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Bug fix for feet poleVector smoothing.
This bug was introduced when I renamed the variable from poleVector to sensorPoleVector for readablity.
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1 changed files with 2 additions and 2 deletions
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@ -1364,7 +1364,7 @@ void Rig::updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose
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int kneeJointIndex = _animSkeleton->nameToJointIndex("LeftLeg");
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int upLegJointIndex = _animSkeleton->nameToJointIndex("LeftUpLeg");
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glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, kneeJointIndex, upLegJointIndex, hipsIndex, leftFootPose);
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glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, sensorPoleVector);
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glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, poleVector);
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// smooth toward desired pole vector from previous pole vector... to reduce jitter, but in sensor space.
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if (!_prevLeftFootPoleVectorValid) {
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@ -1395,7 +1395,7 @@ void Rig::updateFeet(bool leftFootEnabled, bool rightFootEnabled, const AnimPose
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int kneeJointIndex = _animSkeleton->nameToJointIndex("RightLeg");
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int upLegJointIndex = _animSkeleton->nameToJointIndex("RightUpLeg");
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glm::vec3 poleVector = calculateKneePoleVector(footJointIndex, kneeJointIndex, upLegJointIndex, hipsIndex, rightFootPose);
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glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, sensorPoleVector);
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glm::vec3 sensorPoleVector = transformVectorFast(rigToSensorMatrix, poleVector);
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// smooth toward desired pole vector from previous pole vector... to reduce jitter
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if (!_prevRightFootPoleVectorValid) {
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