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add JointState::getPositionInParentFrame()
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2 changed files with 5 additions and 1 deletions
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@ -19,6 +19,7 @@
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JointState::JointState() :
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_animationPriority(0.0f),
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_positionInParentFrame(0.0f),
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_fbxJoint(NULL),
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_constraint(NULL) {
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}
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@ -27,6 +28,7 @@ JointState::JointState(const JointState& other) : _constraint(NULL) {
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_transform = other._transform;
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_rotation = other._rotation;
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_rotationInConstrainedFrame = other._rotationInConstrainedFrame;
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_positionInParentFrame = other._positionInParentFrame;
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_animationPriority = other._animationPriority;
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_fbxJoint = other._fbxJoint;
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// DO NOT copy _constraint
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@ -69,6 +71,7 @@ void JointState::copyState(const JointState& state) {
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_transform = state._transform;
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_rotation = extractRotation(_transform);
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_rotationInConstrainedFrame = state._rotationInConstrainedFrame;
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_positionInParentFrame = state._positionInParentFrame;
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_visibleTransform = state._visibleTransform;
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_visibleRotation = extractRotation(_visibleTransform);
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@ -50,6 +50,7 @@ public:
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glm::quat getRotationInParentFrame() const;
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glm::quat getVisibleRotationInParentFrame() const;
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const glm::vec3& getPositionInParentFrame() const { return _positionInParentFrame; }
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int getParentIndex() const { return _fbxJoint->parentIndex; }
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@ -90,12 +91,12 @@ public:
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float _animationPriority; // the priority of the animation affecting this joint
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private:
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/// \return parent model-frame rotation
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// (used to keep _rotation consistent when modifying _rotationInWorldFrame directly)
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glm::quat computeParentRotation() const;
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glm::quat computeVisibleParentRotation() const;
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private:
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/// debug helper function
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void loadBindRotation();
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