyeJointIndex, secondEyePosition);
return getJointPositionInWorldFrame(geometry.leftEyeJointIndex, firstEyePosition) &&
getJointPositionInWorldFrame(geometry.rightEyeJointIndex, secondEyePosition);
}

View file

@ -188,9 +188,12 @@ void Head::setScale (float scale) {
_scale = scale;
}
glm::quat Head::getFinalOrientation() const {
return _owningAvatar->getOrientation() * glm::quat(glm::radians(
glm::vec3(getFinalPitch(), getFinalYaw(), getFinalRoll() )));
glm::quat Head::getFinalOrientationInWorldFrame() const {
return _owningAvatar->getOrientation() * getFinalOrientationInLocalFrame();
}
glm::quat Head::getFinalOrientationInLocalFrame() const {
return glm::quat(glm::radians(glm::vec3(getFinalPitch(), getFinalYaw(), getFinalRoll() )));
}
glm::quat Head::getCameraOrientation () const {

View file

@ -50,9 +50,13 @@ public:
void setRenderLookatVectors(bool onOff) { _renderLookatVectors = onOff; }
void setLeanSideways(float leanSideways) { _leanSideways = leanSideways; }
void setLeanForward(float leanForward) { _leanForward = leanForward; }
/// \return orientationBase+Delta
glm::quat getFinalOrientationInLocalFrame() const;
/// \return orientationBody * orientationBase+Delta
glm::quat getFinalOrientation() const;
/// \return orientationBody * (orientationBase+Delta)
glm::quat getFinalOrientationInWorldFrame() const;
/// \return orientationBody * orientationBasePitch
glm::quat getCameraOrientation () const;

View file

@ -236,7 +236,7 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
estimatedRotation = glm::degrees(safeEulerAngles(tracker->getHeadRotation()));
}
}
// Rotate the body if the head is turned beyond the screen
if (Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead)) {
const float TRACKER_YAW_TURN_SENSITIVITY = 0.5f;
@ -724,7 +724,8 @@ void MyAvatar::updateLookAtTargetAvatar() {
Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
avatar->setIsLookAtTarget(false);
if (!avatar->isMyAvatar()) {
float angleTo = glm::angle(getHead()->getFinalOrientation() * glm::vec3(0.0f, 0.0f, -1.0f),
glm::vec3 DEFAULT_GAZE_IN_HEAD_FRAME = glm::vec3(0.0f, 0.0f, -1.0f);
float angleTo = glm::angle(getHead()->getFinalOrientationInWorldFrame() * DEFAULT_GAZE_IN_HEAD_FRAME,
glm::normalize(avatar->getHead()->getEyePosition() - getHead()->getEyePosition()));
if (angleTo < smallestAngleTo) {
_lookAtTargetAvatar = avatarPointer;

View file

@ -46,7 +46,7 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
int jointIndex = geometry.humanIKJointIndices.at(humanIKJointIndex);
if (jointIndex != -1) {
JointState& state = _jointStates[jointIndex];
state.setRotation(_rotation * prioVR->getJointRotations().at(i), PALM_PRIORITY);
state.setRotationFromBindFrame(prioVR->getJointRotations().at(i), PALM_PRIORITY);
}
}
return;
@ -63,7 +63,9 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
} else {
applyHandPosition(geometry.rightHandJointIndex, _owningAvatar->getHandPosition());
// transform into model-frame
glm::vec3 handPosition = glm::inverse(_rotation) * (_owningAvatar->getHandPosition() - _translation);
applyHandPosition(geometry.rightHandJointIndex, handPosition);
}
restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
@ -135,6 +137,7 @@ void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position)
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return;
}
// NOTE: 'position' is in model-frame
setJointPosition(jointIndex, position, glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
@ -147,7 +150,7 @@ void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position)
return;
}
JointState& state = _jointStates[jointIndex];
glm::quat handRotation = state.getJointRotation(true);
glm::quat handRotation = state.getRotation();
// align hand with forearm
float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
@ -167,36 +170,41 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
// rotate palm to align with its normal (normal points out of hand's palm)
glm::quat palmRotation;
glm::quat r0, r1;
if (!Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK) &&
Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
JointState parentState = _jointStates[parentJointIndex];
palmRotation = parentState.getJointRotation(true);
palmRotation = parentState.getRotationFromBindToModelFrame();
r0 = palmRotation;
} else {
JointState state = _jointStates[jointIndex];
palmRotation = state.getJointRotation(true);
palmRotation = state.getRotationFromBindToModelFrame();
}
palmRotation = rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()) * palmRotation;
glm::quat inverseRotation = glm::inverse(_rotation);
glm::vec3 palmNormal = inverseRotation * palm.getNormal();
palmRotation = rotationBetween(palmRotation * geometry.palmDirection, palmNormal) * palmRotation;
r1 = palmRotation;
// rotate palm to align with finger direction
glm::vec3 direction = palm.getFingerDirection();
glm::vec3 direction = inverseRotation * palm.getFingerDirection();
palmRotation = rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction) * palmRotation;
// set hand position, rotation
glm::vec3 palmPosition = inverseRotation * (palm.getPosition() - _translation);
if (Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK)) {
setHandPosition(jointIndex, palm.getPosition(), palmRotation);
setHandPosition(jointIndex, palmPosition, palmRotation);
} else if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
glm::vec3 forearmVector = palmRotation * glm::vec3(sign, 0.0f, 0.0f);
setJointPosition(parentJointIndex, palm.getPosition() + forearmVector *
setJointPosition(parentJointIndex, palmPosition + forearmVector *
geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale),
glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
JointState& parentState = _jointStates[parentJointIndex];
parentState.setRotation(palmRotation, PALM_PRIORITY);
// slam parent-relative rotation to identity
_jointStates[jointIndex]._rotation = glm::quat();
parentState.setRotationFromBindFrame(palmRotation, PALM_PRIORITY);
// lock hand to forearm by slamming its rotation (in parent-frame) to identity
_jointStates[jointIndex]._rotationInParentFrame = glm::quat();
} else {
setJointPosition(jointIndex, palm.getPosition(), palmRotation,
setJointPosition(jointIndex, palmPosition, palmRotation,
true, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
}
}
@ -221,9 +229,7 @@ void SkeletonModel::updateJointState(int index) {
Model::updateJointState(index);
if (index == _geometry->getFBXGeometry().rootJointIndex) {
state._transform[3][0] = 0.0f;
state._transform[3][1] = 0.0f;
state._transform[3][2] = 0.0f;
state.clearTransformTranslation();
}
}
@ -232,10 +238,10 @@ void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const
return;
}
// get the rotation axes in joint space and use them to adjust the rotation
glm::mat3 axes = glm::mat3_cast(_rotation);
glm::mat3 inverse = glm::mat3(glm::inverse(parentState._transform * glm::translate(state.getDefaultTranslationInParentFrame()) *
glm::mat3 axes = glm::mat3_cast(glm::quat());
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) *
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
state._rotation = glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(),
state._rotationInParentFrame = glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(),
glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(),
glm::normalize(inverse * axes[0])) * joint.rotation;
}
@ -259,11 +265,11 @@ void SkeletonModel::renderJointConstraints(int jointIndex) {
do {
const FBXJoint& joint = geometry.joints.at(jointIndex);
const JointState& jointState = _jointStates.at(jointIndex);
glm::vec3 position = extractTranslation(jointState._transform) + _translation;
glm::vec3 position = _rotation * jointState.getPosition() + _translation;
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glm::quat parentRotation = (joint.parentIndex == -1) ? _rotation : _jointStates.at(joint.parentIndex)._combinedRotation;
glm::quat parentRotation = (joint.parentIndex == -1) ? _rotation : _rotation * _jointStates.at(joint.parentIndex).getRotation();
glm::vec3 rotationAxis = glm::axis(parentRotation);
glRotatef(glm::degrees(glm::angle(parentRotation)), rotationAxis.x, rotationAxis.y, rotationAxis.z);
float fanScale = directionSize * 0.75f;
@ -296,7 +302,7 @@ void SkeletonModel::renderJointConstraints(int jointIndex) {
}
glPopMatrix();
renderOrientationDirections(position, jointState._combinedRotation, directionSize);
renderOrientationDirections(position, _rotation * jointState.getRotation(), directionSize);
jointIndex = joint.parentIndex;
} while (jointIndex != -1 && geometry.joints.at(jointIndex).isFree);
@ -359,21 +365,21 @@ void SkeletonModel::setHandPosition(int jointIndex, const glm::vec3& position, c
glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition);
JointState& shoulderState = _jointStates[shoulderJointIndex];
shoulderState.setRotation(shoulderRotation, PALM_PRIORITY);
shoulderState.setRotationFromBindFrame(shoulderRotation, PALM_PRIORITY);
JointState& elbowState = _jointStates[elbowJointIndex];
elbowState.setRotation(rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) * shoulderRotation, PALM_PRIORITY);
elbowState.setRotationFromBindFrame(rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) * shoulderRotation, PALM_PRIORITY);
JointState& handState = _jointStates[jointIndex];
handState.setRotation(rotation, PALM_PRIORITY);
handState.setRotationFromBindFrame(rotation, PALM_PRIORITY);
}
bool SkeletonModel::getLeftHandPosition(glm::vec3& position) const {
return getJointPosition(getLeftHandJointIndex(), position);
return getJointPositionInWorldFrame(getLeftHandJointIndex(), position);
}
bool SkeletonModel::getRightHandPosition(glm::vec3& position) const {
return getJointPosition(getRightHandJointIndex(), position);
return getJointPositionInWorldFrame(getRightHandJointIndex(), position);
}
bool SkeletonModel::restoreLeftHandPosition(float fraction, float priority) {
@ -381,7 +387,7 @@ bool SkeletonModel::restoreLeftHandPosition(float fraction, float priority) {
}
bool SkeletonModel::getLeftShoulderPosition(glm::vec3& position) const {
return getJointPosition(getLastFreeJointIndex(getLeftHandJointIndex()), position);
return getJointPositionInWorldFrame(getLastFreeJointIndex(getLeftHandJointIndex()), position);
}
float SkeletonModel::getLeftArmLength() const {
@ -393,7 +399,7 @@ bool SkeletonModel::restoreRightHandPosition(float fraction, float priority) {
}
bool SkeletonModel::getRightShoulderPosition(glm::vec3& position) const {
return getJointPosition(getLastFreeJointIndex(getRightHandJointIndex()), position);
return getJointPositionInWorldFrame(getLastFreeJointIndex(getRightHandJointIndex()), position);
}
float SkeletonModel::getRightArmLength() const {
@ -401,11 +407,11 @@ float SkeletonModel::getRightArmLength() const {
}
bool SkeletonModel::getHeadPosition(glm::vec3& headPosition) const {
return isActive() && getJointPosition(_geometry->getFBXGeometry().headJointIndex, headPosition);
return isActive() && getJointPositionInWorldFrame(_geometry->getFBXGeometry().headJointIndex, headPosition);
}
bool SkeletonModel::getNeckPosition(glm::vec3& neckPosition) const {
return isActive() && getJointPosition(_geometry->getFBXGeometry().neckJointIndex, neckPosition);
return isActive() && getJointPositionInWorldFrame(_geometry->getFBXGeometry().neckJointIndex, neckPosition);
}
bool SkeletonModel::getNeckParentRotation(glm::quat& neckParentRotation) const {
@ -416,7 +422,7 @@ bool SkeletonModel::getNeckParentRotation(glm::quat& neckParentRotation) const {
if (geometry.neckJointIndex == -1) {
return false;
}
return getJointRotation(geometry.joints.at(geometry.neckJointIndex).parentIndex, neckParentRotation);
return getJointRotationInWorldFrame(geometry.joints.at(geometry.neckJointIndex).parentIndex, neckParentRotation);
}
bool SkeletonModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
@ -424,18 +430,18 @@ bool SkeletonModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& seco
return false;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (getJointPosition(geometry.leftEyeJointIndex, firstEyePosition) &&
getJointPosition(geometry.rightEyeJointIndex, secondEyePosition)) {
if (getJointPositionInWorldFrame(geometry.leftEyeJointIndex, firstEyePosition) &&
getJointPositionInWorldFrame(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)) {
if (getJointPositionInWorldFrame(geometry.neckJointIndex, neckPosition) &&
getJointPositionInWorldFrame(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);
getJointRotationInWorldFrame(geometry.headJointIndex, headRotation);
const float EYES_FORWARD = 0.25f;
const float EYE_SEPARATION = 0.1f;
float headHeight = glm::distance(neckPosition, headPosition);

View file

@ -91,6 +91,8 @@ public:
protected:
/// \param jointIndex index of joint in model
/// \param position position of joint in model-frame
void applyHandPosition(int jointIndex, const glm::vec3& position);
void applyPalmData(int jointIndex, PalmData& palm);
@ -105,6 +107,10 @@ protected:
private:
void renderJointConstraints(int jointIndex);
/// \param jointIndex index of joint in model
/// \param position position of joint in model-frame
/// \param rotation rotation of joint in model-frame
void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation);
Avatar* _owningAvatar;

View file

@ -92,7 +92,7 @@ static void setPalm(float deltaTime, int index) {
skeletonModel->getJointRotation(jointIndex, rotation, true);
rotation = inverseRotation * rotation * glm::quat(glm::vec3(0.0f, -PI_OVER_TWO, 0.0f));
}
skeletonModel->getJointPosition(jointIndex, position);
skeletonModel->getJointPositionInWorldFrame(jointIndex, position);
position = inverseRotation * (position - skeletonModel->getTranslation());
palm->setRawRotation(rotation);

View file

@ -166,38 +166,21 @@ QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
jointStates.append(state);
}
// compute transforms
// Unfortunately, the joints are not neccessarily in order from parents to children,
// so we must iterate over the list multiple times until all are set correctly.
QVector<bool> jointIsSet;
// compute model transforms
int numJoints = jointStates.size();
jointIsSet.fill(false, numJoints);
int numJointsSet = 0;
int lastNumJointsSet = -1;
while (numJointsSet < numJoints && numJointsSet != lastNumJointsSet) {
lastNumJointsSet = numJointsSet;
for (int i = 0; i < numJoints; ++i) {
if (jointIsSet[i]) {
continue;
}
JointState& state = jointStates[i];
const FBXJoint& joint = state.getFBXJoint();
int parentIndex = joint.parentIndex;
if (parentIndex == -1) {
_rootIndex = i;
glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
state.computeTransforms(baseTransform, _rotation);
++numJointsSet;
jointIsSet[i] = true;
} else if (jointIsSet[parentIndex]) {
const JointState& parentState = jointStates.at(parentIndex);
state.computeTransforms(parentState._transform, parentState._combinedRotation);
++numJointsSet;
jointIsSet[i] = true;
}
for (int i = 0; i < numJoints; ++i) {
JointState& state = jointStates[i];
const FBXJoint& joint = state.getFBXJoint();
int parentIndex = joint.parentIndex;
if (parentIndex == -1) {
_rootIndex = i;
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
state.computeTransform(parentTransform);
} else {
const JointState& parentState = jointStates.at(parentIndex);
state.computeTransform(parentState.getTransform());
}
}
return jointStates;
}
@ -476,7 +459,7 @@ void Model::reset() {
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
for (int i = 0; i < _jointStates.size(); i++) {
_jointStates[i]._rotation = geometry.joints.at(i).rotation;
_jointStates[i]._rotationInParentFrame = geometry.joints.at(i).rotation;
}
}
@ -686,7 +669,7 @@ bool Model::getJointState(int index, glm::quat& rotation) const {
if (index == -1 || index >= _jointStates.size()) {
return false;
}
rotation = _jointStates.at(index)._rotation;
rotation = _jointStates.at(index)._rotationInParentFrame;
const glm::quat& defaultRotation = _geometry->getFBXGeometry().joints.at(index).rotation;
return glm::abs(rotation.x - defaultRotation.x) >= EPSILON ||
glm::abs(rotation.y - defaultRotation.y) >= EPSILON ||
@ -699,7 +682,7 @@ void Model::setJointState(int index, bool valid, const glm::quat& rotation, floa
JointState& state = _jointStates[index];
if (priority >= state._animationPriority) {
if (valid) {
state._rotation = rotation;
state._rotationInParentFrame = rotation;
state._animationPriority = priority;
} else {
state.restoreRotation(1.0f, priority);
@ -731,19 +714,29 @@ void Model::setURL(const QUrl& url, const QUrl& fallback, bool retainCurrent, bo
}
}
bool Model::getJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return false;
}
// position is in world-frame
position = _translation + _rotation * _jointStates[jointIndex].getPosition();
return true;
}
bool Model::getJointPosition(int jointIndex, glm::vec3& position) const {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return false;
}
position = _translation + extractTranslation(_jointStates[jointIndex]._transform);
// position is in model-frame
position = extractTranslation(_jointStates[jointIndex].getTransform());
return true;
}
bool Model::getJointRotation(int jointIndex, glm::quat& rotation, bool fromBind) const {
bool Model::getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return false;
}
rotation = _jointStates[jointIndex].getJointRotation(fromBind);
rotation = _rotation * _jointStates[jointIndex].getRotation();
return true;
}
@ -751,7 +744,7 @@ bool Model::getJointCombinedRotation(int jointIndex, glm::quat& rotation) const
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return false;
}
rotation = _jointStates[jointIndex]._combinedRotation;
rotation = _rotation * _jointStates[jointIndex].getRotation();
return true;
}
@ -963,15 +956,16 @@ void Model::updateShapePositions() {
glm::vec3 rootPosition(0.0f);
_boundingRadius = 0.0f;
float uniformScale = extractUniformScale(_scale);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
for (int i = 0; i < _jointStates.size(); i++) {
const FBXJoint& joint = geometry.joints[i];
const JointState& state = _jointStates[i];
const FBXJoint& joint = state.getFBXJoint();
// shape position and rotation need to be in world-frame
glm::vec3 jointToShapeOffset = uniformScale * (_jointStates[i]._combinedRotation * joint.shapePosition);
glm::vec3 worldPosition = extractTranslation(_jointStates[i]._transform) + jointToShapeOffset + _translation;
glm::quat stateRotation = state.getRotation();
glm::vec3 shapeOffset = uniformScale * (stateRotation * joint.shapePosition);
glm::vec3 worldPosition = _translation + _rotation * (state.getPosition() + shapeOffset);
Shape* shape = _jointShapes[i];
shape->setPosition(worldPosition);
shape->setRotation(_jointStates[i]._combinedRotation * joint.shapeRotation);
shape->setRotation(_rotation * stateRotation * joint.shapeRotation);
float distance = glm::distance(worldPosition, _translation) + shape->getBoundingRadius();
if (distance > _boundingRadius) {
_boundingRadius = distance;
@ -993,12 +987,12 @@ bool Model::findRayIntersection(const glm::vec3& origin, const glm::vec3& direct
float radiusScale = extractUniformScale(_scale);
for (int i = 0; i < _jointStates.size(); i++) {
const FBXJoint& joint = geometry.joints[i];
glm::vec3 end = extractTranslation(_jointStates[i]._transform);
glm::vec3 end = _translation + _rotation * _jointStates[i].getPosition();
float endRadius = joint.boneRadius * radiusScale;
glm::vec3 start = end;
float startRadius = joint.boneRadius * radiusScale;
if (joint.parentIndex != -1) {
start = extractTranslation(_jointStates[joint.parentIndex]._transform);
start = _translation + _rotation * _jointStates[joint.parentIndex].getPosition();
startRadius = geometry.joints[joint.parentIndex].boneRadius * radiusScale;
}
// for now, use average of start and end radii
@ -1208,8 +1202,8 @@ void Model::simulateInternal(float deltaTime) {
glm::vec3 jointTranslation = _translation;
glm::quat jointRotation = _rotation;
getJointPosition(attachment.jointIndex, jointTranslation);
getJointRotation(attachment.jointIndex, jointRotation);
getJointPositionInWorldFrame(attachment.jointIndex, jointTranslation);
getJointRotationInWorldFrame(attachment.jointIndex, jointRotation);
model->setTranslation(jointTranslation + jointRotation * attachment.translation * _scale);
model->setRotation(jointRotation * attachment.rotation);
@ -1220,12 +1214,13 @@ void Model::simulateInternal(float deltaTime) {
}
}
glm::mat4 modelToWorld = glm::mat4_cast(_rotation);
for (int i = 0; i < _meshStates.size(); i++) {
MeshState& state = _meshStates[i];
const FBXMesh& mesh = geometry.meshes.at(i);
for (int j = 0; j < mesh.clusters.size(); j++) {
const FBXCluster& cluster = mesh.clusters.at(j);
state.clusterMatrices[j] = _jointStates[cluster.jointIndex]._transform * cluster.inverseBindMatrix;
state.clusterMatrices[j] = modelToWorld * _jointStates[cluster.jointIndex].getTransform() * cluster.inverseBindMatrix;
}
}
@ -1239,22 +1234,23 @@ void Model::updateJointState(int index) {
JointState& state = _jointStates[index];
const FBXJoint& joint = state.getFBXJoint();
if (joint.parentIndex == -1) {
// compute model transforms
int parentIndex = joint.parentIndex;
if (parentIndex == -1) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
state.computeTransforms(baseTransform, _rotation);
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
state.computeTransform(parentTransform);
} else {
const JointState& parentState = _jointStates.at(joint.parentIndex);
state.computeTransforms(parentState._transform, parentState._combinedRotation);
const JointState& parentState = _jointStates.at(parentIndex);
state.computeTransform(parentState.getTransform());
}
}
bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const glm::quat& rotation, bool useRotation,
bool Model::setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation, bool useRotation,
int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment, float priority) {
if (jointIndex == -1 || _jointStates.isEmpty()) {
return false;
}
glm::vec3 relativePosition = translation - _translation;
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
if (freeLineage.isEmpty()) {
@ -1267,21 +1263,19 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
// this is a cyclic coordinate descent algorithm: see
// http://www.ryanjuckett.com/programming/animation/21-cyclic-coordinate-descent-in-2d
const int ITERATION_COUNT = 1;
glm::vec3 worldAlignment = _rotation * alignment;
glm::vec3 worldAlignment = alignment;
for (int i = 0; i < ITERATION_COUNT; i++) {
// first, try to rotate the end effector as close as possible to the target rotation, if any
glm::quat endRotation;
if (useRotation) {
JointState& state = _jointStates[jointIndex];
// TODO: figure out what this is trying to do and combine it into one JointState method
endRotation = state.getJointRotation(true);
state.applyRotationDelta(rotation * glm::inverse(endRotation), true, priority);
endRotation = state.getJointRotation(true);
state.setRotation(rotation, true, priority);
endRotation = state.getRotation();
}
// then, we go from the joint upwards, rotating the end as close as possible to the target
glm::vec3 endPosition = extractTranslation(_jointStates[jointIndex]._transform);
glm::vec3 endPosition = extractTranslation(_jointStates[jointIndex].getTransform());
for (int j = 1; freeLineage.at(j - 1) != lastFreeIndex; j++) {
int index = freeLineage.at(j);
JointState& state = _jointStates[index];
@ -1289,18 +1283,18 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
if (!(joint.isFree || allIntermediatesFree)) {
continue;
}
glm::vec3 jointPosition = extractTranslation(state._transform);
glm::vec3 jointPosition = extractTranslation(state.getTransform());
glm::vec3 jointVector = endPosition - jointPosition;
glm::quat oldCombinedRotation = state._combinedRotation;
glm::quat oldCombinedRotation = state.getRotation();
glm::quat combinedDelta;
float combinedWeight;
if (useRotation) {
combinedDelta = safeMix(rotation * glm::inverse(endRotation),
rotationBetween(jointVector, relativePosition - jointPosition), 0.5f);
rotationBetween(jointVector, position - jointPosition), 0.5f);
combinedWeight = 2.0f;
} else {
combinedDelta = rotationBetween(jointVector, relativePosition - jointPosition);
combinedDelta = rotationBetween(jointVector, position - jointPosition);
combinedWeight = 1.0f;
}
if (alignment != glm::vec3() && j > 1) {
@ -1309,7 +1303,7 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
for (int k = j - 1; k > 0; k--) {
int index = freeLineage.at(k);
updateJointState(index);
positionSum += extractTranslation(_jointStates.at(index)._transform);
positionSum += extractTranslation(_jointStates.at(index).getTransform());
}
glm::vec3 projectedCenterOfMass = glm::cross(jointVector,
glm::cross(positionSum / (j - 1.0f) - jointPosition, jointVector));
@ -1321,7 +1315,7 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
}
}
state.applyRotationDelta(combinedDelta, true, priority);
glm::quat actualDelta = state._combinedRotation * glm::inverse(oldCombinedRotation);
glm::quat actualDelta = state.getRotation() * glm::inverse(oldCombinedRotation);
endPosition = actualDelta * jointVector + jointPosition;
if (useRotation) {
endRotation = actualDelta * endRotation;
@ -1470,12 +1464,12 @@ void Model::applyCollision(CollisionInfo& collision) {
glm::vec3 jointPosition(0.0f);
int jointIndex = collision._intData;
if (getJointPosition(jointIndex, jointPosition)) {
if (getJointPositionInWorldFrame(jointIndex, jointPosition)) {
const FBXJoint& joint = _geometry->getFBXGeometry().joints[jointIndex];
if (joint.parentIndex != -1) {
// compute the approximate distance (travel) that the joint needs to move
glm::vec3 start;
getJointPosition(joint.parentIndex, start);
getJointPositionInWorldFrame(joint.parentIndex, start);
glm::vec3 contactPoint = collision._contactPoint - start;
glm::vec3 penetrationEnd = contactPoint + collision._penetration;
glm::vec3 axis = glm::cross(contactPoint, penetrationEnd);
@ -1486,8 +1480,9 @@ void Model::applyCollision(CollisionInfo& collision) {
float angle = asinf(travel / (glm::length(contactPoint) * glm::length(penetrationEnd)));
axis = glm::normalize(axis);
glm::vec3 end;
getJointPosition(jointIndex, end);
glm::vec3 newEnd = start + glm::angleAxis(angle, axis) * (end - start);
getJointPositionInWorldFrame(jointIndex, end);
// transform into model-frame
glm::vec3 newEnd = glm::inverse(_rotation) * (start + glm::angleAxis(angle, axis) * (end - start) - _translation);
// try to move it
setJointPosition(jointIndex, newEnd, glm::quat(), false, -1, true);
}
@ -1960,7 +1955,7 @@ void AnimationHandle::applyFrame(float frameIndex) {
if (mapping != -1) {
JointState& state = _model->_jointStates[mapping];
if (_priority >= state._animationPriority) {
state._rotation = safeMix(floorFrame.rotations.at(i), ceilFrame.rotations.at(i), frameFraction);
state._rotationInParentFrame = safeMix(floorFrame.rotations.at(i), ceilFrame.rotations.at(i), frameFraction);
state._animationPriority = _priority;
}
}
@ -1989,49 +1984,59 @@ JointState::JointState() :
void JointState::setFBXJoint(const FBXJoint* joint) {
assert(joint != NULL);
_rotation = joint->rotation;
_rotationInParentFrame = joint->rotation;
// NOTE: JointState does not own the FBXJoint to which it points.
_fbxJoint = joint;
}
void JointState::copyState(const JointState& state) {
_rotation = state._rotation;
_rotationInParentFrame = state._rotationInParentFrame;
_transform = state._transform;
_combinedRotation = state._combinedRotation;
_rotation = extractRotation(_transform);
_animationPriority = state._animationPriority;
// DO NOT copy _fbxJoint
}
void JointState::computeTransforms(const glm::mat4& baseTransform, const glm::quat& baseRotation) {
assert(_fbxJoint != NULL);
glm::quat combinedRotation = _fbxJoint->preRotation * _rotation * _fbxJoint->postRotation;
_transform = baseTransform * glm::translate(_fbxJoint->translation) * _fbxJoint->preTransform
* glm::mat4_cast(combinedRotation) * _fbxJoint->postTransform;
_combinedRotation = baseRotation * combinedRotation;
void JointState::computeTransform(const glm::mat4& parentTransform) {
glm::quat modifiedRotation = _fbxJoint->preRotation * _rotationInParentFrame * _fbxJoint->postRotation;
glm::mat4 modifiedTransform = _fbxJoint->preTransform * glm::mat4_cast(modifiedRotation) * _fbxJoint->postTransform;
_transform = parentTransform * glm::translate(_fbxJoint->translation) * modifiedTransform;
_rotation = extractRotation(_transform);
}
glm::quat JointState::getJointRotation(bool fromBind) const {
assert(_fbxJoint != NULL);
return _combinedRotation * (fromBind ? _fbxJoint->inverseBindRotation : _fbxJoint->inverseDefaultRotation);
glm::quat JointState::getRotationFromBindToModelFrame() const {
return _rotation * _fbxJoint->inverseBindRotation;
}
void JointState::restoreRotation(float fraction, float priority) {
assert(_fbxJoint != NULL);
if (priority == _animationPriority || _animationPriority == 0.0f) {
_rotation = safeMix(_rotation, _fbxJoint->rotation, fraction);
_rotationInParentFrame = safeMix(_rotationInParentFrame, _fbxJoint->rotation, fraction);
_animationPriority = 0.0f;
}
}
void JointState::setRotation(const glm::quat& rotation, float priority) {
void JointState::setRotationFromBindFrame(const glm::quat& rotation, float priority) {
assert(_fbxJoint != NULL);
if (priority >= _animationPriority) {
_rotation = _rotation * glm::inverse(_combinedRotation) * rotation * glm::inverse(_fbxJoint->inverseBindRotation);
// rotation is from bind- to model-frame
_rotationInParentFrame = _rotationInParentFrame * glm::inverse(_rotation) * rotation * glm::inverse(_fbxJoint->inverseBindRotation);
_animationPriority = priority;
}
}
void JointState::clearTransformTranslation() {
_transform[3][0] = 0.0f;
_transform[3][1] = 0.0f;
_transform[3][2] = 0.0f;
}
void JointState::setRotation(const glm::quat& rotation, bool constrain, float priority) {
applyRotationDelta(rotation * glm::inverse(_rotation), true, priority);
}
void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, float priority) {
// NOTE: delta is in jointParent-frame
assert(_fbxJoint != NULL);
if (priority < _animationPriority) {
return;
@ -2040,15 +2045,15 @@ void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, floa
if (!constrain || (_fbxJoint->rotationMin == glm::vec3(-PI, -PI, -PI) &&
_fbxJoint->rotationMax == glm::vec3(PI, PI, PI))) {
// no constraints
_rotation = _rotation * glm::inverse(_combinedRotation) * delta * _combinedRotation;
_combinedRotation = delta * _combinedRotation;
_rotationInParentFrame = _rotationInParentFrame * glm::inverse(_rotation) * delta * _rotation;
_rotation = delta * _rotation;
return;
}
glm::quat targetRotation = delta * _combinedRotation;
glm::vec3 eulers = safeEulerAngles(_rotation * glm::inverse(_combinedRotation) * targetRotation);
glm::quat targetRotation = delta * _rotation;
glm::vec3 eulers = safeEulerAngles(_rotationInParentFrame * glm::inverse(_rotation) * targetRotation);
glm::quat newRotation = glm::quat(glm::clamp(eulers, _fbxJoint->rotationMin, _fbxJoint->rotationMax));
_combinedRotation = _combinedRotation * glm::inverse(_rotation) * newRotation;
_rotation = newRotation;
_rotation = _rotation * glm::inverse(_rotationInParentFrame) * newRotation;
_rotationInParentFrame = newRotation;
}
const glm::vec3& JointState::getDefaultTranslationInParentFrame() const {

View file

@ -40,28 +40,39 @@ public:
void copyState(const JointState& state);
/// computes new _transform and _combinedRotation
void computeTransforms(const glm::mat4& baseTransform, const glm::quat& baseRotation);
void computeTransform(const glm::mat4& parentTransform);
const glm::mat4& getTransform() const { return _transform; }
/// \return rotation from the joint's default (or bind) frame to world frame
glm::quat getJointRotation(bool fromBind = false) const;
glm::quat getRotation() const { return _rotation; }
glm::vec3 getPosition() const { return extractTranslation(_transform); }
/// \return rotation from bind to model frame
glm::quat getRotationFromBindToModelFrame() const;
/// \param rotation rotation of joint in model-frame
void setRotation(const glm::quat& rotation, bool constrain, float priority);
/// \param delta is in the jointParent-frame
void applyRotationDelta(const glm::quat& delta, bool constrain = true, float priority = 1.0f);
const glm::vec3& getDefaultTranslationInParentFrame() const;
void restoreRotation(float fraction, float priority);
/// \param rotation is from bind- to world-frame
/// computes parent relative _rotation and sets that
void setRotation(const glm::quat& rotation, float priority);
/// \param rotation is from bind- to model-frame
/// computes and sets new _rotationInParentFrame
/// NOTE: the JointState's model-frame transform/rotation are NOT updated!
void setRotationFromBindFrame(const glm::quat& rotation, float priority);
glm::quat _rotation; // rotation relative to parent
glm::mat4 _transform; // rotation to world frame + translation in model frame
glm::quat _combinedRotation; // rotation from joint local to world frame
void clearTransformTranslation();
glm::quat _rotationInParentFrame; // joint- to parentJoint-frame
float _animationPriority; // the priority of the animation affecting this joint
private:
glm::mat4 _transform; // joint- to model-frame
glm::quat _rotation; // joint- to model-frame
const FBXJoint* _fbxJoint; // JointState does NOT own its FBXJoint
};
@ -155,10 +166,15 @@ public:
/// Returns the index of the last free ancestor of the indexed joint, or -1 if not found.
int getLastFreeJointIndex(int jointIndex) const;
bool getJointPosition(int jointIndex, glm::vec3& position) const;
bool getJointRotation(int jointIndex, glm::quat& rotation, bool fromBind = false) const;
bool getJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const;
bool getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const;
bool getJointCombinedRotation(int jointIndex, glm::quat& rotation) const;
/// \param jointIndex index of joint in model structure
/// \param position[out] position of joint in model-frame
/// \return true if joint exists
bool getJointPosition(int jointIndex, glm::vec3& position) const;
QStringList getJointNames() const;
AnimationHandlePointer createAnimationHandle();
@ -244,7 +260,15 @@ protected:
/// Updates the state of the joint at the specified index.
virtual void updateJointState(int index);
bool setJointPosition(int jointIndex, const glm::vec3& translation, const glm::quat& rotation = glm::quat(),
/// \param jointIndex index of joint in model structure
/// \param position position of joint in model-frame
/// \param rotation rotation of joint in model-frame
/// \param useRotation false if rotation should be ignored
/// \param lastFreeIndex
/// \param allIntermediatesFree
/// \param alignment
/// \return true if joint exists
bool setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation = glm::quat(),
bool useRotation = false, int lastFreeIndex = -1, bool allIntermediatesFree = false,
const glm::vec3& alignment = glm::vec3(0.0f, -1.0f, 0.0f), float priority = 1.0f);

View file

@ -324,7 +324,6 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
// Get vertical FoV of the displayed overlay texture
const float halfVerticalAngle = _oculusAngle / 2.0f;
const float verticalAngle = halfVerticalAngle * 2.0f;
const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
const float halfOverlayHeight = _distance * tan(halfVerticalAngle);
@ -393,7 +392,6 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
float newWidth = magnifyWidth * magnification;
float newHeight = magnifyHeight * magnification;
float tmp;
// Magnification Texture Coordinates
float magnifyULeft = mouseX / (float)widgetWidth;
@ -409,8 +407,6 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
float leftAngle = (newMouseX / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
float rightAngle = ((newMouseX + newWidth) / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
float halfMagnifyHeight = magnifyHeight / 2.0f;
float leftX, rightX, leftZ, rightZ;
// Get position on hemisphere using angle