本文整理汇总了C++中PalmData::getFingerDirection方法的典型用法代码示例。如果您正苦于以下问题:C++ PalmData::getFingerDirection方法的具体用法?C++ PalmData::getFingerDirection怎么用?C++ PalmData::getFingerDirection使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类PalmData
的用法示例。
在下文中一共展示了PalmData::getFingerDirection方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: applyPalmData
void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
int parentJointIndex = geometry.joints.at(jointIndex).parentIndex;
if (parentJointIndex == -1) {
return;
}
// rotate palm to align with its normal (normal points out of hand's palm)
glm::quat inverseRotation = glm::inverse(_rotation);
glm::vec3 palmPosition = inverseRotation * (palm.getPosition() - _translation);
glm::vec3 palmNormal = inverseRotation * palm.getNormal();
glm::vec3 fingerDirection = inverseRotation * palm.getFingerDirection();
glm::quat palmRotation = rotationBetween(geometry.palmDirection, palmNormal);
palmRotation = rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), fingerDirection) * palmRotation;
if (Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK)) {
setHandPosition(jointIndex, palmPosition, palmRotation);
} else if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
float forearmLength = geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale);
glm::vec3 forearm = palmRotation * glm::vec3(sign * forearmLength, 0.0f, 0.0f);
setJointPosition(parentJointIndex, palmPosition + forearm,
glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
JointState& parentState = _jointStates[parentJointIndex];
parentState.setRotationInBindFrame(palmRotation, PALM_PRIORITY);
// lock hand to forearm by slamming its rotation (in parent-frame) to identity
_jointStates[jointIndex].setRotationInConstrainedFrame(glm::quat(), PALM_PRIORITY);
} else {
inverseKinematics(jointIndex, palmPosition, palmRotation, PALM_PRIORITY);
}
}
示例2: applyPalmData
void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
if (jointIndex == -1) {
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
int parentJointIndex = geometry.joints.at(jointIndex).parentIndex;
if (parentJointIndex == -1) {
return;
}
// rotate palm to align with its normal (normal points out of hand's palm)
glm::quat palmRotation;
if (!Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK) &&
Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
getJointRotation(parentJointIndex, palmRotation, true);
} else {
getJointRotation(jointIndex, palmRotation, true);
}
palmRotation = rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()) * palmRotation;
// rotate palm to align with finger direction
glm::vec3 direction = palm.getFingerDirection();
palmRotation = rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction) * palmRotation;
// set hand position, rotation
if (Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK)) {
setHandPosition(jointIndex, palm.getPosition(), palmRotation);
} else if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
glm::vec3 forearmVector = palmRotation * glm::vec3(sign, 0.0f, 0.0f);
setJointPosition(parentJointIndex, palm.getPosition() + forearmVector *
geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale));
setJointRotation(parentJointIndex, palmRotation, true);
_jointStates[jointIndex].rotation = glm::quat();
} else {
setJointPosition(jointIndex, palm.getPosition(), palmRotation, true);
}
}