Removal of legacy Rig methods

This commit is contained in:
Anthony J. Thibault 2018-01-16 18:19:35 -08:00
parent 576273efe3
commit bc587bf6d8
6 changed files with 2 additions and 85 deletions

View file

@ -179,7 +179,7 @@ void Rig::restoreRoleAnimation(const QString& role) {
} else {
qCWarning(animation) << "Rig::restoreRoleAnimation could not find role " << role;
}
auto statesIter = _roleAnimStates.find(role);
if (statesIter != _roleAnimStates.end()) {
_roleAnimStates.erase(statesIter);
@ -1050,42 +1050,6 @@ void Rig::updateAnimations(float deltaTime, const glm::mat4& rootTransform, cons
}
}
float Rig::getLimbLength(int jointIndex, const QVector<int>& freeLineage,
const glm::vec3 scale, const QVector<FBXJoint>& fbxJoints) const {
ASSERT(false);
return 1.0f;
}
glm::quat Rig::setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority) {
ASSERT(false);
return glm::quat();
}
glm::vec3 Rig::getJointDefaultTranslationInConstrainedFrame(int jointIndex) {
ASSERT(false);
return glm::vec3();
}
glm::quat Rig::setJointRotationInConstrainedFrame(int jointIndex, glm::quat targetRotation, float priority, float mix) {
ASSERT(false);
return glm::quat();
}
bool Rig::getJointRotationInConstrainedFrame(int jointIndex, glm::quat& quatOut) const {
ASSERT(false);
return false;
}
void Rig::clearJointStatePriorities() {
ASSERT(false);
}
glm::quat Rig::getJointDefaultRotationInParentFrame(int jointIndex) {
ASSERT(false);
return glm::quat();
}
void Rig::updateFromEyeParameters(const EyeParameters& params) {
updateEyeJoint(params.leftEyeJointIndex, params.modelTranslation, params.modelRotation, params.eyeLookAt, params.eyeSaccade);
updateEyeJoint(params.rightEyeJointIndex, params.modelTranslation, params.modelRotation, params.eyeLookAt, params.eyeSaccade);

View file

@ -172,32 +172,6 @@ public:
// Regardless of who started the animations or how many, update the joints.
void updateAnimations(float deltaTime, const glm::mat4& rootTransform, const glm::mat4& rigToWorldTransform);
// legacy
bool restoreJointPosition(int jointIndex, float fraction, float priority, const QVector<int>& freeLineage);
// legacy
float getLimbLength(int jointIndex, const QVector<int>& freeLineage,
const glm::vec3 scale, const QVector<FBXJoint>& fbxJoints) const;
// legacy
glm::quat setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority);
// legacy
glm::vec3 getJointDefaultTranslationInConstrainedFrame(int jointIndex);
// legacy
glm::quat setJointRotationInConstrainedFrame(int jointIndex, glm::quat targetRotation,
float priority, float mix = 1.0f);
// legacy
bool getJointRotationInConstrainedFrame(int jointIndex, glm::quat& rotOut) const;
// legacy
glm::quat getJointDefaultRotationInParentFrame(int jointIndex);
// legacy
void clearJointStatePriorities();
void updateFromControllerParameters(const ControllerParameters& params, float dt);
void updateFromEyeParameters(const EyeParameters& params);
@ -341,7 +315,7 @@ protected:
float firstFrame;
float lastFrame;
};
struct RoleAnimState {
RoleAnimState() {}
RoleAnimState(const QString& roleId, const QString& urlIn, float fpsIn, bool loopIn, float firstFrameIn, float lastFrameIn) :

View file

@ -241,18 +241,10 @@ bool SkeletonModel::getLeftShoulderPosition(glm::vec3& position) const {
return getJointPositionInWorldFrame(getLastFreeJointIndex(getLeftHandJointIndex()), position);
}
float SkeletonModel::getLeftArmLength() const {
return getLimbLength(getLeftHandJointIndex());
}
bool SkeletonModel::getRightShoulderPosition(glm::vec3& position) const {
return getJointPositionInWorldFrame(getLastFreeJointIndex(getRightHandJointIndex()), position);
}
float SkeletonModel::getRightArmLength() const {
return getLimbLength(getRightHandJointIndex());
}
bool SkeletonModel::getHeadPosition(glm::vec3& headPosition) const {
return isActive() && getJointPositionInWorldFrame(getFBXGeometry().headJointIndex, headPosition);
}

View file

@ -68,9 +68,6 @@ public:
/// \return whether or not the right shoulder joint was found
bool getRightShoulderPosition(glm::vec3& position) const;
/// Returns the extended length from the right hand to its first free ancestor.
float getRightArmLength() const;
/// Returns the position of the head joint.
/// \return whether or not the head was found
bool getHeadPosition(glm::vec3& headPosition) const;

View file

@ -1259,12 +1259,6 @@ void Model::updateClusterMatrices() {
}
}
float Model::getLimbLength(int jointIndex) const {
const FBXGeometry& geometry = getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
return _rig.getLimbLength(jointIndex, freeLineage, _scale, geometry.joints);
}
bool Model::maybeStartBlender() {
if (isLoaded()) {
const FBXGeometry& fbxGeometry = getFBXGeometry();

View file

@ -366,10 +366,6 @@ protected:
void computeMeshPartLocalBounds();
virtual void updateRig(float deltaTime, glm::mat4 parentTransform);
/// Computes and returns the extended length of the limb terminating at the specified joint and starting at the joint's
/// first free ancestor.
float getLimbLength(int jointIndex) const;
/// Allow sub classes to force invalidating the bboxes
void invalidCalculatedMeshBoxes() {
_triangleSetsValid = false;