void ModelNode::update() { if (!_initialized) return; Math::Vector3d animPos = _pos + _animPos; Math::Angle animPitch = _pitch + _animPitch; Math::Angle animYaw = _yaw + _animYaw; Math::Angle animRoll = _roll + _animRoll; _localMatrix.setPosition(animPos); _localMatrix.buildFromPitchYawRoll(animPitch, animYaw, animRoll); _matrix = _localMatrix * _matrix; _pivotMatrix = _matrix; _pivotMatrix.translate(_pivot); if (_mesh) { _mesh->_matrix = _pivotMatrix; } ModelNode *child = _child; while (child) { child->setMatrix(_matrix); child->update(); child = child->_sibling; } }
void ModelNode::update() { if (!_initialized) return; Graphics::Vector3d animPos = _pos + _animPos; float animPitch = _pitch + _animPitch; float animYaw = _yaw + _animYaw; float animRoll = _roll + _animRoll; _localMatrix._pos.set(animPos.x(), animPos.y(), animPos.z()); _localMatrix._rot.buildFromPitchYawRoll(animPitch, animYaw, animRoll); _matrix *= _localMatrix; _pivotMatrix = _matrix; _pivotMatrix.translate(_pivot.x(), _pivot.y(), _pivot.z()); if (_mesh) { _mesh->_matrix = _pivotMatrix; } ModelNode *child = _child; while (child) { child->setMatrix(_matrix); child->update(); child = child->_sibling; } }
void Head::Joint::orientTowards(bool entering, const Math::Vector3d &point, float rate, const Math::Matrix4 &matrix, float maxPitch, float maxYaw, float maxRoll, float constrain) { float step = g_grim->getPerSecond(rate); float yawStep = step; float pitchStep = step / 3.0f; float rollStep = step / 3.0f; if (!_node) return; // Make sure we have up-to-date world transform matrices computed for the joint nodes of this character. _node->_needsUpdate = true; ModelNode *p = _node; while (p->_parent) { p = p->_parent; p->_needsUpdate = true; } p->setMatrix(matrix); p->update(); Math::Vector3d modelFront; // the modeling convention for the forward direction. Math::Vector3d modelUp; // the modeling convention for the upward direction. Math::Vector3d frontDir; // Character front facing direction vector in world space (global scene coordinate space) // the character head coordinate frame is: +Y forward, +Z up, +X right. frontDir = Math::Vector3d(_node->_matrix(0,1), _node->_matrix(1,1), _node->_matrix(2,1)); // Look straight ahead. (+Y) modelFront = Math::Vector3d(0,1,0); modelUp = Math::Vector3d(0,0,1); // v is the world space direction vector this character should be looking towards. Math::Vector3d targetDir = point - _node->_pivotMatrix.getPosition(); if (!entering) targetDir = frontDir; if (targetDir.isZero()) return; targetDir.normalize(); // The vector v is in world space, so generate the world space lookat matrix for the desired head facing // orientation. Math::Matrix4 lookAtTM; lookAtTM.setToIdentity(); const Math::Vector3d worldUp(0,0,1); // The Residual scene convention: +Z is world space up. if (Math::Vector3d::dotProduct(targetDir, worldUp) >= 0.98f) // Avoid singularity if trying to look straight up. lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, -frontDir); // Instead of orienting head towards scene up, orient head towards character "back", // i.e. when you look straight up, your head up vector tilts/arches to point straight backwards. else if (Math::Vector3d::dotProduct(targetDir, worldUp) <= -0.98f) // Avoid singularity if trying to look straight down. lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, frontDir); // Instead of orienting head towards scene down, orient head towards character "front", // i.e. when you look straight down, your head up vector tilts/arches to point straight forwards. else lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, worldUp); // The above specifies the world space orientation of this bone, but we need to output // the orientation in parent space (as yaw/pitch/roll). // Get the coordinate frame in which we need to produce the character head yaw/pitch/roll values. Math::Matrix4 parentWorldTM; if (_node->_parent) parentWorldTM = _node->_parent->_matrix; // While we could compute the desired lookat direction directly in the above coordinate frame, // it is preferrable to compute the lookat direction with respect to the head orientation in // the keyframe animation. This is because the LUA scripts specify the maximum head yaw, pitch and // roll values with respect to those keyframe animations. If the lookat was simply computed // directly in the space of the parent, we couldn't apply the head maxYaw/Pitch/Roll constraints // properly. So, compute the coordinate frame of this bone in the keyframe animation. Math::Matrix4 animFrame = _node->_localMatrix; parentWorldTM = parentWorldTM * animFrame; parentWorldTM.invertAffineOrthonormal(); // Convert lookAtTM orientation from world space to parent-with-keyframe-animation space. lookAtTM = parentWorldTM * lookAtTM; // Decompose to yaw-pitch-roll (+Z, +X, +Y). // In this space, Yaw is +Z. Pitch is +X. Roll is +Y. Math::Angle y, pt, r; lookAtTM.getPitchYawRoll(&pt, &y, &r); y = y * constrain; pt = pt * constrain; r = r * constrain; // Constrain the maximum head movement, as desired by the game LUA scripts. y.clampDegrees(maxYaw); pt.clampDegrees(maxPitch); r.clampDegrees(maxRoll); // Also limit yaw, pitch and roll to make at most a movement as large as the given max step size during this frame. // This will produce a slow head-turning animation instead of immediately snapping to the // target lookat orientation. if (y - _yaw > yawStep) y = _yaw + yawStep; if (_yaw - y > yawStep) y = _yaw - yawStep; if (pt - _pitch > pitchStep) pt = _pitch + pitchStep; if (_pitch - pt > pitchStep) pt = _pitch - pitchStep; if (r - _roll > rollStep) r = _roll + rollStep; if (_roll - r > rollStep) r = _roll - rollStep; // Remember how far we animated the head this frame, and we'll continue from here the next frame. _pitch = pt; _yaw = y; _roll = r; // Assemble ypr back to a matrix. // This matrix is the head orientation with respect to parent-with-keyframe-animation space. lookAtTM.buildFromPitchYawRoll(pt, y, r); // What follows is a hack: Since translateObject(ModelNode *node, bool reset) in this file, // and GfxOpenGL/GfxTinyGL::drawHierachyNode concatenate transforms incorrectly, by summing up // euler angles, do a hack here where we do the proper transform here already, and *subtract off* // the YPR scalars from the animYPR scalars to cancel out the values that those pieces of code // will later accumulate. After those pieces of code have been fixed, the following lines can // be deleted, and this function can simply output the contents of pt, y and r variables above. lookAtTM = animFrame * lookAtTM; lookAtTM.getPitchYawRoll(&pt, &y, &r); _node->_animYaw = y - _node->_yaw; _node->_animPitch = pt - _node->_pitch; _node->_animRoll = r - _node->_roll; }
void Head::lookAt(bool entering, const Math::Vector3d &point, float rate, const Math::Matrix4 &matrix) { if (_joint1Node) { float step = g_grim->getPerSecond(rate); float yawStep = step; float pitchStep = step / 3.f; if (!entering) { //animate yaw if (_headYaw > yawStep) { _headYaw -= yawStep; } else if (_headYaw < -yawStep) { _headYaw += yawStep; } else { _headYaw = 0; } //animate pitch if (_headPitch > pitchStep) { _headPitch -= pitchStep; } else if (_headPitch < -pitchStep) { _headPitch += pitchStep; } else { _headPitch = 0; } _joint1Node->_animYaw = _headYaw; Math::Angle pi = _headPitch / 3.f; _joint1Node->_animPitch += pi; _joint2Node->_animPitch += pi; _joint3Node->_animPitch += pi; _joint1Node->_animRoll = (_joint1Node->_animYaw.getDegrees() / 20.f) * _headPitch.getDegrees() / -5.f; if (_joint1Node->_animRoll > _maxRoll) _joint1Node->_animRoll = _maxRoll; if (_joint1Node->_animRoll < -_maxRoll) _joint1Node->_animRoll = -_maxRoll; return; } ModelNode *p = _joint3Node; while (p->_parent) { p = p->_parent; } p->setMatrix(matrix); p->update(); Math::Vector3d v = point - _joint3Node->_matrix.getPosition(); if (v.isZero()) { return; } float magnitude = sqrt(v.x() * v.x() + v.y() * v.y()); float a = v.x() / magnitude; float b = v.y() / magnitude; float yaw; yaw = acos(a) * (180.0f / LOCAL_PI); if (b < 0.0f) yaw = 360.0f - yaw; Math::Angle bodyYaw = matrix.getYaw(); p = _joint1Node->_parent; while (p) { bodyYaw += p->_yaw + p->_animYaw; p = p->_parent; } _joint1Node->_animYaw = (- 90 + yaw - bodyYaw); if (_joint1Node->_animYaw < -180.) { _joint1Node->_animYaw += 360; } if (_joint1Node->_animYaw > 180.) { _joint1Node->_animYaw -= 360; } if (_joint1Node->_animYaw > _maxYaw) _joint1Node->_animYaw = _maxYaw; if (_joint1Node->_animYaw < -_maxYaw) _joint1Node->_animYaw = -_maxYaw; float sqLenght = v.x() * v.x() + v.y() * v.y(); float h; if (sqLenght > 0) { h = sqrt(sqLenght); } else { h = -sqrt(sqLenght); } magnitude = sqrt(v.z() * v.z() + h * h); a = h / magnitude; b = v.z() / magnitude; Math::Angle pitch; pitch = acos(a) * (180.0f / LOCAL_PI); if (b < 0.0f) pitch = 360.0f - pitch; if (pitch > 180) pitch -= 360; if (pitch > _maxPitch) pitch = _maxPitch; if (pitch < -_maxPitch) pitch = -_maxPitch; if ((_joint1Node->_animYaw > 0 && pitch < 0) || (_joint1Node->_animYaw < 0 && pitch > 0)) { pitch += _joint1Node->_animYaw / 10.f; } else { pitch -= _joint1Node->_animYaw / 10.f; } //animate pitch if (pitch - _headPitch > pitchStep) pitch = _headPitch + pitchStep; if (_headPitch - pitch > pitchStep) pitch = _headPitch - pitchStep; Math::Angle pi = pitch / 3.f; _joint1Node->_animPitch += pi; _joint2Node->_animPitch += pi; _joint3Node->_animPitch += pi; //animate yaw if (_joint1Node->_animYaw - _headYaw > yawStep) _joint1Node->_animYaw = _headYaw + yawStep; if (_headYaw - _joint1Node->_animYaw > yawStep) _joint1Node->_animYaw = _headYaw - yawStep; _joint1Node->_animRoll = (_joint1Node->_animYaw.getDegrees() / 20.f) * pitch.getDegrees() / -5.f; if (_joint1Node->_animRoll > _maxRoll) _joint1Node->_animRoll = _maxRoll; if (_joint1Node->_animRoll < -_maxRoll) _joint1Node->_animRoll = -_maxRoll; _headPitch = pitch; _headYaw = _joint1Node->_animYaw; } }