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Rig.h: updated comments with coordinate spaces
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821264a031
commit
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1 changed files with 14 additions and 13 deletions
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@ -42,8 +42,8 @@ public:
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float torsoTwist = 0.0f; // degrees
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float torsoTwist = 0.0f; // degrees
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bool enableLean = false;
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bool enableLean = false;
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glm::quat worldHeadOrientation = glm::quat(); // world space (-z forward)
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glm::quat worldHeadOrientation = glm::quat(); // world space (-z forward)
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glm::quat localHeadOrientation = glm::quat(); // avatar space (-z forward)
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glm::quat localHeadOrientation = glm::quat(); // rig space (-z forward)
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glm::vec3 localHeadPosition = glm::vec3(); // avatar space
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glm::vec3 localHeadPosition = glm::vec3(); // rig space
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bool isInHMD = false;
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bool isInHMD = false;
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int leanJointIndex = -1;
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int leanJointIndex = -1;
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int neckJointIndex = -1;
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int neckJointIndex = -1;
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@ -63,10 +63,10 @@ public:
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struct HandParameters {
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struct HandParameters {
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bool isLeftEnabled;
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bool isLeftEnabled;
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bool isRightEnabled;
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bool isRightEnabled;
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glm::vec3 leftPosition = glm::vec3(); // avatar space
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glm::vec3 leftPosition = glm::vec3(); // rig space
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glm::quat leftOrientation = glm::quat(); // avatar space (z forward)
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glm::quat leftOrientation = glm::quat(); // rig space (z forward)
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glm::vec3 rightPosition = glm::vec3(); // avatar space
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glm::vec3 rightPosition = glm::vec3(); // rig space
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glm::quat rightOrientation = glm::quat(); // avatar space (z forward)
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glm::quat rightOrientation = glm::quat(); // rig space (z forward)
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float leftTrigger = 0.0f;
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float leftTrigger = 0.0f;
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float rightTrigger = 0.0f;
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float rightTrigger = 0.0f;
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};
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};
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@ -90,8 +90,8 @@ public:
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void setModelOffset(const glm::mat4& modelOffsetMat);
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void setModelOffset(const glm::mat4& modelOffsetMat);
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bool getJointStateRotation(int index, glm::quat& rotation) const;
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bool getJointStateRotation(int index, glm::quat& rotation) const; // geometry space
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bool getJointStateTranslation(int index, glm::vec3& translation) const;
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bool getJointStateTranslation(int index, glm::vec3& translation) const; // geometry space
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void clearJointState(int index);
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void clearJointState(int index);
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void clearJointStates();
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void clearJointStates();
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@ -146,8 +146,8 @@ public:
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const glm::vec3& getEyesInRootFrame() const { return _eyesInRootFrame; }
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const glm::vec3& getEyesInRootFrame() const { return _eyesInRootFrame; }
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AnimPose getAbsoluteDefaultPose(int index) const; // avatar space
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AnimPose getAbsoluteDefaultPose(int index) const; // rig space
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const AnimPoseVec& getAbsoluteDefaultPoses() const; // avatar space
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const AnimPoseVec& getAbsoluteDefaultPoses() const; // rig space
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void copyJointsIntoJointData(QVector<JointData>& jointDataVec) const;
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void copyJointsIntoJointData(QVector<JointData>& jointDataVec) const;
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void copyJointsFromJointData(const QVector<JointData>& jointDataVec);
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void copyJointsFromJointData(const QVector<JointData>& jointDataVec);
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@ -167,14 +167,15 @@ public:
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void computeEyesInRootFrame(const AnimPoseVec& poses);
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void computeEyesInRootFrame(const AnimPoseVec& poses);
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AnimPose _modelOffset; // model to avatar space (without 180 flip)
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AnimPose _modelOffset; // model to rig space (without 180 flip)
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AnimPose _geometryOffset; // geometry to model space (includes unit offset & fst offsets)
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AnimPose _geometryOffset; // geometry to model space (includes unit offset & fst offsets)
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AnimPoseVec _relativePoses; // geometry space relative to parent.
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AnimPoseVec _relativePoses; // geometry space relative to parent.
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AnimPoseVec _absolutePoses; // avatar space, not relative to parent.
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AnimPoseVec _absolutePoses; // rig space, not relative to parent. (without 180 flip)
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AnimPoseVec _overridePoses; // geometry space relative to parent.
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AnimPoseVec _overridePoses; // geometry space relative to parent.
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std::vector<bool> _overrideFlags;
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std::vector<bool> _overrideFlags;
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AnimPoseVec _absoluteDefaultPoses; // avatar space, not relative to parent.
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AnimPoseVec _absoluteDefaultPoses; // rig space, not relative to parent.
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glm::mat4 _geometryToRigTransform;
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glm::mat4 _geometryToRigTransform;
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glm::mat4 _rigToGeometryTransform;
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glm::mat4 _rigToGeometryTransform;
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