AnimInverseKinematics: warning fixes

This commit is contained in:
Anthony J. Thibault 2016-02-04 18:51:48 -08:00
parent 51189cfc50
commit bfeace78f7

View file

@ -593,21 +593,21 @@ void AnimInverseKinematics::initConstraints() {
std::vector<glm::vec3> swungDirections; std::vector<glm::vec3> swungDirections;
float deltaTheta = PI / 4.0f; float deltaTheta = PI / 4.0f;
float theta = 0.0f; float theta = 0.0f;
swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.25f, sin(theta))); swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta)));
theta += deltaTheta; theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.0f, sin(theta))); swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.0f, sinf(theta)));
theta += deltaTheta; theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cos(theta), -0.25f, sin(theta))); // posterior swungDirections.push_back(glm::vec3(mirror * cosf(theta), -0.25f, sinf(theta))); // posterior
theta += deltaTheta; theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.0f, sin(theta))); swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.0f, sinf(theta)));
theta += deltaTheta; theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.25f, sin(theta))); swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.25f, sinf(theta)));
theta += deltaTheta; theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.5f, sin(theta))); swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta)));
theta += deltaTheta; theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.5f, sin(theta))); // anterior swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta))); // anterior
theta += deltaTheta; theta += deltaTheta;
swungDirections.push_back(glm::vec3(mirror * cos(theta), 0.5f, sin(theta))); swungDirections.push_back(glm::vec3(mirror * cosf(theta), 0.5f, sinf(theta)));
// rotate directions into joint-frame // rotate directions into joint-frame
glm::quat invAbsoluteRotation = glm::inverse(absolutePoses[i].rot); glm::quat invAbsoluteRotation = glm::inverse(absolutePoses[i].rot);