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Merge pull request #2968 from AndrewMeadows/inertia
Make JointState a proper class: Part 1
This commit is contained in:
commit
12a40106f5
5 changed files with 144 additions and 158 deletions
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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._translation) *
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState._transform * 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._translation) *
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glm::mat4 inverse = glm::inverse(parentState._transform * 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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@ -45,7 +45,8 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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}
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int jointIndex = geometry.humanIKJointIndices.at(humanIKJointIndex);
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if (jointIndex != -1) {
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setJointRotation(jointIndex, _rotation * prioVR->getJointRotations().at(i), PALM_PRIORITY);
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JointState& state = _jointStates[jointIndex];
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state.setRotation(_rotation * prioVR->getJointRotations().at(i), PALM_PRIORITY);
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}
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}
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return;
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@ -131,7 +132,7 @@ bool operator<(const IndexValue& firstIndex, const IndexValue& secondIndex) {
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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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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return;
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}
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setJointPosition(jointIndex, position, glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
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@ -145,17 +146,16 @@ void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position)
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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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JointState& state = _jointStates[jointIndex];
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glm::quat handRotation = state.getJointRotation(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),
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forearmVector), true, PALM_PRIORITY);
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state.applyRotationDelta(rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector), true, PALM_PRIORITY);
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}
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void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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if (jointIndex == -1) {
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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@ -169,9 +169,11 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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glm::quat palmRotation;
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if (!Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK) &&
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Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
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getJointRotation(parentJointIndex, palmRotation, true);
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JointState parentState = _jointStates[parentJointIndex];
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palmRotation = parentState.getJointRotation(true);
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} else {
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getJointRotation(jointIndex, palmRotation, true);
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JointState state = _jointStates[jointIndex];
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palmRotation = state.getJointRotation(true);
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}
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palmRotation = rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()) * palmRotation;
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@ -188,7 +190,9 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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setJointPosition(parentJointIndex, palm.getPosition() + forearmVector *
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geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale),
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glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
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setJointRotation(parentJointIndex, palmRotation, PALM_PRIORITY);
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JointState& parentState = _jointStates[parentJointIndex];
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parentState.setRotation(palmRotation, PALM_PRIORITY);
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// slam parent-relative rotation to identity
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_jointStates[jointIndex]._rotation = glm::quat();
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} else {
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@ -229,7 +233,7 @@ 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._translation) *
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState._transform * 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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@ -245,7 +249,7 @@ void SkeletonModel::maybeUpdateEyeRotation(const JointState& parentState, const
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}
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void SkeletonModel::renderJointConstraints(int jointIndex) {
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if (jointIndex == -1) {
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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@ -351,36 +355,29 @@ void SkeletonModel::setHandPosition(int jointIndex, const glm::vec3& position, c
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// ik solution
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glm::vec3 elbowPosition = shoulderPosition + glm::normalize(shoulderToWrist) * mid - tangent * height;
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glm::vec3 forwardVector(rightHand ? -1.0f : 1.0f, 0.0f, 0.0f);
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glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition);
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setJointRotation(shoulderJointIndex, shoulderRotation, PALM_PRIORITY);
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JointState& shoulderState = _jointStates[shoulderJointIndex];
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shoulderState.setRotation(shoulderRotation, PALM_PRIORITY);
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setJointRotation(elbowJointIndex, rotationBetween(shoulderRotation * forwardVector,
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wristPosition - elbowPosition) * shoulderRotation, PALM_PRIORITY);
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JointState& elbowState = _jointStates[elbowJointIndex];
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elbowState.setRotation(rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) * shoulderRotation, PALM_PRIORITY);
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setJointRotation(jointIndex, rotation, PALM_PRIORITY);
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JointState& handState = _jointStates[jointIndex];
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handState.setRotation(rotation, PALM_PRIORITY);
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}
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bool SkeletonModel::getLeftHandPosition(glm::vec3& position) const {
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return getJointPosition(getLeftHandJointIndex(), position);
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}
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bool SkeletonModel::getLeftHandRotation(glm::quat& rotation) const {
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return getJointRotation(getLeftHandJointIndex(), rotation);
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}
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bool SkeletonModel::getRightHandPosition(glm::vec3& position) const {
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return getJointPosition(getRightHandJointIndex(), position);
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}
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bool SkeletonModel::getRightHandRotation(glm::quat& rotation) const {
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return getJointRotation(getRightHandJointIndex(), rotation);
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}
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bool SkeletonModel::restoreLeftHandPosition(float percent, float priority) {
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return restoreJointPosition(getLeftHandJointIndex(), percent, priority);
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bool SkeletonModel::restoreLeftHandPosition(float fraction, float priority) {
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return restoreJointPosition(getLeftHandJointIndex(), fraction, priority);
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}
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bool SkeletonModel::getLeftShoulderPosition(glm::vec3& position) const {
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@ -391,8 +388,8 @@ float SkeletonModel::getLeftArmLength() const {
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return getLimbLength(getLeftHandJointIndex());
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}
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bool SkeletonModel::restoreRightHandPosition(float percent, float priority) {
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return restoreJointPosition(getRightHandJointIndex(), percent, priority);
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bool SkeletonModel::restoreRightHandPosition(float fraction, float priority) {
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return restoreJointPosition(getRightHandJointIndex(), fraction, priority);
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}
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bool SkeletonModel::getRightShoulderPosition(glm::vec3& position) const {
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@ -45,22 +45,14 @@ public:
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/// \return true whether or not the position was found
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bool getLeftHandPosition(glm::vec3& position) const;
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/// Retrieve the rotation of the left hand
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/// \return true whether or not the rotation was found
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bool getLeftHandRotation(glm::quat& rotation) const;
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/// Retrieve the position of the right hand
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/// \return true whether or not the position was found
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bool getRightHandPosition(glm::vec3& position) const;
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/// Retrieve the rotation of the right hand
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/// \return true whether or not the rotation was found
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bool getRightHandRotation(glm::quat& rotation) const;
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/// Restores some percentage of the default position of the left hand.
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/// \param percent the percentage of the default position to restore
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/// Restores some fraction of the default position of the left hand.
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/// \param fraction the fraction of the default position to restore
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/// \return whether or not the left hand joint was found
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bool restoreLeftHandPosition(float percent = 1.0f, float priority = 1.0f);
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bool restoreLeftHandPosition(float fraction = 1.0f, float priority = 1.0f);
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/// Gets the position of the left shoulder.
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/// \return whether or not the left shoulder joint was found
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@ -69,10 +61,10 @@ public:
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/// Returns the extended length from the left hand to its last free ancestor.
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float getLeftArmLength() const;
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/// Restores some percentage of the default position of the right hand.
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/// \param percent the percentage of the default position to restore
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/// Restores some fraction of the default position of the right hand.
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/// \param fraction the fraction of the default position to restore
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/// \return whether or not the right hand joint was found
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bool restoreRightHandPosition(float percent = 1.0f, float priority = 1.0f);
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bool restoreRightHandPosition(float fraction = 1.0f, float priority = 1.0f);
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/// Gets the position of the right shoulder.
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/// \return whether or not the right shoulder joint was found
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@ -41,9 +41,9 @@ Model::Model(QObject* parent) :
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_snappedToCenter(false),
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_rootIndex(-1),
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_shapesAreDirty(true),
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_boundingRadius(0.f),
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_boundingShape(),
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_boundingShapeLocalOffset(0.f),
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_boundingRadius(0.0f),
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_boundingShape(),
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_boundingShapeLocalOffset(0.0f),
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_lodDistance(0.0f),
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_pupilDilation(0.0f),
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_url("http://invalid.com") {
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@ -125,7 +125,7 @@ void Model::setScale(const glm::vec3& scale) {
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void Model::setScaleInternal(const glm::vec3& scale) {
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float scaleLength = glm::length(_scale);
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float relativeDeltaScale = glm::length(_scale - scale) / scaleLength;
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const float ONE_PERCENT = 0.01f;
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if (relativeDeltaScale > ONE_PERCENT || scaleLength < EPSILON) {
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_scale = scale;
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@ -186,12 +186,12 @@ QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
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if (parentIndex == -1) {
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_rootIndex = i;
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glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
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state.updateWorldTransform(baseTransform, _rotation);
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state.computeTransforms(baseTransform, _rotation);
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++numJointsSet;
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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.updateWorldTransform(parentState._transform, parentState._combinedRotation);
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state.computeTransforms(parentState._transform, parentState._combinedRotation);
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++numJointsSet;
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jointIsSet[i] = true;
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}
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@ -660,8 +660,8 @@ Extents Model::getMeshExtents() const {
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// even though our caller asked for "unscaled" we need to include any fst scaling, translation, and rotation, which
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// is captured in the offset matrix
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glm::vec3 minimum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0));
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glm::vec3 maximum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0));
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glm::vec3 minimum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0f));
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glm::vec3 maximum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0f));
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Extents scaledExtents = { minimum * _scale, maximum * _scale };
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return scaledExtents;
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}
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@ -675,8 +675,8 @@ Extents Model::getUnscaledMeshExtents() const {
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// even though our caller asked for "unscaled" we need to include any fst scaling, translation, and rotation, which
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// is captured in the offset matrix
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glm::vec3 minimum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0));
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glm::vec3 maximum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0));
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glm::vec3 minimum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0f));
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glm::vec3 maximum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0f));
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Extents scaledExtents = { minimum, maximum };
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return scaledExtents;
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@ -701,9 +701,8 @@ void Model::setJointState(int index, bool valid, const glm::quat& rotation, floa
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if (valid) {
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state._rotation = rotation;
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state._animationPriority = priority;
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} else if (priority == state._animationPriority) {
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state._rotation = _geometry->getFBXGeometry().joints.at(index).rotation;
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state._animationPriority = 0.0f;
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} else {
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state.restoreRotation(1.0f, priority);
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}
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}
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}
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@ -733,7 +732,7 @@ void Model::setURL(const QUrl& url, const QUrl& fallback, bool retainCurrent, bo
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}
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bool Model::getJointPosition(int jointIndex, glm::vec3& position) const {
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return false;
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}
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position = _translation + extractTranslation(_jointStates[jointIndex]._transform);
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@ -741,17 +740,15 @@ bool Model::getJointPosition(int jointIndex, glm::vec3& position) const {
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}
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bool Model::getJointRotation(int jointIndex, glm::quat& rotation, bool fromBind) const {
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return false;
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}
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rotation = _jointStates[jointIndex]._combinedRotation *
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(fromBind ? _geometry->getFBXGeometry().joints[jointIndex].inverseBindRotation :
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_geometry->getFBXGeometry().joints[jointIndex].inverseDefaultRotation);
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rotation = _jointStates[jointIndex].getJointRotation(fromBind);
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return true;
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}
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bool Model::getJointCombinedRotation(int jointIndex, glm::quat& rotation) const {
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return false;
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}
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rotation = _jointStates[jointIndex]._combinedRotation;
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@ -821,7 +818,7 @@ void Model::rebuildShapes() {
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// however we must have a shape for each joint,
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// so we make a bogus sphere with zero radius.
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// TODO: implement collision groups for more control over what collides with what
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SphereShape* sphere = new SphereShape(0.f, glm::vec3(0.0f));
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SphereShape* sphere = new SphereShape(0.0f, glm::vec3(0.0f));
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_jointShapes.push_back(sphere);
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}
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}
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@ -963,8 +960,8 @@ void Model::resetShapePositions() {
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void Model::updateShapePositions() {
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if (_shapesAreDirty && _jointShapes.size() == _jointStates.size()) {
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glm::vec3 rootPosition(0.f);
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_boundingRadius = 0.f;
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glm::vec3 rootPosition(0.0f);
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_boundingRadius = 0.0f;
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float uniformScale = extractUniformScale(_scale);
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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for (int i = 0; i < _jointStates.size(); i++) {
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@ -1190,13 +1187,14 @@ void Model::simulate(float deltaTime, bool fullUpdate) {
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}
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void Model::simulateInternal(float deltaTime) {
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// NOTE: this is a recursive call that walks all attachments, and their attachments
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// update the world space transforms for all joints
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// update animations
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foreach (const AnimationHandlePointer& handle, _runningAnimations) {
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handle->simulate(deltaTime);
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}
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// NOTE: this is a recursive call that walks all attachments, and their attachments
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// update the world space transforms for all joints
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for (int i = 0; i < _jointStates.size(); i++) {
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updateJointState(i);
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}
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@ -1244,10 +1242,10 @@ void Model::updateJointState(int index) {
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if (joint.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.updateWorldTransform(baseTransform, _rotation);
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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.updateWorldTransform(parentState._transform, parentState._combinedRotation);
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state.computeTransforms(parentState._transform, parentState._combinedRotation);
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}
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}
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@ -1274,9 +1272,12 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
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// first, try to rotate the end effector as close as possible to the target rotation, if any
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glm::quat endRotation;
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if (useRotation) {
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getJointRotation(jointIndex, endRotation, true);
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applyRotationDelta(jointIndex, rotation * glm::inverse(endRotation), true, priority);
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getJointRotation(jointIndex, endRotation, true);
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JointState& state = _jointStates[jointIndex];
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// TODO: figure out what this is trying to do and combine it into one JointState method
|
||||
endRotation = state.getJointRotation(true);
|
||||
state.applyRotationDelta(rotation * glm::inverse(endRotation), true, priority);
|
||||
endRotation = state.getJointRotation(true);
|
||||
}
|
||||
|
||||
// then, we go from the joint upwards, rotating the end as close as possible to the target
|
||||
|
@ -1319,7 +1320,7 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
|
|||
1.0f / (combinedWeight + 1.0f));
|
||||
}
|
||||
}
|
||||
applyRotationDelta(index, combinedDelta, true, priority);
|
||||
state.applyRotationDelta(combinedDelta, true, priority);
|
||||
glm::quat actualDelta = state._combinedRotation * glm::inverse(oldCombinedRotation);
|
||||
endPosition = actualDelta * jointVector + jointPosition;
|
||||
if (useRotation) {
|
||||
|
@ -1337,37 +1338,7 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
|
|||
return true;
|
||||
}
|
||||
|
||||
bool Model::setJointRotation(int jointIndex, const glm::quat& rotation, float priority) {
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return false;
|
||||
}
|
||||
JointState& state = _jointStates[jointIndex];
|
||||
if (priority >= state._animationPriority) {
|
||||
state._rotation = state._rotation * glm::inverse(state._combinedRotation) * rotation *
|
||||
glm::inverse(_geometry->getFBXGeometry().joints.at(jointIndex).inverseBindRotation);
|
||||
state._animationPriority = priority;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void Model::setJointTranslation(int jointIndex, const glm::vec3& translation) {
|
||||
JointState& state = _jointStates[jointIndex];
|
||||
const FBXJoint& joint = state.getFBXJoint();
|
||||
|
||||
glm::mat4 parentTransform;
|
||||
if (joint.parentIndex == -1) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
parentTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
|
||||
} else {
|
||||
parentTransform = _jointStates.at(joint.parentIndex)._transform;
|
||||
}
|
||||
glm::vec3 preTranslation = extractTranslation(joint.preTransform * glm::mat4_cast(joint.preRotation *
|
||||
state._rotation * joint.postRotation) * joint.postTransform);
|
||||
state._translation = glm::vec3(glm::inverse(parentTransform) * glm::vec4(translation, 1.0f)) - preTranslation;
|
||||
}
|
||||
|
||||
bool Model::restoreJointPosition(int jointIndex, float percent, float priority) {
|
||||
bool Model::restoreJointPosition(int jointIndex, float fraction, float priority) {
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return false;
|
||||
}
|
||||
|
@ -1376,12 +1347,7 @@ bool Model::restoreJointPosition(int jointIndex, float percent, float priority)
|
|||
|
||||
foreach (int index, freeLineage) {
|
||||
JointState& state = _jointStates[index];
|
||||
if (priority == state._animationPriority) {
|
||||
const FBXJoint& joint = geometry.joints.at(index);
|
||||
state._rotation = safeMix(state._rotation, joint.rotation, percent);
|
||||
state._translation = glm::mix(state._translation, joint.translation, percent);
|
||||
state._animationPriority = 0.0f;
|
||||
}
|
||||
state.restoreRotation(fraction, priority);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
@ -1400,27 +1366,6 @@ float Model::getLimbLength(int jointIndex) const {
|
|||
return length;
|
||||
}
|
||||
|
||||
void Model::applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain, float priority) {
|
||||
JointState& state = _jointStates[jointIndex];
|
||||
if (priority < state._animationPriority) {
|
||||
return;
|
||||
}
|
||||
state._animationPriority = priority;
|
||||
const FBXJoint& joint = state.getFBXJoint();
|
||||
if (!constrain || (joint.rotationMin == glm::vec3(-PI, -PI, -PI) &&
|
||||
joint.rotationMax == glm::vec3(PI, PI, PI))) {
|
||||
// no constraints
|
||||
state._rotation = state._rotation * glm::inverse(state._combinedRotation) * delta * state._combinedRotation;
|
||||
state._combinedRotation = delta * state._combinedRotation;
|
||||
return;
|
||||
}
|
||||
glm::quat targetRotation = delta * state._combinedRotation;
|
||||
glm::vec3 eulers = safeEulerAngles(state._rotation * glm::inverse(state._combinedRotation) * targetRotation);
|
||||
glm::quat newRotation = glm::quat(glm::clamp(eulers, joint.rotationMin, joint.rotationMax));
|
||||
state._combinedRotation = state._combinedRotation * glm::inverse(state._rotation) * newRotation;
|
||||
state._rotation = newRotation;
|
||||
}
|
||||
|
||||
const int BALL_SUBDIVISIONS = 10;
|
||||
|
||||
void Model::renderJointCollisionShapes(float alpha) {
|
||||
|
@ -1463,7 +1408,7 @@ void Model::renderJointCollisionShapes(float alpha) {
|
|||
glutSolidSphere(capsule->getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
||||
|
||||
// draw a green cylinder between the two points
|
||||
glm::vec3 origin(0.f);
|
||||
glm::vec3 origin(0.0f);
|
||||
glColor4f(0.6f, 0.8f, 0.6f, alpha);
|
||||
Avatar::renderJointConnectingCone( origin, axis, capsule->getRadius(), capsule->getRadius());
|
||||
}
|
||||
|
@ -1495,7 +1440,7 @@ void Model::renderBoundingCollisionShapes(float alpha) {
|
|||
glutSolidSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
||||
|
||||
// draw a green cylinder between the two points
|
||||
glm::vec3 origin(0.f);
|
||||
glm::vec3 origin(0.0f);
|
||||
glColor4f(0.6f, 0.8f, 0.6f, alpha);
|
||||
Avatar::renderJointConnectingCone( origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius());
|
||||
|
||||
|
@ -1523,7 +1468,7 @@ void Model::applyCollision(CollisionInfo& collision) {
|
|||
return;
|
||||
}
|
||||
|
||||
glm::vec3 jointPosition(0.f);
|
||||
glm::vec3 jointPosition(0.0f);
|
||||
int jointIndex = collision._intData;
|
||||
if (getJointPosition(jointIndex, jointPosition)) {
|
||||
const FBXJoint& joint = _geometry->getFBXGeometry().joints[jointIndex];
|
||||
|
@ -2039,31 +1984,75 @@ void AnimationHandle::replaceMatchingPriorities(float newPriority) {
|
|||
// JointState TODO: move this class to its own files
|
||||
// ----------------------------------------------------------------------------
|
||||
JointState::JointState() :
|
||||
_translation(0.0f),
|
||||
_animationPriority(0.0f),
|
||||
_fbxJoint(NULL) {
|
||||
}
|
||||
|
||||
void JointState::setFBXJoint(const FBXJoint* joint) {
|
||||
void JointState::setFBXJoint(const FBXJoint* joint) {
|
||||
assert(joint != NULL);
|
||||
_translation = joint->translation;
|
||||
_rotation = joint->rotation;
|
||||
// NOTE: JointState does not own the FBXJoint to which it points.
|
||||
_fbxJoint = joint;
|
||||
}
|
||||
|
||||
void JointState::updateWorldTransform(const glm::mat4& baseTransform, const glm::quat& parentRotation) {
|
||||
assert(_fbxJoint != NULL);
|
||||
glm::quat combinedRotation = _fbxJoint->preRotation * _rotation * _fbxJoint->postRotation;
|
||||
_transform = baseTransform * glm::translate(_translation) * _fbxJoint->preTransform * glm::mat4_cast(combinedRotation) * _fbxJoint->postTransform;
|
||||
_combinedRotation = parentRotation * combinedRotation;
|
||||
}
|
||||
|
||||
void JointState::copyState(const JointState& state) {
|
||||
_translation = state._translation;
|
||||
_rotation = state._rotation;
|
||||
_transform = state._transform;
|
||||
_combinedRotation = state._combinedRotation;
|
||||
_animationPriority = state._animationPriority;
|
||||
// DO NOT copy _fbxJoint
|
||||
}
|
||||
|
||||
void JointState::computeTransforms(const glm::mat4& baseTransform, 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 JointState::getJointRotation(bool fromBind) const {
|
||||
assert(_fbxJoint != NULL);
|
||||
return _combinedRotation * (fromBind ? _fbxJoint->inverseBindRotation : _fbxJoint->inverseDefaultRotation);
|
||||
}
|
||||
|
||||
void JointState::restoreRotation(float fraction, float priority) {
|
||||
assert(_fbxJoint != NULL);
|
||||
if (priority == _animationPriority) {
|
||||
_rotation = safeMix(_rotation, _fbxJoint->rotation, fraction);
|
||||
_animationPriority = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void JointState::setRotation(const glm::quat& rotation, float priority) {
|
||||
assert(_fbxJoint != NULL);
|
||||
if (priority >= _animationPriority) {
|
||||
_rotation = _rotation * glm::inverse(_combinedRotation) * rotation * glm::inverse(_fbxJoint->inverseBindRotation);
|
||||
_animationPriority = priority;
|
||||
}
|
||||
}
|
||||
|
||||
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(_combinedRotation) * delta * _combinedRotation;
|
||||
_combinedRotation = delta * _combinedRotation;
|
||||
return;
|
||||
}
|
||||
glm::quat targetRotation = delta * _combinedRotation;
|
||||
glm::vec3 eulers = safeEulerAngles(_rotation * glm::inverse(_combinedRotation) * targetRotation);
|
||||
glm::quat newRotation = glm::quat(glm::clamp(eulers, _fbxJoint->rotationMin, _fbxJoint->rotationMax));
|
||||
_combinedRotation = _combinedRotation * glm::inverse(_rotation) * newRotation;
|
||||
_rotation = newRotation;
|
||||
}
|
||||
|
||||
const glm::vec3& JointState::getDefaultTranslationInParentFrame() const {
|
||||
assert(_fbxJoint != NULL);
|
||||
return _fbxJoint->translation;
|
||||
}
|
||||
|
|
|
@ -38,11 +38,24 @@ public:
|
|||
void setFBXJoint(const FBXJoint* joint);
|
||||
const FBXJoint& getFBXJoint() const { return *_fbxJoint; }
|
||||
|
||||
void updateWorldTransform(const glm::mat4& baseTransform, const glm::quat& parentRotation);
|
||||
|
||||
void copyState(const JointState& state);
|
||||
|
||||
glm::vec3 _translation; // translation relative to parent
|
||||
/// computes new _transform and _combinedRotation
|
||||
void computeTransforms(const glm::mat4& baseTransform, const glm::quat& baseRotation);
|
||||
|
||||
/// \return rotation from the joint's default (or bind) frame to world frame
|
||||
glm::quat getJointRotation(bool fromBind = false) const;
|
||||
|
||||
void applyRotationDelta(const glm::quat& delta, bool constrain = true, float priority = 1.0f);
|
||||
|
||||
const glm::vec3& getDefaultTranslationInParentFrame() const;
|
||||
|
||||
void restoreRotation(float fraction, float priority);
|
||||
|
||||
/// \param rotation is from bind- to world-frame
|
||||
/// computes parent relative _rotation and sets that
|
||||
void setRotation(const glm::quat& rotation, float priority);
|
||||
|
||||
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
|
||||
|
@ -234,22 +247,17 @@ protected:
|
|||
bool setJointPosition(int jointIndex, const glm::vec3& translation, const glm::quat& rotation = glm::quat(),
|
||||
bool useRotation = false, int lastFreeIndex = -1, bool allIntermediatesFree = false,
|
||||
const glm::vec3& alignment = glm::vec3(0.0f, -1.0f, 0.0f), float priority = 1.0f);
|
||||
bool setJointRotation(int jointIndex, const glm::quat& rotation, float priority = 1.0f);
|
||||
|
||||
void setJointTranslation(int jointIndex, const glm::vec3& translation);
|
||||
|
||||
/// Restores the indexed joint to its default position.
|
||||
/// \param percent the percentage of the default position to apply (i.e., 0.25f to slerp one fourth of the way to
|
||||
/// \param fraction the fraction of the default position to apply (i.e., 0.25f to slerp one fourth of the way to
|
||||
/// the original position
|
||||
/// \return true if the joint was found
|
||||
bool restoreJointPosition(int jointIndex, float percent = 1.0f, float priority = 0.0f);
|
||||
bool restoreJointPosition(int jointIndex, float fraction = 1.0f, float priority = 0.0f);
|
||||
|
||||
/// Computes and returns the extended length of the limb terminating at the specified joint and starting at the joint's
|
||||
/// first free ancestor.
|
||||
float getLimbLength(int jointIndex) const;
|
||||
|
||||
void applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain = true, float priority = 1.0f);
|
||||
|
||||
void computeBoundingShape(const FBXGeometry& geometry);
|
||||
|
||||
private:
|
||||
|
|
Loading…
Reference in a new issue