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More transform rejiggery.
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parent
d393bdcea6
commit
1f8bed9d9c
6 changed files with 61 additions and 71 deletions
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@ -44,42 +44,21 @@ void FaceModel::simulate(float deltaTime) {
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Model::simulate(deltaTime);
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}
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void FaceModel::updateJointState(int index) {
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JointState& state = _jointStates[index];
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const FBXJoint& joint = geometry.joints.at(index);
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glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
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if (joint.parentIndex == -1) {
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glm::mat4 baseTransform = glm::translate(_translation) * glm::mat4_cast(_rotation) *
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glm::scale(_scale) * glm::translate(_offset);
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state.transform = baseTransform * geometry.offset * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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state.combinedRotation = _rotation * combinedRotation;
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} else {
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const JointState& parentState = _jointStates.at(joint.parentIndex);
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if (index == geometry.neckJointIndex) {
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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(getRotation());
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glm::mat3 inverse = glm::inverse(glm::mat3(parentState.transform *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
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state.rotation = glm::angleAxis(_owningHead->getRoll(), glm::normalize(inverse * axes[2])) *
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glm::angleAxis(_owningHead->getYaw(), glm::normalize(inverse * axes[1])) *
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glm::angleAxis(_owningHead->getPitch(), glm::normalize(inverse * axes[0])) * joint.rotation;
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} else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) {
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// likewise with the eye joints
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glm::mat4 inverse = glm::inverse(parentState.transform *
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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->getOrientation() * IDENTITY_FRONT, 0.0f));
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glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
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_owningHead->getSaccade(), 1.0f));
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state.rotation = rotationBetween(front, lookAt) * joint.rotation;
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}
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state.transform = parentState.transform * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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state.combinedRotation = parentState.combinedRotation * combinedRotation;
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}
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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::quat inverse = parentState.combinedRotation * joint.preRotation * joint.rotation;
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state.rotation = glm::angleAxis(_owningHead->getRoll(), glm::normalize(inverse * axes[2])) *
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glm::angleAxis(_owningHead->getYaw(), glm::normalize(inverse * axes[1])) *
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glm::angleAxis(_owningHead->getPitch(), glm::normalize(inverse * axes[0])) * joint.rotation;
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}
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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 *
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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->getOrientation() * IDENTITY_FRONT, 0.0f));
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glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
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_owningHead->getSaccade(), 1.0f));
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state.rotation = rotationBetween(front, lookAt) * joint.rotation;
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}
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@ -25,8 +25,8 @@ public:
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protected:
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/// Updates the state of the joint at the specified index.
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virtual void updateJointState(int index);
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virtual void maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state);
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virtual void maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state);
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private:
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@ -58,38 +58,21 @@ bool SkeletonModel::render(float alpha) {
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}
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void SkeletonModel::updateJointState(int index) {
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JointState& state = _jointStates[index];
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const FBXJoint& joint = geometry.joints.at(index);
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Model::updateJointState(index);
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glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
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if (joint.parentIndex == -1) {
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glm::mat4 baseTransform = glm::translate(_translation) * glm::mat4_cast(_rotation) *
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glm::scale(_scale) * glm::translate(_offset);
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state.transform = baseTransform * geometry.offset * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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state.combinedRotation = _rotation * combinedRotation;
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} else {
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const JointState& parentState = _jointStates.at(joint.parentIndex);
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if (index == geometry.leanJointIndex) {
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// get the rotation axes in joint space and use them to adjust the rotation
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state.combinedRotation = _rotation * glm::quat(glm::radians(glm::vec3(_owningAvatar->getHead().getLeanForward(),
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0.0f, _owningAvatar->getHead().getLeanSideways()))) * glm::inverse(_rotation) * parentState.combinedRotation *
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joint.preRotation * joint.rotation;
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state.rotation = glm::inverse(joint.postRotation * glm::inverse(state.combinedRotation) *
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parentState.combinedRotation * joint.preRotation);
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combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
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}
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state.transform = parentState.transform * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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state.combinedRotation = parentState.combinedRotation * combinedRotation;
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}
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if (index == geometry.rootJointIndex) {
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if (index == _geometry->getFBXGeometry().rootJointIndex) {
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JointState& state = _jointStates[index];
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state.transform[3][0] = _translation.x;
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state.transform[3][1] = _translation.y;
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state.transform[3][2] = _translation.z;
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}
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}
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void SkeletonModel::maybeUpdateLeanRotation(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::quat inverse = parentState.combinedRotation * joint.preRotation * joint.rotation;
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state.rotation = glm::angleAxis(-_owningAvatar->getHead().getLeanSideways(), glm::normalize(inverse * axes[2])) *
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glm::angleAxis(-_owningAvatar->getHead().getLeanForward(), glm::normalize(inverse * axes[0])) * joint.rotation;
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}
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@ -29,6 +29,8 @@ protected:
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/// Updates the state of the joint at the specified index.
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virtual void updateJointState(int index);
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virtual void maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state);
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private:
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Avatar* _owningAvatar;
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@ -387,23 +387,45 @@ void Model::updateJointState(int index) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const FBXJoint& joint = geometry.joints.at(index);
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glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
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if (joint.parentIndex == -1) {
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glm::mat4 baseTransform = glm::translate(_translation) * glm::mat4_cast(_rotation) *
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glm::scale(_scale) * glm::translate(_offset);
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glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
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state.transform = baseTransform * geometry.offset * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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state.combinedRotation = _rotation * combinedRotation;
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} else {
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const JointState& parentState = _jointStates.at(joint.parentIndex);
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if (index == geometry.leanJointIndex) {
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maybeUpdateLeanRotation(parentState, joint, state);
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} else if (index == geometry.neckJointIndex) {
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maybeUpdateNeckRotation(parentState, joint, state);
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} else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) {
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maybeUpdateEyeRotation(parentState, joint, state);
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}
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glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
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state.transform = parentState.transform * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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state.combinedRotation = parentState.combinedRotation * combinedRotation;
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}
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}
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void Model::maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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// nothing by default
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}
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void Model::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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// nothing by default
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}
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void Model::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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// nothing by default
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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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return false;
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@ -94,6 +94,10 @@ protected:
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/// Updates the state of the joint at the specified index.
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virtual void updateJointState(int index);
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virtual void maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state);
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virtual void maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state);
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virtual void maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state);
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private:
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bool getJointPosition(int jointIndex, glm::vec3& position) const;
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