Example #1
0
void SkeletonModel::applyPalmData(int jointIndex, const QVector<int>& fingerJointIndices,
        const QVector<int>& fingertipJointIndices, PalmData& palm) {
    if (jointIndex == -1) {
        return;
    }
    const FBXGeometry& geometry = _geometry->getFBXGeometry();
    float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
    glm::quat palmRotation;
    getJointRotation(jointIndex, palmRotation, true);
    applyRotationDelta(jointIndex, rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()), false);
    getJointRotation(jointIndex, palmRotation, true);

    // sort the finger indices by raw x, get the average direction
    QVector<IndexValue> fingerIndices;
    glm::vec3 direction;
    for (size_t i = 0; i < palm.getNumFingers(); i++) {
        glm::vec3 fingerVector = palm.getFingers()[i].getTipPosition() - palm.getPosition();
        float length = glm::length(fingerVector);
        if (length > EPSILON) {
            direction += fingerVector / length;
        }
        fingerVector = glm::inverse(palmRotation) * fingerVector * -sign;
        IndexValue indexValue = { i, atan2f(fingerVector.z, fingerVector.x) };
        fingerIndices.append(indexValue);
    }
    qSort(fingerIndices.begin(), fingerIndices.end());

    // rotate palm according to average finger direction
    float directionLength = glm::length(direction);
    const int MIN_ROTATION_FINGERS = 3;
    if (directionLength > EPSILON && palm.getNumFingers() >= MIN_ROTATION_FINGERS) {
        applyRotationDelta(jointIndex, rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction), false);
        getJointRotation(jointIndex, palmRotation, true);
    }

    // no point in continuing if there are no fingers
    if (palm.getNumFingers() == 0 || fingerJointIndices.isEmpty()) {
        stretchArm(jointIndex, palm.getPosition());
        return;
    }

    // match them up as best we can
    float proportion = fingerIndices.size() / (float)fingerJointIndices.size();
    for (int i = 0; i < fingerJointIndices.size(); i++) {
        int fingerIndex = fingerIndices.at(roundf(i * proportion)).index;
        glm::vec3 fingerVector = palm.getFingers()[fingerIndex].getTipPosition() -
            palm.getFingers()[fingerIndex].getRootPosition();

        int fingerJointIndex = fingerJointIndices.at(i);
        int fingertipJointIndex = fingertipJointIndices.at(i);
        glm::vec3 jointVector = extractTranslation(geometry.joints.at(fingertipJointIndex).bindTransform) -
            extractTranslation(geometry.joints.at(fingerJointIndex).bindTransform);

        setJointRotation(fingerJointIndex, rotationBetween(palmRotation * jointVector, fingerVector) * palmRotation, true);
    }
    
    stretchArm(jointIndex, palm.getPosition());
}
Example #2
0
void SkeletonModel::applyPalmData(int jointIndex, const QVector<int>& fingerJointIndices,
        const QVector<int>& fingertipJointIndices, PalmData& palm) {
    if (jointIndex == -1) {
        return;
    }
    const FBXGeometry& geometry = _geometry->getFBXGeometry();
    float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
    int parentJointIndex = geometry.joints.at(jointIndex).parentIndex;
    if (parentJointIndex == -1) {
        return;
    }
    
    // rotate forearm to align with palm direction
    glm::quat palmRotation;
    getJointRotation(parentJointIndex, palmRotation, true);
    applyRotationDelta(parentJointIndex, rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()), false);
    getJointRotation(parentJointIndex, palmRotation, true);

    // sort the finger indices by raw x, get the average direction
    QVector<IndexValue> fingerIndices;
    glm::vec3 direction;
    for (size_t i = 0; i < palm.getNumFingers(); i++) {
        glm::vec3 fingerVector = palm.getFingers()[i].getTipPosition() - palm.getPosition();
        float length = glm::length(fingerVector);
        if (length > EPSILON) {
            direction += fingerVector / length;
        }
        fingerVector = glm::inverse(palmRotation) * fingerVector * -sign;
        IndexValue indexValue = { (int)i, atan2f(fingerVector.z, fingerVector.x) };
        fingerIndices.append(indexValue);
    }
    qSort(fingerIndices.begin(), fingerIndices.end());

    // rotate forearm according to average finger direction
    float directionLength = glm::length(direction);
    const unsigned int MIN_ROTATION_FINGERS = 3;
    if (directionLength > EPSILON && palm.getNumFingers() >= MIN_ROTATION_FINGERS) {
        applyRotationDelta(parentJointIndex, rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction), false);
        getJointRotation(parentJointIndex, palmRotation, true);
    }

    // let wrist inherit forearm rotation
    _jointStates[jointIndex].rotation = glm::quat();

    // set elbow position from wrist position
    glm::vec3 forearmVector = palmRotation * glm::vec3(sign, 0.0f, 0.0f);
    setJointPosition(parentJointIndex, palm.getPosition() + forearmVector *
        geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale));
}
Example #3
0
void SkeletonModel::stretchArm(int jointIndex, const glm::vec3& position) {
    // find out where the hand is pointing
    glm::quat handRotation;
    getJointRotation(jointIndex, handRotation, true);
    const FBXGeometry& geometry = _geometry->getFBXGeometry();
    glm::vec3 forwardVector(jointIndex == geometry.rightHandJointIndex ? -1.0f : 1.0f, 0.0f, 0.0f);
    glm::vec3 handVector = handRotation * forwardVector;
    
    // align elbow with hand
    const FBXJoint& joint = geometry.joints.at(jointIndex);
    if (joint.parentIndex == -1) {
        return;
    }
    glm::quat elbowRotation;
    getJointRotation(joint.parentIndex, elbowRotation, true);
    applyRotationDelta(joint.parentIndex, rotationBetween(elbowRotation * forwardVector, handVector), false);
    
    // set position according to normal length
    float scale = extractUniformScale(_scale);
    glm::vec3 handPosition = position - _translation;
    glm::vec3 elbowPosition = handPosition - handVector * joint.distanceToParent * scale;
    
    // set shoulder orientation to point to elbow
    const FBXJoint& parentJoint = geometry.joints.at(joint.parentIndex);
    if (parentJoint.parentIndex == -1) {
        return;
    }
    glm::quat shoulderRotation;
    getJointRotation(parentJoint.parentIndex, shoulderRotation, true);
    applyRotationDelta(parentJoint.parentIndex, rotationBetween(shoulderRotation * forwardVector,
        elbowPosition - extractTranslation(_jointStates.at(parentJoint.parentIndex).transform)), false);
        
    // update the shoulder state
    updateJointState(parentJoint.parentIndex);
    
    // adjust the elbow's local translation
    setJointTranslation(joint.parentIndex, elbowPosition);
}
Example #4
0
void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position) {
    if (jointIndex == -1) {
        return;
    }
    setJointPosition(jointIndex, position);

    const FBXGeometry& geometry = _geometry->getFBXGeometry();
    glm::vec3 handPosition, elbowPosition;
    getJointPosition(jointIndex, handPosition);
    getJointPosition(geometry.joints.at(jointIndex).parentIndex, elbowPosition);
    glm::vec3 forearmVector = handPosition - elbowPosition;
    float forearmLength = glm::length(forearmVector);
    if (forearmLength < EPSILON) {
        return;
    }
    glm::quat handRotation;
    getJointRotation(jointIndex, handRotation, true);

    // align hand with forearm
    float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
    applyRotationDelta(jointIndex, rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector), false);
}
Example #5
0
void JointState::setRotation(const glm::quat& rotation, bool constrain, float priority) {
    applyRotationDelta(rotation * glm::inverse(_rotation), true, priority);
}