Added a flag to enable and disable lean.

This should help improve our idle and walk animations, because
animation on the "lean" joint was being lost, even when we did
not require procedural leaning.
This commit is contained in:
Anthony J. Thibault 2015-09-08 16:35:06 -07:00
parent ed546885af
commit 387d50c217
3 changed files with 7 additions and 3 deletions

View file

@ -103,13 +103,15 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
_rig->computeMotionAnimationState(deltaTime, _owningAvatar->getPosition(), _owningAvatar->getVelocity(), _owningAvatar->getOrientation());
}
Model::updateRig(deltaTime, parentTransform);
Head* head = _owningAvatar->getHead();
if (_owningAvatar->isMyAvatar()) {
MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
Head* head = _owningAvatar->getHead();
Rig::HeadParameters params;
params.modelRotation = getRotation();
params.modelTranslation = getTranslation();
params.enableLean = qApp->isHMDMode() && !myAvatar->getStandingHMDSensorMode();
params.leanSideways = head->getFinalLeanSideways();
params.leanForward = head->getFinalLeanForward();
params.torsoTwist = head->getTorsoTwist();
@ -133,7 +135,6 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
// However, in the !isLookingAtMe case, the eyes aren't rotating the way they should right now.
// We will revisit that as priorities allow, and particularly after the new rig/animation/joints.
const FBXGeometry& geometry = _geometry->getFBXGeometry();
Head* head = _owningAvatar->getHead();
// If the head is not positioned, updateEyeJoints won't get the math right
glm::quat headOrientation;
_rig->getJointRotation(geometry.headJointIndex, headOrientation);

View file

@ -936,7 +936,9 @@ glm::quat Rig::getJointDefaultRotationInParentFrame(int jointIndex) {
}
void Rig::updateFromHeadParameters(const HeadParameters& params) {
updateLeanJoint(params.leanJointIndex, params.leanSideways, params.leanForward, params.torsoTwist);
if (params.enableLean) {
updateLeanJoint(params.leanJointIndex, params.leanSideways, params.leanForward, params.torsoTwist);
}
updateNeckJoint(params.neckJointIndex, params.localHeadOrientation, params.leanSideways, params.leanForward, params.torsoTwist);
updateEyeJoints(params.leftEyeJointIndex, params.rightEyeJointIndex, params.modelTranslation, params.modelRotation,
params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);

View file

@ -57,6 +57,7 @@ public:
float leanSideways = 0.0f; // degrees
float leanForward = 0.0f; // degrees
float torsoTwist = 0.0f; // degrees
bool enableLean = false;
glm::quat modelRotation = glm::quat();
glm::quat localHeadOrientation = glm::quat();
glm::quat worldHeadOrientation = glm::quat();