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Merge pull request #10169 from hyperlogic/feature/absolute-default-joints-in-object-frame
Added accessor to get Avatar default pose in avatar space
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commit
05bf1930ca
3 changed files with 36 additions and 1 deletions
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@ -933,6 +933,21 @@ glm::vec3 Avatar::getDefaultJointTranslation(int index) const {
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return translation;
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return translation;
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}
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}
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glm::quat Avatar::getAbsoluteDefaultJointRotationInObjectFrame(int index) const {
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glm::quat rotation;
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auto rig = _skeletonModel->getRig();
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glm::quat rot = rig->getAnimSkeleton()->getAbsoluteDefaultPose(index).rot();
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return Quaternions::Y_180 * rot;
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}
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glm::vec3 Avatar::getAbsoluteDefaultJointTranslationInObjectFrame(int index) const {
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glm::vec3 translation;
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auto rig = _skeletonModel->getRig();
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glm::vec3 trans = rig->getAnimSkeleton()->getAbsoluteDefaultPose(index).trans();
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glm::mat4 y180Mat = createMatFromQuatAndPos(Quaternions::Y_180, glm::vec3());
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return transformPoint(y180Mat * rig->getGeometryToRigTransform(), trans);
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}
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glm::quat Avatar::getAbsoluteJointRotationInObjectFrame(int index) const {
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glm::quat Avatar::getAbsoluteJointRotationInObjectFrame(int index) const {
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if (index < 0) {
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if (index < 0) {
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index += numeric_limits<unsigned short>::max() + 1; // 65536
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index += numeric_limits<unsigned short>::max() + 1; // 65536
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@ -121,6 +121,26 @@ public:
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Q_INVOKABLE virtual glm::quat getDefaultJointRotation(int index) const;
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Q_INVOKABLE virtual glm::quat getDefaultJointRotation(int index) const;
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Q_INVOKABLE virtual glm::vec3 getDefaultJointTranslation(int index) const;
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Q_INVOKABLE virtual glm::vec3 getDefaultJointTranslation(int index) const;
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/**jsdoc
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* Provides read only access to the default joint rotations in avatar coordinates.
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* The default pose of the avatar is defined by the position and orientation of all bones
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* in the avatar's model file. Typically this is a t-pose.
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* @function Avatar.getAbsoluteDefaultJointRotationInObjectFrame
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* @param index {number} index number
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* @returns {Quat} The rotation of this joint in avatar coordinates.
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*/
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Q_INVOKABLE virtual glm::quat getAbsoluteDefaultJointRotationInObjectFrame(int index) const;
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/**jsdoc
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* Provides read only access to the default joint translations in avatar coordinates.
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* The default pose of the avatar is defined by the position and orientation of all bones
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* in the avatar's model file. Typically this is a t-pose.
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* @function Avatar.getAbsoluteDefaultJointTranslationInObjectFrame
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* @param index {number} index number
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* @returns {Vec3} The position of this joint in avatar coordinates.
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*/
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Q_INVOKABLE virtual glm::vec3 getAbsoluteDefaultJointTranslationInObjectFrame(int index) const;
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virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override;
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virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override;
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virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
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virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
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virtual bool setAbsoluteJointRotationInObjectFrame(int index, const glm::quat& rotation) override { return false; }
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virtual bool setAbsoluteJointRotationInObjectFrame(int index, const glm::quat& rotation) override { return false; }
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@ -109,7 +109,7 @@ void AnimVariantMap::animVariantMapFromScriptValue(const QScriptValue& source) {
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if (z.isNumber()) {
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if (z.isNumber()) {
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QScriptValue w = value.property("w");
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QScriptValue w = value.property("w");
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if (w.isNumber()) {
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if (w.isNumber()) {
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set(property.name(), glm::quat(x.toNumber(), y.toNumber(), z.toNumber(), w.toNumber()));
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set(property.name(), glm::quat(w.toNumber(), x.toNumber(), y.toNumber(), z.toNumber()));
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} else {
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} else {
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set(property.name(), glm::vec3(x.toNumber(), y.toNumber(), z.toNumber()));
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set(property.name(), glm::vec3(x.toNumber(), y.toNumber(), z.toNumber()));
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}
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}
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