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renames of JointState data members
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b1b7f6bdc4
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d32e14ca04
4 changed files with 37 additions and 37 deletions
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@ -51,7 +51,7 @@ void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBX
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glm::mat3 axes = glm::mat3_cast(glm::quat());
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransformInModelFrame() * glm::translate(state.getDefaultTranslationInParentFrame()) *
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joint.preTransform * glm::mat4_cast(joint.preRotation)));
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state._rotation = glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalRoll(), glm::normalize(inverse * axes[2]))
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state._rotationInParentFrame = glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalRoll(), glm::normalize(inverse * axes[2]))
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* glm::angleAxis(RADIANS_PER_DEGREE * _owningHead->getFinalYaw(), glm::normalize(inverse * axes[1]))
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* glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalPitch(), glm::normalize(inverse * axes[0]))
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* joint.rotation;
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@ -68,7 +68,7 @@ void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJ
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_owningHead->getSaccade() - _translation, 1.0f));
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glm::quat between = rotationBetween(front, lookAt);
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const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE;
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state._rotation = glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
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state._rotationInParentFrame = glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
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joint.rotation;
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}
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@ -200,7 +200,7 @@ void SkeletonModel::applyPalmDataInModelFrame(int jointIndex, PalmData& palm) {
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JointState& parentState = _jointStates[parentJointIndex];
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parentState.setRotationInModelFrame(palmRotation, PALM_PRIORITY);
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// lock hand to forearm by slamming its rotation (in parent-frame) to identity
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_jointStates[jointIndex]._rotation = glm::quat();
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_jointStates[jointIndex]._rotationInParentFrame = glm::quat();
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} else {
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setJointPositionInModelFrame(jointIndex, palmPosition, palmRotation,
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true, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
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@ -239,7 +239,7 @@ void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const
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glm::mat3 axes = glm::mat3_cast(glm::quat());
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransformInModelFrame() * glm::translate(state.getDefaultTranslationInParentFrame()) *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
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state._rotation = glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(),
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state._rotationInParentFrame = glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(),
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glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(),
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glm::normalize(inverse * axes[0])) * joint.rotation;
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}
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@ -459,7 +459,7 @@ void Model::reset() {
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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for (int i = 0; i < _jointStates.size(); i++) {
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_jointStates[i]._rotation = geometry.joints.at(i).rotation;
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_jointStates[i]._rotationInParentFrame = geometry.joints.at(i).rotation;
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}
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}
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@ -669,7 +669,7 @@ bool Model::getJointState(int index, glm::quat& rotation) const {
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if (index == -1 || index >= _jointStates.size()) {
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return false;
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}
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rotation = _jointStates.at(index)._rotation;
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rotation = _jointStates.at(index)._rotationInParentFrame;
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const glm::quat& defaultRotation = _geometry->getFBXGeometry().joints.at(index).rotation;
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return glm::abs(rotation.x - defaultRotation.x) >= EPSILON ||
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glm::abs(rotation.y - defaultRotation.y) >= EPSILON ||
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@ -682,7 +682,7 @@ void Model::setJointState(int index, bool valid, const glm::quat& rotation, floa
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JointState& state = _jointStates[index];
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if (priority >= state._animationPriority) {
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if (valid) {
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state._rotation = rotation;
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state._rotationInParentFrame = rotation;
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state._animationPriority = priority;
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} else {
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state.restoreRotation(1.0f, priority);
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@ -1932,7 +1932,7 @@ void AnimationHandle::simulate(float deltaTime) {
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if (mapping != -1) {
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JointState& state = _model->_jointStates[mapping];
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if (_priority >= state._animationPriority) {
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state._rotation = frame.rotations.at(i);
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state._rotationInParentFrame = frame.rotations.at(i);
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state._animationPriority = _priority;
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}
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}
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@ -1956,7 +1956,7 @@ void AnimationHandle::simulate(float deltaTime) {
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if (mapping != -1) {
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JointState& state = _model->_jointStates[mapping];
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if (_priority >= state._animationPriority) {
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state._rotation = safeMix(floorFrame.rotations.at(i), ceilFrame.rotations.at(i), frameFraction);
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state._rotationInParentFrame = safeMix(floorFrame.rotations.at(i), ceilFrame.rotations.at(i), frameFraction);
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state._animationPriority = _priority;
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}
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}
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@ -1985,34 +1985,34 @@ JointState::JointState() :
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void JointState::setFBXJoint(const FBXJoint* joint) {
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assert(joint != NULL);
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_rotation = joint->rotation;
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_rotationInParentFrame = joint->rotation;
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// NOTE: JointState does not own the FBXJoint to which it points.
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_fbxJoint = joint;
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}
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void JointState::copyState(const JointState& state) {
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_rotation = state._rotation;
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_transformInModelFrame = state._transformInModelFrame;
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_rotationInModelFrame = extractRotation(_transformInModelFrame);
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_rotationInParentFrame = state._rotationInParentFrame;
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_transform = state._transform;
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_rotation = extractRotation(_transform);
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_animationPriority = state._animationPriority;
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// DO NOT copy _fbxJoint
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}
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void JointState::computeTransformInModelFrame(const glm::mat4& parentTransform) {
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glm::quat modifiedRotation = _fbxJoint->preRotation * _rotation * _fbxJoint->postRotation;
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glm::quat modifiedRotation = _fbxJoint->preRotation * _rotationInParentFrame * _fbxJoint->postRotation;
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glm::mat4 modifiedTransform = _fbxJoint->preTransform * glm::mat4_cast(modifiedRotation) * _fbxJoint->postTransform;
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_transformInModelFrame = parentTransform * glm::translate(_fbxJoint->translation) * modifiedTransform;
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_rotationInModelFrame = extractRotation(_transformInModelFrame);
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_transform = parentTransform * glm::translate(_fbxJoint->translation) * modifiedTransform;
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_rotation = extractRotation(_transform);
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}
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glm::quat JointState::getRotationFromBindToModelFrame() const {
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return _rotationInModelFrame * _fbxJoint->inverseBindRotation;
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return _rotation * _fbxJoint->inverseBindRotation;
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}
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void JointState::restoreRotation(float fraction, float priority) {
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assert(_fbxJoint != NULL);
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if (priority == _animationPriority) {
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_rotation = safeMix(_rotation, _fbxJoint->rotation, fraction);
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_rotationInParentFrame = safeMix(_rotationInParentFrame, _fbxJoint->rotation, fraction);
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_animationPriority = 0.0f;
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}
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}
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@ -2020,15 +2020,15 @@ void JointState::restoreRotation(float fraction, float priority) {
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void JointState::setRotationInModelFrame(const glm::quat& rotation, float priority) {
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assert(_fbxJoint != NULL);
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if (priority >= _animationPriority) {
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_rotation = _rotation * glm::inverse(_rotationInModelFrame) * rotation * glm::inverse(_fbxJoint->inverseBindRotation);
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_rotationInParentFrame = _rotationInParentFrame * glm::inverse(_rotation) * rotation * glm::inverse(_fbxJoint->inverseBindRotation);
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_animationPriority = priority;
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}
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}
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void JointState::clearTransformTranslation() {
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_transformInModelFrame[3][0] = 0.0f;
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_transformInModelFrame[3][1] = 0.0f;
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_transformInModelFrame[3][2] = 0.0f;
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_transform[3][0] = 0.0f;
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_transform[3][1] = 0.0f;
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_transform[3][2] = 0.0f;
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}
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void JointState::applyRotationDeltaInModelFrame(const glm::quat& delta, bool constrain, float priority) {
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@ -2040,15 +2040,15 @@ void JointState::applyRotationDeltaInModelFrame(const glm::quat& delta, bool con
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if (!constrain || (_fbxJoint->rotationMin == glm::vec3(-PI, -PI, -PI) &&
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_fbxJoint->rotationMax == glm::vec3(PI, PI, PI))) {
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// no constraints
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_rotation = _rotation * glm::inverse(_rotationInModelFrame) * delta * _rotationInModelFrame;
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_rotationInModelFrame = delta * _rotationInModelFrame;
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_rotationInParentFrame = _rotationInParentFrame * glm::inverse(_rotation) * delta * _rotation;
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_rotation = delta * _rotation;
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return;
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}
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glm::quat targetRotation = delta * _rotationInModelFrame;
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glm::vec3 eulers = safeEulerAngles(_rotation * glm::inverse(_rotationInModelFrame) * targetRotation);
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glm::quat targetRotation = delta * _rotation;
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glm::vec3 eulers = safeEulerAngles(_rotationInParentFrame * glm::inverse(_rotation) * targetRotation);
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glm::quat newRotation = glm::quat(glm::clamp(eulers, _fbxJoint->rotationMin, _fbxJoint->rotationMax));
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_rotationInModelFrame = _rotationInModelFrame * glm::inverse(_rotation) * newRotation;
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_rotation = newRotation;
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_rotation = _rotation * glm::inverse(_rotationInParentFrame) * newRotation;
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_rotationInParentFrame = newRotation;
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}
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const glm::vec3& JointState::getDefaultTranslationInParentFrame() const {
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@ -41,10 +41,10 @@ public:
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void copyState(const JointState& state);
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void computeTransformInModelFrame(const glm::mat4& parentTransform);
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const glm::mat4& getTransformInModelFrame() const { return _transformInModelFrame; }
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const glm::mat4& getTransformInModelFrame() const { return _transform; }
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glm::quat getRotationInModelFrame() const { return _rotationInModelFrame; }
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glm::vec3 getPositionInModelFrame() const { return extractTranslation(_transformInModelFrame); }
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glm::quat getRotationInModelFrame() const { return _rotation; }
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glm::vec3 getPositionInModelFrame() const { return extractTranslation(_transform); }
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/// \return rotation from bind to model frame
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glm::quat getRotationFromBindToModelFrame() const;
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@ -55,19 +55,19 @@ public:
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void restoreRotation(float fraction, float priority);
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/// \param rotation is from bind-frame to model-frame
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/// computes parent relative _rotation and sets that
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/// \warning no combined transforms are updated!
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/// \param rotation is from bind- to model-frame
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/// computes and sets new _rotationInParentFrame
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/// NOTE: the JointState's model-frame transform/rotation are NOT updated!
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void setRotationInModelFrame(const glm::quat& rotation, float priority);
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void clearTransformTranslation();
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glm::quat _rotation; // rotation relative to parent
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glm::quat _rotationInParentFrame; // joint- to parentJoint-frame
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float _animationPriority; // the priority of the animation affecting this joint
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private:
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glm::mat4 _transformInModelFrame;
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glm::quat _rotationInModelFrame;
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glm::mat4 _transform; // joint- to model-frame
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glm::quat _rotation; // joint- to model-frame
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const FBXJoint* _fbxJoint; // JointState does NOT own its FBXJoint
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};
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