re-enabled ik off by default on Desktop

This commit is contained in:
amantley 2019-02-25 12:23:03 -08:00
parent dc6bdfae8a
commit cff0fd470a

View file

@ -1064,28 +1064,30 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
t += deltaTime;
if (_enableInverseKinematics) {
_animVars.set("ikOverlayAlpha", 1.0f);
_animVars.set("splineIKEnabled", true);
_animVars.set("leftHandIKEnabled", true);
_animVars.set("rightHandIKEnabled", true);
_animVars.set("leftFootIKEnabled", true);
_animVars.set("rightFootIKEnabled", true);
_animVars.set("leftFootPoleVectorEnabled", true);
_animVars.set("rightFootPoleVectorEnabled", true);
} else {
_animVars.set("ikOverlayAlpha", 0.0f);
_animVars.set("splineIKEnabled", false);
_animVars.set("leftHandIKEnabled", false);
_animVars.set("rightHandIKEnabled", false);
_animVars.set("leftFootIKEnabled", false);
_animVars.set("rightFootIKEnabled", false);
_animVars.set("leftHandPoleVectorEnabled", false);
_animVars.set("rightHandPoleVectorEnabled", false);
_animVars.set("leftFootPoleVectorEnabled", false);
_animVars.set("rightFootPoleVectorEnabled", false);
if (_enableInverseKinematics != _lastEnableInverseKinematics) {
if (_enableInverseKinematics) {
_animVars.set("ikOverlayAlpha", 1.0f);
_animVars.set("splineIKEnabled", true);
_animVars.set("leftHandIKEnabled", true);
_animVars.set("rightHandIKEnabled", true);
_animVars.set("leftFootIKEnabled", true);
_animVars.set("rightFootIKEnabled", true);
_animVars.set("leftFootPoleVectorEnabled", true);
_animVars.set("rightFootPoleVectorEnabled", true);
} else {
_animVars.set("ikOverlayAlpha", 0.0f);
_animVars.set("splineIKEnabled", false);
_animVars.set("leftHandIKEnabled", false);
_animVars.set("rightHandIKEnabled", false);
_animVars.set("leftFootIKEnabled", false);
_animVars.set("rightFootIKEnabled", false);
_animVars.set("leftHandPoleVectorEnabled", false);
_animVars.set("rightHandPoleVectorEnabled", false);
_animVars.set("leftFootPoleVectorEnabled", false);
_animVars.set("rightFootPoleVectorEnabled", false);
}
_lastEnableInverseKinematics = _enableInverseKinematics;
}
_lastEnableInverseKinematics = _enableInverseKinematics;
}
_lastForward = forward;
_lastPosition = worldPosition;