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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.
36 lines
1 KiB
C++
36 lines
1 KiB
C++
//
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// AnimDefaultPose.h
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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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#ifndef hifi_AnimDefaultPose_h
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#define hifi_AnimDefaultPose_h
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#include <string>
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#include "AnimNode.h"
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// Always returns the default pose of the current skeleton.
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class AnimDefaultPose : public AnimNode {
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public:
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AnimDefaultPose(const QString& id);
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virtual ~AnimDefaultPose() override;
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virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) override;
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protected:
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// for AnimDebugDraw rendering
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virtual const AnimPoseVec& getPosesInternal() const override;
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AnimPoseVec _poses;
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// no copies
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AnimDefaultPose(const AnimDefaultPose&) = delete;
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AnimDefaultPose& operator=(const AnimDefaultPose&) = delete;
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};
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#endif // hifi_AnimDefaultPose_h
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