overte/interface/src/avatar/SkeletonModel.cpp
Andrzej Kapolka b2ed29dbff Work around precision issues with multiplying matrices with high translation
magnitudes (by using relative translation).
2013-11-04 16:49:12 -08:00

103 lines
3.6 KiB
C++

//
// SkeletonModel.cpp
// interface
//
// Created by Andrzej Kapolka on 10/17/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#include <glm/gtx/transform.hpp>
#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;
}