Fix orientation rendering
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53869bd64a
commit
d62d06ae40
4 changed files with 22 additions and 23 deletions
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@ -61,26 +61,12 @@ void Bone::calculate_matrices()
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std::cout << name << " length " << length << std::endl;
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/*Task 2.1: Implement matrix calculation */
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Vec3 vector = direction_in_world_space * length;
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/*
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Mat4 matrix;
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matrix.identity();
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translationTransformCurrentJointToNext = translate(vector);
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orientationTransformPrevJointToCurrent = matrix;
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*/
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Mat4 parent_orientation;
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if (parent != NULL)
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parent_orientation = parent->get_total_orientation();
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else
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parent_orientation.identity();
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translationTransformCurrentJointToNext = translate(vector);
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orientationTransformPrevJointToCurrent = orientationTransformGlobalToLocal * cgv::math::inv(parent_orientation);
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/*Task 4.6: Implement matrix calculation */
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}
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@ -88,21 +74,21 @@ void Bone::calculate_matrices()
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Mat4 Bone::calculate_transform_prev_to_current_with_dofs()
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{
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//Task 2.1: Implement matrix calculation
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Mat4 dofs;
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dofs.identity();
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Mat4 dofs_matrix;
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dofs_matrix.identity();
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std::for_each(orientation.begin(), orientation.end(), [&](AtomicTransform *t) {
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//dofs = dofs * t->calculate_matrix();
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std::for_each(dofs.begin(), dofs.end(), [&](std::shared_ptr<AtomicTransform> &t) {
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dofs_matrix = dofs_matrix * t->calculate_matrix();
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});
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Mat4 t = translationTransformCurrentJointToNext * orientationTransformPrevJointToCurrent * dofs; // * orientationTransformGlobalToLocal;
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Mat4 t = translationTransformCurrentJointToNext * orientationTransformGlobalToLocal * dofs_matrix * orientationTransformPrevJointToCurrent * orientationTransformLocalToGlobal;
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return t;
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}
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Mat4 Bone::calculate_transform_prev_to_current_without_dofs()
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{
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//Task 2.1: Implement matrix calculation
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Mat4 t = translationTransformCurrentJointToNext * orientationTransformPrevJointToCurrent;
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Mat4 t = translationTransformCurrentJointToNext * orientationTransformLocalToGlobal * orientationTransformPrevJointToCurrent * orientationTransformGlobalToLocal;
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return t;
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}
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@ -112,6 +112,8 @@ class Bone
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std::vector<Bone *> children; //child bones
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Bone *parent; //parent bone
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Vec3 direction_in_local_space;
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//Calculated attributes
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//Transform directions are specified for model transforms (system transforms are in the opposite direction)
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Mat4 orientationTransformPrevJointToCurrent; //Rotation matrix that transforms from the previous bone to the current bone (in the previous bone's coordinate system); Task 2.1
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@ -25,14 +25,19 @@ SkeletonViewer::SkeletonViewer(DataStore *data)
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connect(data->skeleton_changed, this, &SkeletonViewer::skeleton_changed);
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connect(get_animation_trigger().shoot, this, &SkeletonViewer::timer_event);
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for (int i = 0; i < SKELETON_DEPTH; i++)
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{
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for (int j = 0; j < 3; j++)
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{
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colors[i][j] = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
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}
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}
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}
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//draws a part of a skeleton, represented by the given root node
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void SkeletonViewer::draw_skeleton_subtree(Bone *node, const Mat4 &global_to_parent_local, context &c, int depth)
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{
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if (depth > 4)
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return;
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//Task: Draw skeleton
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Mat4 local_transform = node->calculate_transform_prev_to_current_with_dofs() * global_to_parent_local;
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@ -46,6 +51,8 @@ void SkeletonViewer::draw_skeleton_subtree(Bone *node, const Mat4 &global_to_par
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std::cout << node->get_name() << " start: " << from_Vec3(p1_v3) << ", end: " << from_Vec3(p2_v3) << std::endl;
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glColor3f(colors[depth][0], colors[depth][1], colors[depth][2]);
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c.tesselate_arrow(p1_v3, p2_v3);
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depth++;
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@ -24,6 +24,8 @@ using namespace cgv::math;
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using namespace cgv::render;
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using namespace cgv::utils;
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#define SKELETON_DEPTH 10
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class SkeletonViewer : public node, public drawable, public provider
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{
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private:
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@ -68,4 +70,6 @@ class SkeletonViewer : public node, public drawable, public provider
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void draw(context &c);
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std::string get_parent_type() const;
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float colors[SKELETON_DEPTH][3];
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};
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