// // SkeletonModel.cpp // interface // // Created by Andrzej Kapolka on 10/17/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #include #include "Application.h" #include "Avatar.h" #include "SkeletonModel.h" SkeletonModel::SkeletonModel(Avatar* owningAvatar) : _owningAvatar(owningAvatar) { } void SkeletonModel::simulate(float deltaTime) { if (!isActive()) { return; } setTranslation(_owningAvatar->getPosition()); setRotation(_owningAvatar->getOrientation() * glm::angleAxis(180.0f, 0.0f, 1.0f, 0.0f)); const float MODEL_SCALE = 0.0006f; setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale() * MODEL_SCALE); Model::simulate(deltaTime); setRightHandPosition(_owningAvatar->getHandPosition()); } bool SkeletonModel::render(float alpha) { if (_jointStates.isEmpty()) { return false; } // only render the balls and sticks if the skeleton has no meshes if (_meshStates.isEmpty()) { const FBXGeometry& geometry = _geometry->getFBXGeometry(); glm::vec3 skinColor, darkSkinColor; _owningAvatar->getSkinColors(skinColor, darkSkinColor); for (int i = 0; i < _jointStates.size(); i++) { glPushMatrix(); glm::vec3 position; getJointPosition(i, position); Application::getInstance()->loadTranslatedViewMatrix(position); glm::quat rotation; getJointRotation(i, rotation); glm::vec3 axis = glm::axis(rotation); glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z); glColor4f(skinColor.r, skinColor.g, skinColor.b, alpha); const float BALL_RADIUS = 0.005f; const int BALL_SUBDIVISIONS = 10; glutSolidSphere(BALL_RADIUS * _owningAvatar->getScale(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS); glPopMatrix(); int parentIndex = geometry.joints[i].parentIndex; if (parentIndex == -1) { continue; } glColor4f(darkSkinColor.r, darkSkinColor.g, darkSkinColor.b, alpha); glm::vec3 parentPosition; getJointPosition(parentIndex, parentPosition); const float STICK_RADIUS = BALL_RADIUS * 0.1f; Avatar::renderJointConnectingCone(parentPosition, position, STICK_RADIUS * _owningAvatar->getScale(), STICK_RADIUS * _owningAvatar->getScale()); } } Model::render(alpha); return true; } void SkeletonModel::updateJointState(int index) { Model::updateJointState(index); if (index == _geometry->getFBXGeometry().rootJointIndex) { JointState& state = _jointStates[index]; state.transform[3][0] = 0.0f; state.transform[3][1] = 0.0f; state.transform[3][2] = 0.0f; } } void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) { // get the rotation axes in joint space and use them to adjust the rotation glm::mat3 axes = glm::mat3_cast(_rotation); glm::mat3 inverse = glm::mat3(glm::inverse(parentState.transform * joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation))); state.rotation = glm::angleAxis(-_owningAvatar->getHead().getLeanSideways(), glm::normalize(inverse * axes[2])) * glm::angleAxis(-_owningAvatar->getHead().getLeanForward(), glm::normalize(inverse * axes[0])) * joint.rotation; }