Finish first task
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6d2fbf0421
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6 changed files with 106 additions and 50 deletions
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@ -33,7 +33,8 @@ cgv_add_module(CGII
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../../src/Skeleton.cpp
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../../src/Skeleton.cpp
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../../src/SkeletonViewer.cpp
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../../src/SkeletonViewer.cpp
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../../src/SkinnedMeshViewer.cpp
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../../src/SkinnedMeshViewer.cpp
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../../src/main.cpp)
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../../src/main.cpp
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../../src/debughelpers.cpp)
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# Set include directories
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# Set include directories
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include_directories(
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include_directories(
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@ -5,6 +5,7 @@
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#include "IKViewer.h"
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#include "IKViewer.h"
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#include "math_helper.h"
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#include "math_helper.h"
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#include "debughelpers.h"
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#include <unordered_set>
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#include <unordered_set>
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@ -79,12 +80,26 @@ void IKViewer::calculate_kinematic_chain(Bone *base, Bone *endeffector)
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current_bone = current_bone->get_parent();
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current_bone = current_bone->get_parent();
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}
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}
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kinematic_chain.clear();
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for (Bone *bone : bones)
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for (Bone *bone : bones)
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{
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{
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// TODO: calculate and add transforms to queue
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// TODO: calculate and add transforms to queue
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std::shared_ptr<Transform> transform;
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Transform *tmp = new StaticTransform(bone->calculate_transform_prev_to_current_with_dofs());
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std::shared_ptr<Transform> transform = std::shared_ptr<Transform>(tmp);
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kinematic_chain.emplace_front(transform);
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kinematic_chain.emplace_front(transform);
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}
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}
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current_endeffector_matrix.identity();
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for (auto &transform : kinematic_chain)
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{
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current_endeffector_matrix = current_endeffector_matrix * transform->calculate_matrix();
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}
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target_position = current_endeffector_matrix * endeffector->get_bone_local_tip_position();
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print_vec3(target_position);
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}
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}
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void IKViewer::optimize()
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void IKViewer::optimize()
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@ -12,6 +12,7 @@
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#include <cgv/base/find_action.h>
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#include <cgv/base/find_action.h>
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#include "math_helper.h"
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#include "math_helper.h"
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#include "debughelpers.h"
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using namespace cgv::utils;
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using namespace cgv::utils;
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@ -19,8 +20,7 @@ cgv::render::shader_program Mesh::prog;
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// The constructor of this class
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// The constructor of this class
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SkeletonViewer::SkeletonViewer(DataStore *data)
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SkeletonViewer::SkeletonViewer(DataStore *data)
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: node("Skeleton Viewer"), data(data)
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: node("Skeleton Viewer"), data(data), animation(nullptr), animationTime(0)
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, animation(nullptr), animationTime(0)
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{
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{
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connect(data->skeleton_changed, this, &SkeletonViewer::skeleton_changed);
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connect(data->skeleton_changed, this, &SkeletonViewer::skeleton_changed);
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@ -33,6 +33,11 @@ void SkeletonViewer::draw_skeleton_subtree(Bone* node, const Mat4& global_to_par
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auto global_to_current_local = global_to_parent_local * node->calculate_transform_prev_to_current_with_dofs();
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auto global_to_current_local = global_to_parent_local * node->calculate_transform_prev_to_current_with_dofs();
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auto my_root_position = global_to_current_local * node->get_bone_local_root_position();
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auto my_root_position = global_to_current_local * node->get_bone_local_root_position();
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auto my_tip_position = global_to_current_local * node->get_bone_local_tip_position();
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auto my_tip_position = global_to_current_local * node->get_bone_local_tip_position();
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std::cout << "bone: " << node->get_name() << std::endl;
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print_vec3(my_root_position);
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print_vec3(my_tip_position);
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if (arrows)
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if (arrows)
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{
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{
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const GLubyte colors[][3] =
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const GLubyte colors[][3] =
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@ -102,7 +107,8 @@ void SkeletonViewer::skeleton_changed(std::shared_ptr<Skeleton> s)
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//Fit view to skeleton
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//Fit view to skeleton
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std::vector<cgv::render::view *> view_ptrs;
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std::vector<cgv::render::view *> view_ptrs;
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cgv::base::find_interface<cgv::render::view>(get_node(), view_ptrs);
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cgv::base::find_interface<cgv::render::view>(get_node(), view_ptrs);
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if (view_ptrs.empty()) {
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if (view_ptrs.empty())
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{
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// If there is no view, we cannot update it
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// If there is no view, we cannot update it
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cgv::gui::message("could not find a view to adjust!!");
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cgv::gui::message("could not find a view to adjust!!");
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}
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}
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23
CGII/src/debughelpers.cpp
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23
CGII/src/debughelpers.cpp
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@ -0,0 +1,23 @@
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#include "debughelpers.h"
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#include <iostream>
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void print_vec3(const Vec3 &v)
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{
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std::cout << "(" << v.x() << ", " << v.y() << ", " << v.z() << ")" << std::endl;
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}
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void print_vec3(const Vec4 &v)
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{
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print_vec3(into_vec3(v));
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}
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Vec3 into_vec3(const Vec4 &v)
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{
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return Vec3(v.x(), v.y(), v.z());
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}
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Vec4 into_vec4(const Vec3 &v)
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{
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return Vec4(v.x(), v.y(), v.z(), 1.0f);
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}
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11
CGII/src/debughelpers.h
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11
CGII/src/debughelpers.h
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@ -0,0 +1,11 @@
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#pragma once
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#include "math_helper.h"
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void print_vec3(const Vec3 &v);
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void print_vec3(const Vec4 &v);
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Vec3 into_vec3(const Vec4 &v);
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Vec4 into_vec4(const Vec3 &v);
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