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134 lines
6.5 KiB
C++
134 lines
6.5 KiB
C++
//
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// Skeleton.cpp
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// interface
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//
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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#include "Skeleton.h"
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const float BODY_SPRING_DEFAULT_TIGHTNESS = 1000.0f;
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const float FLOATING_HEIGHT = 0.13f;
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Skeleton::Skeleton() {
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}
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void Skeleton::initialize() {
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for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
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joint[b].parent = AVATAR_JOINT_NULL;
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joint[b].position = glm::vec3(0.0, 0.0, 0.0);
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joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0);
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joint[b].rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
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joint[b].length = 0.0;
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}
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// specify the parental hierarchy
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joint[ AVATAR_JOINT_PELVIS ].parent = AVATAR_JOINT_NULL;
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joint[ AVATAR_JOINT_TORSO ].parent = AVATAR_JOINT_PELVIS;
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joint[ AVATAR_JOINT_CHEST ].parent = AVATAR_JOINT_TORSO;
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joint[ AVATAR_JOINT_NECK_BASE ].parent = AVATAR_JOINT_CHEST;
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joint[ AVATAR_JOINT_HEAD_BASE ].parent = AVATAR_JOINT_NECK_BASE;
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joint[ AVATAR_JOINT_HEAD_TOP ].parent = AVATAR_JOINT_HEAD_BASE;
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joint[ AVATAR_JOINT_LEFT_COLLAR ].parent = AVATAR_JOINT_CHEST;
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joint[ AVATAR_JOINT_LEFT_SHOULDER ].parent = AVATAR_JOINT_LEFT_COLLAR;
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joint[ AVATAR_JOINT_LEFT_ELBOW ].parent = AVATAR_JOINT_LEFT_SHOULDER;
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joint[ AVATAR_JOINT_LEFT_WRIST ].parent = AVATAR_JOINT_LEFT_ELBOW;
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joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].parent = AVATAR_JOINT_LEFT_WRIST;
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joint[ AVATAR_JOINT_RIGHT_COLLAR ].parent = AVATAR_JOINT_CHEST;
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joint[ AVATAR_JOINT_RIGHT_SHOULDER ].parent = AVATAR_JOINT_RIGHT_COLLAR;
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joint[ AVATAR_JOINT_RIGHT_ELBOW ].parent = AVATAR_JOINT_RIGHT_SHOULDER;
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joint[ AVATAR_JOINT_RIGHT_WRIST ].parent = AVATAR_JOINT_RIGHT_ELBOW;
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joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].parent = AVATAR_JOINT_RIGHT_WRIST;
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joint[ AVATAR_JOINT_LEFT_HIP ].parent = AVATAR_JOINT_PELVIS;
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joint[ AVATAR_JOINT_LEFT_KNEE ].parent = AVATAR_JOINT_LEFT_HIP;
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joint[ AVATAR_JOINT_LEFT_HEEL ].parent = AVATAR_JOINT_LEFT_KNEE;
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joint[ AVATAR_JOINT_LEFT_TOES ].parent = AVATAR_JOINT_LEFT_HEEL;
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joint[ AVATAR_JOINT_RIGHT_HIP ].parent = AVATAR_JOINT_PELVIS;
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joint[ AVATAR_JOINT_RIGHT_KNEE ].parent = AVATAR_JOINT_RIGHT_HIP;
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joint[ AVATAR_JOINT_RIGHT_HEEL ].parent = AVATAR_JOINT_RIGHT_KNEE;
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joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
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// specify the default pose position
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joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
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joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
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joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
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joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.14, 0.01 );
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joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.04, 0.00 );
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joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, 0.01 );
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joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.01 );
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joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
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joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
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joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
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joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, 0.01 );
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joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.01 );
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joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
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joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
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joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
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joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.02 );
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joint[ AVATAR_JOINT_LEFT_KNEE ].defaultPosePosition = glm::vec3( 0.01, -0.25, -0.03 );
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joint[ AVATAR_JOINT_LEFT_HEEL ].defaultPosePosition = glm::vec3( 0.01, -0.22, 0.08 );
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joint[ AVATAR_JOINT_LEFT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, -0.05 );
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joint[ AVATAR_JOINT_RIGHT_HIP ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.02 );
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joint[ AVATAR_JOINT_RIGHT_KNEE ].defaultPosePosition = glm::vec3( -0.01, -0.25, -0.03 );
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joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( -0.01, -0.22, 0.08 );
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joint[ AVATAR_JOINT_RIGHT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, -0.05 );
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// calculate bone length
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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joint[b].length = glm::length(joint[b].defaultPosePosition);
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}
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}
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// calculate positions and rotations of all bones by traversing the skeleton tree:
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void Skeleton::update(float deltaTime, const glm::quat& orientation, glm::vec3 position) {
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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if (joint[b].parent == AVATAR_JOINT_NULL) {
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joint[b].rotation = orientation;
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joint[b].position = position;
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}
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else {
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joint[b].rotation = joint[ joint[b].parent ].rotation;
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joint[b].position = joint[ joint[b].parent ].position;
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}
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glm::vec3 rotatedJointVector = joint[b].rotation * joint[b].defaultPosePosition;
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joint[b].position += rotatedJointVector;
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}
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}
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float Skeleton::getArmLength() {
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return joint[ AVATAR_JOINT_RIGHT_ELBOW ].length
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+ joint[ AVATAR_JOINT_RIGHT_WRIST ].length
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+ joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].length;
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}
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float Skeleton::getHeight() {
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return
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joint[ AVATAR_JOINT_LEFT_HEEL ].length +
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joint[ AVATAR_JOINT_LEFT_KNEE ].length +
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joint[ AVATAR_JOINT_PELVIS ].length +
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joint[ AVATAR_JOINT_TORSO ].length +
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joint[ AVATAR_JOINT_CHEST ].length +
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joint[ AVATAR_JOINT_NECK_BASE ].length +
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joint[ AVATAR_JOINT_HEAD_BASE ].length;
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}
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float Skeleton::getPelvisStandingHeight() {
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return joint[ AVATAR_JOINT_LEFT_HEEL ].length +
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joint[ AVATAR_JOINT_LEFT_KNEE ].length;
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}
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float Skeleton::getPelvisFloatingHeight() {
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return joint[ AVATAR_JOINT_LEFT_HEEL ].length +
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joint[ AVATAR_JOINT_LEFT_KNEE ].length +
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FLOATING_HEIGHT;
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}
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