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minor cleanup + use 'fraction' instead of 'percent'
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603333f634
commit
6efa851104
4 changed files with 19 additions and 20 deletions
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@ -372,8 +372,8 @@ bool SkeletonModel::getRightHandPosition(glm::vec3& position) const {
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return getJointPosition(getRightHandJointIndex(), position);
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}
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bool SkeletonModel::restoreLeftHandPosition(float percent, float priority) {
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return restoreJointPosition(getLeftHandJointIndex(), percent, priority);
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bool SkeletonModel::restoreLeftHandPosition(float fraction, float priority) {
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return restoreJointPosition(getLeftHandJointIndex(), fraction, priority);
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}
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bool SkeletonModel::getLeftShoulderPosition(glm::vec3& position) const {
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@ -384,8 +384,8 @@ float SkeletonModel::getLeftArmLength() const {
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return getLimbLength(getLeftHandJointIndex());
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}
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bool SkeletonModel::restoreRightHandPosition(float percent, float priority) {
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return restoreJointPosition(getRightHandJointIndex(), percent, priority);
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bool SkeletonModel::restoreRightHandPosition(float fraction, float priority) {
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return restoreJointPosition(getRightHandJointIndex(), fraction, priority);
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}
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bool SkeletonModel::getRightShoulderPosition(glm::vec3& position) const {
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@ -49,10 +49,10 @@ public:
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/// \return true whether or not the position was found
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bool getRightHandPosition(glm::vec3& position) const;
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/// Restores some percentage of the default position of the left hand.
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/// \param percent the percentage of the default position to restore
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/// Restores some fraction of the default position of the left hand.
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/// \param fraction the fraction of the default position to restore
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/// \return whether or not the left hand joint was found
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bool restoreLeftHandPosition(float percent = 1.0f, float priority = 1.0f);
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bool restoreLeftHandPosition(float fraction = 1.0f, float priority = 1.0f);
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/// Gets the position of the left shoulder.
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/// \return whether or not the left shoulder joint was found
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@ -61,10 +61,10 @@ public:
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/// Returns the extended length from the left hand to its last free ancestor.
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float getLeftArmLength() const;
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/// Restores some percentage of the default position of the right hand.
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/// \param percent the percentage of the default position to restore
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/// Restores some fraction of the default position of the right hand.
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/// \param fraction the fraction of the default position to restore
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/// \return whether or not the right hand joint was found
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bool restoreRightHandPosition(float percent = 1.0f, float priority = 1.0f);
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bool restoreRightHandPosition(float fraction = 1.0f, float priority = 1.0f);
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/// Gets the position of the right shoulder.
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/// \return whether or not the right shoulder joint was found
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@ -590,9 +590,8 @@ void Model::setJointState(int index, bool valid, const glm::quat& rotation, floa
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if (valid) {
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state._rotation = rotation;
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state._animationPriority = priority;
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} else if (priority == state._animationPriority) {
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state._rotation = _geometry->getFBXGeometry().joints.at(index).rotation;
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state._animationPriority = 0.0f;
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} else {
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state.restoreRotation(1.0f, priority);
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}
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}
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}
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@ -1232,7 +1231,7 @@ bool Model::setJointRotation(int jointIndex, const glm::quat& rotation, float pr
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return true;
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}
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bool Model::restoreJointPosition(int jointIndex, float percent, float priority) {
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bool Model::restoreJointPosition(int jointIndex, float fraction, float priority) {
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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return false;
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}
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@ -1241,7 +1240,7 @@ bool Model::restoreJointPosition(int jointIndex, float percent, float priority)
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foreach (int index, freeLineage) {
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JointState& state = _jointStates[index];
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state.restoreRotation(percent, priority);
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state.restoreRotation(fraction, priority);
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}
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return true;
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}
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@ -1874,9 +1873,9 @@ glm::quat JointState::getJointRotation(bool fromBind) const {
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return _combinedRotation * (fromBind ? _fbxJoint->inverseBindRotation : _fbxJoint->inverseDefaultRotation);
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}
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void JointState::restoreRotation(float percent, float priority) {
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void JointState::restoreRotation(float fraction, float priority) {
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if (priority == _animationPriority) {
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_rotation = safeMix(_rotation, _fbxJoint->rotation, percent);
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_rotation = safeMix(_rotation, _fbxJoint->rotation, fraction);
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_animationPriority = 0.0f;
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}
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}
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@ -49,7 +49,7 @@ public:
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const glm::vec3& getDefaultTranslationInParentFrame() const;
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void restoreRotation(float percent, float priority);
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void restoreRotation(float fraction, float priority);
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glm::quat _rotation; // rotation relative to parent
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glm::mat4 _transform; // rotation to world frame + translation in model frame
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@ -244,10 +244,10 @@ protected:
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bool setJointRotation(int jointIndex, const glm::quat& rotation, float priority = 1.0f);
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/// Restores the indexed joint to its default position.
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/// \param percent the percentage of the default position to apply (i.e., 0.25f to slerp one fourth of the way to
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/// \param fraction the fraction of the default position to apply (i.e., 0.25f to slerp one fourth of the way to
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/// the original position
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/// \return true if the joint was found
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bool restoreJointPosition(int jointIndex, float percent = 1.0f, float priority = 0.0f);
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bool restoreJointPosition(int jointIndex, float fraction = 1.0f, float priority = 0.0f);
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/// Computes and returns the extended length of the limb terminating at the specified joint and starting at the joint's
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/// first free ancestor.
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