diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp index c44d2ebdea..ca18c62718 100644 --- a/interface/src/avatar/SkeletonModel.cpp +++ b/interface/src/avatar/SkeletonModel.cpp @@ -133,12 +133,17 @@ void SkeletonModel::applyPalmData(int jointIndex, const QVector& fingerJoin return; } const FBXGeometry& geometry = _geometry->getFBXGeometry(); - setJointPosition(jointIndex, palm.getPosition()); float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f; + int parentJointIndex = geometry.joints.at(jointIndex).parentIndex; + if (parentJointIndex == -1) { + return; + } + + // rotate forearm to align with palm direction glm::quat palmRotation; - getJointRotation(jointIndex, palmRotation, true); - applyRotationDelta(jointIndex, rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()), false); - getJointRotation(jointIndex, palmRotation, true); + getJointRotation(parentJointIndex, palmRotation, true); + applyRotationDelta(parentJointIndex, rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()), false); + getJointRotation(parentJointIndex, palmRotation, true); // sort the finger indices by raw x, get the average direction QVector fingerIndices; @@ -155,33 +160,21 @@ void SkeletonModel::applyPalmData(int jointIndex, const QVector& fingerJoin } qSort(fingerIndices.begin(), fingerIndices.end()); - // rotate palm according to average finger direction + // rotate forearm according to average finger direction float directionLength = glm::length(direction); const unsigned int MIN_ROTATION_FINGERS = 3; if (directionLength > EPSILON && palm.getNumFingers() >= MIN_ROTATION_FINGERS) { - applyRotationDelta(jointIndex, rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction), false); - getJointRotation(jointIndex, palmRotation, true); + applyRotationDelta(parentJointIndex, rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction), false); + getJointRotation(parentJointIndex, palmRotation, true); } - // no point in continuing if there are no fingers - if (palm.getNumFingers() == 0 || fingerJointIndices.isEmpty()) { - return; - } + // let wrist inherit forearm rotation + _jointStates[jointIndex].rotation = glm::quat(); - // match them up as best we can - float proportion = fingerIndices.size() / (float)fingerJointIndices.size(); - for (int i = 0; i < fingerJointIndices.size(); i++) { - int fingerIndex = fingerIndices.at(roundf(i * proportion)).index; - glm::vec3 fingerVector = palm.getFingers()[fingerIndex].getTipPosition() - - palm.getFingers()[fingerIndex].getRootPosition(); - - int fingerJointIndex = fingerJointIndices.at(i); - int fingertipJointIndex = fingertipJointIndices.at(i); - glm::vec3 jointVector = extractTranslation(geometry.joints.at(fingertipJointIndex).bindTransform) - - extractTranslation(geometry.joints.at(fingerJointIndex).bindTransform); - - setJointRotation(fingerJointIndex, rotationBetween(palmRotation * jointVector, fingerVector) * palmRotation, true); - } + // set elbow position from wrist position + glm::vec3 forearmVector = palmRotation * glm::vec3(sign, 0.0f, 0.0f); + setJointPosition(parentJointIndex, palm.getPosition() + forearmVector * + geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale)); } void SkeletonModel::updateJointState(int index) {