diff --git a/CMakeLists.txt b/CMakeLists.txt index c8710eed05..045234ebe1 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -236,6 +236,11 @@ if (BUILD_TESTS) endif() endif() +set(HIFI_USE_Q_OS_ANDROID=TRUE) +if (HIFI_USE_Q_OS_ANDROID) + add_definitions(-DHIFI_USE_Q_OS_ANDROID=TRUE) +endif() + if (BUILD_INSTALLER) if (UNIX) install( diff --git a/interface/src/avatar/MySkeletonModel.cpp b/interface/src/avatar/MySkeletonModel.cpp index 32a8e1e38d..5837e0a84c 100755 --- a/interface/src/avatar/MySkeletonModel.cpp +++ b/interface/src/avatar/MySkeletonModel.cpp @@ -15,8 +15,6 @@ #include "InterfaceLogging.h" #include "AnimUtil.h" -#define USE_Q_OS_ANDROID - MySkeletonModel::MySkeletonModel(Avatar* owningAvatar, QObject* parent) : SkeletonModel(owningAvatar, parent) { } diff --git a/libraries/animation/src/AnimSplineIK.cpp b/libraries/animation/src/AnimSplineIK.cpp index 30e0a42e65..cfb34560ff 100644 --- a/libraries/animation/src/AnimSplineIK.cpp +++ b/libraries/animation/src/AnimSplineIK.cpp @@ -362,7 +362,6 @@ void AnimSplineIK::solveTargetWithSpline(const AnimContext& context, int base, c AnimPose relPose = parentAbsPose.inverse() * flexedAbsPose; - bool constrained = false; if (splineJointInfo.jointIndex != base) { // constrain the amount the spine can stretch or compress float length = glm::length(relPose.trans()); @@ -374,10 +373,8 @@ void AnimSplineIK::solveTargetWithSpline(const AnimContext& context, int base, c const float MIN_LENGTH = defaultLength * (1.0f - STRETCH_COMPRESS_PERCENTAGE); if (length > MAX_LENGTH) { relPose.trans() = (relPose.trans() / length) * MAX_LENGTH; - constrained = true; } else if (length < MIN_LENGTH) { relPose.trans() = (relPose.trans() / length) * MIN_LENGTH; - constrained = true; } } else { relPose.trans() = glm::vec3(0.0f); diff --git a/libraries/animation/src/Rig.cpp b/libraries/animation/src/Rig.cpp index ac026d192f..9139776612 100644 --- a/libraries/animation/src/Rig.cpp +++ b/libraries/animation/src/Rig.cpp @@ -1988,8 +1988,8 @@ bool Rig::calculateElbowPoleVectorOptimized(int handIndex, int elbowIndex, int s } // convert the final theta to a pole vector value - float poleVectorXValue = -1.0f * sin(thetaRadians); - float poleVectorYValue = -1.0f * cos(thetaRadians); + float poleVectorXValue = -1.0f * sinf(thetaRadians); + float poleVectorYValue = -1.0f * cosf(thetaRadians); float poleVectorZValue = 0.0f; glm::vec3 thetaVector(poleVectorXValue, poleVectorYValue, poleVectorZValue);