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use crate::{BlenderArmature, Bone};
#[derive(Debug, Eq, PartialEq, Copy, Clone, Serialize, Deserialize)]
pub struct CoordinateSystem {
up: Axis,
hand: Hand,
}
impl CoordinateSystem {
#[allow(missing_docs)]
pub fn new(up: Axis, hand: Hand) -> Self {
CoordinateSystem { up, hand }
}
}
#[allow(missing_docs)]
#[derive(Debug, Eq, PartialEq, Copy, Clone, Serialize, Deserialize)]
pub enum Axis {
X,
Y,
Z,
}
#[derive(Debug, Eq, PartialEq, Copy, Clone, Serialize, Deserialize)]
pub enum Hand {
Right,
Left,
}
impl Default for CoordinateSystem {
fn default() -> Self {
CoordinateSystem {
up: Axis::Z,
hand: Hand::Right,
}
}
}
impl BlenderArmature {
pub fn change_coordinate_system(&mut self, system: CoordinateSystem) {
if self.coordinate_system == system {
return;
}
match (
(self.coordinate_system.hand, self.coordinate_system.up),
(system.hand, system.up),
) {
((Hand::Right, Axis::Z), (Hand::Right, Axis::Y)) => {
for bone in self.inverse_bind_poses.iter_mut() {
*bone = dual_quat_z_up_right_to_y_up_right(*bone);
}
for (_action_name, action) in self.bone_space_actions.iter_mut() {
for (bone_idx, keyframes) in action.keyframes_mut() {
for bone_keyframe in keyframes.iter_mut() {
let bone = bone_keyframe.bone();
bone_keyframe.set_bone(dual_quat_z_up_right_to_y_up_right(bone));
}
}
}
}
_ => unimplemented!(),
}
self.coordinate_system = system;
}
}
fn dual_quat_z_up_right_to_y_up_right(bone: Bone) -> Bone {
match bone {
Bone::Matrix(_) => unimplemented!(),
Bone::DualQuat(mut dq) => {
let rot_y = dq.real.j;
let rot_z = dq.real.k;
dq.real.j = rot_z;
dq.real.k = -rot_y;
let trans_y = dq.dual.j;
let trans_z = dq.dual.k;
dq.dual.j = trans_z;
dq.dual.k = -trans_y;
Bone::DualQuat(dq)
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::interpolate::tests::dq_to_bone;
use crate::test_util::{action_name, action_with_keyframes, BONE_IDX};
use crate::{Action, BlenderArmature, BoneKeyframe, Keyframe};
use std::collections::HashMap;
#[test]
fn convert_dual_quaternions_z_up_right_to_y_up_right() {
let mut arm = BlenderArmature::default();
let expected_bone = dq_to_bone([0., 1., 3., -2., 4., 5., 7., -6.]);
let bone = dq_to_bone([0., 1., 2., 3., 4., 5., 6., 7.]);
arm.inverse_bind_poses = vec![bone.clone()];
let keyframes = vec![BoneKeyframe::new(0, bone)];
arm.bone_space_actions = action_with_keyframes(keyframes);
arm.change_coordinate_system(CoordinateSystem::new(Axis::Y, Hand::Right));
assert_eq!(&arm.inverse_bind_poses[0], &expected_bone);
assert_eq!(
&arm.bone_space_actions[&action_name()].bone_keyframes()[&BONE_IDX][0].bone(),
&expected_bone
);
}
#[test]
fn does_not_change_if_coordinate_system_same() {
let mut arm = BlenderArmature::default();
arm.change_coordinate_system(CoordinateSystem::new(Axis::Y, Hand::Right));
let expected_bone = dq_to_bone([0., 1., 2., 3., 4., 5., 6., 7.]);
let bone = dq_to_bone([0., 1., 2., 3., 4., 5., 6., 7.]);
arm.inverse_bind_poses = vec![bone];
let keyframes = vec![BoneKeyframe::new(0, bone)];
arm.bone_space_actions = action_with_keyframes(keyframes);
arm.change_coordinate_system(CoordinateSystem::new(Axis::Y, Hand::Right));
assert_eq!(&arm.inverse_bind_poses[0], &expected_bone);
assert_eq!(
&arm.bone_space_actions[&action_name()].bone_keyframes()[&BONE_IDX][0].bone(),
&expected_bone
);
}
}