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Remove obsolete code.
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7d4c96cc29
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2 changed files with 0 additions and 60 deletions
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@ -47,66 +47,10 @@ void FaceModel::simulate(float deltaTime, bool fullUpdate) {
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if (isActive()) {
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setOffset(-_geometry->getFBXGeometry().neckPivot);
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for (int i = 0; i < _rig->getJointStateCount(); i++) {
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maybeUpdateNeckAndEyeRotation(i);
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}
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Model::simulateInternal(deltaTime);
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}
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}
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void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const JointState& state, int index) {
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// get the rotation axes in joint space and use them to adjust the rotation
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glm::mat3 axes = glm::mat3_cast(glm::quat());
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() *
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glm::translate(_rig->getJointDefaultTranslationInConstrainedFrame(index)) *
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state.getPreTransform() * glm::mat4_cast(state.getPreRotation())));
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glm::vec3 pitchYawRoll = safeEulerAngles(_owningHead->getFinalOrientationInLocalFrame());
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glm::vec3 lean = glm::radians(glm::vec3(_owningHead->getFinalLeanForward(),
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_owningHead->getTorsoTwist(),
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_owningHead->getFinalLeanSideways()));
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pitchYawRoll -= lean;
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_rig->setJointRotationInConstrainedFrame(index,
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glm::angleAxis(-pitchYawRoll.z, glm::normalize(inverse * axes[2]))
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* glm::angleAxis(pitchYawRoll.y, glm::normalize(inverse * axes[1]))
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* glm::angleAxis(-pitchYawRoll.x, glm::normalize(inverse * axes[0]))
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* state.getDefaultRotation(), DEFAULT_PRIORITY);
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}
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void FaceModel::maybeUpdateEyeRotation(Model* model, const JointState& parentState, const JointState& state, int index) {
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// likewise with the eye joints
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// NOTE: at the moment we do the math in the world-frame, hence the inverse transform is more complex than usual.
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glm::mat4 inverse = glm::inverse(glm::mat4_cast(model->getRotation()) * parentState.getTransform() *
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glm::translate(_rig->getJointDefaultTranslationInConstrainedFrame(index)) *
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state.getPreTransform() * glm::mat4_cast(state.getPreRotation() * state.getDefaultRotation()));
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glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT, 0.0f));
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glm::vec3 lookAtDelta = _owningHead->getCorrectedLookAtPosition() - model->getTranslation();
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glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(lookAtDelta + glm::length(lookAtDelta) * _owningHead->getSaccade(), 1.0f));
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glm::quat between = rotationBetween(front, lookAt);
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const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE;
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_rig->setJointRotationInConstrainedFrame(index, glm::angleAxis(glm::clamp(glm::angle(between),
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-MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
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state.getDefaultRotation(), DEFAULT_PRIORITY);
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}
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void FaceModel::maybeUpdateNeckAndEyeRotation(int index) {
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const JointState& state = _rig->getJointState(index);
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const int parentIndex = state.getParentIndex();
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// guard against out-of-bounds access to _jointStates
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if (parentIndex != -1 && parentIndex >= 0 && parentIndex < _rig->getJointStateCount()) {
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const JointState& parentState = _rig->getJointState(parentIndex);
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if (index == geometry.neckJointIndex) {
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maybeUpdateNeckRotation(parentState, state, index);
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} else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) {
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maybeUpdateEyeRotation(this, parentState, state, index);
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}
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}
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}
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bool FaceModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
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if (!isActive()) {
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return false;
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@ -26,10 +26,6 @@ public:
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virtual void simulate(float deltaTime, bool fullUpdate = true);
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void maybeUpdateNeckRotation(const JointState& parentState, const JointState& state, int index);
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void maybeUpdateEyeRotation(Model* model, const JointState& parentState, const JointState& state, int index);
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void maybeUpdateNeckAndEyeRotation(int index);
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/// Retrieve the positions of up to two eye meshes.
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/// \return whether or not both eye meshes were found
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bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
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