Bug fix for feet poleVector smoothing.

This bug was introduced when I renamed the variable from poleVector to sensorPoleVector for readablity.
This commit is contained in:
Anthony J. Thibault 2018-07-02 15:16:47 -07:00
parent fff4348a0f
commit 3a88582f42

View file

@ -1364,7 +1364,7 @@ void Rig::updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose
int kneeJointIndex = _animSkeleton->nameToJointIndex("LeftLeg");
int upLegJointIndex = _animSkeleton->nameToJointIndex("LeftUpLeg");
glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, kneeJointIndex, upLegJointIndex, hipsIndex, leftFootPose);
glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, sensorPoleVector);
glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, poleVector);
// smooth toward desired pole vector from previous pole vector... to reduce jitter, but in sensor space.
if (!_prevLeftFootPoleVectorValid) {
@ -1395,7 +1395,7 @@ void Rig::updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose
int kneeJointIndex = _animSkeleton->nameToJointIndex("RightLeg");
int upLegJointIndex = _animSkeleton->nameToJointIndex("RightUpLeg");
glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, kneeJointIndex, upLegJointIndex, hipsIndex, rightFootPose);
glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, sensorPoleVector);
glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, poleVector);
// smooth toward desired pole vector from previous pole vector... to reduce jitter
if (!_prevRightFootPoleVectorValid) {