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Fix distance constraint lengths
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3 changed files with 5 additions and 3 deletions
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@ -657,9 +657,9 @@ void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
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// compute the default transforms and slam the ragdoll positions accordingly
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// (which puts the shapes where we want them)
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transforms[0] = glm::scale(_scale);
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_ragdollPoints[0]._position = glm::vec3(0.0f);
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_ragdollPoints[0]._lastPosition = glm::vec3(0.0f);
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transforms[0] = _jointStates[0].getTransform();
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_ragdollPoints[0]._position = extractTranslation(transforms[0]);
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_ragdollPoints[0]._lastPosition = _ragdollPoints[0]._position;
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for (int i = 1; i < numJoints; i++) {
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const FBXJoint& joint = geometry.joints.at(i);
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int parentIndex = joint.parentIndex;
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@ -174,6 +174,7 @@ QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
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int parentIndex = joint.parentIndex;
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if (parentIndex == -1) {
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_rootIndex = i;
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// NOTE: in practice geometry.offset has a non-unity scale (rather than a translation)
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glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
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state.computeTransform(parentTransform);
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} else {
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@ -57,6 +57,7 @@ public:
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DistanceConstraint(const DistanceConstraint& other);
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float enforce();
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void setDistance(float distance);
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float getDistance() const { return _distance; }
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private:
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float _distance;
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VerletPoint* _points[2];
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