From a840a17106475fa284870f6d1c7e7cdcea07316a Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Thu, 6 Aug 2015 19:45:58 -0700 Subject: [PATCH] Change name originalRotation defaultRotation. --- interface/src/avatar/FaceModel.cpp | 6 +++--- interface/src/avatar/SkeletonModel.cpp | 2 +- libraries/animation/src/JointState.cpp | 14 +++++++------- libraries/animation/src/JointState.h | 4 ++-- libraries/animation/src/Rig.cpp | 8 ++++---- 5 files changed, 17 insertions(+), 17 deletions(-) diff --git a/interface/src/avatar/FaceModel.cpp b/interface/src/avatar/FaceModel.cpp index 22ba7455b8..e31c804185 100644 --- a/interface/src/avatar/FaceModel.cpp +++ b/interface/src/avatar/FaceModel.cpp @@ -71,7 +71,7 @@ void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const Joi glm::angleAxis(-pitchYawRoll.z, glm::normalize(inverse * axes[2])) * glm::angleAxis(pitchYawRoll.y, glm::normalize(inverse * axes[1])) * glm::angleAxis(-pitchYawRoll.x, glm::normalize(inverse * axes[0])) - * state.getOriginalRotation(), DEFAULT_PRIORITY); + * state.getDefaultRotation(), DEFAULT_PRIORITY); } void FaceModel::maybeUpdateEyeRotation(Model* model, const JointState& parentState, const JointState& state, int index) { @@ -79,7 +79,7 @@ void FaceModel::maybeUpdateEyeRotation(Model* model, const JointState& parentSta // NOTE: at the moment we do the math in the world-frame, hence the inverse transform is more complex than usual. glm::mat4 inverse = glm::inverse(glm::mat4_cast(model->getRotation()) * parentState.getTransform() * glm::translate(_rig->getJointDefaultTranslationInConstrainedFrame(index)) * - state.getPreTransform() * glm::mat4_cast(state.getPreRotation() * state.getOriginalRotation())); + state.getPreTransform() * glm::mat4_cast(state.getPreRotation() * state.getDefaultRotation())); glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT, 0.0f)); glm::vec3 lookAtDelta = _owningHead->getCorrectedLookAtPosition() - model->getTranslation(); glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(lookAtDelta + glm::length(lookAtDelta) * _owningHead->getSaccade(), 1.0f)); @@ -87,7 +87,7 @@ void FaceModel::maybeUpdateEyeRotation(Model* model, const JointState& parentSta const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE; _rig->setJointRotationInConstrainedFrame(index, glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) * - state.getOriginalRotation(), DEFAULT_PRIORITY); + state.getDefaultRotation(), DEFAULT_PRIORITY); } void FaceModel::maybeUpdateNeckAndEyeRotation(int index) { diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp index 8000ed8d26..dab7770a09 100644 --- a/interface/src/avatar/SkeletonModel.cpp +++ b/interface/src/avatar/SkeletonModel.cpp @@ -481,7 +481,7 @@ void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) { if (parentIndex == -1) { transforms[i] = _rig->getJointTransform(i); } else { - glm::quat modifiedRotation = state.getPreRotation() * state.getOriginalRotation() * state.getPostRotation(); + glm::quat modifiedRotation = state.getPreRotation() * state.getDefaultRotation() * state.getPostRotation(); transforms[i] = transforms[parentIndex] * glm::translate(state.getTranslation()) * state.getPreTransform() * glm::mat4_cast(modifiedRotation) * state.getPostTransform(); } diff --git a/libraries/animation/src/JointState.cpp b/libraries/animation/src/JointState.cpp index f867369c1d..c81aae468d 100644 --- a/libraries/animation/src/JointState.cpp +++ b/libraries/animation/src/JointState.cpp @@ -42,7 +42,7 @@ JointState::JointState(const JointState& other) : _constraint(NULL) { _boneRadius = other._boneRadius; _parentIndex = other._parentIndex; _translation = other._translation; - _originalRotation = other._originalRotation; + _defaultRotation = other._defaultRotation; _inverseDefaultRotation = other._inverseDefaultRotation; _rotationMin = other._rotationMin; _rotationMax = other._rotationMax; @@ -82,7 +82,7 @@ void JointState::setFBXJoint(const FBXJoint* joint) { _boneRadius = joint->boneRadius; _parentIndex = joint->parentIndex; _translation = joint->translation; - _originalRotation = joint->rotation; + _defaultRotation = joint->rotation; _inverseDefaultRotation = joint->inverseDefaultRotation; _rotationMin = joint->rotationMin; _rotationMax = joint->rotationMax; @@ -127,7 +127,7 @@ void JointState::copyState(const JointState& state) { _isFree = state._isFree; _boneRadius = state._boneRadius; _parentIndex = state._parentIndex; - _originalRotation = state._originalRotation; + _defaultRotation = state._defaultRotation; _inverseDefaultRotation = state._inverseDefaultRotation; _translation = state._translation; _rotationMin = state._rotationMin; @@ -182,7 +182,7 @@ glm::quat JointState::getVisibleRotationInParentFrame() const { void JointState::restoreRotation(float fraction, float priority) { if (priority == _animationPriority || _animationPriority == 0.0f) { - setRotationInConstrainedFrameInternal(safeMix(_rotationInConstrainedFrame, _originalRotation, fraction)); + setRotationInConstrainedFrameInternal(safeMix(_rotationInConstrainedFrame, _defaultRotation, fraction)); _animationPriority = 0.0f; } } @@ -237,7 +237,7 @@ void JointState::mixRotationDelta(const glm::quat& delta, float mixFactor, float _animationPriority = priority; glm::quat targetRotation = _rotationInConstrainedFrame * glm::inverse(getRotation()) * delta * getRotation(); if (mixFactor > 0.0f && mixFactor <= 1.0f) { - targetRotation = safeMix(targetRotation, _originalRotation, mixFactor); + targetRotation = safeMix(targetRotation, _defaultRotation, mixFactor); } if (_constraint) { _constraint->softClamp(targetRotation, _rotationInConstrainedFrame, 0.5f); @@ -290,7 +290,7 @@ void JointState::setVisibleRotationInConstrainedFrame(const glm::quat& targetRot } bool JointState::rotationIsDefault(const glm::quat& rotation, float tolerance) const { - glm::quat defaultRotation = _originalRotation; + glm::quat defaultRotation = _defaultRotation; return glm::abs(rotation.x - defaultRotation.x) < tolerance && glm::abs(rotation.y - defaultRotation.y) < tolerance && glm::abs(rotation.z - defaultRotation.z) < tolerance && @@ -299,7 +299,7 @@ bool JointState::rotationIsDefault(const glm::quat& rotation, float tolerance) c glm::quat JointState::getDefaultRotationInParentFrame() const { // NOTE: the result is constant and could be cached - return _preRotation * _originalRotation * _postRotation; + return _preRotation * _defaultRotation * _postRotation; } const glm::vec3& JointState::getDefaultTranslationInConstrainedFrame() const { diff --git a/libraries/animation/src/JointState.h b/libraries/animation/src/JointState.h index d7e954d59c..51f92f3ace 100644 --- a/libraries/animation/src/JointState.h +++ b/libraries/animation/src/JointState.h @@ -113,7 +113,7 @@ public: const glm::mat4& getPostTransform() const { return _postTransform; } const glm::quat& getPreRotation() const { return _preRotation; } const glm::quat& getPostRotation() const { return _postRotation; } - const glm::quat& getOriginalRotation() const { return _originalRotation; } + const glm::quat& getDefaultRotation() const { return _defaultRotation; } const glm::quat& getInverseDefaultRotation() const { return _inverseDefaultRotation; } const QString& getName() const { return _name; } float getBoneRadius() const { return _boneRadius; } @@ -136,7 +136,7 @@ private: glm::quat _visibleRotation; glm::quat _visibleRotationInConstrainedFrame; - glm::quat _originalRotation; // Not necessarilly bind rotation. See FBXJoint transform/bindTransform + glm::quat _defaultRotation; // Not necessarilly bind rotation. See FBXJoint transform/bindTransform glm::quat _inverseDefaultRotation; glm::vec3 _translation; float _boneRadius; diff --git a/libraries/animation/src/Rig.cpp b/libraries/animation/src/Rig.cpp index 1c7257adc7..207cb5e4e1 100644 --- a/libraries/animation/src/Rig.cpp +++ b/libraries/animation/src/Rig.cpp @@ -795,7 +795,7 @@ void Rig::updateLeanJoint(int index, float leanSideways, float leanForward, floa glm::angleAxis(- RADIANS_PER_DEGREE * leanSideways, inverse * zAxis) * glm::angleAxis(- RADIANS_PER_DEGREE * leanForward, inverse * xAxis) * glm::angleAxis(RADIANS_PER_DEGREE * torsoTwist, inverse * yAxis) * - getJointState(index).getOriginalRotation(), DEFAULT_PRIORITY); + getJointState(index).getDefaultRotation(), DEFAULT_PRIORITY); } } @@ -816,7 +816,7 @@ void Rig::updateNeckJoint(int index, const glm::quat& localHeadOrientation, floa glm::angleAxis(-pitchYawRoll.z, glm::normalize(inverse * axes[2])) * glm::angleAxis(pitchYawRoll.y, glm::normalize(inverse * axes[1])) * glm::angleAxis(-pitchYawRoll.x, glm::normalize(inverse * axes[0])) * - state.getOriginalRotation(), DEFAULT_PRIORITY); + state.getDefaultRotation(), DEFAULT_PRIORITY); } } @@ -828,7 +828,7 @@ void Rig::updateEyeJoint(int index, const glm::quat& worldHeadOrientation, const // NOTE: at the moment we do the math in the world-frame, hence the inverse transform is more complex than usual. glm::mat4 inverse = glm::inverse(parentState.getTransform() * glm::translate(getJointDefaultTranslationInConstrainedFrame(index)) * - state.getPreTransform() * glm::mat4_cast(state.getPreRotation() * state.getOriginalRotation())); + state.getPreTransform() * glm::mat4_cast(state.getPreRotation() * state.getDefaultRotation())); glm::vec3 front = glm::vec3(inverse * glm::vec4(worldHeadOrientation * IDENTITY_FRONT, 0.0f)); glm::vec3 lookAtDelta = lookAt; glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(lookAtDelta + glm::length(lookAtDelta) * saccade, 1.0f)); @@ -836,6 +836,6 @@ void Rig::updateEyeJoint(int index, const glm::quat& worldHeadOrientation, const const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE; float angle = glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE); glm::quat rot = glm::angleAxis(angle, glm::axis(between)); - setJointRotationInConstrainedFrame(index, rot * state.getOriginalRotation(), DEFAULT_PRIORITY); + setJointRotationInConstrainedFrame(index, rot * state.getDefaultRotation(), DEFAULT_PRIORITY); } }