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* Added new anim node AnimDefaultPose * AnimNodeLoader was changed to support the addition of the AnimDefaultPose node * Edited default avatar-animation.json to insert an AnimOverlay and AnimDefaultPose between the IK node and the rest of the "underPose". * Rig uses this to fade in default pose for the toes when the hip/feet puck are active. This effectively deadens the toe animations, without effecting the hand animations. * Also, the rig was changed to use the LimitCenter solution when the feet are enabled but the hips are not.
34 lines
835 B
C++
34 lines
835 B
C++
//
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// AnimDefaultPose.cpp
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//
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// Created by Anthony J. Thibault on 6/26/17.
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// Copyright (c) 2017 High Fidelity, Inc. All rights reserved.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "AnimDefaultPose.h"
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AnimDefaultPose::AnimDefaultPose(const QString& id) :
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AnimNode(AnimNode::Type::DefaultPose, id)
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{
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}
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AnimDefaultPose::~AnimDefaultPose() {
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}
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const AnimPoseVec& AnimDefaultPose::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) {
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if (_skeleton) {
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_poses = _skeleton->getRelativeDefaultPoses();
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} else {
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_poses.clear();
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}
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return _poses;
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}
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const AnimPoseVec& AnimDefaultPose::getPosesInternal() const {
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return _poses;
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}
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