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https://github.com/Armored-Dragon/overte.git
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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.
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3 changed files with 7 additions and 3 deletions
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@ -103,13 +103,15 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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_rig->computeMotionAnimationState(deltaTime, _owningAvatar->getPosition(), _owningAvatar->getVelocity(), _owningAvatar->getOrientation());
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}
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Model::updateRig(deltaTime, parentTransform);
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Head* head = _owningAvatar->getHead();
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if (_owningAvatar->isMyAvatar()) {
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MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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Head* head = _owningAvatar->getHead();
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Rig::HeadParameters params;
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params.modelRotation = getRotation();
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params.modelTranslation = getTranslation();
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params.enableLean = qApp->isHMDMode() && !myAvatar->getStandingHMDSensorMode();
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params.leanSideways = head->getFinalLeanSideways();
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params.leanForward = head->getFinalLeanForward();
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params.torsoTwist = head->getTorsoTwist();
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@ -133,7 +135,6 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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// However, in the !isLookingAtMe case, the eyes aren't rotating the way they should right now.
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// We will revisit that as priorities allow, and particularly after the new rig/animation/joints.
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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Head* head = _owningAvatar->getHead();
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// If the head is not positioned, updateEyeJoints won't get the math right
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glm::quat headOrientation;
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_rig->getJointRotation(geometry.headJointIndex, headOrientation);
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@ -936,7 +936,9 @@ glm::quat Rig::getJointDefaultRotationInParentFrame(int jointIndex) {
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}
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void Rig::updateFromHeadParameters(const HeadParameters& params) {
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updateLeanJoint(params.leanJointIndex, params.leanSideways, params.leanForward, params.torsoTwist);
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if (params.enableLean) {
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updateLeanJoint(params.leanJointIndex, params.leanSideways, params.leanForward, params.torsoTwist);
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}
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updateNeckJoint(params.neckJointIndex, params.localHeadOrientation, params.leanSideways, params.leanForward, params.torsoTwist);
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updateEyeJoints(params.leftEyeJointIndex, params.rightEyeJointIndex, params.modelTranslation, params.modelRotation,
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params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
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@ -57,6 +57,7 @@ public:
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float leanSideways = 0.0f; // degrees
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float leanForward = 0.0f; // degrees
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float torsoTwist = 0.0f; // degrees
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bool enableLean = false;
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glm::quat modelRotation = glm::quat();
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glm::quat localHeadOrientation = glm::quat();
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glm::quat worldHeadOrientation = glm::quat();
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