more clean up of Rig::computeAvatarBoundingCapsule

This commit is contained in:
Anthony J. Thibault 2017-06-30 13:27:53 -07:00
parent 237872e477
commit aba164b26e

View file

@ -1704,9 +1704,6 @@ void Rig::computeAvatarBoundingCapsule(
ikNode.setTargetVars("RightFoot", "rightFootPosition", "rightFootRotation",
"rightFootType", "rightFootWeight", 1.0f, {},
QString(), QString(), QString());
AnimPose geometryToRig = _modelOffset * _geometryOffset;
glm::vec3 hipsPosition(0.0f);
int hipsIndex = indexOfJoint("Hips");
if (hipsIndex >= 0) {
@ -1771,14 +1768,15 @@ void Rig::computeAvatarBoundingCapsule(
// compute bounding shape parameters
// NOTE: we assume that the longest side of totalExtents is the yAxis...
glm::vec3 diagonal = (geometryToRig * totalExtents.maximum) - (geometryToRig * totalExtents.minimum);
glm::vec3 diagonal = (transformPoint(_geometryToRigTransform, totalExtents.maximum) -
transformPoint(_geometryToRigTransform, totalExtents.minimum));
// ... and assume the radiusOut is half the RMS of the X and Z sides:
radiusOut = 0.5f * sqrtf(0.5f * (diagonal.x * diagonal.x + diagonal.z * diagonal.z));
heightOut = diagonal.y - 2.0f * radiusOut;
glm::vec3 rootPosition = finalPoses[geometry.rootJointIndex].trans();
glm::vec3 rigCenter = (geometryToRig * (0.5f * (totalExtents.maximum + totalExtents.minimum)));
localOffsetOut = rigCenter - (geometryToRig * rootPosition);
glm::vec3 rigCenter = transformPoint(_geometryToRigTransform, (0.5f * (totalExtents.maximum + totalExtents.minimum)));
localOffsetOut = rigCenter - transformPoint(_geometryToRigTransform, rootPosition);
}
bool Rig::transitionHandPose(float deltaTime, float totalDuration, AnimPose& controlledHandPose, bool isLeftHand,