From 080c1917271b0594e9d5395d3cf4331fda85221b Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Thu, 21 Aug 2014 08:20:31 -0700 Subject: [PATCH] namechange updateConstraint() -> buildConstraint() --- interface/src/renderer/JointState.cpp | 2 +- interface/src/renderer/JointState.h | 2 +- interface/src/renderer/Model.cpp | 4 ++-- 3 files changed, 4 insertions(+), 4 deletions(-) diff --git a/interface/src/renderer/JointState.cpp b/interface/src/renderer/JointState.cpp index 94b4b37a3c..9ca1bf7492 100644 --- a/interface/src/renderer/JointState.cpp +++ b/interface/src/renderer/JointState.cpp @@ -73,7 +73,7 @@ void JointState::setFBXJoint(const FBXJoint* joint) { } } -void JointState::updateConstraint() { +void JointState::buildConstraint() { if (_constraint) { delete _constraint; _constraint = NULL; diff --git a/interface/src/renderer/JointState.h b/interface/src/renderer/JointState.h index 56044125f1..f98438e34d 100644 --- a/interface/src/renderer/JointState.h +++ b/interface/src/renderer/JointState.h @@ -30,7 +30,7 @@ public: void setFBXJoint(const FBXJoint* joint); const FBXJoint& getFBXJoint() const { return *_fbxJoint; } - void updateConstraint(); + void buildConstraint(); void copyState(const JointState& state); void initTransform(const glm::mat4& parentTransform); diff --git a/interface/src/renderer/Model.cpp b/interface/src/renderer/Model.cpp index 290f9b5c6f..d70ecc4e6c 100644 --- a/interface/src/renderer/Model.cpp +++ b/interface/src/renderer/Model.cpp @@ -547,7 +547,7 @@ void Model::setJointStates(QVector states) { if (distance > radius) { radius = distance; } - _jointStates[i].updateConstraint(); + _jointStates[i].buildConstraint(); } for (int i = 0; i < _jointStates.size(); i++) { _jointStates[i].slaveVisibleTransform(); @@ -1192,7 +1192,7 @@ void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm: } // Apply the rotation, but use mixRotationDelta() which blends a bit of the default pose - // at in the process. This provides stability to the IK solution for most models. + // in the process. This provides stability to the IK solution for most models. glm::quat oldNextRotation = nextState.getRotation(); float mixFactor = 0.03f; nextState.mixRotationDelta(deltaRotation, mixFactor, priority);