simplified SkeletonModel::maybeUpdateLeanRotation()

This commit is contained in:
Andrew Meadows 2014-08-20 12:48:52 -07:00
parent c76afe7d4a
commit a01d3781d9
4 changed files with 16 additions and 9 deletions

View file

@ -243,7 +243,7 @@ void SkeletonModel::updateJointState(int index) {
const JointState& parentState = _jointStates.at(joint.parentIndex);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (index == geometry.leanJointIndex) {
maybeUpdateLeanRotation(parentState, joint, state);
maybeUpdateLeanRotation(parentState, state);
} else if (index == geometry.neckJointIndex) {
maybeUpdateNeckRotation(parentState, joint, state);
@ -260,17 +260,18 @@ void SkeletonModel::updateJointState(int index) {
}
}
void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, JointState& state) {
if (!_owningAvatar->isMyAvatar() || Application::getInstance()->getPrioVR()->isActive()) {
return;
}
// get the rotation axes in joint space and use them to adjust the rotation
glm::mat3 axes = glm::mat3_cast(glm::quat());
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInConstrainedFrame()) *
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
state.setRotationInConstrainedFrame(glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(),
glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(),
glm::normalize(inverse * axes[0])) * joint.rotation);
glm::vec3 xAxis(1.0f, 0.0f, 0.0f);
glm::vec3 zAxis(0.0f, 0.0f, 1.0f);
glm::quat inverse = glm::inverse(parentState.getRotation() * state.getDefaultRotationInParentFrame());
state.setRotationInConstrainedFrame(
glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(), inverse * zAxis)
* glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(), inverse * xAxis)
* state.getFBXJoint().rotation);
}
void SkeletonModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {

View file

@ -127,7 +127,7 @@ protected:
/// Updates the state of the joint at the specified index.
virtual void updateJointState(int index);
void maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state);
void maybeUpdateLeanRotation(const JointState& parentState, JointState& state);
void maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state);
void maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state);

View file

@ -254,6 +254,11 @@ const bool JointState::rotationIsDefault(const glm::quat& rotation, float tolera
glm::abs(rotation.w - defaultRotation.w) < tolerance;
}
glm::quat JointState::getDefaultRotationInParentFrame() const {
// NOTE: the result is constant and could be cached in the FBXJoint
return _fbxJoint->preRotation * _fbxJoint->rotation * _fbxJoint->postRotation;
}
const glm::vec3& JointState::getDefaultTranslationInConstrainedFrame() const {
assert(_fbxJoint != NULL);
return _fbxJoint->translation;

View file

@ -88,6 +88,7 @@ public:
const bool rotationIsDefault(const glm::quat& rotation, float tolerance = EPSILON) const;
glm::quat getDefaultRotationInParentFrame() const;
const glm::vec3& getDefaultTranslationInConstrainedFrame() const;