revamped Y axis orientation method

assignment of animated model bone axis
pose orientaion axis retrieved from bone axis
This commit is contained in:
devZoGok
2021-10-19 19:06:41 +03:00
parent a09a4f548a
commit 66f3adfb4e
6 changed files with 53 additions and 33 deletions
+25 -14
View File
@@ -120,23 +120,34 @@ namespace vb01{
}
void Node::adjustUp(Vector3 newUp){
Vector3 xDir =
parent->globalToLocalPosition(localToGlobalPosition(Vector3::VEC_I)) -
parent->globalToLocalPosition(localToGlobalPosition(Vector3::VEC_ZERO));
Vector3 yDir =
parent->globalToLocalPosition(localToGlobalPosition(Vector3::VEC_J)) -
parent->globalToLocalPosition(localToGlobalPosition(Vector3::VEC_ZERO));
Vector3 zDir = xDir.cross(yDir).norm();
mat3 mat;
mat[0][0] = 1;
mat[1][0] = 0;
mat[2][0] = 0;
mat[0][1] = 0;
mat[1][1] = 1;
mat[2][1] = 0;
mat[0][2] = 0;
mat[1][2] = 0;
mat[2][2] = 1;
mat = inverse(mat);
mat[0][0] = xDir.x;
mat[1][0] = xDir.y;
mat[2][0] = xDir.z;
mat[0][1] = yDir.x;
mat[1][1] = yDir.y;
mat[2][1] = yDir.z;
mat[0][2] = zDir.x;
mat[1][2] = zDir.y;
mat[2][2] = zDir.z;
vec3 nu = vec3(newUp.x, newUp.y, newUp.z) * mat;
newUp = (Vector3(1, 0, 0) * nu.x + Vector3(0, 1, 0) * nu.y).norm();
float angle = Vector3(0, 1, 0).getAngleBetween(newUp);
vec3 nu = vec3(newUp.x, newUp.y, newUp.z) * inverse(mat);
newUp = (xDir * nu.x + yDir * nu.y).norm();
if(newUp != Vector3::VEC_ZERO){
float angle = yDir.getAngleBetween(newUp);
setOrientation(Quaternion(angle * (nu.x < 0 ? 1 : -1), Vector3::VEC_K));
setOrientation(Quaternion(angle * (nu.x < 0 ? 1 : -1), zDir) * orientation);
}
}
void Node::getDescendants(vector<Node*> &descendants){