void SkeletonModel::initJointStates() { const FBXGeometry& geometry = getFBXGeometry(); glm::mat4 modelOffset = glm::scale(_scale) * glm::translate(_offset); _rig->initJointStates(geometry, modelOffset); // Determine the default eye position for avatar scale = 1.0 int headJointIndex = geometry.headJointIndex; if (0 > headJointIndex || headJointIndex >= _rig->getJointStateCount()) { qCWarning(interfaceapp) << "Bad head joint! Got:" << headJointIndex << "jointCount:" << _rig->getJointStateCount(); } glm::vec3 leftEyePosition, rightEyePosition; getEyeModelPositions(leftEyePosition, rightEyePosition); glm::vec3 midEyePosition = (leftEyePosition + rightEyePosition) / 2.0f; int rootJointIndex = geometry.rootJointIndex; glm::vec3 rootModelPosition; getJointPosition(rootJointIndex, rootModelPosition); _defaultEyeModelPosition = midEyePosition - rootModelPosition; // Skeleton may have already been scaled so unscale it _defaultEyeModelPosition = _defaultEyeModelPosition / _scale; computeBoundingShape(); Extents meshExtents = getMeshExtents(); _headClipDistance = -(meshExtents.minimum.z / _scale.z - _defaultEyeModelPosition.z); _headClipDistance = std::max(_headClipDistance, DEFAULT_NEAR_CLIP); _owningAvatar->rebuildCollisionShape(); emit skeletonLoaded(); }
void SkeletonModel::initJointStates(QVector<JointState> states) { const FBXGeometry& geometry = _geometry->getFBXGeometry(); glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset; int rootJointIndex = geometry.rootJointIndex; int leftHandJointIndex = geometry.leftHandJointIndex; int leftElbowJointIndex = leftHandJointIndex >= 0 ? geometry.joints.at(leftHandJointIndex).parentIndex : -1; int leftShoulderJointIndex = leftElbowJointIndex >= 0 ? geometry.joints.at(leftElbowJointIndex).parentIndex : -1; int rightHandJointIndex = geometry.rightHandJointIndex; int rightElbowJointIndex = rightHandJointIndex >= 0 ? geometry.joints.at(rightHandJointIndex).parentIndex : -1; int rightShoulderJointIndex = rightElbowJointIndex >= 0 ? geometry.joints.at(rightElbowJointIndex).parentIndex : -1; _boundingRadius = _rig->initJointStates(states, parentTransform, rootJointIndex, leftHandJointIndex, leftElbowJointIndex, leftShoulderJointIndex, rightHandJointIndex, rightElbowJointIndex, rightShoulderJointIndex); // Determine the default eye position for avatar scale = 1.0 int headJointIndex = _geometry->getFBXGeometry().headJointIndex; if (0 <= headJointIndex && headJointIndex < _rig->getJointStateCount()) { glm::vec3 leftEyePosition, rightEyePosition; getEyeModelPositions(leftEyePosition, rightEyePosition); glm::vec3 midEyePosition = (leftEyePosition + rightEyePosition) / 2.0f; int rootJointIndex = _geometry->getFBXGeometry().rootJointIndex; glm::vec3 rootModelPosition; getJointPosition(rootJointIndex, rootModelPosition); _defaultEyeModelPosition = midEyePosition - rootModelPosition; _defaultEyeModelPosition.z = -_defaultEyeModelPosition.z; // Skeleton may have already been scaled so unscale it _defaultEyeModelPosition = _defaultEyeModelPosition / _scale; } // the SkeletonModel override of updateJointState() will clear the translation part // of its root joint and we need that done before we try to build shapes hence we // recompute all joint transforms at this time. for (int i = 0; i < _rig->getJointStateCount(); i++) { _rig->updateJointState(i, parentTransform); } buildShapes(); Extents meshExtents = getMeshExtents(); _headClipDistance = -(meshExtents.minimum.z / _scale.z - _defaultEyeModelPosition.z); _headClipDistance = std::max(_headClipDistance, DEFAULT_NEAR_CLIP); _owningAvatar->rebuildSkeletonBody(); emit skeletonLoaded(); }
void SkeletonModel::initJointStates(QVector<JointState> states) { Model::initJointStates(states); // Determine the default eye position for avatar scale = 1.0 int headJointIndex = _geometry->getFBXGeometry().headJointIndex; if (0 <= headJointIndex && headJointIndex < _jointStates.size()) { glm::vec3 leftEyePosition, rightEyePosition; getEyeModelPositions(leftEyePosition, rightEyePosition); glm::vec3 midEyePosition = (leftEyePosition + rightEyePosition) / 2.0f; int rootJointIndex = _geometry->getFBXGeometry().rootJointIndex; glm::vec3 rootModelPosition; getJointPosition(rootJointIndex, rootModelPosition); _defaultEyeModelPosition = midEyePosition - rootModelPosition; _defaultEyeModelPosition.z = -_defaultEyeModelPosition.z; // Skeleton may have already been scaled so unscale it _defaultEyeModelPosition = _defaultEyeModelPosition / _scale; } // the SkeletonModel override of updateJointState() will clear the translation part // of its root joint and we need that done before we try to build shapes hence we // recompute all joint transforms at this time. for (int i = 0; i < _jointStates.size(); i++) { updateJointState(i); } clearShapes(); if (_enableShapes) { buildShapes(); } Extents meshExtents = getMeshExtents(); _headClipDistance = -(meshExtents.minimum.z / _scale.z - _defaultEyeModelPosition.z); _headClipDistance = std::max(_headClipDistance, DEFAULT_NEAR_CLIP); _owningAvatar->rebuildSkeletonBody(); emit skeletonLoaded(); }
void SkeletonModel::initJointStates() { const HFMModel& hfmModel = getHFMModel(); glm::mat4 modelOffset = glm::scale(_scale) * glm::translate(_offset); _rig.initJointStates(hfmModel, modelOffset); { // initialize _jointData with proper values for default joints QVector<JointData> defaultJointData; _rig.copyJointsIntoJointData(defaultJointData); _owningAvatar->setRawJointData(defaultJointData); } // Determine the default eye position for avatar scale = 1.0 int headJointIndex = _rig.indexOfJoint("Head"); if (0 > headJointIndex || headJointIndex >= _rig.getJointStateCount()) { qCWarning(avatars_renderer) << "Bad head joint! Got:" << headJointIndex << "jointCount:" << _rig.getJointStateCount(); } glm::vec3 leftEyePosition, rightEyePosition; getEyeModelPositions(leftEyePosition, rightEyePosition); glm::vec3 midEyePosition = (leftEyePosition + rightEyePosition) / 2.0f; int rootJointIndex = _rig.indexOfJoint("Hips"); glm::vec3 rootModelPosition; getJointPosition(rootJointIndex, rootModelPosition); _defaultEyeModelPosition = midEyePosition - rootModelPosition; // Skeleton may have already been scaled so unscale it _defaultEyeModelPosition = _defaultEyeModelPosition / _scale; computeBoundingShape(); Extents meshExtents = getMeshExtents(); _headClipDistance = -(meshExtents.minimum.z / _scale.z - _defaultEyeModelPosition.z); _headClipDistance = std::max(_headClipDistance, DEFAULT_NEAR_CLIP); _owningAvatar->rebuildCollisionShape(); emit skeletonLoaded(); }