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move setHandPosition from SkeletonModel to AvatarRig. Tell Rig::initJointStates joint-indexes for hands and elbows and shoulders
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1 changed files with 4 additions and 3 deletions
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@ -20,13 +20,14 @@ void AvatarRig::updateJointState(int index, glm::mat4 parentTransform) {
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const FBXJoint& joint = state.getFBXJoint();
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// compute model transforms
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int parentIndex = joint.parentIndex;
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if (parentIndex == -1) {
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if (index == _rootJointIndex) {
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// we always zero-out the translation part of an avatar's root join-transform.
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state.computeTransform(parentTransform);
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clearJointTransformTranslation(index);
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} else {
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// guard against out-of-bounds access to _jointStates
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if (joint.parentIndex >= 0 && joint.parentIndex < _jointStates.size()) {
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int parentIndex = joint.parentIndex;
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if (parentIndex >= 0 && parentIndex < _jointStates.size()) {
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const JointState& parentState = _jointStates.at(parentIndex);
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state.computeTransform(parentState.getTransform(), parentState.getTransformChanged());
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}
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