minor cleanup + use 'fraction' instead of 'percent'

This commit is contained in:
Andrew Meadows 2014-05-29 15:44:27 -07:00
parent 603333f634
commit 6efa851104
4 changed files with 19 additions and 20 deletions

View file

@ -372,8 +372,8 @@ bool SkeletonModel::getRightHandPosition(glm::vec3& position) const {
return getJointPosition(getRightHandJointIndex(), position);
}
bool SkeletonModel::restoreLeftHandPosition(float percent, float priority) {
return restoreJointPosition(getLeftHandJointIndex(), percent, priority);
bool SkeletonModel::restoreLeftHandPosition(float fraction, float priority) {
return restoreJointPosition(getLeftHandJointIndex(), fraction, priority);
}
bool SkeletonModel::getLeftShoulderPosition(glm::vec3& position) const {
@ -384,8 +384,8 @@ float SkeletonModel::getLeftArmLength() const {
return getLimbLength(getLeftHandJointIndex());
}
bool SkeletonModel::restoreRightHandPosition(float percent, float priority) {
return restoreJointPosition(getRightHandJointIndex(), percent, priority);
bool SkeletonModel::restoreRightHandPosition(float fraction, float priority) {
return restoreJointPosition(getRightHandJointIndex(), fraction, priority);
}
bool SkeletonModel::getRightShoulderPosition(glm::vec3& position) const {

View file

@ -49,10 +49,10 @@ public:
/// \return true whether or not the position was found
bool getRightHandPosition(glm::vec3& position) const;
/// Restores some percentage of the default position of the left hand.
/// \param percent the percentage of the default position to restore
/// Restores some fraction of the default position of the left hand.
/// \param fraction the fraction of the default position to restore
/// \return whether or not the left hand joint was found
bool restoreLeftHandPosition(float percent = 1.0f, float priority = 1.0f);
bool restoreLeftHandPosition(float fraction = 1.0f, float priority = 1.0f);
/// Gets the position of the left shoulder.
/// \return whether or not the left shoulder joint was found
@ -61,10 +61,10 @@ public:
/// Returns the extended length from the left hand to its last free ancestor.
float getLeftArmLength() const;
/// Restores some percentage of the default position of the right hand.
/// \param percent the percentage of the default position to restore
/// Restores some fraction of the default position of the right hand.
/// \param fraction the fraction of the default position to restore
/// \return whether or not the right hand joint was found
bool restoreRightHandPosition(float percent = 1.0f, float priority = 1.0f);
bool restoreRightHandPosition(float fraction = 1.0f, float priority = 1.0f);
/// Gets the position of the right shoulder.
/// \return whether or not the right shoulder joint was found

View file

@ -590,9 +590,8 @@ void Model::setJointState(int index, bool valid, const glm::quat& rotation, floa
if (valid) {
state._rotation = rotation;
state._animationPriority = priority;
} else if (priority == state._animationPriority) {
state._rotation = _geometry->getFBXGeometry().joints.at(index).rotation;
state._animationPriority = 0.0f;
} else {
state.restoreRotation(1.0f, priority);
}
}
}
@ -1232,7 +1231,7 @@ bool Model::setJointRotation(int jointIndex, const glm::quat& rotation, float pr
return true;
}
bool Model::restoreJointPosition(int jointIndex, float percent, float priority) {
bool Model::restoreJointPosition(int jointIndex, float fraction, float priority) {
if (jointIndex == -1 || _jointStates.isEmpty()) {
return false;
}
@ -1241,7 +1240,7 @@ bool Model::restoreJointPosition(int jointIndex, float percent, float priority)
foreach (int index, freeLineage) {
JointState& state = _jointStates[index];
state.restoreRotation(percent, priority);
state.restoreRotation(fraction, priority);
}
return true;
}
@ -1874,9 +1873,9 @@ glm::quat JointState::getJointRotation(bool fromBind) const {
return _combinedRotation * (fromBind ? _fbxJoint->inverseBindRotation : _fbxJoint->inverseDefaultRotation);
}
void JointState::restoreRotation(float percent, float priority) {
void JointState::restoreRotation(float fraction, float priority) {
if (priority == _animationPriority) {
_rotation = safeMix(_rotation, _fbxJoint->rotation, percent);
_rotation = safeMix(_rotation, _fbxJoint->rotation, fraction);
_animationPriority = 0.0f;
}
}

View file

@ -49,7 +49,7 @@ public:
const glm::vec3& getDefaultTranslationInParentFrame() const;
void restoreRotation(float percent, float priority);
void restoreRotation(float fraction, float priority);
glm::quat _rotation; // rotation relative to parent
glm::mat4 _transform; // rotation to world frame + translation in model frame
@ -244,10 +244,10 @@ protected:
bool setJointRotation(int jointIndex, const glm::quat& rotation, float priority = 1.0f);
/// Restores the indexed joint to its default position.
/// \param percent the percentage of the default position to apply (i.e., 0.25f to slerp one fourth of the way to
/// \param fraction the fraction of the default position to apply (i.e., 0.25f to slerp one fourth of the way to
/// the original position
/// \return true if the joint was found
bool restoreJointPosition(int jointIndex, float percent = 1.0f, float priority = 0.0f);
bool restoreJointPosition(int jointIndex, float fraction = 1.0f, float priority = 0.0f);
/// Computes and returns the extended length of the limb terminating at the specified joint and starting at the joint's
/// first free ancestor.