Default animation is anim graph.

Remove state change logging from animation graph state machine.
This commit is contained in:
Howard Stearns 2015-09-29 12:48:57 -07:00
parent a7e3ec58b9
commit 745a59af1c
3 changed files with 6 additions and 5 deletions

View file

@ -446,9 +446,9 @@ Menu::Menu() {
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::FixGaze, 0, false);
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableAvatarUpdateThreading, 0, false,
qApp, SLOT(setAvatarUpdateThreading(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableRigAnimations, 0, true,
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableRigAnimations, 0, false,
avatar, SLOT(setEnableRigAnimations(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableAnimGraph, 0, false,
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableAnimGraph, 0, true,
avatar, SLOT(setEnableAnimGraph(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawBindPose, 0, false,
avatar, SLOT(setEnableDebugDrawBindPose(bool)));

View file

@ -153,7 +153,8 @@ void MyAvatar::reset() {
// This should be simpler when we have only graph animations always on.
bool isRig = _rig->getEnableRig();
bool isGraph = _rig->getEnableAnimGraph();
// seting rig animation to true, below, will clear the graph animation menu item, so grab it now.
bool isGraph = _rig->getEnableAnimGraph() || Menu::getInstance()->isOptionChecked(MenuOption::EnableAnimGraph);
qApp->setRawAvatarUpdateThreading(false);
_rig->disableHands = true;
setEnableRigAnimations(true);

View file

@ -93,9 +93,9 @@ void AnimStateMachine::switchState(const AnimVariantMap& animVars, State::Pointe
const float dt = 0.0f;
Triggers triggers;
_nextPoses = nextStateNode->evaluate(animVars, dt, triggers);
#if WANT_DEBUGa
qCDebug(animation) << "AnimStateMachine::switchState:" << _currentState->getID() << "->" << desiredState->getID() << "duration =" << duration << "targetFrame =" << desiredState->_interpTarget;
#endif
_currentState = desiredState;
}