From 2574e821840952b694c463ece9bfbb5fc27aa1b9 Mon Sep 17 00:00:00 2001 From: amantley Date: Thu, 24 Jan 2019 19:47:27 -0800 Subject: [PATCH] cleaned up print statements --- interface/src/avatar/MySkeletonModel.cpp | 5 +---- .../animation/src/AnimInverseKinematics.cpp | 21 +++++-------------- libraries/animation/src/AnimTwoBoneIK.cpp | 3 --- 3 files changed, 6 insertions(+), 23 deletions(-) diff --git a/interface/src/avatar/MySkeletonModel.cpp b/interface/src/avatar/MySkeletonModel.cpp index e0362ef548..356b365f93 100644 --- a/interface/src/avatar/MySkeletonModel.cpp +++ b/interface/src/avatar/MySkeletonModel.cpp @@ -199,7 +199,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { // if hips are not under direct control, estimate the hips position. if (avatarHeadPose.isValid() && !(params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] & (uint8_t)Rig::ControllerFlags::Enabled)) { bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS); - + // timescale in seconds const float TRANS_HORIZ_TIMESCALE = 0.15f; const float TRANS_VERT_TIMESCALE = 0.01f; // We want the vertical component of the hips to follow quickly to prevent spine squash/stretch. @@ -255,9 +255,6 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { AnimPose newSpinePose(glm::mat4(glm::vec4(w, 0.0f), glm::vec4(u, 0.0f), glm::vec4(v, 0.0f), glm::vec4(glm::vec3(0.0f, 0.0f, 0.0f), 1.0f))); currentSpine2Pose.rot() = safeLerp(currentSpine2Pose.rot(), newSpinePose.rot(), SPINE2_ROTATION_FILTER); params.primaryControllerPoses[Rig::PrimaryControllerType_Spine2] = currentSpine2Pose; - qCDebug(interfaceapp) << "finding the spine 2 azimuth"; - qCDebug(interfaceapp) << currentSpine2Pose; - params.primaryControllerFlags[Rig::PrimaryControllerType_Spine2] = (uint8_t)Rig::ControllerFlags::Enabled | (uint8_t)Rig::ControllerFlags::Estimated; } } diff --git a/libraries/animation/src/AnimInverseKinematics.cpp b/libraries/animation/src/AnimInverseKinematics.cpp index f95fe3333f..a1809f3438 100644 --- a/libraries/animation/src/AnimInverseKinematics.cpp +++ b/libraries/animation/src/AnimInverseKinematics.cpp @@ -237,7 +237,6 @@ void AnimInverseKinematics::solve(const AnimContext& context, const std::vector< // solve all targets for (size_t i = 0; i < targets.size(); i++) { - // qCDebug(animation) << "target id: " << targets[i].getIndex() << " and type " << (int)targets[i].getType(); switch (targets[i].getType()) { case IKTarget::Type::Unknown: break; @@ -259,7 +258,6 @@ void AnimInverseKinematics::solve(const AnimContext& context, const std::vector< // ease in expo alpha = 1.0f - powf(2.0f, -10.0f * alpha); - qCDebug(animation) << "the alpha for joint chains is " << alpha; size_t chainSize = std::min(_prevJointChainInfoVec[i].jointInfoVec.size(), jointChainInfoVec[i].jointInfoVec.size()); @@ -322,10 +320,6 @@ void AnimInverseKinematics::solve(const AnimContext& context, const std::vector< } } - //qCDebug(animation) << "joint chain pose for head animIK " << jointChainInfoVec[4].jointInfoVec[w].trans << " " << jointChainInfoVec[4].jointInfoVec[w].rot; - qCDebug(animation) << "absolute pose for head animIK " << absolutePoses[_skeleton->nameToJointIndex("Head")]; - qCDebug(animation) << "target pose for head animIK " << targets[4].getTranslation() << " " << targets[4].getRotation(); - // compute maxError maxError = 0.0f; for (size_t i = 0; i < targets.size(); i++) { @@ -366,7 +360,6 @@ void AnimInverseKinematics::solve(const AnimContext& context, const std::vector< // copy jointChainInfoVec into _prevJointChainInfoVec, and update timers for (size_t i = 0; i < jointChainInfoVec.size(); i++) { _prevJointChainInfoVec[i].timer = _prevJointChainInfoVec[i].timer - dt; - //qCDebug(animation) << "the alpha for joint chains is " << _prevJointChainInfoVec[i].timer; if (_prevJointChainInfoVec[i].timer <= 0.0f) { _prevJointChainInfoVec[i] = jointChainInfoVec[i]; _prevJointChainInfoVec[i].target = targets[i]; @@ -830,9 +823,7 @@ void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, co AnimPose relPose = parentAbsPose.inverse() * flexedAbsPose; - bool constrained = false; - /* if (splineJointInfo.jointIndex != _hipsIndex) { // constrain the amount the spine can stretch or compress float length = glm::length(relPose.trans()); @@ -853,7 +844,7 @@ void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, co relPose.trans() = glm::vec3(0.0f); } } - */ + jointChainInfoOut.jointInfoVec[i] = { relPose.rot(), relPose.trans(), splineJointInfo.jointIndex, constrained }; parentAbsPose = flexedAbsPose; @@ -878,6 +869,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars // disable IK on android return underPoses; #endif + // allows solutionSource to be overridden by an animVar auto solutionSource = animVars.lookup(_solutionSourceVar, (int)_solutionSource); @@ -885,7 +877,7 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars if (dt > MAX_OVERLAY_DT) { dt = MAX_OVERLAY_DT; } - + if (_relativePoses.size() != underPoses.size()) { loadPoses(underPoses); } else { @@ -1040,20 +1032,17 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars preconditionRelativePosesToAvoidLimbLock(context, targets); - //qCDebug(animation) << "hips before ccd" << _relativePoses[_hipsIndex]; solve(context, targets, dt, jointChainInfoVec); - //qCDebug(animation) << "hips after ccd" << _relativePoses[_hipsIndex]; - } } - + if (context.getEnableDebugDrawIKConstraints()) { debugDrawConstraints(context); } } processOutputJoints(triggersOut); - + return _relativePoses; } diff --git a/libraries/animation/src/AnimTwoBoneIK.cpp b/libraries/animation/src/AnimTwoBoneIK.cpp index 31397157ac..3f8de488ff 100644 --- a/libraries/animation/src/AnimTwoBoneIK.cpp +++ b/libraries/animation/src/AnimTwoBoneIK.cpp @@ -50,7 +50,6 @@ const AnimPoseVec& AnimTwoBoneIK::evaluate(const AnimVariantMap& animVars, const if (_children.size() != 1) { return _poses; } - // evalute underPoses AnimPoseVec underPoses = _children[0]->evaluate(animVars, context, dt, triggersOut); @@ -79,7 +78,6 @@ const AnimPoseVec& AnimTwoBoneIK::evaluate(const AnimVariantMap& animVars, const // determine if we should interpolate bool enabled = animVars.lookup(_enabledVar, _enabled); - // qCDebug(animation) << "two bone var " << _enabledVar; if (enabled != _enabled) { AnimChain poseChain; poseChain.buildFromRelativePoses(_skeleton, _poses, _tipJointIndex); @@ -123,7 +121,6 @@ const AnimPoseVec& AnimTwoBoneIK::evaluate(const AnimVariantMap& animVars, const // First look in the triggers then look in the animVars, so we can follow output joints underneath us in the anim graph AnimPose targetPose(tipPose); if (triggersOut.hasKey(endEffectorRotationVar)) { - qCDebug(animation) << " end effector variable " << endEffectorRotationVar << " is " << triggersOut.lookupRigToGeometry(endEffectorRotationVar, tipPose.rot()); targetPose.rot() = triggersOut.lookupRigToGeometry(endEffectorRotationVar, tipPose.rot()); } else if (animVars.hasKey(endEffectorRotationVar)) { targetPose.rot() = animVars.lookupRigToGeometry(endEffectorRotationVar, tipPose.rot());