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Fix attachments jitter
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6f29d9e7b8
commit
739e184b52
4 changed files with 2 additions and 9 deletions
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@ -2963,6 +2963,7 @@ void Application::update(float deltaTime) {
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}
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myAvatar->harvestResultsFromPhysicsSimulation();
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myAvatar->simulateAttachments(deltaTime);
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}
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}
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@ -200,7 +200,6 @@ void Avatar::simulate(float deltaTime) {
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PerformanceTimer perfTimer("skeleton");
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_skeletonModel.getRig()->copyJointsFromJointData(_jointData);
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_skeletonModel.simulate(deltaTime, _hasNewJointRotations || _hasNewJointTranslations);
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simulateAttachments(deltaTime);
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locationChanged(); // joints changed, so if there are any children, update them.
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_hasNewJointRotations = false;
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_hasNewJointTranslations = false;
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@ -69,6 +69,7 @@ public:
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void init();
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void simulate(float deltaTime);
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void simulateAttachments(float deltaTime);
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virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPosition);
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@ -87,7 +88,6 @@ public:
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bool isInitialized() const { return _initialized; }
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SkeletonModel& getSkeletonModel() { return _skeletonModel; }
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const SkeletonModel& getSkeletonModel() const { return _skeletonModel; }
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const QVector<Model*>& getAttachmentModels() const { return _attachmentModels; }
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glm::vec3 getChestPosition() const;
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float getAvatarScale() const { return getScale().y; }
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const Head* getHead() const { return static_cast<const Head*>(_headData); }
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@ -217,8 +217,6 @@ protected:
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virtual bool shouldRenderHead(const RenderArgs* renderArgs) const;
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virtual void fixupModelsInScene();
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void simulateAttachments(float deltaTime);
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virtual void updateJointMappings();
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render::ItemID _renderItemID;
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@ -323,11 +323,6 @@ void MyAvatar::simulate(float deltaTime) {
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return;
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}
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{
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PerformanceTimer perfTimer("attachments");
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simulateAttachments(deltaTime);
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}
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{
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PerformanceTimer perfTimer("joints");
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// copy out the skeleton joints from the model
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