Merge pull request #10169 from hyperlogic/feature/absolute-default-joints-in-object-frame

Added accessor to get Avatar default pose in avatar space
This commit is contained in:
Seth Alves 2017-04-10 12:55:02 -07:00 committed by GitHub
commit 05bf1930ca
3 changed files with 36 additions and 1 deletions

View file

@ -933,6 +933,21 @@ glm::vec3 Avatar::getDefaultJointTranslation(int index) const {
return translation;
}
glm::quat Avatar::getAbsoluteDefaultJointRotationInObjectFrame(int index) const {
glm::quat rotation;
auto rig = _skeletonModel->getRig();
glm::quat rot = rig->getAnimSkeleton()->getAbsoluteDefaultPose(index).rot();
return Quaternions::Y_180 * rot;
}
glm::vec3 Avatar::getAbsoluteDefaultJointTranslationInObjectFrame(int index) const {
glm::vec3 translation;
auto rig = _skeletonModel->getRig();
glm::vec3 trans = rig->getAnimSkeleton()->getAbsoluteDefaultPose(index).trans();
glm::mat4 y180Mat = createMatFromQuatAndPos(Quaternions::Y_180, glm::vec3());
return transformPoint(y180Mat * rig->getGeometryToRigTransform(), trans);
}
glm::quat Avatar::getAbsoluteJointRotationInObjectFrame(int index) const {
if (index < 0) {
index += numeric_limits<unsigned short>::max() + 1; // 65536

View file

@ -121,6 +121,26 @@ public:
Q_INVOKABLE virtual glm::quat getDefaultJointRotation(int index) const;
Q_INVOKABLE virtual glm::vec3 getDefaultJointTranslation(int index) const;
/**jsdoc
* Provides read only access to the default joint rotations in avatar coordinates.
* The default pose of the avatar is defined by the position and orientation of all bones
* in the avatar's model file. Typically this is a t-pose.
* @function Avatar.getAbsoluteDefaultJointRotationInObjectFrame
* @param index {number} index number
* @returns {Quat} The rotation of this joint in avatar coordinates.
*/
Q_INVOKABLE virtual glm::quat getAbsoluteDefaultJointRotationInObjectFrame(int index) const;
/**jsdoc
* Provides read only access to the default joint translations in avatar coordinates.
* The default pose of the avatar is defined by the position and orientation of all bones
* in the avatar's model file. Typically this is a t-pose.
* @function Avatar.getAbsoluteDefaultJointTranslationInObjectFrame
* @param index {number} index number
* @returns {Vec3} The position of this joint in avatar coordinates.
*/
Q_INVOKABLE virtual glm::vec3 getAbsoluteDefaultJointTranslationInObjectFrame(int index) const;
virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override;
virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
virtual bool setAbsoluteJointRotationInObjectFrame(int index, const glm::quat& rotation) override { return false; }

View file

@ -109,7 +109,7 @@ void AnimVariantMap::animVariantMapFromScriptValue(const QScriptValue& source) {
if (z.isNumber()) {
QScriptValue w = value.property("w");
if (w.isNumber()) {
set(property.name(), glm::quat(x.toNumber(), y.toNumber(), z.toNumber(), w.toNumber()));
set(property.name(), glm::quat(w.toNumber(), x.toNumber(), y.toNumber(), z.toNumber()));
} else {
set(property.name(), glm::vec3(x.toNumber(), y.toNumber(), z.toNumber()));
}