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227 lines
7.7 KiB
C++
227 lines
7.7 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/misc/common.h"
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#include "nel/3d/target_anim_ctrl.h"
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#include "nel/3d/bone.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/scene.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D {
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// ***************************************************************************
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CTargetAnimCtrl::CTargetAnimCtrl()
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{
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Mode= DirectionMode;
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WorldTarget= CVector::Null;
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EyePos= CVector::Null;
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// Default Direction to "LookBack".
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DefaultWorldDirection.set(0,0,1,0);
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MaxAngle= (float)Pi/3;
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MaxAngularVelocity= (float)(2*Pi);
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Enabled= true;
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_EnableToDisableTransition= false;
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_LastEnabled= true;
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}
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// ***************************************************************************
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CTargetAnimCtrl::~CTargetAnimCtrl()
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{
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}
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// ***************************************************************************
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void CTargetAnimCtrl::execute(CSkeletonModel *model, CBone *bone)
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{
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// no op if req not met
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if(!bone || !model || bone->getTransformMode()!=ITransformable::RotQuat)
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return;
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// If the user changed the Enabled state, must do a transition.
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if(_LastEnabled!=Enabled)
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{
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_LastEnabled= Enabled;
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// if re-enable the control while completely disabled before
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if(Enabled && !_EnableToDisableTransition)
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{
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// set the LastLSRotation so that it match the current anim ones.
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_LastLSRotation= getCurrentLSRotationFromBone(model, bone);
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}
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// if disable the ctrl, then do a transition first
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if(!Enabled)
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{
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_EnableToDisableTransition= true;
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}
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}
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// If not enabled, and not in transition, no op.
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if( !Enabled && !_EnableToDisableTransition)
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return;
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// If Target mode, compute CurrentWorldDirection
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// ***********
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// NB: does need to compute direction if disabled (even if in transition)
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if(Mode==TargetMode && Enabled)
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{
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// get the eye pos in world.
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CVector worldEye= bone->getWorldMatrix()*EyePos;
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// get the world dir
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CVector worldDir= (WorldTarget - worldEye).normed();
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// get the associated quat
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CMatrix mat;
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mat.setRot(CVector::I, worldDir, CVector::K);
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mat.normalize(CMatrix::YZX);
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CurrentWorldDirection= mat.getRot();
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}
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// compute rotation to apply In LocalSkeleton Space
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// ***********
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CQuat currentLSRotation;
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/* Get the Skeleton default WorldMatrix (bind pos). used later
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TRICK: to get the default Skeleton WorldMatrix, get it from Bone[0] (ie "Bip01")
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We cannot use the Default Pos/Rot of the skeleton model because of export bug (not exported...)
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So, since Bip01 as no Local Rot (yes, its true, exporter report all Bip01 rots on Skeleton),
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we are sure that Bip01 BindPos is the default Skeleton World Matrix.
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*/
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CQuat rootInvBP= model->Bones[0].getBoneBase().InvBindPos.getRot();
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// If ctrl not enabled, take the LSRotation from the animation
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if(!Enabled)
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{
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currentLSRotation= getCurrentLSRotationFromBone(model, bone);
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}
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else
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{
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// Get the wanted direction in LocalSkeleton Space.
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CQuat currentLSDirection;
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// Get the current wanted WorldDirection into LocalSkeleton space (hence using current skeleton WorldMatrix).
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CMatrix toLSSpace= model->getWorldMatrix();
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currentLSDirection= toLSSpace.getRot().conjugate() * CurrentWorldDirection;
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// Get the default WorldDirection into LocalSkeleton space (hence using default skeleton WorldMatrix).
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CQuat defaultLSDirection= rootInvBP * DefaultWorldDirection;
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/* get the rotation to apply to the bone when it is in bind Pos. If this quat is identity,
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then the bone will be in default (or bind) pos.
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It is in essence the "rotation to apply to defaultDirection in LS space, in order to get
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the wanted current direction in LS space".
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The makeClosest() is here just to ensure that the resulting angle<Pi (for clamp direction later)
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*/
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currentLSDirection.makeClosest(defaultLSDirection);
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currentLSRotation= currentLSDirection * defaultLSDirection.conjugate();
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}
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// Clamp direction, and smooth direction changes.
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// ***********
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// if not enabled, then LSRotation comes from the animation => do not clamp
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if(Enabled)
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{
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// to AngleAxis.
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CAngleAxis angleAxis= currentLSRotation.getAngleAxis();
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// Clamp the angle
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clamp(angleAxis.Angle, -MaxAngle, MaxAngle);
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// back To Quat.
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currentLSRotation.setAngleAxis(angleAxis);
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}
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// get the dt of the scene.
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CScene *scene= model->getOwnerScene();
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float sceneDt= scene->getEllapsedTime();
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float maxDeltaAngle= MaxAngularVelocity*sceneDt;
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// get the quat that change from LastRotation to CurrentRotation
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CQuat rotMod= _LastLSRotation.conjugate() * currentLSRotation;
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// compute how many rotation we are allowed to do.
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float rotModAngle= (float)fabs(rotMod.getAngle());
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bool rotSpeedClamped= false;
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if(rotModAngle)
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{
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float factor= (float)fabs(maxDeltaAngle) / rotModAngle;
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// If cannot do all the rotation this frame
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if(factor<1)
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{
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// then slerp between last and current rotation
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currentLSRotation.makeClosest(_LastLSRotation);
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currentLSRotation= CQuat::slerp(_LastLSRotation, currentLSRotation, factor);
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rotSpeedClamped= true;
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}
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}
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// if the rotation has not been clamped for speed consideration, and if !Enabed, it's mean we have ended
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// the transition => no more compute next time
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if(!Enabled && !rotSpeedClamped)
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_EnableToDisableTransition= false;
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// bkup last rotation
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_LastLSRotation= currentLSRotation;
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// Apply the weighted Rotation to the bone
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// ***********
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// Get the bone Bind Pos in LocalSkeleton space (hence using Default Skeleton WorldMatrix)
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CQuat boneBindPosInWorld= bone->getBoneBase().InvBindPos.getRot().conjugate();
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CQuat boneBindPosInLS= rootInvBP * boneBindPosInWorld;
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// rotate it to match our wanted direction.
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boneBindPosInLS= currentLSRotation * boneBindPosInLS;
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// get it in bone local space.
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// get the Bone Parent LocalSkeletonMatrix
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CBone *boneParent= bone->getFatherId()==-1? NULL : &model->Bones[bone->getFatherId()];
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CQuat currentLocalQuat;
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if(!boneParent)
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currentLocalQuat= boneBindPosInLS;
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else
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{
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// compute the rotation to apply, in local space
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CQuat qp= boneParent->getLocalSkeletonMatrix().getRot();
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currentLocalQuat= qp.conjugate() * boneBindPosInLS;
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}
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// set the new LocalRotQuat
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bone->setRotQuat(currentLocalQuat);
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// and recompute the bone (but without AnimCtrl of course :) )
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bone->compute(boneParent, model->getWorldMatrix(), NULL);
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}
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// ***************************************************************************
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CQuat CTargetAnimCtrl::getCurrentLSRotationFromBone(CSkeletonModel *model, CBone *bone)
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{
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// get the current rotation matrix (qmat) of this bone, in LS space
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CQuat currentLSRot= bone->getLocalSkeletonMatrix().getRot();
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// get the default bindPos (qb) rotation of this bone, in LS space.
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CQuat boneBindPosInWorld= bone->getBoneBase().InvBindPos.getRot().conjugate();
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CQuat rootInvBP= model->Bones[0].getBoneBase().InvBindPos.getRot();
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CQuat boneBindPosInLS= rootInvBP * boneBindPosInWorld;
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// The rotation (qrot) is computed such that qmat= qrot * qb
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currentLSRot.makeClosest(boneBindPosInLS);
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return currentLSRot * boneBindPosInLS.conjugate();
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}
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} // NL3D
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