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Merge pull request #12267 from hyperlogic/bug-fix/rc63-neck-cauterization
RC63: Bug fix for avatar neck cauterization
This commit is contained in:
commit
92b9290294
3 changed files with 61 additions and 10 deletions
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@ -115,6 +115,7 @@ void CauterizedModel::updateClusterMatrices() {
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Transform clusterTransform;
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Transform::mult(clusterTransform, jointTransform, cluster.inverseBindTransform);
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state.clusterTransforms[j] = Model::TransformDualQuaternion(clusterTransform);
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state.clusterTransforms[j].setCauterizationParameters(0.0f, jointPose.trans());
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#else
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auto jointMatrix = _rig.getJointTransform(cluster.jointIndex);
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glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, state.clusterTransforms[j]);
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@ -151,6 +152,7 @@ void CauterizedModel::updateClusterMatrices() {
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Transform clusterTransform;
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Transform::mult(clusterTransform, jointTransform, cluster.inverseBindTransform);
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state.clusterTransforms[j] = Model::TransformDualQuaternion(clusterTransform);
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state.clusterTransforms[j].setCauterizationParameters(1.0f, cauterizePose.trans());
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#else
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glm_mat4u_mul(cauterizeMatrix, cluster.inverseBindMatrix, state.clusterTransforms[j]);
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#endif
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@ -263,26 +263,34 @@ public:
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_scale.x = p.scale().x;
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_scale.y = p.scale().y;
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_scale.z = p.scale().z;
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_scale.w = 0.0f;
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_dq = DualQuaternion(p.rot(), p.trans());
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}
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TransformDualQuaternion(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) {
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_scale.x = scale.x;
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_scale.y = scale.y;
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_scale.z = scale.z;
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_scale.w = 0.0f;
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_dq = DualQuaternion(rot, trans);
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}
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TransformDualQuaternion(const Transform& transform) {
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_scale = glm::vec4(transform.getScale(), 0.0f);
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_scale.w = 0.0f;
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_dq = DualQuaternion(transform.getRotation(), transform.getTranslation());
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}
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glm::vec3 getScale() const { return glm::vec3(_scale); }
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glm::quat getRotation() const { return _dq.getRotation(); }
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glm::vec3 getTranslation() const { return _dq.getTranslation(); }
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glm::mat4 getMatrix() const { return createMatFromScaleQuatAndPos(getScale(), getRotation(), getTranslation()); };
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void setCauterizationParameters(float cauterizationAmount, const glm::vec3& cauterizedPosition) {
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_scale.w = cauterizationAmount;
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_cauterizedPosition = glm::vec4(cauterizedPosition, 1.0f);
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}
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protected:
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glm::vec4 _scale { 1.0f, 1.0f, 1.0f, 0.0f };
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DualQuaternion _dq;
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glm::vec4 _padding;
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glm::vec4 _cauterizedPosition { 0.0f, 0.0f, 0.0f, 1.0f };
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};
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#endif
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@ -58,17 +58,19 @@ mat4 dualQuatToMat4(vec4 real, vec4 dual) {
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void skinPosition(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition) {
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// linearly blend scale and dual quaternion components
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vec3 sAccum = vec3(0.0, 0.0, 0.0);
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vec4 sAccum = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 rAccum = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 dAccum = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 cAccum = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 polarityReference = clusterMatrices[skinClusterIndex[0]][1];
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for (int i = 0; i < INDICES_PER_VERTEX; i++) {
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mat4 clusterMatrix = clusterMatrices[(skinClusterIndex[i])];
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float clusterWeight = skinClusterWeight[i];
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vec3 scale = vec3(clusterMatrix[0]);
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vec4 scale = clusterMatrix[0];
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vec4 real = clusterMatrix[1];
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vec4 dual = clusterMatrix[2];
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vec4 cauterizedPos = clusterMatrix[3];
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// to ensure that we rotate along the shortest arc, reverse dual quaternions with negative polarity.
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float dqClusterWeight = clusterWeight;
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@ -79,6 +81,7 @@ void skinPosition(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPositio
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sAccum += scale * clusterWeight;
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rAccum += real * dqClusterWeight;
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dAccum += dual * dqClusterWeight;
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cAccum += cauterizedPos * clusterWeight;
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}
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// normalize dual quaternion
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@ -88,25 +91,37 @@ void skinPosition(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPositio
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// conversion from dual quaternion to 4x4 matrix.
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mat4 m = dualQuatToMat4(rAccum, dAccum);
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skinnedPosition = m * (vec4(sAccum, 1) * inPosition);
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// sAccum.w indicates the amount of cauterization for this vertex.
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// 0 indicates no cauterization and 1 indicates full cauterization.
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// TODO: make this cauterization smoother or implement full dual-quaternion scale support.
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const float CAUTERIZATION_THRESHOLD = 0.1;
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if (sAccum.w > CAUTERIZATION_THRESHOLD) {
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skinnedPosition = cAccum;
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} else {
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sAccum.w = 1.0;
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skinnedPosition = m * (sAccum * inPosition);
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}
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}
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void skinPositionNormal(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, vec3 inNormal,
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out vec4 skinnedPosition, out vec3 skinnedNormal) {
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// linearly blend scale and dual quaternion components
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vec3 sAccum = vec3(0.0, 0.0, 0.0);
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vec4 sAccum = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 rAccum = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 dAccum = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 cAccum = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 polarityReference = clusterMatrices[skinClusterIndex[0]][1];
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for (int i = 0; i < INDICES_PER_VERTEX; i++) {
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mat4 clusterMatrix = clusterMatrices[(skinClusterIndex[i])];
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float clusterWeight = skinClusterWeight[i];
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vec3 scale = vec3(clusterMatrix[0]);
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vec4 scale = clusterMatrix[0];
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vec4 real = clusterMatrix[1];
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vec4 dual = clusterMatrix[2];
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vec4 cauterizedPos = clusterMatrix[3];
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// to ensure that we rotate along the shortest arc, reverse dual quaternions with negative polarity.
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float dqClusterWeight = clusterWeight;
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@ -117,6 +132,7 @@ void skinPositionNormal(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inP
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sAccum += scale * clusterWeight;
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rAccum += real * dqClusterWeight;
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dAccum += dual * dqClusterWeight;
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cAccum += cauterizedPos * clusterWeight;
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}
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// normalize dual quaternion
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@ -126,7 +142,18 @@ void skinPositionNormal(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inP
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// conversion from dual quaternion to 4x4 matrix.
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mat4 m = dualQuatToMat4(rAccum, dAccum);
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skinnedPosition = m * (vec4(sAccum, 1) * inPosition);
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// sAccum.w indicates the amount of cauterization for this vertex.
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// 0 indicates no cauterization and 1 indicates full cauterization.
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// TODO: make this cauterization smoother or implement full dual-quaternion scale support.
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const float CAUTERIZATION_THRESHOLD = 0.1;
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if (sAccum.w > CAUTERIZATION_THRESHOLD) {
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skinnedPosition = cAccum;
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} else {
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sAccum.w = 1.0;
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skinnedPosition = m * (sAccum * inPosition);
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}
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skinnedNormal = vec3(m * vec4(inNormal, 0));
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}
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@ -134,18 +161,20 @@ void skinPositionNormalTangent(ivec4 skinClusterIndex, vec4 skinClusterWeight, v
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out vec4 skinnedPosition, out vec3 skinnedNormal, out vec3 skinnedTangent) {
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// linearly blend scale and dual quaternion components
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vec3 sAccum = vec3(0.0, 0.0, 0.0);
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vec4 sAccum = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 rAccum = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 dAccum = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 cAccum = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 polarityReference = clusterMatrices[skinClusterIndex[0]][1];
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for (int i = 0; i < INDICES_PER_VERTEX; i++) {
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mat4 clusterMatrix = clusterMatrices[(skinClusterIndex[i])];
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float clusterWeight = skinClusterWeight[i];
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vec3 scale = vec3(clusterMatrix[0]);
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vec4 scale = clusterMatrix[0];
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vec4 real = clusterMatrix[1];
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vec4 dual = clusterMatrix[2];
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vec4 cauterizedPos = clusterMatrix[3];
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// to ensure that we rotate along the shortest arc, reverse dual quaternions with negative polarity.
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float dqClusterWeight = clusterWeight;
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@ -156,6 +185,7 @@ void skinPositionNormalTangent(ivec4 skinClusterIndex, vec4 skinClusterWeight, v
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sAccum += scale * clusterWeight;
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rAccum += real * dqClusterWeight;
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dAccum += dual * dqClusterWeight;
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cAccum += cauterizedPos * clusterWeight;
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}
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// normalize dual quaternion
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@ -165,7 +195,18 @@ void skinPositionNormalTangent(ivec4 skinClusterIndex, vec4 skinClusterWeight, v
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// conversion from dual quaternion to 4x4 matrix.
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mat4 m = dualQuatToMat4(rAccum, dAccum);
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skinnedPosition = m * (vec4(sAccum, 1) * inPosition);
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// sAccum.w indicates the amount of cauterization for this vertex.
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// 0 indicates no cauterization and 1 indicates full cauterization.
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// TODO: make this cauterization smoother or implement full dual-quaternion scale support.
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const float CAUTERIZATION_THRESHOLD = 0.1;
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if (sAccum.w > CAUTERIZATION_THRESHOLD) {
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skinnedPosition = cAccum;
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} else {
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sAccum.w = 1.0;
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skinnedPosition = m * (sAccum * inPosition);
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}
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skinnedNormal = vec3(m * vec4(inNormal, 0));
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skinnedTangent = vec3(m * vec4(inTangent, 0));
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}
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