Rig.h: updated comments with coordinate spaces

This commit is contained in:
Anthony J. Thibault 2015-11-22 16:15:12 -08:00
parent 821264a031
commit dc169dc0aa

View file

@ -42,8 +42,8 @@ public:
float torsoTwist = 0.0f; // degrees
bool enableLean = false;
glm::quat worldHeadOrientation = glm::quat(); // world space (-z forward)
glm::quat localHeadOrientation = glm::quat(); // avatar space (-z forward)
glm::vec3 localHeadPosition = glm::vec3(); // avatar space
glm::quat localHeadOrientation = glm::quat(); // rig space (-z forward)
glm::vec3 localHeadPosition = glm::vec3(); // rig space
bool isInHMD = false;
int leanJointIndex = -1;
int neckJointIndex = -1;
@ -63,10 +63,10 @@ public:
struct HandParameters {
bool isLeftEnabled;
bool isRightEnabled;
glm::vec3 leftPosition = glm::vec3(); // avatar space
glm::quat leftOrientation = glm::quat(); // avatar space (z forward)
glm::vec3 rightPosition = glm::vec3(); // avatar space
glm::quat rightOrientation = glm::quat(); // avatar space (z forward)
glm::vec3 leftPosition = glm::vec3(); // rig space
glm::quat leftOrientation = glm::quat(); // rig space (z forward)
glm::vec3 rightPosition = glm::vec3(); // rig space
glm::quat rightOrientation = glm::quat(); // rig space (z forward)
float leftTrigger = 0.0f;
float rightTrigger = 0.0f;
};
@ -90,8 +90,8 @@ public:
void setModelOffset(const glm::mat4& modelOffsetMat);
bool getJointStateRotation(int index, glm::quat& rotation) const;
bool getJointStateTranslation(int index, glm::vec3& translation) const;
bool getJointStateRotation(int index, glm::quat& rotation) const; // geometry space
bool getJointStateTranslation(int index, glm::vec3& translation) const; // geometry space
void clearJointState(int index);
void clearJointStates();
@ -146,8 +146,8 @@ public:
const glm::vec3& getEyesInRootFrame() const { return _eyesInRootFrame; }
AnimPose getAbsoluteDefaultPose(int index) const; // avatar space
const AnimPoseVec& getAbsoluteDefaultPoses() const; // avatar space
AnimPose getAbsoluteDefaultPose(int index) const; // rig space
const AnimPoseVec& getAbsoluteDefaultPoses() const; // rig space
void copyJointsIntoJointData(QVector<JointData>& jointDataVec) const;
void copyJointsFromJointData(const QVector<JointData>& jointDataVec);
@ -167,14 +167,15 @@ public:
void computeEyesInRootFrame(const AnimPoseVec& poses);
AnimPose _modelOffset; // model to avatar space (without 180 flip)
AnimPose _modelOffset; // model to rig space (without 180 flip)
AnimPose _geometryOffset; // geometry to model space (includes unit offset & fst offsets)
AnimPoseVec _relativePoses; // geometry space relative to parent.
AnimPoseVec _absolutePoses; // avatar space, not relative to parent.
AnimPoseVec _absolutePoses; // rig space, not relative to parent. (without 180 flip)
AnimPoseVec _overridePoses; // geometry space relative to parent.
std::vector<bool> _overrideFlags;
AnimPoseVec _absoluteDefaultPoses; // avatar space, not relative to parent.
AnimPoseVec _absoluteDefaultPoses; // rig space, not relative to parent.
glm::mat4 _geometryToRigTransform;
glm::mat4 _rigToGeometryTransform;