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Warning fixes and whitespace cleanup
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401995fb06
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2 changed files with 5 additions and 21 deletions
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@ -58,7 +58,6 @@ const AnimPoseVec& AnimPoleVectorConstraint::evaluate(const AnimVariantMap& anim
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// Look up poleVector from animVars, make sure to convert into geom space.
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glm::vec3 poleVector = animVars.lookupRigToGeometryVector(_poleVectorVar, Vectors::UNIT_Z);
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float poleVectorLength = glm::length(poleVector);
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// determine if we should interpolate
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bool enabled = animVars.lookup(_enabledVar, _enabled);
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@ -1514,10 +1514,6 @@ void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm
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deltaQuat = glm::angleAxis(glm::clamp(glm::angle(deltaQuat), -MAX_ANGLE, MAX_ANGLE), glm::axis(deltaQuat));
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}
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// directly set absolutePose rotation
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_internalPoseSet._absolutePoses[index].rot() = deltaQuat * headQuat;
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@ -1526,23 +1522,12 @@ void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm
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for (int i = 0; i < (int)children.size(); i++) {
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int jointIndex = children[i];
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int parentIndex = _animSkeleton->getParentIndex(jointIndex);
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_internalPoseSet._absolutePoses[jointIndex] =
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_internalPoseSet._absolutePoses[jointIndex] =
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_internalPoseSet._absolutePoses[parentIndex] * _internalPoseSet._relativePoses[jointIndex];
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}
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}
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}
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static glm::quat quatLerp(const glm::quat& q1, const glm::quat& q2, float alpha) {
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float dot = glm::dot(q1, q2);
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glm::quat temp;
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if (dot < 0.0f) {
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temp = -q2;
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} else {
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temp = q2;
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}
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return glm::normalize(glm::lerp(q1, temp, alpha));
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}
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bool Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex, int oppositeArmIndex, glm::vec3& poleVector) const {
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// The resulting Pole Vector is calculated as the sum of a three vectors.
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// The first is the vector with direction shoulder-hand. The module of this vector is inversely proportional to the strength of the resulting Pole Vector.
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@ -1561,7 +1546,7 @@ bool Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex,
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glm::vec3 backVector = oppositeArmPose.trans() - armPose.trans();
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glm::vec3 backCenter = armPose.trans() + 0.5f * backVector;
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const float OVER_BACK_HEAD_PERCENTAGE = 0.2f;
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glm::vec3 headCenter = backCenter + glm::vec3(0, OVER_BACK_HEAD_PERCENTAGE * backVector.length(), 0);
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@ -1573,7 +1558,7 @@ bool Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex,
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glm::vec3 headForward = headCenter + horizontalModule * frontVector;
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glm::vec3 armToHead = headForward - armPose.trans();
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float armToHandDistance = glm::length(armToHand);
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float armToElbowDistance = glm::length(armToElbow);
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float elbowToHandDistance = glm::length(elbowToHand);
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@ -1584,7 +1569,7 @@ bool Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex,
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// How much the hand is reaching for the opposite side
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float oppositeProjection = glm::dot(armToHandDir, glm::normalize(backVector));
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// Don't use pole vector when the hands are behind
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if (glm::dot(frontVector, armToHand) < 0 && oppositeProjection < 0.5f * armTotalDistance) {
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return false;
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@ -1603,7 +1588,7 @@ bool Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex,
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const float FORWARD_CORRECTOR_WEIGHT = 3.0f;
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float elbowForwardTrigger = FORWARD_TRIGGER_PERCENTAGE * armToHandDistance;
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if (oppositeProjection > -elbowForwardTrigger) {
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float forwardAmount = FORWARD_CORRECTOR_WEIGHT * (elbowForwardTrigger + oppositeProjection);
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correctionVector = forwardAmount * frontVector;
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