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https://github.com/overte-org/overte.git
synced 2025-04-23 23:33:26 +02:00
Remove Avatar UseAnimPreAndPostRotations option.
This should always be true and can lead to hard to diagnose bugs if it is ever set to false.
This commit is contained in:
parent
2f5d2bef49
commit
51ea2632c0
6 changed files with 2 additions and 21 deletions
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@ -574,8 +574,6 @@ Menu::Menu() {
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avatar.get(), SLOT(setEnableMeshVisible(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::DisableEyelidAdjustment, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::TurnWithHead, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::UseAnimPreAndPostRotations, 0, true,
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avatar.get(), SLOT(setUseAnimPreAndPostRotations(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableInverseKinematics, 0, true,
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avatar.get(), SLOT(setEnableInverseKinematics(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderSensorToWorldMatrix, 0, false,
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@ -194,7 +194,6 @@ namespace MenuOption {
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const QString TurnWithHead = "Turn using Head";
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const QString UseAudioForMouth = "Use Audio for Mouth";
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const QString UseCamera = "Use Camera";
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const QString UseAnimPreAndPostRotations = "Use Anim Pre and Post Rotations";
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const QString VelocityFilter = "Velocity Filter";
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const QString VisibleToEveryone = "Everyone";
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const QString VisibleToFriends = "Friends";
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@ -1061,11 +1061,6 @@ void MyAvatar::setEnableMeshVisible(bool isEnabled) {
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_skeletonModel->setVisibleInScene(isEnabled, qApp->getMain3DScene());
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}
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void MyAvatar::setUseAnimPreAndPostRotations(bool isEnabled) {
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AnimClip::usePreAndPostPoseFromAnim = isEnabled;
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reset(true);
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}
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void MyAvatar::setEnableInverseKinematics(bool isEnabled) {
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_skeletonModel->getRig().setEnableInverseKinematics(isEnabled);
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}
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@ -594,7 +594,6 @@ public slots:
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bool getEnableMeshVisible() const { return _skeletonModel->isVisible(); }
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void setEnableMeshVisible(bool isEnabled);
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void setUseAnimPreAndPostRotations(bool isEnabled);
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void setEnableInverseKinematics(bool isEnabled);
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QUrl getAnimGraphOverrideUrl() const; // thread-safe
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@ -13,8 +13,6 @@
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#include "AnimationLogging.h"
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#include "AnimUtil.h"
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bool AnimClip::usePreAndPostPoseFromAnim = true;
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AnimClip::AnimClip(const QString& id, const QString& url, float startFrame, float endFrame, float timeScale, bool loopFlag, bool mirrorFlag) :
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AnimNode(AnimNode::Type::Clip, id),
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_startFrame(startFrame),
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@ -138,14 +136,8 @@ void AnimClip::copyFromNetworkAnim() {
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if (skeletonJoint >= 0 && skeletonJoint < skeletonJointCount) {
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AnimPose preRot, postRot;
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if (usePreAndPostPoseFromAnim) {
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preRot = animSkeleton.getPreRotationPose(animJoint);
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postRot = animSkeleton.getPostRotationPose(animJoint);
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} else {
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// In order to support Blender, which does not have preRotation FBX support, we use the models defaultPose as the reference frame for the animations.
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preRot = AnimPose(glm::vec3(1.0f), _skeleton->getRelativeBindPose(skeletonJoint).rot(), glm::vec3());
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postRot = AnimPose::identity;
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}
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preRot = animSkeleton.getPreRotationPose(animJoint);
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postRot = animSkeleton.getPostRotationPose(animJoint);
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// cancel out scale
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preRot.scale() = glm::vec3(1.0f);
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@ -25,8 +25,6 @@ class AnimClip : public AnimNode {
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public:
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friend class AnimTests;
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static bool usePreAndPostPoseFromAnim;
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AnimClip(const QString& id, const QString& url, float startFrame, float endFrame, float timeScale, bool loopFlag, bool mirrorFlag);
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virtual ~AnimClip() override;
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