Rig: removed redundant method updateEyeJoints()

Instead we call updateEyeJoint() twice, once for each eye.
This commit is contained in:
Anthony J. Thibault 2015-10-28 10:46:09 -07:00
parent ae8938cadc
commit b3734b5ddb
2 changed files with 4 additions and 10 deletions

View file

@ -961,8 +961,10 @@ void Rig::updateFromHeadParameters(const HeadParameters& params, float dt) {
}
void Rig::updateFromEyeParameters(const EyeParameters& params, float dt) {
updateEyeJoints(params.leftEyeJointIndex, params.rightEyeJointIndex, params.modelTranslation, params.modelRotation,
params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
updateEyeJoint(params.leftEyeJointIndex, params.modelTranslation, params.modelRotation,
params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
updateEyeJoint(params.rightEyeJointIndex, params.modelTranslation, params.modelRotation,
params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
}
static const glm::vec3 X_AXIS(1.0f, 0.0f, 0.0f);
@ -1120,12 +1122,6 @@ void Rig::updateNeckJoint(int index, const HeadParameters& params) {
}
}
void Rig::updateEyeJoints(int leftEyeIndex, int rightEyeIndex, const glm::vec3& modelTranslation, const glm::quat& modelRotation,
const glm::quat& worldHeadOrientation, const glm::vec3& lookAtSpot, const glm::vec3& saccade) {
updateEyeJoint(leftEyeIndex, modelTranslation, modelRotation, worldHeadOrientation, lookAtSpot, saccade);
updateEyeJoint(rightEyeIndex, modelTranslation, modelRotation, worldHeadOrientation, lookAtSpot, saccade);
}
void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::quat& worldHeadOrientation, const glm::vec3& lookAtSpot, const glm::vec3& saccade) {
if (index >= 0 && _jointStates[index].getParentIndex() >= 0) {
auto& state = _jointStates[index];

View file

@ -208,8 +208,6 @@ public:
void updateLeanJoint(int index, float leanSideways, float leanForward, float torsoTwist);
void updateNeckJoint(int index, const HeadParameters& params);
void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::quat& worldHeadOrientation, const glm::vec3& lookAt, const glm::vec3& saccade);
void updateEyeJoints(int leftEyeIndex, int rightEyeIndex, const glm::vec3& modelTranslation, const glm::quat& modelRotation,
const glm::quat& worldHeadOrientation, const glm::vec3& lookAtSpot, const glm::vec3& saccade);
QVector<JointState> _jointStates;
int _rootJointIndex = -1;