Fix attachments jitter

This commit is contained in:
Atlante45 2015-12-10 11:19:11 -08:00
parent 6f29d9e7b8
commit 739e184b52
4 changed files with 2 additions and 9 deletions

View file

@ -2963,6 +2963,7 @@ void Application::update(float deltaTime) {
}
myAvatar->harvestResultsFromPhysicsSimulation();
myAvatar->simulateAttachments(deltaTime);
}
}

View file

@ -200,7 +200,6 @@ void Avatar::simulate(float deltaTime) {
PerformanceTimer perfTimer("skeleton");
_skeletonModel.getRig()->copyJointsFromJointData(_jointData);
_skeletonModel.simulate(deltaTime, _hasNewJointRotations || _hasNewJointTranslations);
simulateAttachments(deltaTime);
locationChanged(); // joints changed, so if there are any children, update them.
_hasNewJointRotations = false;
_hasNewJointTranslations = false;

View file

@ -69,6 +69,7 @@ public:
void init();
void simulate(float deltaTime);
void simulateAttachments(float deltaTime);
virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPosition);
@ -87,7 +88,6 @@ public:
bool isInitialized() const { return _initialized; }
SkeletonModel& getSkeletonModel() { return _skeletonModel; }
const SkeletonModel& getSkeletonModel() const { return _skeletonModel; }
const QVector<Model*>& getAttachmentModels() const { return _attachmentModels; }
glm::vec3 getChestPosition() const;
float getAvatarScale() const { return getScale().y; }
const Head* getHead() const { return static_cast<const Head*>(_headData); }
@ -217,8 +217,6 @@ protected:
virtual bool shouldRenderHead(const RenderArgs* renderArgs) const;
virtual void fixupModelsInScene();
void simulateAttachments(float deltaTime);
virtual void updateJointMappings();
render::ItemID _renderItemID;

View file

@ -323,11 +323,6 @@ void MyAvatar::simulate(float deltaTime) {
return;
}
{
PerformanceTimer perfTimer("attachments");
simulateAttachments(deltaTime);
}
{
PerformanceTimer perfTimer("joints");
// copy out the skeleton joints from the model