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Removing Model::findSpherePenetrationWithJoint() which was experimental method that was not finally used.
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989b733de6
commit
4b94e53acf
2 changed files with 4 additions and 30 deletions
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@ -634,29 +634,6 @@ bool Model::findSpherePenetration(const glm::vec3& penetratorCenter, float penet
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return false;
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}
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// TODO: purge this once we get proper collisions against hand paddles
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bool Model::findSpherePenetrationWithJoint(const glm::vec3& sphereCenter, float sphereRadius,
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glm::vec3& penetration, int jointIndex, float boneScale) const {
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if (jointIndex < 0 || jointIndex > _jointStates.size()) {
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return false;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const FBXJoint& joint = geometry.joints[jointIndex];
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glm::vec3 end = extractTranslation(_jointStates[jointIndex].transform);
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float radiusScale = extractUniformScale(_scale) * boneScale;
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float endRadius = joint.boneRadius * radiusScale;
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glm::vec3 start = end;
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float startRadius = joint.boneRadius * radiusScale;
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glm::vec3 bonePenetration;
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if (joint.parentIndex != -1) {
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start = extractTranslation(_jointStates[joint.parentIndex].transform);
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startRadius = geometry.joints[joint.parentIndex].boneRadius * radiusScale;
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}
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const glm::vec3 relativeCenter = sphereCenter - _translation;
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return findSphereCapsuleConePenetration(relativeCenter, sphereRadius, start, end,
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startRadius, endRadius, penetration);
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}
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void Model::updateJointState(int index) {
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JointState& state = _jointStates[index];
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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@ -84,19 +84,19 @@ public:
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/// Retrieve the position of the left hand
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/// \return true whether or not the position was found
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bool getLeftHandPosition(glm::vec3&) const;
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bool getLeftHandPosition(glm::vec3& position) const;
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/// Retrieve the rotation of the left hand
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/// \return true whether or not the rotation was found
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bool getLeftHandRotation(glm::quat&) const;
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bool getLeftHandRotation(glm::quat& rotation) const;
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/// Retrieve the position of the right hand
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/// \return true whether or not the position was found
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bool getRightHandPosition(glm::vec3&) const;
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bool getRightHandPosition(glm::vec3& position) const;
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/// Retrieve the rotation of the right hand
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/// \return true whether or not the rotation was found
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bool getRightHandRotation(glm::quat&) const;
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bool getRightHandRotation(glm::quat& rotation) const;
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/// Sets the position of the left hand using inverse kinematics.
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/// \return whether or not the left hand joint was found
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@ -146,9 +146,6 @@ public:
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bool findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
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glm::vec3& penetration, float boneScale = 1.0f, int skipIndex = -1) const;
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bool findSpherePenetrationWithJoint(const glm::vec3& sphereCenter, float sphereRadius,
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glm::vec3& penetration, int jointIndex, float boneScale = 1.0f) const;
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protected:
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QSharedPointer<NetworkGeometry> _geometry;
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