mirror of
https://github.com/devZoGok/vb01.git
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85 lines
2.2 KiB
C++
85 lines
2.2 KiB
C++
#include"bone.h"
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#include"skeleton.h"
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using namespace std;
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namespace vb01{
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Bone::Bone(string name, float length, Vector3 pos,Quaternion rot, Vector3 scale) : Node(pos,rot,scale,name){
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this->name = name;
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this->length = length;
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}
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void Bone::lookAt(Vector3 newDir, Vector3 newUp, Node *par){
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Node::lookAt(newDir, newUp, par);
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for(int i = 0; i < 3; i++)
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this->initAxis[i] = globalAxis[i];
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restPos = pos;
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restRot = orientation;
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restScale = scale;
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}
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/*
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void Bone::lookAt(Vector3 newDir, Node *par){
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Node::lookAt(newDir, par);
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for(int i = 0; i < 3; i++)
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this->initAxis[i] = globalAxis[i];
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restPos = pos;
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restRot = orientation;
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restScale = scale;
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}
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*/
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Vector3 Bone::getModelSpacePos(){
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Vector3 modelSpacePos = Vector3::VEC_ZERO;
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Bone *rootBone = skeleton->getRootBone();
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vector<Node*> boneHierarchy = getAncestors(this, rootBone);
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while(!boneHierarchy.empty()){
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int id = boneHierarchy.size() - 1;
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Bone *curBone = ((Bone*)boneHierarchy[id]);
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Bone *par = (Bone*)curBone->getParent();
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Vector3 axis[]{
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curBone != rootBone? par->getInitAxis(0) : Vector3::VEC_I,
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curBone != rootBone? par->getInitAxis(1) : Vector3::VEC_J,
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curBone != rootBone? par->getInitAxis(2) : Vector3::VEC_K
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};
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Vector3 rPos = curBone->getRestPos();
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modelSpacePos = modelSpacePos + axis[0] * rPos.x + axis[1] * rPos.y + axis[2] * rPos.z;
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boneHierarchy.pop_back();
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}
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return modelSpacePos;
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}
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void Bone::setPosePos(Vector3 p){
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this->posePos = p;
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setPosition(restPos);
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Vector3 parentSpacePosePos = parent->globalToLocalPosition(localToGlobalPosition(p));
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setPosition(parentSpacePosePos);
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}
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void Bone::setPoseRot(Quaternion r){
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this->poseRot = r;
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setOrientation(restRot);
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Quaternion parentSpacePoseRot = Quaternion::QUAT_W;
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vector<Node*> ancestors = getAncestors(this);
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for(int i = 0; i < ancestors.size(); i++)
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parentSpacePoseRot = parentSpacePoseRot * ancestors[i]->getOrientation();
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for(int i = ancestors.size() - 1; i > 0; i--)
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parentSpacePoseRot = parentSpacePoseRot * ancestors[i]->getOrientation().conj();
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parentSpacePoseRot = r * parentSpacePoseRot;
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setOrientation(parentSpacePoseRot);
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}
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void Bone::setPoseScale(Vector3 s){
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this->poseScale = s;
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//setScale(restScale+poseScale);
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}
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}
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