Пример #1
0
Matrix4x4f BoneBridgeCAL3D::CalculateBoneSpaceTransform() const
{
   Matrix4x4f boneSpaceTransform = Matrix4x4f::Identity();

   // set up bone space geometry transform
   {
      // transform forward by half the box length
      const Vec3f& dimensions = GetDimensions();
      boneSpaceTransform.SetTranslation(Vec3f(dimensions[Y] / 2.0f, 0.0f, 0.0f));

      // set rotational offset (the inversion of the core bone absolute rotation)
      {
         CalCoreBone* coreBone = mpCalBone->getCoreBone();

         CalQuaternion calRotAbsolute = coreBone->getRotationAbsolute();
         calRotAbsolute.invert();

         Quaternionf kernelRot = ConvertCAL3DtoKernel(calRotAbsolute);

         boneSpaceTransform.SetRotate(kernelRot);
      }
   }

   return boneSpaceTransform;
}
Пример #2
0
void CalCoreBone::initBoundingBox()
{
   CalQuaternion rot;
   rot=m_rotationBoneSpace;   
  
   rot.invert();
   
   CalVector dir = CalVector(1.0f,0.0f,0.0f);
   dir*=rot;
   m_boundingBox.plane[0].setNormal(dir);

   dir = CalVector(-1.0f,0.0f,0.0f);
   dir*=rot;
   m_boundingBox.plane[1].setNormal(dir);

   dir = CalVector(0.0f,1.0f,0.0f);
   dir*=rot;
   m_boundingBox.plane[2].setNormal(dir);

   dir = CalVector(0.0f,-1.0f,0.0f);
   dir*=rot;
   m_boundingBox.plane[3].setNormal(dir);

   dir = CalVector(0.0f,0.0f,1.0f);
   dir*=rot;
   m_boundingBox.plane[4].setNormal(dir);

   dir = CalVector(0.0f,0.0f,-1.0f);
   dir*=rot;
   m_boundingBox.plane[5].setNormal(dir);
}
Пример #3
0
float
DistanceDegrees( CalQuaternion const & p1, CalQuaternion const & p2 )
{

  // To determine the angular distance between the oris, multiply one by the inverse
  // of the other, which should leave us with an identity ori if they are equal.  If
  // they are not equal, then the angular magnitude of the rotation in degrees is the
  // difference between the oris.
  CalQuaternion odist = p1;
  odist.invert();
  odist *= p2;
  float w = odist.w;
  if( w > 1 ) w = 1;
  if( w < -1 ) w = -1;
  float distrads = 2 * acos( w ); // Non-negative.
  float distdegrees = distrads * 180.0f / 3.141592654f; // Non-negative.
  if( distdegrees > 180.0 ) distdegrees -= 360.0;
  return fabsf( distdegrees );
}
Пример #4
0
void CalCoreBone::calculateBoundingBox(CalCoreModel * pCoreModel)
{
   int boneId =  m_pCoreSkeleton->getCoreBoneId(m_strName);
   bool bBoundsComputed=false;
   int planeId;
   
   CalQuaternion rot;
   rot=m_rotationBoneSpace;   
  
   rot.invert();
   
   CalVector dir = CalVector(1.0f,0.0f,0.0f);
   dir*=rot;
   m_boundingBox.plane[0].setNormal(dir);

   dir = CalVector(-1.0f,0.0f,0.0f);
   dir*=rot;
   m_boundingBox.plane[1].setNormal(dir);

   dir = CalVector(0.0f,1.0f,0.0f);
   dir*=rot;
   m_boundingBox.plane[2].setNormal(dir);

   dir = CalVector(0.0f,-1.0f,0.0f);
   dir*=rot;
   m_boundingBox.plane[3].setNormal(dir);

   dir = CalVector(0.0f,0.0f,1.0f);
   dir*=rot;
   m_boundingBox.plane[4].setNormal(dir);

   dir = CalVector(0.0f,0.0f,-1.0f);
   dir*=rot;
   m_boundingBox.plane[5].setNormal(dir);
   
   int meshId;
   for(meshId=0; meshId < pCoreModel->getCoreMeshCount(); ++meshId)
   {
       CalCoreMesh * pCoreMesh = pCoreModel->getCoreMesh(meshId);
	   
       int submeshId;
       for(submeshId=0;submeshId<pCoreMesh->getCoreSubmeshCount();submeshId++)
       {
		   CalCoreSubmesh *pCoreSubmesh = pCoreMesh->getCoreSubmesh(submeshId);
		   
		   if(pCoreSubmesh->getSpringCount()==0)
		   {
			   
			   std::vector<CalCoreSubmesh::Vertex>& vectorVertex =  pCoreSubmesh->getVectorVertex();
			   for(size_t vertexId=0;vertexId <vectorVertex.size(); ++vertexId)
			   {
				   for(size_t influenceId=0;influenceId<vectorVertex[vertexId].vectorInfluence.size();++influenceId)
				   {
					   if(vectorVertex[vertexId].vectorInfluence[influenceId].boneId == boneId && vectorVertex[vertexId].vectorInfluence[influenceId].weight > 0.5f)
					   {						   
						   for(planeId = 0; planeId < 6; ++planeId)
						   {
							   if(m_boundingBox.plane[planeId].eval(vectorVertex[vertexId].position) < 0.0f)
							   {
								   m_boundingBox.plane[planeId].setPosition(vectorVertex[vertexId].position);
								   m_boundingPosition[planeId]=vectorVertex[vertexId].position;
								   bBoundsComputed=true;
							   }
						   }
					   }
				   }
			   }	
		   }
	   }
   }

   // To handle bones with no vertices assigned 
   if(!bBoundsComputed) 
   { 
	   for(planeId = 0; planeId < 6; ++planeId) 
	   { 
		   m_boundingBox.plane[planeId].setPosition(m_translation); 
		   m_boundingPosition[planeId] = m_translation; 
	   } 
   } 
   
   m_boundingBoxPrecomputed = true;
}
Пример #5
0
void CalBone::calculateState()
{
  // check if the bone was not touched by any active animation
  if(m_accumulatedWeight == 0.0f)
  {
    // set the bone to the initial skeleton state
    m_translation = m_pCoreBone->getTranslation();
    m_rotation = m_pCoreBone->getRotation();
  }

  // get parent bone id
  int parentId;
  parentId = m_pCoreBone->getParentId();

  if(parentId == -1)
  {
    // no parent, this means absolute state == relative state
    m_translationAbsolute = m_translation;
    m_rotationAbsolute = m_rotation;
  }
  else
  {
    // get the parent bone
    const CalBone *pParent;
    pParent = m_pSkeleton->getBone(parentId);

    // transform relative state with the absolute state of the parent
    m_translationAbsolute = m_translation;
    m_translationAbsolute *= pParent->getRotationAbsolute();
    m_translationAbsolute += pParent->getTranslationAbsolute();

    m_rotationAbsolute = m_rotation;
    m_rotationAbsolute *= pParent->getRotationAbsolute();
  }

  // calculate the bone space transformation
  m_translationBoneSpace = m_pCoreBone->getTranslationBoneSpace();

  // Must go before the *= m_rotationAbsolute.
  bool meshScalingOn;
  if( m_meshScaleAbsolute.x != 1 || m_meshScaleAbsolute.y != 1 || m_meshScaleAbsolute.z != 1 ) {
    meshScalingOn = true;
    CalVector scalevec;

    // The mesh transformation is intended to apply to the vector from the
    // bone node to the vert, relative to the model's global coordinate system.
    // For example, even though the head node's X axis aims up, the model's 
    // global coordinate system has X to stage right, Z up, and Y stage back.
    //
    // The standard vert transformation is:
    // v1 = vmesh - boneAbsPosInJpose
    // v2 = v1 * boneAbsRotInAnimPose
    // v3 = v2 + boneAbsPosInAnimPose
    //
    // Cal3d does the calculation by:
    // u1 = umesh * transformMatrix
    // u2 = u1 + translationBoneSpace
    //
    // where translationBoneSpace = 
    //   "coreBoneTranslationBoneSpace"
    //   * boneAbsRotInAnimPose
    //   + boneAbsPosInAnimPose
    //
    // and where transformMatrix =
    //   "coreBoneRotBoneSpace"
    //   * boneAbsRotInAnimPose
    //
    // I don't know what "coreBoneRotBoneSpace" and "coreBoneTranslationBoneSpace" actually are,
    // but to add scale to the scandard vert transformation, I simply do:
    // 
    // v3' = vmesh           * scalevec    * boneAbsRotInAnimPose
    //   - boneAbsPosInJpose * scalevec    * boneAbsRotInAnimPose
    //   + boneAbsPosInAnimPose
    //
    // Essentially, the boneAbsPosInJpose is just an extra vector added to
    // each vertex that we want to subtract out.  We must transform the extra
    // vector in exactly the same way we transform the vmesh.  Therefore if we scale the mesh, we
    // must also scale the boneAbsPosInJpose.
    //
    // Expanding out the u2 equation, we have:
    //
    // u2 = umesh * "coreBoneRotBoneSpace"   * boneAbsRotInAnimPose
    //   + "coreBoneTranslationBoneSpace"    * boneAbsRotInAnimPose
    //   + boneAbsPosInAnimPose
    //
    // We assume that "coreBoneTranslationBoneSpace" = vectorThatMustBeSubtractedFromUmesh * "coreBoneRotBoneSpace":
    //
    // u2 = umesh * "coreBoneRotBoneSpace"                                 * boneAbsRotInAnimPose
    //   + vectorThatMustBeSubtractedFromUmesh * "coreBoneRotBoneSpace"    * boneAbsRotInAnimPose
    //   + boneAbsPosInAnimPose
    // 
    // We assume that scale should be applied to umesh, not umesh * "coreBoneRotBoneSpace":
    //
    // u2 = umesh * scaleVec * "coreBoneRotBoneSpace" * boneAbsRotInAnimPose
    //   + "coreBoneTranslationBoneSpace" * "coreBoneRotBoneSpaceInverse" * scaleVec * "coreBoneRotBoneSpace" * boneAbsRotInAnimPose
    //   + boneAbsPosInAnimPose
    //
    // which yields,
    //
    // transformMatrix' =  scaleVec * "coreBoneRotBoneSpace" * boneAbsRotInAnimPose
    //
    // and,
    //
    // translationBoneSpace' = 
    //   coreBoneTranslationBoneSpace * "coreBoneRotBoneSpaceInverse" * scaleVec * "coreBoneRotBoneSpace"
    //   * boneAbsRotInAnimPose
    //   + boneAbsPosInAnimPose

    CalQuaternion coreBoneRotBoneSpaceInverse = m_pCoreBone->getRotationBoneSpace();
    coreBoneRotBoneSpaceInverse.invert();
    m_translationBoneSpace *= coreBoneRotBoneSpaceInverse;
    m_translationBoneSpace.x *= m_meshScaleAbsolute.x;
    m_translationBoneSpace.y *= m_meshScaleAbsolute.y;
    m_translationBoneSpace.z *= m_meshScaleAbsolute.z;
    m_translationBoneSpace *= m_pCoreBone->getRotationBoneSpace();

  } else {
    meshScalingOn = false;
  }
  m_translationBoneSpace *= m_rotationAbsolute;
  m_translationBoneSpace += m_translationAbsolute;

  m_rotationBoneSpace = m_pCoreBone->getRotationBoneSpace();
  m_rotationBoneSpace *= m_rotationAbsolute;

  m_transformMatrix = m_pCoreBone->getRotationBoneSpace();
  if( meshScalingOn ) {

    // By applying each scale component to the row, instead of the column, we
    // are effectively making the scale apply prior to the rotationBoneSpace.
    m_transformMatrix.dxdx *= m_meshScaleAbsolute.x;
    m_transformMatrix.dydx *= m_meshScaleAbsolute.x;
    m_transformMatrix.dzdx *= m_meshScaleAbsolute.x;  

    m_transformMatrix.dxdy *= m_meshScaleAbsolute.y;
    m_transformMatrix.dydy *= m_meshScaleAbsolute.y;
    m_transformMatrix.dzdy *= m_meshScaleAbsolute.y;  

    m_transformMatrix.dxdz *= m_meshScaleAbsolute.z;
    m_transformMatrix.dydz *= m_meshScaleAbsolute.z;
    m_transformMatrix.dzdz *= m_meshScaleAbsolute.z;  
  }
  m_transformMatrix *= m_rotationAbsolute;

  // calculate all child bones
  std::list<int>::iterator iteratorChildId;
  int i = 0;
  for(iteratorChildId = m_pCoreBone->getListChildId().begin(); iteratorChildId != m_pCoreBone->getListChildId().end(); ++iteratorChildId, i++ )
  {
    CalBone * bo = m_pSkeleton->getBone(*iteratorChildId);
    bo->calculateState();
  }
}