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Align hand with forearm in mouse-pointing mode.
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parent
7178147535
commit
0461335887
2 changed files with 26 additions and 1 deletions
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@ -42,7 +42,7 @@ void SkeletonModel::simulate(float deltaTime) {
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if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
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restoreRightHandPosition(HAND_RESTORATION_RATE);
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} else {
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setRightHandPosition(_owningAvatar->getHandPosition());
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applyHandPosition(geometry.rightHandJointIndex, _owningAvatar->getHandPosition());
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}
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restoreLeftHandPosition(HAND_RESTORATION_RATE);
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@ -125,6 +125,29 @@ bool operator<(const IndexValue& firstIndex, const IndexValue& secondIndex) {
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return firstIndex.value < secondIndex.value;
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}
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void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position) {
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if (jointIndex == -1) {
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return;
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}
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setJointPosition(jointIndex, position);
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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glm::vec3 handPosition, elbowPosition;
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getJointPosition(jointIndex, handPosition);
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getJointPosition(geometry.joints.at(jointIndex).parentIndex, elbowPosition);
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glm::vec3 forearmVector = handPosition - elbowPosition;
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float forearmLength = glm::length(forearmVector);
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if (forearmLength < EPSILON) {
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return;
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}
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glm::quat handRotation;
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getJointRotation(jointIndex, handRotation, true);
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// align hand with forearm
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float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
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applyRotationDelta(jointIndex, rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector), false);
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}
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void SkeletonModel::applyPalmData(int jointIndex, const QVector<int>& fingerJointIndices,
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const QVector<int>& fingertipJointIndices, PalmData& palm) {
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if (jointIndex == -1) {
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@ -28,6 +28,8 @@ public:
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protected:
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void applyHandPosition(int jointIndex, const glm::vec3& position);
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void applyPalmData(int jointIndex, const QVector<int>& fingerJointIndices,
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const QVector<int>& fingertipJointIndices, PalmData& palm);
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