mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
commit
809fa1c45f
11 changed files with 420 additions and 23 deletions
|
@ -75,9 +75,9 @@ namespace render {
|
|||
}
|
||||
}
|
||||
|
||||
Avatar::Avatar() :
|
||||
Avatar::Avatar(RigPointer rig) :
|
||||
AvatarData(),
|
||||
_skeletonModel(this),
|
||||
_skeletonModel(this, nullptr, rig),
|
||||
_skeletonOffset(0.0f),
|
||||
_bodyYawDelta(0.0f),
|
||||
_positionDeltaAccumulator(0.0f),
|
||||
|
|
|
@ -72,7 +72,7 @@ class Avatar : public AvatarData {
|
|||
Q_PROPERTY(glm::vec3 skeletonOffset READ getSkeletonOffset WRITE setSkeletonOffset)
|
||||
|
||||
public:
|
||||
Avatar();
|
||||
Avatar(RigPointer rig = nullptr);
|
||||
~Avatar();
|
||||
|
||||
typedef render::Payload<AvatarData> Payload;
|
||||
|
|
|
@ -65,7 +65,7 @@ AvatarManager::AvatarManager(QObject* parent) :
|
|||
{
|
||||
// register a meta type for the weak pointer we'll use for the owning avatar mixer for each avatar
|
||||
qRegisterMetaType<QWeakPointer<Node> >("NodeWeakPointer");
|
||||
_myAvatar = std::make_shared<MyAvatar>();
|
||||
_myAvatar = std::make_shared<MyAvatar>(std::make_shared<Rig>());
|
||||
|
||||
auto& packetReceiver = DependencyManager::get<NodeList>()->getPacketReceiver();
|
||||
packetReceiver.registerListener(PacketType::BulkAvatarData, this, "processAvatarDataPacket");
|
||||
|
@ -160,7 +160,7 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
|
|||
}
|
||||
|
||||
AvatarSharedPointer AvatarManager::newSharedAvatar() {
|
||||
return AvatarSharedPointer(std::make_shared<Avatar>());
|
||||
return AvatarSharedPointer(std::make_shared<Avatar>(std::make_shared<Rig>()));
|
||||
}
|
||||
|
||||
// virtual
|
||||
|
|
|
@ -78,8 +78,8 @@ const float MyAvatar::ZOOM_MIN = 0.5f;
|
|||
const float MyAvatar::ZOOM_MAX = 25.0f;
|
||||
const float MyAvatar::ZOOM_DEFAULT = 1.5f;
|
||||
|
||||
MyAvatar::MyAvatar() :
|
||||
Avatar(),
|
||||
MyAvatar::MyAvatar(RigPointer rig) :
|
||||
Avatar(rig),
|
||||
_gravity(0.0f, 0.0f, 0.0f),
|
||||
_wasPushing(false),
|
||||
_isPushing(false),
|
||||
|
@ -102,8 +102,8 @@ MyAvatar::MyAvatar() :
|
|||
_eyeContactTarget(LEFT_EYE),
|
||||
_realWorldFieldOfView("realWorldFieldOfView",
|
||||
DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES),
|
||||
_rig(new Rig()),
|
||||
_firstPersonSkeletonModel(this, nullptr, _rig),
|
||||
_rig(rig),
|
||||
_firstPersonSkeletonModel(this, nullptr, rig),
|
||||
_prevShouldDrawHead(true)
|
||||
{
|
||||
_firstPersonSkeletonModel.setIsFirstPerson(true);
|
||||
|
|
|
@ -36,7 +36,7 @@ class MyAvatar : public Avatar {
|
|||
//TODO: make gravity feature work Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setGravity)
|
||||
|
||||
public:
|
||||
MyAvatar();
|
||||
MyAvatar(RigPointer rig);
|
||||
~MyAvatar();
|
||||
|
||||
QByteArray toByteArray();
|
||||
|
|
|
@ -42,6 +42,7 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer r
|
|||
_headClipDistance(DEFAULT_NEAR_CLIP),
|
||||
_isFirstPerson(false)
|
||||
{
|
||||
assert(_rig);
|
||||
assert(_owningAvatar);
|
||||
_enableShapes = true;
|
||||
}
|
||||
|
|
|
@ -35,7 +35,7 @@ bool Rig::isRunningAnimation(AnimationHandlePointer animationHandle) {
|
|||
return _runningAnimations.contains(animationHandle);
|
||||
}
|
||||
|
||||
void Rig::initJointStates(glm::vec3 scale, glm::vec3 offset, QVector<JointState> states) {
|
||||
float Rig::initJointStates(glm::vec3 scale, glm::vec3 offset, QVector<JointState> states) {
|
||||
_jointStates = states;
|
||||
initJointTransforms(scale, offset);
|
||||
|
||||
|
@ -53,6 +53,7 @@ void Rig::initJointStates(glm::vec3 scale, glm::vec3 offset, QVector<JointState>
|
|||
}
|
||||
|
||||
// XXX update AnimationHandles from here?
|
||||
return radius;
|
||||
}
|
||||
|
||||
void Rig::initJointTransforms(glm::vec3 scale, glm::vec3 offset) {
|
||||
|
@ -86,8 +87,371 @@ void Rig::resetJoints() {
|
|||
}
|
||||
}
|
||||
|
||||
bool Rig::getJointState(int index, glm::quat& rotation) const {
|
||||
if (index == -1 || index >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
const JointState& state = _jointStates.at(index);
|
||||
rotation = state.getRotationInConstrainedFrame();
|
||||
return !state.rotationIsDefault(rotation);
|
||||
}
|
||||
|
||||
bool Rig::getVisibleJointState(int index, glm::quat& rotation) const {
|
||||
if (index == -1 || index >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
const JointState& state = _jointStates.at(index);
|
||||
rotation = state.getVisibleRotationInConstrainedFrame();
|
||||
return !state.rotationIsDefault(rotation);
|
||||
}
|
||||
|
||||
void Rig::updateVisibleJointStates() {
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
_jointStates[i].slaveVisibleTransform();
|
||||
}
|
||||
}
|
||||
|
||||
void Rig::clearJointState(int index) {
|
||||
if (index != -1 && index < _jointStates.size()) {
|
||||
JointState& state = _jointStates[index];
|
||||
state.setRotationInConstrainedFrame(glm::quat(), 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void Rig::clearJointStates() {
|
||||
_jointStates.clear();
|
||||
}
|
||||
|
||||
void Rig::setJointState(int index, bool valid, const glm::quat& rotation, float priority) {
|
||||
if (index != -1 && index < _jointStates.size()) {
|
||||
JointState& state = _jointStates[index];
|
||||
if (valid) {
|
||||
state.setRotationInConstrainedFrame(rotation, priority);
|
||||
} else {
|
||||
state.restoreRotation(1.0f, priority);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Rig::clearJointAnimationPriority(int index) {
|
||||
if (index != -1 && index < _jointStates.size()) {
|
||||
_jointStates[index]._animationPriority = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
AnimationHandlePointer Rig::createAnimationHandle() {
|
||||
AnimationHandlePointer handle(new AnimationHandle(getRigPointer()));
|
||||
_animationHandles.insert(handle);
|
||||
return handle;
|
||||
}
|
||||
|
||||
bool Rig::getJointStateAtIndex(int jointIndex, JointState& jointState) const {
|
||||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
jointState = _jointStates[jointIndex];
|
||||
return true;
|
||||
}
|
||||
|
||||
void Rig::updateJointStates(glm::mat4 parentTransform) {
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
updateJointState(i, parentTransform);
|
||||
}
|
||||
}
|
||||
|
||||
void Rig::updateJointState(int index, glm::mat4 parentTransform) {
|
||||
JointState& state = _jointStates[index];
|
||||
const FBXJoint& joint = state.getFBXJoint();
|
||||
|
||||
// compute model transforms
|
||||
int parentIndex = joint.parentIndex;
|
||||
if (parentIndex == -1) {
|
||||
// glm::mat4 parentTransform = glm::scale(scale) * glm::translate(offset) * geometryOffset;
|
||||
state.computeTransform(parentTransform);
|
||||
} else {
|
||||
// guard against out-of-bounds access to _jointStates
|
||||
if (joint.parentIndex >= 0 && joint.parentIndex < _jointStates.size()) {
|
||||
const JointState& parentState = _jointStates.at(parentIndex);
|
||||
state.computeTransform(parentState.getTransform(), parentState.getTransformChanged());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Rig::resetAllTransformsChanged() {
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
_jointStates[i].resetTransformChanged();
|
||||
}
|
||||
}
|
||||
|
||||
glm::quat Rig::setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority, bool constrain) {
|
||||
glm::quat endRotation;
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return endRotation;
|
||||
}
|
||||
JointState& state = _jointStates[jointIndex];
|
||||
state.setRotationInBindFrame(rotation, priority, constrain);
|
||||
endRotation = state.getRotationInBindFrame();
|
||||
return endRotation;
|
||||
}
|
||||
|
||||
glm::quat Rig::setJointRotationInConstrainedFrame(int jointIndex, glm::quat targetRotation, float priority, bool constrain) {
|
||||
glm::quat endRotation;
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return endRotation;
|
||||
}
|
||||
JointState& state = _jointStates[jointIndex];
|
||||
state.setRotationInConstrainedFrame(targetRotation, priority, constrain);
|
||||
endRotation = state.getRotationInConstrainedFrame();
|
||||
return endRotation;
|
||||
}
|
||||
|
||||
void Rig::applyJointRotationDelta(int jointIndex, const glm::quat& delta, bool constrain, float priority) {
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return;
|
||||
}
|
||||
_jointStates[jointIndex].applyRotationDelta(delta, constrain, priority);
|
||||
}
|
||||
|
||||
bool Rig::setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
|
||||
bool useRotation, int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment,
|
||||
float priority, glm::mat4 parentTransform) {
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
// const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
|
||||
const FBXJoint& fbxJoint = _jointStates[jointIndex].getFBXJoint();
|
||||
const QVector<int>& freeLineage = fbxJoint.freeLineage;
|
||||
|
||||
|
||||
if (freeLineage.isEmpty()) {
|
||||
return false;
|
||||
}
|
||||
if (lastFreeIndex == -1) {
|
||||
lastFreeIndex = freeLineage.last();
|
||||
}
|
||||
|
||||
// this is a cyclic coordinate descent algorithm: see
|
||||
// http://www.ryanjuckett.com/programming/animation/21-cyclic-coordinate-descent-in-2d
|
||||
const int ITERATION_COUNT = 1;
|
||||
glm::vec3 worldAlignment = alignment;
|
||||
for (int i = 0; i < ITERATION_COUNT; i++) {
|
||||
// first, try to rotate the end effector as close as possible to the target rotation, if any
|
||||
glm::quat endRotation;
|
||||
if (useRotation) {
|
||||
JointState& state = _jointStates[jointIndex];
|
||||
|
||||
state.setRotationInBindFrame(rotation, priority);
|
||||
endRotation = state.getRotationInBindFrame();
|
||||
}
|
||||
|
||||
// then, we go from the joint upwards, rotating the end as close as possible to the target
|
||||
glm::vec3 endPosition = extractTranslation(_jointStates[jointIndex].getTransform());
|
||||
for (int j = 1; freeLineage.at(j - 1) != lastFreeIndex; j++) {
|
||||
int index = freeLineage.at(j);
|
||||
JointState& state = _jointStates[index];
|
||||
const FBXJoint& joint = state.getFBXJoint();
|
||||
if (!(joint.isFree || allIntermediatesFree)) {
|
||||
continue;
|
||||
}
|
||||
glm::vec3 jointPosition = extractTranslation(state.getTransform());
|
||||
glm::vec3 jointVector = endPosition - jointPosition;
|
||||
glm::quat oldCombinedRotation = state.getRotation();
|
||||
glm::quat combinedDelta;
|
||||
float combinedWeight;
|
||||
if (useRotation) {
|
||||
combinedDelta = safeMix(rotation * glm::inverse(endRotation),
|
||||
rotationBetween(jointVector, position - jointPosition), 0.5f);
|
||||
combinedWeight = 2.0f;
|
||||
|
||||
} else {
|
||||
combinedDelta = rotationBetween(jointVector, position - jointPosition);
|
||||
combinedWeight = 1.0f;
|
||||
}
|
||||
if (alignment != glm::vec3() && j > 1) {
|
||||
jointVector = endPosition - jointPosition;
|
||||
glm::vec3 positionSum;
|
||||
for (int k = j - 1; k > 0; k--) {
|
||||
int index = freeLineage.at(k);
|
||||
updateJointState(index, parentTransform);
|
||||
positionSum += extractTranslation(_jointStates.at(index).getTransform());
|
||||
}
|
||||
glm::vec3 projectedCenterOfMass = glm::cross(jointVector,
|
||||
glm::cross(positionSum / (j - 1.0f) - jointPosition, jointVector));
|
||||
glm::vec3 projectedAlignment = glm::cross(jointVector, glm::cross(worldAlignment, jointVector));
|
||||
const float LENGTH_EPSILON = 0.001f;
|
||||
if (glm::length(projectedCenterOfMass) > LENGTH_EPSILON && glm::length(projectedAlignment) > LENGTH_EPSILON) {
|
||||
combinedDelta = safeMix(combinedDelta, rotationBetween(projectedCenterOfMass, projectedAlignment),
|
||||
1.0f / (combinedWeight + 1.0f));
|
||||
}
|
||||
}
|
||||
state.applyRotationDelta(combinedDelta, true, priority);
|
||||
glm::quat actualDelta = state.getRotation() * glm::inverse(oldCombinedRotation);
|
||||
endPosition = actualDelta * jointVector + jointPosition;
|
||||
if (useRotation) {
|
||||
endRotation = actualDelta * endRotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// now update the joint states from the top
|
||||
for (int j = freeLineage.size() - 1; j >= 0; j--) {
|
||||
updateJointState(freeLineage.at(j), parentTransform);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition,
|
||||
const glm::quat& targetRotation, float priority, glm::mat4 parentTransform) {
|
||||
// NOTE: targetRotation is from bind- to model-frame
|
||||
|
||||
if (endIndex == -1 || _jointStates.isEmpty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
// const QVector<int>& freeLineage = geometry.joints.at(endIndex).freeLineage;
|
||||
const FBXJoint& fbxJoint = _jointStates[endIndex].getFBXJoint();
|
||||
const QVector<int>& freeLineage = fbxJoint.freeLineage;
|
||||
|
||||
if (freeLineage.isEmpty()) {
|
||||
return;
|
||||
}
|
||||
int numFree = freeLineage.size();
|
||||
|
||||
// store and remember topmost parent transform
|
||||
glm::mat4 topParentTransform;
|
||||
{
|
||||
int index = freeLineage.last();
|
||||
const JointState& state = _jointStates.at(index);
|
||||
const FBXJoint& joint = state.getFBXJoint();
|
||||
int parentIndex = joint.parentIndex;
|
||||
if (parentIndex == -1) {
|
||||
topParentTransform = parentTransform;
|
||||
} else {
|
||||
topParentTransform = _jointStates[parentIndex].getTransform();
|
||||
}
|
||||
}
|
||||
|
||||
// this is a cyclic coordinate descent algorithm: see
|
||||
// http://www.ryanjuckett.com/programming/animation/21-cyclic-coordinate-descent-in-2d
|
||||
|
||||
// keep track of the position of the end-effector
|
||||
JointState& endState = _jointStates[endIndex];
|
||||
glm::vec3 endPosition = endState.getPosition();
|
||||
float distanceToGo = glm::distance(targetPosition, endPosition);
|
||||
|
||||
const int MAX_ITERATION_COUNT = 2;
|
||||
const float ACCEPTABLE_IK_ERROR = 0.005f; // 5mm
|
||||
int numIterations = 0;
|
||||
do {
|
||||
++numIterations;
|
||||
// moving up, rotate each free joint to get endPosition closer to target
|
||||
for (int j = 1; j < numFree; j++) {
|
||||
int nextIndex = freeLineage.at(j);
|
||||
JointState& nextState = _jointStates[nextIndex];
|
||||
FBXJoint nextJoint = nextState.getFBXJoint();
|
||||
if (! nextJoint.isFree) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::vec3 pivot = nextState.getPosition();
|
||||
glm::vec3 leverArm = endPosition - pivot;
|
||||
float leverLength = glm::length(leverArm);
|
||||
if (leverLength < EPSILON) {
|
||||
continue;
|
||||
}
|
||||
glm::quat deltaRotation = rotationBetween(leverArm, targetPosition - pivot);
|
||||
|
||||
// We want to mix the shortest rotation with one that will pull the system down with gravity
|
||||
// so that limbs don't float unrealistically. To do this we compute a simplified center of mass
|
||||
// where each joint has unit mass and we don't bother averaging it because we only need direction.
|
||||
if (j > 1) {
|
||||
|
||||
glm::vec3 centerOfMass(0.0f);
|
||||
for (int k = 0; k < j; ++k) {
|
||||
int massIndex = freeLineage.at(k);
|
||||
centerOfMass += _jointStates[massIndex].getPosition() - pivot;
|
||||
}
|
||||
// the gravitational effect is a rotation that tends to align the two cross products
|
||||
const glm::vec3 worldAlignment = glm::vec3(0.0f, -1.0f, 0.0f);
|
||||
glm::quat gravityDelta = rotationBetween(glm::cross(centerOfMass, leverArm),
|
||||
glm::cross(worldAlignment, leverArm));
|
||||
|
||||
float gravityAngle = glm::angle(gravityDelta);
|
||||
const float MIN_GRAVITY_ANGLE = 0.1f;
|
||||
float mixFactor = 0.5f;
|
||||
if (gravityAngle < MIN_GRAVITY_ANGLE) {
|
||||
// the final rotation is a mix of the two
|
||||
mixFactor = 0.5f * gravityAngle / MIN_GRAVITY_ANGLE;
|
||||
}
|
||||
deltaRotation = safeMix(deltaRotation, gravityDelta, mixFactor);
|
||||
}
|
||||
|
||||
// Apply the rotation, but use mixRotationDelta() which blends a bit of the default pose
|
||||
// in the process. This provides stability to the IK solution for most models.
|
||||
glm::quat oldNextRotation = nextState.getRotation();
|
||||
float mixFactor = 0.03f;
|
||||
nextState.mixRotationDelta(deltaRotation, mixFactor, priority);
|
||||
|
||||
// measure the result of the rotation which may have been modified by
|
||||
// blending and constraints
|
||||
glm::quat actualDelta = nextState.getRotation() * glm::inverse(oldNextRotation);
|
||||
endPosition = pivot + actualDelta * leverArm;
|
||||
}
|
||||
|
||||
// recompute transforms from the top down
|
||||
glm::mat4 parentTransform = topParentTransform;
|
||||
for (int j = numFree - 1; j >= 0; --j) {
|
||||
JointState& freeState = _jointStates[freeLineage.at(j)];
|
||||
freeState.computeTransform(parentTransform);
|
||||
parentTransform = freeState.getTransform();
|
||||
}
|
||||
|
||||
// measure our success
|
||||
endPosition = endState.getPosition();
|
||||
distanceToGo = glm::distance(targetPosition, endPosition);
|
||||
} while (numIterations < MAX_ITERATION_COUNT && distanceToGo < ACCEPTABLE_IK_ERROR);
|
||||
|
||||
// set final rotation of the end joint
|
||||
endState.setRotationInBindFrame(targetRotation, priority, true);
|
||||
}
|
||||
|
||||
bool Rig::restoreJointPosition(int jointIndex, float fraction, float priority) {
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return false;
|
||||
}
|
||||
// const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
// const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
|
||||
const FBXJoint& fbxJoint = _jointStates[jointIndex].getFBXJoint();
|
||||
const QVector<int>& freeLineage = fbxJoint.freeLineage;
|
||||
|
||||
foreach (int index, freeLineage) {
|
||||
JointState& state = _jointStates[index];
|
||||
state.restoreRotation(fraction, priority);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
float Rig::getLimbLength(int jointIndex, glm::vec3 scale) const {
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
// const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
// const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
|
||||
const FBXJoint& fbxJoint = _jointStates[jointIndex].getFBXJoint();
|
||||
const QVector<int>& freeLineage = fbxJoint.freeLineage;
|
||||
|
||||
float length = 0.0f;
|
||||
float lengthScale = (scale.x + scale.y + scale.z) / 3.0f;
|
||||
for (int i = freeLineage.size() - 2; i >= 0; i--) {
|
||||
int something = freeLineage.at(i);
|
||||
const FBXJoint& fbxJointI = _jointStates[something].getFBXJoint();
|
||||
length += fbxJointI.distanceToParent * lengthScale;
|
||||
}
|
||||
return length;
|
||||
}
|
||||
|
|
|
@ -44,14 +44,41 @@ public:
|
|||
bool isRunningAnimation(AnimationHandlePointer animationHandle);
|
||||
const QList<AnimationHandlePointer>& getRunningAnimations() const { return _runningAnimations; }
|
||||
|
||||
void initJointStates(glm::vec3 scale, glm::vec3 offset, QVector<JointState> states);
|
||||
float initJointStates(glm::vec3 scale, glm::vec3 offset, QVector<JointState> states);
|
||||
void initJointTransforms(glm::vec3 scale, glm::vec3 offset);
|
||||
void resetJoints();
|
||||
bool jointStatesEmpty() { return _jointStates.isEmpty(); };
|
||||
int jointStateCount() const { return _jointStates.size(); }
|
||||
bool getJointStateAtIndex(int jointIndex, JointState& jointState) const;
|
||||
|
||||
void updateJointStates(glm::mat4 parentTransform);
|
||||
void updateJointState(int index, glm::mat4 parentTransform);
|
||||
void resetAllTransformsChanged();
|
||||
|
||||
bool getJointState(int index, glm::quat& rotation) const;
|
||||
bool getVisibleJointState(int index, glm::quat& rotation) const;
|
||||
void updateVisibleJointStates();
|
||||
void clearJointState(int index);
|
||||
void clearJointStates();
|
||||
void setJointState(int index, bool valid, const glm::quat& rotation, float priority);
|
||||
void clearJointAnimationPriority(int index);
|
||||
glm::quat setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority, bool constrain = false);
|
||||
glm::quat setJointRotationInConstrainedFrame(int jointIndex, glm::quat targetRotation,
|
||||
float priority, bool constrain = false);
|
||||
void applyJointRotationDelta(int jointIndex, const glm::quat& delta, bool constrain, float priority);
|
||||
|
||||
QVector<JointState> getJointStates() { return _jointStates; }
|
||||
|
||||
AnimationHandlePointer createAnimationHandle();
|
||||
|
||||
bool setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
|
||||
bool useRotation, int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment,
|
||||
float priority, glm::mat4 parentTransform);
|
||||
void inverseKinematics(int endIndex, glm::vec3 targetPosition,
|
||||
const glm::quat& targetRotation, float priority, glm::mat4 parentTransform);
|
||||
bool restoreJointPosition(int jointIndex, float fraction, float priority);
|
||||
float getLimbLength(int jointIndex, glm::vec3 scale) const;
|
||||
|
||||
protected:
|
||||
QVector<JointState> _jointStates;
|
||||
|
||||
|
|
|
@ -83,7 +83,6 @@ Model::Model(QObject* parent, RigPointer rig) :
|
|||
_isWireframe(false),
|
||||
_renderCollisionHull(false),
|
||||
_rig(rig) {
|
||||
|
||||
// we may have been created in the network thread, but we live in the main thread
|
||||
if (_viewState) {
|
||||
moveToThread(_viewState->getMainThread());
|
||||
|
@ -1098,8 +1097,12 @@ void Model::clearJointState(int index) {
|
|||
}
|
||||
|
||||
void Model::clearJointAnimationPriority(int index) {
|
||||
if (index != -1 && index < _jointStates.size()) {
|
||||
_jointStates[index]._animationPriority = 0.0f;
|
||||
if (_rig) {
|
||||
_rig->clearJointAnimationPriority(index);
|
||||
} else {
|
||||
if (index != -1 && index < _jointStates.size()) {
|
||||
_jointStates[index]._animationPriority = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1517,9 +1520,8 @@ void Model::updateVisibleJointStates() {
|
|||
}
|
||||
}
|
||||
|
||||
bool Model::setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
|
||||
bool useRotation, int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment,
|
||||
float priority) {
|
||||
bool Model::setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation, bool useRotation,
|
||||
int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment, float priority) {
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return false;
|
||||
}
|
||||
|
@ -1604,8 +1606,7 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& position, const gl
|
|||
return true;
|
||||
}
|
||||
|
||||
void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition,
|
||||
const glm::quat& targetRotation, float priority) {
|
||||
void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority) {
|
||||
// NOTE: targetRotation is from bind- to model-frame
|
||||
|
||||
if (endIndex == -1 || _jointStates.isEmpty()) {
|
||||
|
|
|
@ -64,7 +64,7 @@ public:
|
|||
|
||||
static void setAbstractViewStateInterface(AbstractViewStateInterface* viewState) { _viewState = viewState; }
|
||||
|
||||
Model(QObject* parent = NULL, RigPointer rig = nullptr);
|
||||
Model(QObject* parent = nullptr, RigPointer rig = nullptr);
|
||||
virtual ~Model();
|
||||
|
||||
/// enables/disables scale to fit behavior, the model will be automatically scaled to the specified largest dimension
|
||||
|
@ -206,6 +206,7 @@ public:
|
|||
|
||||
QStringList getJointNames() const;
|
||||
|
||||
AnimationHandlePointer createAnimationHandle();
|
||||
|
||||
const QList<AnimationHandlePointer>& getRunningAnimations() const { return _runningAnimations; }
|
||||
|
||||
|
@ -293,8 +294,8 @@ protected:
|
|||
/// \param alignment
|
||||
/// \return true if joint exists
|
||||
bool setJointPosition(int jointIndex, const glm::vec3& position, 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 useRotation = false, int lastFreeIndex = -1, bool allIntermediatesFree = false,
|
||||
const glm::vec3& alignment = glm::vec3(0.0f, -1.0f, 0.0f), float priority = 1.0f);
|
||||
|
||||
/// Restores the indexed joint to its default position.
|
||||
/// \param fraction the fraction of the default position to apply (i.e., 0.25f to slerp one fourth of the way to
|
||||
|
@ -522,6 +523,7 @@ private:
|
|||
bool _readyWhenAdded = false;
|
||||
bool _needsReload = true;
|
||||
|
||||
protected:
|
||||
RigPointer _rig;
|
||||
};
|
||||
|
||||
|
|
|
@ -113,6 +113,8 @@ void vhacd::VHACDUtil::fattenMeshes(const FBXMesh& mesh, FBXMesh& result,
|
|||
int index1 = triangles[i * 3 + 1] + indexStartOffset;
|
||||
int index2 = triangles[i * 3 + 2] + indexStartOffset;
|
||||
|
||||
// TODO: skip triangles with a normal that points more negative-y than positive-y
|
||||
|
||||
glm::vec3 p0 = result.vertices[index0];
|
||||
glm::vec3 p1 = result.vertices[index1];
|
||||
glm::vec3 p2 = result.vertices[index2];
|
||||
|
|
Loading…
Reference in a new issue