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:
Andrew Meadows 2014-06-02 11:34:59 -07:00
parent 4eb4334ed8
commit 9e60b758df
5 changed files with 144 additions and 39 deletions

View file

@ -378,7 +378,7 @@ void Avatar::simulateAttachments(float deltaTime) {
model->setLODDistance(getLODDistance());
}
if (_skeletonModel.getJointPosition(jointIndex, jointPosition) &&
_skeletonModel.getJointRotation(jointIndex, jointRotation)) {
_skeletonModel.getJointRotationInWorldFrame(jointIndex, jointRotation)) {
model->setTranslation(jointPosition + jointRotation * attachment.translation * _scale);
model->setRotation(jointRotation * attachment.rotation);
model->setScale(_skeletonModel.getScale() * attachment.scale);

View file

@ -49,7 +49,7 @@ 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 inverse = glm::mat3(glm::inverse(parentState.getHybridTransform() * 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]))
* glm::angleAxis(RADIANS_PER_DEGREE * _owningHead->getFinalYaw(), glm::normalize(inverse * axes[1]))
@ -59,7 +59,7 @@ 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()) *
glm::mat4 inverse = glm::inverse(parentState.getHybridTransform() * 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));
glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +

View file

@ -221,9 +221,7 @@ 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();
}
}
@ -233,7 +231,7 @@ void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const
}
// 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 inverse = glm::mat3(glm::inverse(parentState.getHybridTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) *
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
state._rotation = glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(),
glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(),
@ -259,11 +257,11 @@ 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 = extractTranslation(jointState.getHybridTransform()) + _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).getRotationInModelFrame();
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 +294,7 @@ void SkeletonModel::renderJointConstraints(int jointIndex) {
}
glPopMatrix();
renderOrientationDirections(position, jointState._combinedRotation, directionSize);
renderOrientationDirections(position, _rotation * jointState.getRotationInModelFrame(), directionSize);
jointIndex = joint.parentIndex;
} while (jointIndex != -1 && geometry.joints.at(jointIndex).isFree);
@ -416,7 +414,7 @@ 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 {

View file

@ -144,11 +144,26 @@ QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
jointStates.append(state);
}
// compute model transforms
int numJoints = jointStates.size();
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.computeTransformInModelFrame(parentTransform);
} else {
const JointState& parentState = jointStates.at(parentIndex);
state.computeTransformInModelFrame(parentState.getTransformInModelFrame());
}
}
// 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;
int numJoints = jointStates.size();
jointIsSet.fill(false, numJoints);
int numJointsSet = 0;
int lastNumJointsSet = -1;
@ -169,7 +184,8 @@ QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
jointIsSet[i] = true;
} else if (jointIsSet[parentIndex]) {
const JointState& parentState = jointStates.at(parentIndex);
state.computeTransforms(parentState._transform, parentState._combinedRotation);
glm::quat parentRotation = _rotation * parentState.getRotationInModelFrame();
state.computeTransforms(parentState.getHybridTransform(), parentRotation);
++numJointsSet;
jointIsSet[i] = true;
}
@ -624,11 +640,12 @@ bool Model::getJointPosition(int jointIndex, glm::vec3& position) const {
if (jointIndex == -1 || _jointStates.isEmpty()) {
return false;
}
position = _translation + extractTranslation(_jointStates[jointIndex]._transform);
position = _translation + extractTranslation(_jointStates[jointIndex].getHybridTransform());
//position = _translation + _rotation * _jointState[jointIndex].getPositionInModelFrame();
return true;
}
bool Model::getJointRotation(int jointIndex, glm::quat& rotation, bool fromBind) const {
bool Model::getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation, bool fromBind) const {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return false;
}
@ -848,11 +865,12 @@ void Model::updateShapePositions() {
for (int i = 0; i < _jointStates.size(); i++) {
const FBXJoint& joint = geometry.joints[i];
// 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 rotationInWorldFrame = _rotation * _jointStates[i].getRotationInModelFrame();
glm::vec3 jointToShapeOffset = uniformScale * (rotationInWorldFrame * joint.shapePosition);
glm::vec3 worldPosition = extractTranslation(_jointStates[i].getHybridTransform()) + jointToShapeOffset + _translation;
Shape* shape = _jointShapes[i];
shape->setPosition(worldPosition);
shape->setRotation(_jointStates[i]._combinedRotation * joint.shapeRotation);
shape->setRotation(rotationInWorldFrame * joint.shapeRotation);
float distance = glm::distance(worldPosition, _translation) + shape->getBoundingRadius();
if (distance > _boundingRadius) {
_boundingRadius = distance;
@ -874,12 +892,12 @@ 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 = extractTranslation(_jointStates[i].getHybridTransform());
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 = extractTranslation(_jointStates[joint.parentIndex].getHybridTransform());
startRadius = geometry.joints[joint.parentIndex].boneRadius * radiusScale;
}
// for now, use average of start and end radii
@ -1090,7 +1108,7 @@ void Model::simulateInternal(float deltaTime) {
glm::vec3 jointTranslation = _translation;
glm::quat jointRotation = _rotation;
getJointPosition(attachment.jointIndex, jointTranslation);
getJointRotation(attachment.jointIndex, jointRotation);
getJointRotationInWorldFrame(attachment.jointIndex, jointRotation);
model->setTranslation(jointTranslation + jointRotation * attachment.translation * _scale);
model->setRotation(jointRotation * attachment.rotation);
@ -1106,7 +1124,7 @@ void Model::simulateInternal(float deltaTime) {
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] = _jointStates[cluster.jointIndex].getHybridTransform() * cluster.inverseBindMatrix;
}
}
@ -1120,13 +1138,26 @@ 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 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
state.computeTransformInModelFrame(parentTransform);
} else {
const JointState& parentState = _jointStates.at(parentIndex);
state.computeTransformInModelFrame(parentState.getTransformInModelFrame());
}
// compute hybrid transforms
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);
} else {
const JointState& parentState = _jointStates.at(joint.parentIndex);
state.computeTransforms(parentState._transform, parentState._combinedRotation);
const JointState& parentState = _jointStates.at(parentIndex);
glm::quat parentRotation = _rotation * parentState.getRotationInModelFrame();
state.computeTransforms(parentState.getHybridTransform(), parentRotation);
}
}
@ -1162,7 +1193,7 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
}
// 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].getHybridTransform());
for (int j = 1; freeLineage.at(j - 1) != lastFreeIndex; j++) {
int index = freeLineage.at(j);
JointState& state = _jointStates[index];
@ -1170,9 +1201,9 @@ 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.getHybridTransform());
glm::vec3 jointVector = endPosition - jointPosition;
glm::quat oldCombinedRotation = state._combinedRotation;
glm::quat oldCombinedRotation = _rotation * state.getRotationInModelFrame();
glm::quat combinedDelta;
float combinedWeight;
if (useRotation) {
@ -1190,7 +1221,7 @@ 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).getHybridTransform());
}
glm::vec3 projectedCenterOfMass = glm::cross(jointVector,
glm::cross(positionSum / (j - 1.0f) - jointPosition, jointVector));
@ -1202,7 +1233,7 @@ 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 = _rotation * state.getRotationInModelFrame() * glm::inverse(oldCombinedRotation);
endPosition = actualDelta * jointVector + jointPosition;
if (useRotation) {
endRotation = actualDelta * endRotation;
@ -1827,6 +1858,11 @@ void AnimationHandle::replaceMatchingPriorities(float newPriority) {
}
}
glm::mat4 Model::getBaseTransform(const glm::mat4& geometryOffset) const {
//return glm::translate(_translation) * glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset) * geometryOffset;
return glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset) * geometryOffset;
}
// ----------------------------------------------------------------------------
// JointState TODO: move this class to its own files
// ----------------------------------------------------------------------------
@ -1844,23 +1880,44 @@ void JointState::setFBXJoint(const FBXJoint* joint) {
void JointState::copyState(const JointState& state) {
_rotation = state._rotation;
_transform = state._transform;
_transformInModelFrame = state._transformInModelFrame;
_rotationInModelFrame = extractRotation(_transformInModelFrame);
_combinedRotation = state._combinedRotation;
_transform = state._transform;
_animationPriority = state._animationPriority;
// DO NOT copy _fbxJoint
}
void JointState::computeTransforms(const glm::mat4& baseTransform, const glm::quat& baseRotation) {
void JointState::computeTransformInModelFrame(const glm::mat4& parentTransform) {
glm::quat modifiedRotation = _fbxJoint->preRotation * _rotation * _fbxJoint->postRotation;
glm::mat4 modifiedTransform = _fbxJoint->preTransform * glm::mat4_cast(modifiedRotation) * _fbxJoint->postTransform;
_transformInModelFrame = parentTransform * glm::translate(_fbxJoint->translation) * modifiedTransform;
_rotationInModelFrame = extractRotation(_transformInModelFrame);
}
glm::quat JointState::getRotationInWorldFrame(const glm::quat& baseRotation) const {
return baseRotation * _rotationInModelFrame;
}
glm::vec3 JointState::getPositionInWorldFrame(const glm::quat& baseRotation, const glm::vec3& basePosition) const {
return basePosition + baseRotation * extractTranslation(_transformInModelFrame);
}
void JointState::computeTransforms(const glm::mat4& parentTransform, 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;
glm::quat modifiedRotation = _fbxJoint->preRotation * _rotation * _fbxJoint->postRotation;
glm::mat4 modifiedTransform = _fbxJoint->preTransform * glm::mat4_cast(modifiedRotation) * _fbxJoint->postTransform;
_transform = parentTransform * glm::translate(_fbxJoint->translation) * modifiedTransform;
_combinedRotation = baseRotation * modifiedRotation;
}
glm::quat JointState::getJointRotation(bool fromBind) const {
assert(_fbxJoint != NULL);
return _combinedRotation * (fromBind ? _fbxJoint->inverseBindRotation : _fbxJoint->inverseDefaultRotation);
//return _rotationInModelFrame * (fromBind ? _fbxJoint->inverseBindRotation : _fbxJoint->inverseDefaultRotation);
}
void JointState::restoreRotation(float fraction, float priority) {
@ -1879,6 +1936,15 @@ void JointState::setRotation(const glm::quat& rotation, float priority) {
}
}
void JointState::clearTransformTranslation() {
_transform[3][0] = 0.0f;
_transform[3][1] = 0.0f;
_transform[3][2] = 0.0f;
_transformInModelFrame[3][0] = 0.0f;
_transformInModelFrame[3][1] = 0.0f;
_transformInModelFrame[3][2] = 0.0f;
}
void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, float priority) {
assert(_fbxJoint != NULL);
if (priority < _animationPriority) {
@ -1899,6 +1965,28 @@ void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, floa
_rotation = newRotation;
}
/*
void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, float priority) {
assert(_fbxJoint != NULL);
if (priority < _animationPriority) {
return;
}
_animationPriority = priority;
if (!constrain || (_fbxJoint->rotationMin == glm::vec3(-PI, -PI, -PI) &&
_fbxJoint->rotationMax == glm::vec3(PI, PI, PI))) {
// no constraints
_rotation = _rotation * glm::inverse(_rotationInModelFrame) * delta * _rotationInModelFrame;
_rotationInModelFrame = delta * _rotationInModelFrame;
return;
}
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;

View file

@ -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;