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Disable elbow pole vector if arm/shoulder pucks are enabled
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c236afe68c
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2 changed files with 5 additions and 5 deletions
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@ -1065,7 +1065,7 @@ void Rig::updateHead(bool headEnabled, bool hipsEnabled, const AnimPose& headPos
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}
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}
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void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, float dt,
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void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool leftArmEnabled, bool rightArmEnabled, float dt,
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const AnimPose& leftHandPose, const AnimPose& rightHandPose,
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float bodyCapsuleRadius, float bodyCapsuleHalfHeight, const glm::vec3& bodyCapsuleLocalOffset) {
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@ -1130,7 +1130,7 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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int handJointIndex = _animSkeleton->nameToJointIndex("LeftHand");
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int armJointIndex = _animSkeleton->nameToJointIndex("LeftArm");
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int elbowJointIndex = _animSkeleton->nameToJointIndex("LeftForeArm");
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if (elbowJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
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if (!leftArmEnabled && elbowJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
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glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, true);
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// smooth toward desired pole vector from previous pole vector... to reduce jitter
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@ -1213,7 +1213,7 @@ void Rig::updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnab
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int handJointIndex = _animSkeleton->nameToJointIndex("RightHand");
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int armJointIndex = _animSkeleton->nameToJointIndex("RightArm");
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int elbowJointIndex = _animSkeleton->nameToJointIndex("RightForeArm");
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if (elbowJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
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if (!rightArmEnabled && elbowJointIndex >= 0 && armJointIndex >= 0 && elbowJointIndex >= 0) {
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glm::vec3 poleVector = calculateElbowPoleVector(handJointIndex, elbowJointIndex, armJointIndex, hipsIndex, false);
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// smooth toward desired pole vector from previous pole vector... to reduce jitter
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@ -1435,7 +1435,7 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo
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updateHead(headEnabled, hipsEnabled, params.controllerPoses[ControllerType_Head]);
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updateHands(leftHandEnabled, rightHandEnabled, hipsEnabled, dt,
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updateHands(leftHandEnabled, rightHandEnabled, hipsEnabled, leftArmEnabled, rightArmEnabled, dt,
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params.controllerPoses[ControllerType_LeftHand], params.controllerPoses[ControllerType_RightHand],
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params.bodyCapsuleRadius, params.bodyCapsuleHalfHeight, params.bodyCapsuleLocalOffset);
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@ -230,7 +230,7 @@ protected:
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void buildAbsoluteRigPoses(const AnimPoseVec& relativePoses, AnimPoseVec& absolutePosesOut);
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void updateHead(bool headEnabled, bool hipsEnabled, const AnimPose& headMatrix);
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void updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, float dt,
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void updateHands(bool leftHandEnabled, bool rightHandEnabled, bool hipsEnabled, bool leftArmEnabled, bool rightArmEnabled, float dt,
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const AnimPose& leftHandPose, const AnimPose& rightHandPose,
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float bodyCapsuleRadius, float bodyCapsuleHalfHeight, const glm::vec3& bodyCapsuleLocalOffset);
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void updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose& leftFootPose, const AnimPose& rightFootPose);
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