namechange updateConstraint() -> buildConstraint()

This commit is contained in:
Andrew Meadows 2014-08-21 08:20:31 -07:00
parent 8c4f0968d8
commit 080c191727
3 changed files with 4 additions and 4 deletions

View file

@ -73,7 +73,7 @@ void JointState::setFBXJoint(const FBXJoint* joint) {
} }
} }
void JointState::updateConstraint() { void JointState::buildConstraint() {
if (_constraint) { if (_constraint) {
delete _constraint; delete _constraint;
_constraint = NULL; _constraint = NULL;

View file

@ -30,7 +30,7 @@ public:
void setFBXJoint(const FBXJoint* joint); void setFBXJoint(const FBXJoint* joint);
const FBXJoint& getFBXJoint() const { return *_fbxJoint; } const FBXJoint& getFBXJoint() const { return *_fbxJoint; }
void updateConstraint(); void buildConstraint();
void copyState(const JointState& state); void copyState(const JointState& state);
void initTransform(const glm::mat4& parentTransform); void initTransform(const glm::mat4& parentTransform);

View file

@ -547,7 +547,7 @@ void Model::setJointStates(QVector<JointState> states) {
if (distance > radius) { if (distance > radius) {
radius = distance; radius = distance;
} }
_jointStates[i].updateConstraint(); _jointStates[i].buildConstraint();
} }
for (int i = 0; i < _jointStates.size(); i++) { for (int i = 0; i < _jointStates.size(); i++) {
_jointStates[i].slaveVisibleTransform(); _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 // 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(); glm::quat oldNextRotation = nextState.getRotation();
float mixFactor = 0.03f; float mixFactor = 0.03f;
nextState.mixRotationDelta(deltaRotation, mixFactor, priority); nextState.mixRotationDelta(deltaRotation, mixFactor, priority);