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namechange updateConstraint() -> buildConstraint()
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parent
8c4f0968d8
commit
080c191727
3 changed files with 4 additions and 4 deletions
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@ -73,7 +73,7 @@ void JointState::setFBXJoint(const FBXJoint* joint) {
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}
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}
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void JointState::updateConstraint() {
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void JointState::buildConstraint() {
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if (_constraint) {
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delete _constraint;
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_constraint = NULL;
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@ -30,7 +30,7 @@ public:
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void setFBXJoint(const FBXJoint* joint);
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const FBXJoint& getFBXJoint() const { return *_fbxJoint; }
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void updateConstraint();
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void buildConstraint();
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void copyState(const JointState& state);
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void initTransform(const glm::mat4& parentTransform);
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@ -547,7 +547,7 @@ void Model::setJointStates(QVector<JointState> states) {
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if (distance > radius) {
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radius = distance;
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}
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_jointStates[i].updateConstraint();
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_jointStates[i].buildConstraint();
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}
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for (int i = 0; i < _jointStates.size(); i++) {
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_jointStates[i].slaveVisibleTransform();
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@ -1192,7 +1192,7 @@ void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm:
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}
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// Apply the rotation, but use mixRotationDelta() which blends a bit of the default pose
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// at in the process. This provides stability to the IK solution for most models.
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// in the process. This provides stability to the IK solution for most models.
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glm::quat oldNextRotation = nextState.getRotation();
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float mixFactor = 0.03f;
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nextState.mixRotationDelta(deltaRotation, mixFactor, priority);
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