Fix for incorrect avatar bounds after changing avatars

This commit is contained in:
Anthony J. Thibault 2015-11-25 12:06:50 -08:00
parent 868cf83b48
commit 97a2eb62d4

View file

@ -1027,7 +1027,6 @@ void Rig::buildAbsoluteRigPoses(const AnimPoseVec& relativePoses, AnimPoseVec& a
// transform all absolute poses into rig space.
AnimPose geometryToRigTransform(_geometryToRigTransform);
geometryToRigTransform = _modelOffset * _geometryOffset;
for (int i = 0; i < (int)_absolutePoses.size(); i++) {
absolutePosesOut[i] = geometryToRigTransform * absolutePosesOut[i];
}
@ -1134,6 +1133,12 @@ void Rig::computeAvatarBoundingCapsule(
// compute bounding box that encloses all points
Extents totalExtents;
totalExtents.reset();
// HACK by convention our Avatars are always modeled such that y=0 is the ground plane.
// add the zero point so that our avatars will always have bounding volumes that are flush with the ground
// even if they do not have legs (default robot)
totalExtents.addPoint(glm::vec3(0.0f));
int numPoses = finalPoses.size();
for (int i = 0; i < numPoses; i++) {
const FBXJointShapeInfo& shapeInfo = geometry.joints.at(i).shapeInfo;
@ -1142,25 +1147,17 @@ void Rig::computeAvatarBoundingCapsule(
for (int j = 0; j < shapeInfo.points.size(); ++j) {
totalExtents.addPoint((pose * shapeInfo.points[j]));
}
} else {
totalExtents.addPoint(pose.trans);
}
}
// HACK so that default legless robot doesn't knuckle-drag
if (rightFootIndex > -1) {
totalExtents.addPoint(finalPoses[rightFootIndex].trans);
}
if (leftFootIndex > -1) {
totalExtents.addPoint(finalPoses[leftFootIndex].trans);
}
// compute bounding shape parameters
// NOTE: we assume that the longest side of totalExtents is the yAxis...
glm::vec3 diagonal = geometryToRig * (totalExtents.maximum - totalExtents.minimum);
glm::vec3 diagonal = (geometryToRig * totalExtents.maximum) - (geometryToRig * totalExtents.minimum);
// ... and assume the radiusOut is half the RMS of the X and Z sides:
radiusOut = 0.5f * sqrtf(0.5f * (diagonal.x * diagonal.x + diagonal.z * diagonal.z));
heightOut = diagonal.y - 2.0f * radiusOut;
glm::vec3 rootPosition = finalPoses[geometry.rootJointIndex].trans;
localOffsetOut = geometryToRig * (0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition);
glm::vec3 rigCenter = (geometryToRig * (0.5f * (totalExtents.maximum + totalExtents.minimum)));
localOffsetOut = rigCenter - (geometryToRig * rootPosition);
}