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AnimSkeleton: added pre rotation accessor methods
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2 changed files with 7 additions and 0 deletions
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@ -76,6 +76,10 @@ const AnimPose& AnimSkeleton::getAbsoluteDefaultPose(int jointIndex) const {
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return _absoluteDefaultPoses[jointIndex];
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return _absoluteDefaultPoses[jointIndex];
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}
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}
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const glm::quat AnimSkeleton::getPreRotation(int jointIndex) const {
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return _joints[jointIndex].preRotation;
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}
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int AnimSkeleton::getParentIndex(int jointIndex) const {
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int AnimSkeleton::getParentIndex(int jointIndex) const {
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return _joints[jointIndex].parentIndex;
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return _joints[jointIndex].parentIndex;
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}
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}
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@ -44,6 +44,9 @@ public:
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const AnimPose& getAbsoluteDefaultPose(int jointIndex) const;
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const AnimPose& getAbsoluteDefaultPose(int jointIndex) const;
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const AnimPoseVec& getAbsoluteDefaultPoses() const { return _absoluteDefaultPoses; }
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const AnimPoseVec& getAbsoluteDefaultPoses() const { return _absoluteDefaultPoses; }
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// get pre-rotation aka Maya's joint orientation.
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const glm::quat getPreRotation(int jointIndex) const;
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int getParentIndex(int jointIndex) const;
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int getParentIndex(int jointIndex) const;
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AnimPose getAbsolutePose(int jointIndex, const AnimPoseVec& poses) const;
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AnimPose getAbsolutePose(int jointIndex, const AnimPoseVec& poses) const;
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