本文整理汇总了C++中PalmData::getPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ PalmData::getPosition方法的具体用法?C++ PalmData::getPosition怎么用?C++ PalmData::getPosition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::getPosition方法的4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, const QVector<int>& fingerJointIndices,
const QVector<int>& fingertipJointIndices, PalmData& palm) {
if (jointIndex == -1) {
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
glm::quat palmRotation;
getJointRotation(jointIndex, palmRotation, true);
applyRotationDelta(jointIndex, rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()), false);
getJointRotation(jointIndex, palmRotation, true);
// sort the finger indices by raw x, get the average direction
QVector<IndexValue> fingerIndices;
glm::vec3 direction;
for (size_t i = 0; i < palm.getNumFingers(); i++) {
glm::vec3 fingerVector = palm.getFingers()[i].getTipPosition() - palm.getPosition();
float length = glm::length(fingerVector);
if (length > EPSILON) {
direction += fingerVector / length;
}
fingerVector = glm::inverse(palmRotation) * fingerVector * -sign;
IndexValue indexValue = { i, atan2f(fingerVector.z, fingerVector.x) };
fingerIndices.append(indexValue);
}
qSort(fingerIndices.begin(), fingerIndices.end());
// rotate palm according to average finger direction
float directionLength = glm::length(direction);
const int MIN_ROTATION_FINGERS = 3;
if (directionLength > EPSILON && palm.getNumFingers() >= MIN_ROTATION_FINGERS) {
applyRotationDelta(jointIndex, rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction), false);
getJointRotation(jointIndex, palmRotation, true);
}
// no point in continuing if there are no fingers
if (palm.getNumFingers() == 0 || fingerJointIndices.isEmpty()) {
stretchArm(jointIndex, palm.getPosition());
return;
}
// match them up as best we can
float proportion = fingerIndices.size() / (float)fingerJointIndices.size();
for (int i = 0; i < fingerJointIndices.size(); i++) {
int fingerIndex = fingerIndices.at(roundf(i * proportion)).index;
glm::vec3 fingerVector = palm.getFingers()[fingerIndex].getTipPosition() -
palm.getFingers()[fingerIndex].getRootPosition();
int fingerJointIndex = fingerJointIndices.at(i);
int fingertipJointIndex = fingertipJointIndices.at(i);
glm::vec3 jointVector = extractTranslation(geometry.joints.at(fingertipJointIndex).bindTransform) -
extractTranslation(geometry.joints.at(fingerJointIndex).bindTransform);
setJointRotation(fingerJointIndex, rotationBetween(palmRotation * jointVector, fingerVector) * palmRotation, true);
}
stretchArm(jointIndex, palm.getPosition());
}
示例2: applyPalmData
void SkeletonModel::applyPalmData(int jointIndex, const QVector<int>& fingerJointIndices,
const QVector<int>& fingertipJointIndices, 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 forearm to align with palm direction
glm::quat palmRotation;
getJointRotation(parentJointIndex, palmRotation, true);
applyRotationDelta(parentJointIndex, rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()), false);
getJointRotation(parentJointIndex, palmRotation, true);
// sort the finger indices by raw x, get the average direction
QVector<IndexValue> fingerIndices;
glm::vec3 direction;
for (size_t i = 0; i < palm.getNumFingers(); i++) {
glm::vec3 fingerVector = palm.getFingers()[i].getTipPosition() - palm.getPosition();
float length = glm::length(fingerVector);
if (length > EPSILON) {
direction += fingerVector / length;
}
fingerVector = glm::inverse(palmRotation) * fingerVector * -sign;
IndexValue indexValue = { (int)i, atan2f(fingerVector.z, fingerVector.x) };
fingerIndices.append(indexValue);
}
qSort(fingerIndices.begin(), fingerIndices.end());
// rotate forearm according to average finger direction
float directionLength = glm::length(direction);
const unsigned int MIN_ROTATION_FINGERS = 3;
if (directionLength > EPSILON && palm.getNumFingers() >= MIN_ROTATION_FINGERS) {
applyRotationDelta(parentJointIndex, rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction), false);
getJointRotation(parentJointIndex, palmRotation, true);
}
// let wrist inherit forearm rotation
_jointStates[jointIndex].rotation = glm::quat();
// set elbow position from wrist position
glm::vec3 forearmVector = palmRotation * glm::vec3(sign, 0.0f, 0.0f);
setJointPosition(parentJointIndex, palm.getPosition() + forearmVector *
geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale));
}
示例3: 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4: 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);
}
}