overte/interface/src/Skeleton.cpp
2013-07-05 22:14:32 -07:00

166 lines
8 KiB
C++

//
// Skeleton.cpp
// interface
//
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include "Skeleton.h"
#include "Util.h"
#include "world.h"
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1000.0f;
const float FLOATING_HEIGHT = 0.13f;
Skeleton::Skeleton() {
}
void Skeleton::initialize() {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
joint[b].parent = AVATAR_JOINT_NULL;
joint[b].position = glm::vec3(0.0, 0.0, 0.0);
joint[b].rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
joint[b].length = 0.0;
joint[b].bindRadius = 1.0f / 8;
}
// put the arms at the side
joint[AVATAR_JOINT_LEFT_ELBOW].rotation = glm::quat(glm::vec3(0.0f, 0.0f, PIf * 0.5f));
joint[AVATAR_JOINT_RIGHT_ELBOW].rotation = glm::quat(glm::vec3(0.0f, 0.0f, -PIf * 0.5f));
// bend the knees
joint[AVATAR_JOINT_LEFT_KNEE].rotation = joint[AVATAR_JOINT_RIGHT_KNEE].rotation =
glm::quat(glm::vec3(PIf / 8.0f, 0.0f, 0.0f));
joint[AVATAR_JOINT_LEFT_HEEL].rotation = joint[AVATAR_JOINT_RIGHT_HEEL].rotation =
glm::quat(glm::vec3(-PIf / 4.0f, 0.0f, 0.0f));
// specify the parental hierarchy
joint[ AVATAR_JOINT_PELVIS ].parent = AVATAR_JOINT_NULL;
joint[ AVATAR_JOINT_TORSO ].parent = AVATAR_JOINT_PELVIS;
joint[ AVATAR_JOINT_CHEST ].parent = AVATAR_JOINT_TORSO;
joint[ AVATAR_JOINT_NECK_BASE ].parent = AVATAR_JOINT_CHEST;
joint[ AVATAR_JOINT_HEAD_BASE ].parent = AVATAR_JOINT_NECK_BASE;
joint[ AVATAR_JOINT_HEAD_TOP ].parent = AVATAR_JOINT_HEAD_BASE;
joint[ AVATAR_JOINT_LEFT_COLLAR ].parent = AVATAR_JOINT_CHEST;
joint[ AVATAR_JOINT_LEFT_SHOULDER ].parent = AVATAR_JOINT_LEFT_COLLAR;
joint[ AVATAR_JOINT_LEFT_ELBOW ].parent = AVATAR_JOINT_LEFT_SHOULDER;
joint[ AVATAR_JOINT_LEFT_WRIST ].parent = AVATAR_JOINT_LEFT_ELBOW;
joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].parent = AVATAR_JOINT_LEFT_WRIST;
joint[ AVATAR_JOINT_RIGHT_COLLAR ].parent = AVATAR_JOINT_CHEST;
joint[ AVATAR_JOINT_RIGHT_SHOULDER ].parent = AVATAR_JOINT_RIGHT_COLLAR;
joint[ AVATAR_JOINT_RIGHT_ELBOW ].parent = AVATAR_JOINT_RIGHT_SHOULDER;
joint[ AVATAR_JOINT_RIGHT_WRIST ].parent = AVATAR_JOINT_RIGHT_ELBOW;
joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].parent = AVATAR_JOINT_RIGHT_WRIST;
joint[ AVATAR_JOINT_LEFT_HIP ].parent = AVATAR_JOINT_PELVIS;
joint[ AVATAR_JOINT_LEFT_KNEE ].parent = AVATAR_JOINT_LEFT_HIP;
joint[ AVATAR_JOINT_LEFT_HEEL ].parent = AVATAR_JOINT_LEFT_KNEE;
joint[ AVATAR_JOINT_LEFT_TOES ].parent = AVATAR_JOINT_LEFT_HEEL;
joint[ AVATAR_JOINT_RIGHT_HIP ].parent = AVATAR_JOINT_PELVIS;
joint[ AVATAR_JOINT_RIGHT_KNEE ].parent = AVATAR_JOINT_RIGHT_HIP;
joint[ AVATAR_JOINT_RIGHT_HEEL ].parent = AVATAR_JOINT_RIGHT_KNEE;
joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
// specify the bind pose position
joint[ AVATAR_JOINT_PELVIS ].bindPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
joint[ AVATAR_JOINT_TORSO ].bindPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
joint[ AVATAR_JOINT_CHEST ].bindPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
joint[ AVATAR_JOINT_NECK_BASE ].bindPosePosition = glm::vec3( 0.0, 0.14, 0.01 );
joint[ AVATAR_JOINT_HEAD_BASE ].bindPosePosition = glm::vec3( 0.0, 0.04, 0.00 );
joint[ AVATAR_JOINT_HEAD_TOP ].bindPosePosition = glm::vec3( 0.0, 0.04, 0.00 );
joint[ AVATAR_JOINT_LEFT_COLLAR ].bindPosePosition = glm::vec3( -0.06, 0.04, 0.01 );
joint[ AVATAR_JOINT_LEFT_SHOULDER ].bindPosePosition = glm::vec3( -0.05, 0.0, 0.01 );
joint[ AVATAR_JOINT_LEFT_ELBOW ].bindPosePosition = glm::vec3( -0.16, 0.0, 0.0 );
joint[ AVATAR_JOINT_LEFT_WRIST ].bindPosePosition = glm::vec3( -0.12, 0.0, 0.0 );
joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].bindPosePosition = glm::vec3( -0.1, 0.0, 0.0 );
joint[ AVATAR_JOINT_RIGHT_COLLAR ].bindPosePosition = glm::vec3( 0.06, 0.04, 0.01 );
joint[ AVATAR_JOINT_RIGHT_SHOULDER ].bindPosePosition = glm::vec3( 0.05, 0.0, 0.01 );
joint[ AVATAR_JOINT_RIGHT_ELBOW ].bindPosePosition = glm::vec3( 0.16, 0.0, 0.0 );
joint[ AVATAR_JOINT_RIGHT_WRIST ].bindPosePosition = glm::vec3( 0.12, 0.0, 0.0 );
joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].bindPosePosition = glm::vec3( 0.1, 0.0, 0.0 );
joint[ AVATAR_JOINT_LEFT_HIP ].bindPosePosition = glm::vec3( -0.05, 0.0, 0.02 );
joint[ AVATAR_JOINT_LEFT_KNEE ].bindPosePosition = glm::vec3( 0.00, -0.25, 0.00 );
joint[ AVATAR_JOINT_LEFT_HEEL ].bindPosePosition = glm::vec3( 0.00, -0.23, 0.00 );
joint[ AVATAR_JOINT_LEFT_TOES ].bindPosePosition = glm::vec3( 0.00, 0.00, -0.06 );
joint[ AVATAR_JOINT_RIGHT_HIP ].bindPosePosition = glm::vec3( 0.05, 0.0, 0.02 );
joint[ AVATAR_JOINT_RIGHT_KNEE ].bindPosePosition = glm::vec3( 0.00, -0.25, 0.00 );
joint[ AVATAR_JOINT_RIGHT_HEEL ].bindPosePosition = glm::vec3( 0.00, -0.23, 0.00 );
joint[ AVATAR_JOINT_RIGHT_TOES ].bindPosePosition = glm::vec3( 0.00, 0.00, -0.06 );
// calculate bone length, absolute bind positions/rotations
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
joint[b].length = glm::length(joint[b].bindPosePosition);
if (joint[b].parent == AVATAR_JOINT_NULL) {
joint[b].absoluteBindPosePosition = joint[b].bindPosePosition;
joint[b].absoluteBindPoseRotation = glm::quat();
} else {
joint[b].absoluteBindPosePosition = joint[ joint[b].parent ].absoluteBindPosePosition +
joint[b].bindPosePosition;
glm::vec3 parentDirection = joint[ joint[b].parent ].absoluteBindPoseRotation * JOINT_DIRECTION;
joint[b].absoluteBindPoseRotation = rotationBetween(parentDirection, joint[b].bindPosePosition) *
joint[ joint[b].parent ].absoluteBindPoseRotation;
}
}
}
// calculate positions and rotations of all bones by traversing the skeleton tree:
void Skeleton::update(float deltaTime, const glm::quat& orientation, glm::vec3 position) {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
if (joint[b].parent == AVATAR_JOINT_NULL) {
joint[b].absoluteRotation = orientation * joint[b].rotation;
joint[b].position = position;
}
else {
joint[b].absoluteRotation = joint[ joint[b].parent ].absoluteRotation * joint[b].rotation;
joint[b].position = joint[ joint[b].parent ].position;
}
glm::vec3 rotatedJointVector = joint[b].absoluteRotation * joint[b].bindPosePosition;
joint[b].position += rotatedJointVector;
}
}
float Skeleton::getArmLength() {
return joint[ AVATAR_JOINT_RIGHT_ELBOW ].length
+ joint[ AVATAR_JOINT_RIGHT_WRIST ].length
+ joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].length;
}
float Skeleton::getHeight() {
return
joint[ AVATAR_JOINT_LEFT_HEEL ].length +
joint[ AVATAR_JOINT_LEFT_KNEE ].length +
joint[ AVATAR_JOINT_PELVIS ].length +
joint[ AVATAR_JOINT_TORSO ].length +
joint[ AVATAR_JOINT_CHEST ].length +
joint[ AVATAR_JOINT_NECK_BASE ].length +
joint[ AVATAR_JOINT_HEAD_BASE ].length;
}
float Skeleton::getPelvisStandingHeight() {
return joint[ AVATAR_JOINT_LEFT_HEEL ].length +
joint[ AVATAR_JOINT_LEFT_KNEE ].length;
}
float Skeleton::getPelvisFloatingHeight() {
return joint[ AVATAR_JOINT_LEFT_HEEL ].length +
joint[ AVATAR_JOINT_LEFT_KNEE ].length +
FLOATING_HEIGHT;
}
float Skeleton::getPelvisToHeadLength() {
return
joint[ AVATAR_JOINT_TORSO ].length +
joint[ AVATAR_JOINT_CHEST ].length +
joint[ AVATAR_JOINT_NECK_BASE ].length +
joint[ AVATAR_JOINT_HEAD_BASE ].length;
}