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203 lines
8 KiB
C++
203 lines
8 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 "Hand.h"
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#include "Menu.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, bool fullUpdate) {
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setTranslation(_owningAvatar->getPosition());
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setRotation(_owningAvatar->getOrientation() * glm::angleAxis(PI, glm::vec3(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, fullUpdate);
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if (!(isActive() && _owningAvatar->isMyAvatar())) {
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return; // only simulate for own avatar
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}
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// find the left and rightmost active Leap palms
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int leftPalmIndex, rightPalmIndex;
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Hand* hand = _owningAvatar->getHand();
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hand->getLeftRightPalmIndices(leftPalmIndex, rightPalmIndex);
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const float HAND_RESTORATION_PERIOD = 1.f; // seconds
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float handRestorePercent = glm::clamp(deltaTime / HAND_RESTORATION_PERIOD, 0.f, 1.f);
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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(handRestorePercent);
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} else {
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applyHandPosition(geometry.rightHandJointIndex, _owningAvatar->getHandPosition());
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}
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restoreLeftHandPosition(handRestorePercent);
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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(handRestorePercent);
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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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void SkeletonModel::getHandShapes(int jointIndex, QVector<const Shape*>& shapes) const {
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if (jointIndex < 0 || jointIndex >= int(_shapes.size())) {
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return;
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}
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if (jointIndex == getLeftHandJointIndex()
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|| jointIndex == getRightHandJointIndex()) {
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// get all shapes that have this hand as an ancestor in the skeleton heirarchy
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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for (int i = 0; i < _jointStates.size(); i++) {
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const FBXJoint& joint = geometry.joints[i];
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int parentIndex = joint.parentIndex;
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if (i == jointIndex) {
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// this shape is the hand
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shapes.push_back(_shapes[i]);
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if (parentIndex != -1) {
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// also add the forearm
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shapes.push_back(_shapes[parentIndex]);
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}
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} else {
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while (parentIndex != -1) {
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if (parentIndex == jointIndex) {
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// this shape is a child of the hand
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shapes.push_back(_shapes[i]);
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break;
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}
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parentIndex = geometry.joints[parentIndex].parentIndex;
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}
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}
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}
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}
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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::applyHandPosition(int jointIndex, const glm::vec3& position) {
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if (jointIndex == -1) {
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return;
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}
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setJointPosition(jointIndex, position);
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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glm::vec3 handPosition, elbowPosition;
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getJointPosition(jointIndex, handPosition);
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getJointPosition(geometry.joints.at(jointIndex).parentIndex, elbowPosition);
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glm::vec3 forearmVector = handPosition - elbowPosition;
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float forearmLength = glm::length(forearmVector);
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if (forearmLength < EPSILON) {
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return;
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}
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glm::quat handRotation;
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getJointRotation(jointIndex, handRotation, true);
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// align hand with forearm
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float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
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applyRotationDelta(jointIndex, rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector), false);
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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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if (jointIndex == -1) {
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return;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
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int parentJointIndex = geometry.joints.at(jointIndex).parentIndex;
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if (parentJointIndex == -1) {
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return;
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}
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// rotate forearm to align with palm direction
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glm::quat palmRotation;
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getJointRotation(parentJointIndex, palmRotation, true);
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applyRotationDelta(parentJointIndex, rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()), false);
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getJointRotation(parentJointIndex, 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 (size_t 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 = { (int)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 forearm according to average finger direction
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float directionLength = glm::length(direction);
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const unsigned int MIN_ROTATION_FINGERS = 3;
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if (directionLength > EPSILON && palm.getNumFingers() >= MIN_ROTATION_FINGERS) {
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applyRotationDelta(parentJointIndex, rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction), false);
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getJointRotation(parentJointIndex, palmRotation, true);
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}
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// let wrist inherit forearm rotation
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_jointStates[jointIndex].rotation = glm::quat();
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// set elbow position from wrist position
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glm::vec3 forearmVector = palmRotation * glm::vec3(sign, 0.0f, 0.0f);
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setJointPosition(parentJointIndex, palm.getPosition() + forearmVector *
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geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale));
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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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if (!_owningAvatar->isMyAvatar()) {
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return;
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}
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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 * glm::translate(state.translation) *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
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state.rotation = glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(),
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glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(),
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glm::normalize(inverse * axes[0])) * joint.rotation;
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}
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