コード例 #1
0
ファイル: Tentacle.cpp プロジェクト: CalebVDW/smr-motion
/**
* set up Smr IK tentacke according to Horde tentacle morphology
*/
SMRKinematicChain * setUpKinematikChain(H3DNode _firstNode)
{
  float tx,ty,tz,rx,ry,rz,foo;
  // currentJoint and previous joint referencing for relevant parenting when creating tentacles joints
  SMRKinematicJoint *currentJoint, *prevJoint;
  currentJoint = NULL;
  prevJoint = NULL;

  //prevJoint = NULL;
  // instanciate an empty kinematic chain
  SMRKinematicChain * tentacle = new SMRKinematicChain(RELATIVEMODE,TRANSLATIONFIRST,"tentacle");

  // get Hordes tentacle first joint
  _firstNode = h3dGetNodeChild(_firstNode,0);
  // again
  //_firstNode = h3dGetNodeChild(_firstNode,0);
  // will help computing Smr joints gain 
  int i = 0;
  // while Horde tentacles joints are found
  while (_firstNode >0)
  {
    //instanciate a new SMRKinematicJoint
    currentJoint = (new SMRKinematicJoint());
    //get joint translation parameters in parents local frame (bone length)
    h3dGetNodeTransform(_firstNode,&tx,&ty,&tz,&rx,&ry,&rz,&foo,&foo,&foo);
    //add DOF along X axis
    currentJoint->addDOF(SMRDOF::XAXIS,-M_PI/16.0f,M_PI/16.0f,degToRad(rx));
    //add DOF along Y axis
    currentJoint->addDOF(SMRDOF::YAXIS,-M_PI/3.0f,M_PI/3.0f,degToRad(ry));
    //add DOF along Z axis
    currentJoint->addDOF(SMRDOF::ZAXIS,-M_PI/3.0f,M_PI/3.0f,degToRad(rz));
    //set up joint gain (the more distal, the more gain)
    currentJoint->getDOF(0)->setGain(0.015*i);
    currentJoint->getDOF(1)->setGain(0.015*i);
    currentJoint->getDOF(2)->setGain(0.015*i);


    //give a name to the joint (same as Horde)
    currentJoint->setName(h3dGetNodeParamStr(_firstNode, H3DNodeParams::NameStr));
    //set up joint translation parameters in local frame (bone length)
    currentJoint->setPosition(tx,ty,tz);
    // take care of parenting issues
    if (prevJoint) 
    {
      currentJoint->setParentName(prevJoint->getName());
    }
    // and add the brand new joint into the inverse kinematics chain !
    tentacle->insertJoint(currentJoint);
    // keep a reference of the newly created joint for the next turn (parenting issue)
    prevJoint = currentJoint;
    // get the next joint according to Horde structure
    _firstNode = h3dGetNodeChild(_firstNode,0);
    // increase the gain increment
    i++;
  }
  tentacle->setStartJointIndex(tentacle->getJoint(0)->getName());

  // force the root joint not to move (tentacle basis should be fix)
  tentacle->getJoint(0)->getDOF(0)->setUpperBound(0);
  tentacle->getJoint(0)->getDOF(0)->setLowerBound(0);
  tentacle->getJoint(0)->getDOF(1)->setUpperBound(0);
  tentacle->getJoint(0)->getDOF(1)->setLowerBound(0);
  tentacle->getJoint(0)->getDOF(2)->setUpperBound(0);
  tentacle->getJoint(0)->getDOF(2)->setLowerBound(0);

  // and add the fly constraint (relative to tentacles' tip) to the tentacle
  _ikConstraint = new SMRIKConstraint(SMRVector3(0,0,0),SMRVector3(0,0,0),currentJoint->getName());

  // tentacle is instanciated and set up !
  return tentacle;
}
コード例 #2
0
Joint* Joint::getChild(int i)
{
	H3DNode c = h3dGetNodeChild(m_horde_id, i);
	return (c==0) ? 0 : getInstance(c);
}
コード例 #3
0
	btCollisionShape* createCollisionShape()
	{
		if (mesh->getModelNode() == 0) mesh->registerStart();

		m_btTriangleMesh = new btTriangleMesh();
		H3DNode meshNode = h3dGetNodeChild(mesh->getModelNode(), 0); //TODO handle multi-mesh stuff
		if (meshNode == 0) throw Exception("Couldn't get mesh node.\n");
		H3DRes geoRes = h3dGetNodeParamI(mesh->getModelNode(), H3DModel::GeoResI);
		unsigned int numVertices = h3dGetNodeParamI(meshNode, H3DMesh::VertREndI) - h3dGetNodeParamI(meshNode, H3DMesh::VertRStartI) + 1;//get mesh vertices count
		unsigned int numTriangleIndices = h3dGetNodeParamI(meshNode, H3DMesh::BatchCountI);//get mesh triangle indices count
		unsigned int vertRStart = h3dGetNodeParamI(meshNode, H3DMesh::VertRStartI);//get the first vertex of the mesh
		int off = 3;


		std::cout << numVertices << " vertices.\n";
		std::cout << numTriangleIndices << " indices.\n";

		int vertexOffset = vertRStart * 3;
		int indexOffset = h3dGetNodeParamI(meshNode, H3DMesh::BatchStartI);

		float* vertexBase = (float*) h3dMapResStream(geoRes, H3DGeoRes::GeometryElem, 0, H3DGeoRes::GeoVertPosStream, true, false);//gets pointer to the vertex data
		h3dUnmapResStream(geoRes);//closes vertex stream

		if(vertexBase) vertexBase += vertexOffset;

		unsigned int* TriangleBase32 = nullptr;
		unsigned short* TriangleBase16 = nullptr;

		if (h3dGetResParamI(geoRes, H3DGeoRes::GeometryElem, 0, H3DGeoRes::GeoIndices16I))
		{
			unsigned short* tb = (unsigned short*)h3dMapResStream(geoRes, H3DGeoRes::GeometryElem, 0, H3DGeoRes::GeoIndexStream, true, false);
			TriangleBase16 = new unsigned short[ numTriangleIndices ];
			memcpy(TriangleBase16, tb+indexOffset, sizeof(unsigned short)*numTriangleIndices);
			h3dUnmapResStream(geoRes);
			delete TriangleBase32;
		}
		else
		{
			unsigned int* tb = (unsigned int*)h3dMapResStream(geoRes, H3DGeoRes::GeometryElem, 0, H3DGeoRes::GeoIndexStream, true, false);
			TriangleBase32 = new unsigned int[numTriangleIndices];
			memcpy(TriangleBase32, tb+indexOffset, sizeof(unsigned int)*numTriangleIndices);
			h3dUnmapResStream(geoRes);
			delete TriangleBase16;
		}

		unsigned int indices[numTriangleIndices];

		bool index16 = false;
		if (TriangleBase16)
			index16 = true;

	    for (unsigned int i = 0; i < numTriangleIndices - 2; i += 3)
		 {
			unsigned int index1 = index16 ? (TriangleBase16[i]   - vertRStart) * 3 : (TriangleBase32[i]   - vertRStart) * 3;
			unsigned int index2 = index16 ? (TriangleBase16[i+1] - vertRStart) * 3 : (TriangleBase32[i+1] - vertRStart) * 3;
			unsigned int index3 = index16 ? (TriangleBase16[i+2] - vertRStart) * 3 : (TriangleBase32[i+2] - vertRStart) * 3;

			m_btTriangleMesh->addTriangle(
			   btVector3(vertexBase[index1], vertexBase[index1+1], vertexBase[index1+2] ),
			   btVector3(vertexBase[index2], vertexBase[index2+1], vertexBase[index2+2] ),
			   btVector3(vertexBase[index3], vertexBase[index3+1], vertexBase[index3+2]),
			   false
			);
		 }

	    return new btBvhTriangleMeshShape(m_btTriangleMesh, true, true);
	}