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210 lines
8.1 KiB
C++
210 lines
8.1 KiB
C++
//
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// SkeletonModel.cpp
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// interface
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//
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// Created by Andrzej Kapolka on 10/17/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#include <glm/gtx/transform.hpp>
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#include "Application.h"
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#include "Avatar.h"
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#include "SkeletonModel.h"
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SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
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_owningAvatar(owningAvatar) {
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}
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void SkeletonModel::simulate(float deltaTime) {
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if (!isActive()) {
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return;
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}
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setTranslation(_owningAvatar->getPosition());
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setRotation(_owningAvatar->getOrientation() * glm::angleAxis(180.0f, 0.0f, 1.0f, 0.0f));
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const float MODEL_SCALE = 0.0006f;
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setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale() * MODEL_SCALE);
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Model::simulate(deltaTime);
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// find the left and rightmost active Leap palms
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HandData& hand = _owningAvatar->getHand();
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int leftPalmIndex = -1;
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float leftPalmX = FLT_MAX;
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int rightPalmIndex = -1;
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float rightPalmX = -FLT_MAX;
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for (int i = 0; i < hand.getNumPalms(); i++) {
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if (hand.getPalms()[i].isActive()) {
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float x = hand.getPalms()[i].getRawPosition().x;
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if (x < leftPalmX) {
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leftPalmIndex = i;
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leftPalmX = x;
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}
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if (x > rightPalmX) {
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rightPalmIndex = i;
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rightPalmX = x;
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}
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}
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}
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const float HAND_RESTORATION_RATE = 0.25f;
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (leftPalmIndex == -1) {
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// no Leap data; set hands from mouse
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if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
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restoreRightHandPosition(HAND_RESTORATION_RATE);
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} else {
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setRightHandPosition(_owningAvatar->getHandPosition());
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}
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restoreLeftHandPosition(HAND_RESTORATION_RATE);
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} else if (leftPalmIndex == rightPalmIndex) {
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// right hand only
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applyPalmData(geometry.rightHandJointIndex, geometry.rightFingerJointIndices, geometry.rightFingertipJointIndices,
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hand.getPalms()[leftPalmIndex]);
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restoreLeftHandPosition(HAND_RESTORATION_RATE);
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} else {
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applyPalmData(geometry.leftHandJointIndex, geometry.leftFingerJointIndices, geometry.leftFingertipJointIndices,
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hand.getPalms()[leftPalmIndex]);
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applyPalmData(geometry.rightHandJointIndex, geometry.rightFingerJointIndices, geometry.rightFingertipJointIndices,
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hand.getPalms()[rightPalmIndex]);
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}
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}
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bool SkeletonModel::render(float alpha) {
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if (_jointStates.isEmpty()) {
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return false;
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}
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// only render the balls and sticks if the skeleton has no meshes
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if (_meshStates.isEmpty()) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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glm::vec3 skinColor, darkSkinColor;
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_owningAvatar->getSkinColors(skinColor, darkSkinColor);
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for (int i = 0; i < _jointStates.size(); i++) {
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glPushMatrix();
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glm::vec3 position;
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getJointPosition(i, position);
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Application::getInstance()->loadTranslatedViewMatrix(position);
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glm::quat rotation;
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getJointRotation(i, rotation);
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
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glColor4f(skinColor.r, skinColor.g, skinColor.b, alpha);
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const float BALL_RADIUS = 0.005f;
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const int BALL_SUBDIVISIONS = 10;
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glutSolidSphere(BALL_RADIUS * _owningAvatar->getScale(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
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glPopMatrix();
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int parentIndex = geometry.joints[i].parentIndex;
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if (parentIndex == -1) {
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continue;
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}
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glColor4f(darkSkinColor.r, darkSkinColor.g, darkSkinColor.b, alpha);
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glm::vec3 parentPosition;
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getJointPosition(parentIndex, parentPosition);
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const float STICK_RADIUS = BALL_RADIUS * 0.1f;
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Avatar::renderJointConnectingCone(parentPosition, position, STICK_RADIUS * _owningAvatar->getScale(),
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STICK_RADIUS * _owningAvatar->getScale());
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}
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}
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Model::render(alpha);
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return true;
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}
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class IndexValue {
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public:
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int index;
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float value;
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};
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bool operator<(const IndexValue& firstIndex, const IndexValue& secondIndex) {
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return firstIndex.value < secondIndex.value;
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}
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void SkeletonModel::applyPalmData(int jointIndex, const QVector<int>& fingerJointIndices,
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const QVector<int>& fingertipJointIndices, PalmData& palm) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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setJointPosition(jointIndex, palm.getPosition());
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float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
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glm::quat palmRotation;
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getJointRotation(jointIndex, palmRotation, true);
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applyRotationDelta(jointIndex, rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()));
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getJointRotation(jointIndex, palmRotation, true);
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// sort the finger indices by raw x, get the average direction
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QVector<IndexValue> fingerIndices;
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glm::vec3 direction;
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for (int i = 0; i < palm.getNumFingers(); i++) {
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glm::vec3 fingerVector = palm.getFingers()[i].getTipPosition() - palm.getPosition();
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float length = glm::length(fingerVector);
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if (length > EPSILON) {
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direction += fingerVector / length;
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}
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fingerVector = glm::inverse(palmRotation) * fingerVector * -sign;
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IndexValue indexValue = { i, atan2f(fingerVector.z, fingerVector.x) };
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fingerIndices.append(indexValue);
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}
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qSort(fingerIndices.begin(), fingerIndices.end());
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// rotate palm according to average finger direction
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float directionLength = glm::length(direction);
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const int MIN_ROTATION_FINGERS = 3;
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if (directionLength > EPSILON && palm.getNumFingers() >= MIN_ROTATION_FINGERS) {
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applyRotationDelta(jointIndex, rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction));
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getJointRotation(jointIndex, palmRotation, true);
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}
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// no point in continuing if there are no fingers
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if (palm.getNumFingers() == 0 || fingerJointIndices.isEmpty()) {
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return;
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}
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// match them up as best we can
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float proportion = fingerIndices.size() / (float)fingerJointIndices.size();
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for (int i = 0; i < fingerJointIndices.size(); i++) {
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int fingerIndex = fingerIndices.at(roundf(i * proportion)).index;
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glm::vec3 fingerVector = palm.getFingers()[fingerIndex].getTipPosition() -
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palm.getFingers()[fingerIndex].getRootPosition();
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int fingerJointIndex = fingerJointIndices.at(i);
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int fingertipJointIndex = fingertipJointIndices.at(i);
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glm::vec3 jointVector = extractTranslation(geometry.joints.at(fingertipJointIndex).bindTransform) -
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extractTranslation(geometry.joints.at(fingerJointIndex).bindTransform);
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setJointRotation(fingerJointIndex, rotationBetween(palmRotation * jointVector, fingerVector) * palmRotation, true);
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}
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}
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void SkeletonModel::updateJointState(int index) {
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Model::updateJointState(index);
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if (index == _geometry->getFBXGeometry().rootJointIndex) {
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JointState& state = _jointStates[index];
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state.transform[3][0] = 0.0f;
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state.transform[3][1] = 0.0f;
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state.transform[3][2] = 0.0f;
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}
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}
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void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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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::mat3(glm::inverse(parentState.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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}
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