From 7119bc597243c4e7e881d65fb627f16c51103600 Mon Sep 17 00:00:00 2001 From: amantley Date: Fri, 15 Feb 2019 10:54:02 -0800 Subject: [PATCH] reverted the scale optimization in animspline.cpp --- libraries/animation/src/AnimSplineIK.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/libraries/animation/src/AnimSplineIK.cpp b/libraries/animation/src/AnimSplineIK.cpp index c91bd3bae2..72dcbfc5e7 100644 --- a/libraries/animation/src/AnimSplineIK.cpp +++ b/libraries/animation/src/AnimSplineIK.cpp @@ -131,7 +131,7 @@ const AnimPoseVec& AnimSplineIK::evaluate(const AnimVariantMap& animVars, const baseParentAbsPose = _skeleton->getAbsolutePose(baseParentIndex, _poses); } _poses[_baseJointIndex] = baseParentAbsPose.inverse() * baseTargetAbsolutePose; - _poses[_baseJointIndex].scale() = 1.0f; + _poses[_baseJointIndex].scale() = glm::vec3(1.0f); // initialize the middle joint target IKTarget midTarget; @@ -290,7 +290,7 @@ void AnimSplineIK::setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) { void AnimSplineIK::solveTargetWithSpline(const AnimContext& context, int base, const IKTarget& target, const AnimPoseVec& absolutePoses, bool debug, AnimChain& chainInfoOut) const { // build spline from tip to base - AnimPose tipPose = AnimPose(1.0f, target.getRotation(), target.getTranslation()); + AnimPose tipPose = AnimPose(glm::vec3(1.0f), target.getRotation(), target.getTranslation()); AnimPose basePose = absolutePoses[base]; CubicHermiteSplineFunctorWithArcLength spline; @@ -338,7 +338,7 @@ void AnimSplineIK::solveTargetWithSpline(const AnimContext& context, int base, c glm::mat3 m(u, v, glm::cross(u, v)); glm::quat rot = glm::normalize(glm::quat_cast(m)); - AnimPose desiredAbsPose = AnimPose(1.0f, rot, trans) * splineJointInfo.offsetPose; + AnimPose desiredAbsPose = AnimPose(glm::vec3(1.0f), rot, trans) * splineJointInfo.offsetPose; // apply flex coefficent AnimPose flexedAbsPose; @@ -457,7 +457,7 @@ void AnimSplineIK::computeAndCacheSplineJointInfosForIKTarget(const AnimContext& glm::mat3 m(u, v, glm::cross(u, v)); glm::quat rot = glm::normalize(glm::quat_cast(m)); - AnimPose pose(1.0f, rot, spline(t)); + AnimPose pose(glm::vec3(1.0f), rot, spline(t)); AnimPose offsetPose = pose.inverse() * defaultPose; SplineJointInfo splineJointInfo = { index, ratio, offsetPose };