mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
Made JointState transforms private.
Also changed some function names to be more descriptive. Using "Hybrid" to describe frame with world-rotation + model-local-origin.
This commit is contained in:
parent
4eb4334ed8
commit
9e60b758df
5 changed files with 144 additions and 39 deletions
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@ -378,7 +378,7 @@ void Avatar::simulateAttachments(float deltaTime) {
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model->setLODDistance(getLODDistance());
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}
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if (_skeletonModel.getJointPosition(jointIndex, jointPosition) &&
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_skeletonModel.getJointRotation(jointIndex, jointRotation)) {
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_skeletonModel.getJointRotationInWorldFrame(jointIndex, jointRotation)) {
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model->setTranslation(jointPosition + jointRotation * attachment.translation * _scale);
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model->setRotation(jointRotation * attachment.rotation);
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model->setScale(_skeletonModel.getScale() * attachment.scale);
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@ -49,7 +49,7 @@ void FaceModel::simulate(float deltaTime, bool fullUpdate) {
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void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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// get the rotation axes in joint space and use them to adjust the rotation
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glm::mat3 axes = glm::mat3_cast(_rotation);
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState._transform * glm::translate(state.getDefaultTranslationInParentFrame()) *
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getHybridTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) *
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joint.preTransform * glm::mat4_cast(joint.preRotation)));
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state._rotation = glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalRoll(), glm::normalize(inverse * axes[2]))
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* glm::angleAxis(RADIANS_PER_DEGREE * _owningHead->getFinalYaw(), glm::normalize(inverse * axes[1]))
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@ -59,7 +59,7 @@ void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBX
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void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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// likewise with the eye joints
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glm::mat4 inverse = glm::inverse(parentState._transform * glm::translate(state.getDefaultTranslationInParentFrame()) *
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glm::mat4 inverse = glm::inverse(parentState.getHybridTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
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glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientation() * IDENTITY_FRONT, 0.0f));
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glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
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@ -221,9 +221,7 @@ void SkeletonModel::updateJointState(int index) {
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Model::updateJointState(index);
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if (index == _geometry->getFBXGeometry().rootJointIndex) {
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state._transform[3][0] = 0.0f;
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state._transform[3][1] = 0.0f;
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state._transform[3][2] = 0.0f;
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state.clearTransformTranslation();
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}
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}
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@ -233,7 +231,7 @@ void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const
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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::mat3 axes = glm::mat3_cast(_rotation);
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState._transform * glm::translate(state.getDefaultTranslationInParentFrame()) *
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getHybridTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
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state._rotation = glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(),
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glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(),
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@ -259,11 +257,11 @@ void SkeletonModel::renderJointConstraints(int jointIndex) {
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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 = extractTranslation(jointState._transform) + _translation;
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glm::vec3 position = extractTranslation(jointState.getHybridTransform()) + _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 : _jointStates.at(joint.parentIndex)._combinedRotation;
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glm::quat parentRotation = (joint.parentIndex == -1) ? _rotation : _rotation * _jointStates.at(joint.parentIndex).getRotationInModelFrame();
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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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@ -296,7 +294,7 @@ void SkeletonModel::renderJointConstraints(int jointIndex) {
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}
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glPopMatrix();
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renderOrientationDirections(position, jointState._combinedRotation, directionSize);
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renderOrientationDirections(position, _rotation * jointState.getRotationInModelFrame(), directionSize);
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jointIndex = joint.parentIndex;
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} while (jointIndex != -1 && geometry.joints.at(jointIndex).isFree);
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@ -416,7 +414,7 @@ bool SkeletonModel::getNeckParentRotation(glm::quat& neckParentRotation) const {
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if (geometry.neckJointIndex == -1) {
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return false;
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}
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return getJointRotation(geometry.joints.at(geometry.neckJointIndex).parentIndex, neckParentRotation);
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return getJointRotationInWorldFrame(geometry.joints.at(geometry.neckJointIndex).parentIndex, neckParentRotation);
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}
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bool SkeletonModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
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@ -144,11 +144,26 @@ QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
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jointStates.append(state);
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}
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// compute model transforms
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int numJoints = jointStates.size();
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for (int i = 0; i < numJoints; ++i) {
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JointState& state = jointStates[i];
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const FBXJoint& joint = state.getFBXJoint();
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int parentIndex = joint.parentIndex;
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if (parentIndex == -1) {
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_rootIndex = i;
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glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
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state.computeTransformInModelFrame(parentTransform);
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} else {
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const JointState& parentState = jointStates.at(parentIndex);
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state.computeTransformInModelFrame(parentState.getTransformInModelFrame());
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}
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}
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// compute transforms
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// Unfortunately, the joints are not neccessarily in order from parents to children,
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// so we must iterate over the list multiple times until all are set correctly.
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QVector<bool> jointIsSet;
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int numJoints = jointStates.size();
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jointIsSet.fill(false, numJoints);
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int numJointsSet = 0;
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int lastNumJointsSet = -1;
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@ -169,7 +184,8 @@ QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
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jointIsSet[i] = true;
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} else if (jointIsSet[parentIndex]) {
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const JointState& parentState = jointStates.at(parentIndex);
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state.computeTransforms(parentState._transform, parentState._combinedRotation);
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glm::quat parentRotation = _rotation * parentState.getRotationInModelFrame();
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state.computeTransforms(parentState.getHybridTransform(), parentRotation);
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++numJointsSet;
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jointIsSet[i] = true;
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}
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@ -624,11 +640,12 @@ bool Model::getJointPosition(int jointIndex, glm::vec3& position) const {
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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return false;
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}
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position = _translation + extractTranslation(_jointStates[jointIndex]._transform);
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position = _translation + extractTranslation(_jointStates[jointIndex].getHybridTransform());
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//position = _translation + _rotation * _jointState[jointIndex].getPositionInModelFrame();
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return true;
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}
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bool Model::getJointRotation(int jointIndex, glm::quat& rotation, bool fromBind) const {
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bool Model::getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation, bool fromBind) const {
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return false;
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}
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@ -848,11 +865,12 @@ void Model::updateShapePositions() {
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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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// shape position and rotation need to be in world-frame
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glm::vec3 jointToShapeOffset = uniformScale * (_jointStates[i]._combinedRotation * joint.shapePosition);
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glm::vec3 worldPosition = extractTranslation(_jointStates[i]._transform) + jointToShapeOffset + _translation;
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glm::quat rotationInWorldFrame = _rotation * _jointStates[i].getRotationInModelFrame();
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glm::vec3 jointToShapeOffset = uniformScale * (rotationInWorldFrame * joint.shapePosition);
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glm::vec3 worldPosition = extractTranslation(_jointStates[i].getHybridTransform()) + jointToShapeOffset + _translation;
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Shape* shape = _jointShapes[i];
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shape->setPosition(worldPosition);
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shape->setRotation(_jointStates[i]._combinedRotation * joint.shapeRotation);
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shape->setRotation(rotationInWorldFrame * joint.shapeRotation);
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float distance = glm::distance(worldPosition, _translation) + shape->getBoundingRadius();
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if (distance > _boundingRadius) {
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_boundingRadius = distance;
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@ -874,12 +892,12 @@ bool Model::findRayIntersection(const glm::vec3& origin, const glm::vec3& direct
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float radiusScale = extractUniformScale(_scale);
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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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glm::vec3 end = extractTranslation(_jointStates[i]._transform);
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glm::vec3 end = extractTranslation(_jointStates[i].getHybridTransform());
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float endRadius = joint.boneRadius * radiusScale;
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glm::vec3 start = end;
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float startRadius = joint.boneRadius * radiusScale;
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if (joint.parentIndex != -1) {
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start = extractTranslation(_jointStates[joint.parentIndex]._transform);
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start = extractTranslation(_jointStates[joint.parentIndex].getHybridTransform());
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startRadius = geometry.joints[joint.parentIndex].boneRadius * radiusScale;
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}
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// for now, use average of start and end radii
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@ -1090,7 +1108,7 @@ void Model::simulateInternal(float deltaTime) {
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glm::vec3 jointTranslation = _translation;
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glm::quat jointRotation = _rotation;
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getJointPosition(attachment.jointIndex, jointTranslation);
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getJointRotation(attachment.jointIndex, jointRotation);
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getJointRotationInWorldFrame(attachment.jointIndex, jointRotation);
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model->setTranslation(jointTranslation + jointRotation * attachment.translation * _scale);
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model->setRotation(jointRotation * attachment.rotation);
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@ -1106,7 +1124,7 @@ void Model::simulateInternal(float deltaTime) {
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const FBXMesh& mesh = geometry.meshes.at(i);
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for (int j = 0; j < mesh.clusters.size(); j++) {
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const FBXCluster& cluster = mesh.clusters.at(j);
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state.clusterMatrices[j] = _jointStates[cluster.jointIndex]._transform * cluster.inverseBindMatrix;
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state.clusterMatrices[j] = _jointStates[cluster.jointIndex].getHybridTransform() * cluster.inverseBindMatrix;
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}
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}
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@ -1120,13 +1138,26 @@ void Model::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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// compute model transforms
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int parentIndex = joint.parentIndex;
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if (parentIndex == -1) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
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state.computeTransformInModelFrame(parentTransform);
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} else {
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const JointState& parentState = _jointStates.at(parentIndex);
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state.computeTransformInModelFrame(parentState.getTransformInModelFrame());
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}
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// compute hybrid transforms
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if (parentIndex == -1) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
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state.computeTransforms(baseTransform, _rotation);
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} else {
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const JointState& parentState = _jointStates.at(joint.parentIndex);
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state.computeTransforms(parentState._transform, parentState._combinedRotation);
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const JointState& parentState = _jointStates.at(parentIndex);
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glm::quat parentRotation = _rotation * parentState.getRotationInModelFrame();
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state.computeTransforms(parentState.getHybridTransform(), parentRotation);
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}
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}
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@ -1162,7 +1193,7 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
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}
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// then, we go from the joint upwards, rotating the end as close as possible to the target
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glm::vec3 endPosition = extractTranslation(_jointStates[jointIndex]._transform);
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glm::vec3 endPosition = extractTranslation(_jointStates[jointIndex].getHybridTransform());
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for (int j = 1; freeLineage.at(j - 1) != lastFreeIndex; j++) {
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int index = freeLineage.at(j);
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JointState& state = _jointStates[index];
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@ -1170,9 +1201,9 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
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if (!(joint.isFree || allIntermediatesFree)) {
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continue;
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}
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glm::vec3 jointPosition = extractTranslation(state._transform);
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glm::vec3 jointPosition = extractTranslation(state.getHybridTransform());
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glm::vec3 jointVector = endPosition - jointPosition;
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glm::quat oldCombinedRotation = state._combinedRotation;
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glm::quat oldCombinedRotation = _rotation * state.getRotationInModelFrame();
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glm::quat combinedDelta;
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float combinedWeight;
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if (useRotation) {
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@ -1190,7 +1221,7 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
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for (int k = j - 1; k > 0; k--) {
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int index = freeLineage.at(k);
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updateJointState(index);
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positionSum += extractTranslation(_jointStates.at(index)._transform);
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positionSum += extractTranslation(_jointStates.at(index).getHybridTransform());
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}
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glm::vec3 projectedCenterOfMass = glm::cross(jointVector,
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glm::cross(positionSum / (j - 1.0f) - jointPosition, jointVector));
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@ -1202,7 +1233,7 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
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}
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}
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state.applyRotationDelta(combinedDelta, true, priority);
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glm::quat actualDelta = state._combinedRotation * glm::inverse(oldCombinedRotation);
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glm::quat actualDelta = _rotation * state.getRotationInModelFrame() * glm::inverse(oldCombinedRotation);
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endPosition = actualDelta * jointVector + jointPosition;
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if (useRotation) {
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endRotation = actualDelta * endRotation;
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@ -1827,6 +1858,11 @@ void AnimationHandle::replaceMatchingPriorities(float newPriority) {
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}
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}
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glm::mat4 Model::getBaseTransform(const glm::mat4& geometryOffset) const {
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//return glm::translate(_translation) * glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset) * geometryOffset;
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return glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset) * geometryOffset;
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}
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// ----------------------------------------------------------------------------
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// JointState TODO: move this class to its own files
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// ----------------------------------------------------------------------------
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@ -1844,23 +1880,44 @@ void JointState::setFBXJoint(const FBXJoint* joint) {
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void JointState::copyState(const JointState& state) {
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_rotation = state._rotation;
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_transform = state._transform;
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_transformInModelFrame = state._transformInModelFrame;
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_rotationInModelFrame = extractRotation(_transformInModelFrame);
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_combinedRotation = state._combinedRotation;
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_transform = state._transform;
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_animationPriority = state._animationPriority;
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// DO NOT copy _fbxJoint
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}
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void JointState::computeTransforms(const glm::mat4& baseTransform, const glm::quat& baseRotation) {
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void JointState::computeTransformInModelFrame(const glm::mat4& parentTransform) {
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glm::quat modifiedRotation = _fbxJoint->preRotation * _rotation * _fbxJoint->postRotation;
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glm::mat4 modifiedTransform = _fbxJoint->preTransform * glm::mat4_cast(modifiedRotation) * _fbxJoint->postTransform;
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_transformInModelFrame = parentTransform * glm::translate(_fbxJoint->translation) * modifiedTransform;
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_rotationInModelFrame = extractRotation(_transformInModelFrame);
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}
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glm::quat JointState::getRotationInWorldFrame(const glm::quat& baseRotation) const {
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return baseRotation * _rotationInModelFrame;
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}
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glm::vec3 JointState::getPositionInWorldFrame(const glm::quat& baseRotation, const glm::vec3& basePosition) const {
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return basePosition + baseRotation * extractTranslation(_transformInModelFrame);
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}
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void JointState::computeTransforms(const glm::mat4& parentTransform, const glm::quat& baseRotation) {
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assert(_fbxJoint != NULL);
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glm::quat combinedRotation = _fbxJoint->preRotation * _rotation * _fbxJoint->postRotation;
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_transform = baseTransform * glm::translate(_fbxJoint->translation) * _fbxJoint->preTransform
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* glm::mat4_cast(combinedRotation) * _fbxJoint->postTransform;
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_combinedRotation = baseRotation * combinedRotation;
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glm::quat modifiedRotation = _fbxJoint->preRotation * _rotation * _fbxJoint->postRotation;
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glm::mat4 modifiedTransform = _fbxJoint->preTransform * glm::mat4_cast(modifiedRotation) * _fbxJoint->postTransform;
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_transform = parentTransform * glm::translate(_fbxJoint->translation) * modifiedTransform;
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_combinedRotation = baseRotation * modifiedRotation;
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}
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glm::quat JointState::getJointRotation(bool fromBind) const {
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assert(_fbxJoint != NULL);
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return _combinedRotation * (fromBind ? _fbxJoint->inverseBindRotation : _fbxJoint->inverseDefaultRotation);
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//return _rotationInModelFrame * (fromBind ? _fbxJoint->inverseBindRotation : _fbxJoint->inverseDefaultRotation);
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}
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void JointState::restoreRotation(float fraction, float priority) {
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@ -1879,6 +1936,15 @@ void JointState::setRotation(const glm::quat& rotation, float priority) {
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}
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}
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void JointState::clearTransformTranslation() {
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_transform[3][0] = 0.0f;
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_transform[3][1] = 0.0f;
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_transform[3][2] = 0.0f;
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_transformInModelFrame[3][0] = 0.0f;
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_transformInModelFrame[3][1] = 0.0f;
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_transformInModelFrame[3][2] = 0.0f;
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}
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void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, float priority) {
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assert(_fbxJoint != NULL);
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if (priority < _animationPriority) {
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@ -1899,6 +1965,28 @@ void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, floa
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_rotation = newRotation;
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}
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/*
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void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, float priority) {
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assert(_fbxJoint != NULL);
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if (priority < _animationPriority) {
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return;
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}
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_animationPriority = priority;
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if (!constrain || (_fbxJoint->rotationMin == glm::vec3(-PI, -PI, -PI) &&
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_fbxJoint->rotationMax == glm::vec3(PI, PI, PI))) {
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// no constraints
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_rotation = _rotation * glm::inverse(_rotationInModelFrame) * delta * _rotationInModelFrame;
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_rotationInModelFrame = delta * _rotationInModelFrame;
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return;
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}
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||||
glm::quat targetRotation = delta * _rotationInModelFrame;
|
||||
glm::vec3 eulers = safeEulerAngles(_rotation * glm::inverse(_rotationInModelFrame) * targetRotation);
|
||||
glm::quat newRotation = glm::quat(glm::clamp(eulers, _fbxJoint->rotationMin, _fbxJoint->rotationMax));
|
||||
_rotationInModelFrame = _rotationInModelFrame * glm::inverse(_rotation) * newRotation;
|
||||
_rotation = newRotation;
|
||||
}
|
||||
*/
|
||||
|
||||
const glm::vec3& JointState::getDefaultTranslationInParentFrame() const {
|
||||
assert(_fbxJoint != NULL);
|
||||
return _fbxJoint->translation;
|
||||
|
|
|
@ -40,6 +40,15 @@ public:
|
|||
|
||||
void copyState(const JointState& state);
|
||||
|
||||
void computeTransformInModelFrame(const glm::mat4& parentTransform);
|
||||
const glm::mat4& getTransformInModelFrame() const { return _transformInModelFrame; }
|
||||
|
||||
glm::quat getRotationInModelFrame() const { return _rotationInModelFrame; }
|
||||
glm::vec3 getPositionInModelFrame() const { return extractTranslation(_transformInModelFrame); }
|
||||
|
||||
glm::quat getRotationInWorldFrame(const glm::quat& baseRotation) const;
|
||||
glm::vec3 getPositionInWorldFrame(const glm::quat& baseRotation, const glm::vec3& basePosition) const;
|
||||
|
||||
/// computes new _transform and _combinedRotation
|
||||
void computeTransforms(const glm::mat4& baseTransform, const glm::quat& baseRotation);
|
||||
|
||||
|
@ -54,14 +63,22 @@ public:
|
|||
|
||||
/// \param rotation is from bind- to world-frame
|
||||
/// computes parent relative _rotation and sets that
|
||||
/// \warning no combined transforms are updated!
|
||||
void setRotation(const glm::quat& rotation, float priority);
|
||||
|
||||
const glm::mat4& getHybridTransform() const { return _transform; }
|
||||
const glm::quat& getRotationInWorldFrame() const { return _combinedRotation; }
|
||||
void clearTransformTranslation();
|
||||
|
||||
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
|
||||
float _animationPriority; // the priority of the animation affecting this joint
|
||||
|
||||
private:
|
||||
glm::mat4 _transformInModelFrame;
|
||||
glm::quat _rotationInModelFrame;
|
||||
glm::quat _combinedRotation; // rotation from joint local to world frame
|
||||
glm::mat4 _transform; // rotation to world frame + translation in model frame
|
||||
|
||||
const FBXJoint* _fbxJoint; // JointState does NOT own its FBXJoint
|
||||
};
|
||||
|
||||
|
@ -156,7 +173,7 @@ public:
|
|||
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 getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation, bool fromBind = false) const;
|
||||
|
||||
QStringList getJointNames() const;
|
||||
|
||||
|
@ -199,6 +216,8 @@ public:
|
|||
|
||||
const CapsuleShape& getBoundingShape() const { return _boundingShape; }
|
||||
|
||||
glm::mat4 getBaseTransform(const glm::mat4& geometryOffset) const;
|
||||
|
||||
protected:
|
||||
|
||||
QSharedPointer<NetworkGeometry> _geometry;
|
||||
|
|
Loading…
Reference in a new issue