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Wheeee, let's try a different way of applying the lean rotation.
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02a21ae9c0
commit
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2 changed files with 10 additions and 9 deletions
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@ -59,10 +59,11 @@ void FaceModel::updateJointState(int index) {
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state.combinedRotation = _rotation * combinedRotation;
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} else {
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const JointState& parentState = _jointStates.at(joint.parentIndex);
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if (index == geometry.neckJointIndex) {
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// get the rotation axes in joint space and use them to adjust the rotation
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glm::mat3 axes = glm::mat3_cast(getRotation());
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glm::mat3 inverse = glm::inverse(glm::mat3(_jointStates[joint.parentIndex].transform *
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glm::mat3 inverse = glm::inverse(glm::mat3(parentState.transform *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
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state.rotation = glm::angleAxis(_owningHead->getRoll(), glm::normalize(inverse * axes[2])) *
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glm::angleAxis(_owningHead->getYaw(), glm::normalize(inverse * axes[1])) *
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@ -70,14 +71,13 @@ void FaceModel::updateJointState(int index) {
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} else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) {
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// likewise with the eye joints
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glm::mat4 inverse = glm::inverse(_jointStates[joint.parentIndex].transform *
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glm::mat4 inverse = glm::inverse(parentState.transform *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
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glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getOrientation() * IDENTITY_FRONT, 0.0f));
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glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
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_owningHead->getSaccade(), 1.0f));
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state.rotation = rotationBetween(front, lookAt) * joint.rotation;
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}
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const JointState& parentState = _jointStates.at(joint.parentIndex);
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state.transform = parentState.transform * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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state.combinedRotation = parentState.combinedRotation * combinedRotation;
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@ -72,15 +72,16 @@ void SkeletonModel::updateJointState(int index) {
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state.combinedRotation = _rotation * combinedRotation;
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} else {
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const JointState& parentState = _jointStates.at(joint.parentIndex);
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if (index == geometry.leanJointIndex) {
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// get the rotation axes in joint space and use them to adjust the rotation
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glm::mat3 axes = glm::mat3_cast(_rotation);
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glm::mat3 inverse = glm::inverse(glm::mat3(_jointStates[joint.parentIndex].transform *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
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state.rotation = glm::angleAxis(_owningAvatar->getHead().getLeanSideways(), glm::normalize(inverse * axes[2])) *
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glm::angleAxis(_owningAvatar->getHead().getLeanForward(), glm::normalize(inverse * axes[0])) * joint.rotation;
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state.combinedRotation = _rotation * glm::quat(glm::radians(glm::vec3(_owningAvatar->getHead().getLeanForward(),
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0.0f, _owningAvatar->getHead().getLeanSideways()))) * glm::inverse(_rotation) * parentState.combinedRotation *
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joint.preRotation * joint.rotation;
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state.rotation = glm::inverse(joint.postRotation * glm::inverse(state.combinedRotation) *
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parentState.combinedRotation * joint.preRotation);
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combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
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}
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const JointState& parentState = _jointStates.at(joint.parentIndex);
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state.transform = parentState.transform * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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state.combinedRotation = parentState.combinedRotation * combinedRotation;
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