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More unused code
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1 changed files with 1 additions and 5 deletions
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@ -1464,8 +1464,6 @@ bool Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex,
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// pointing forward and with height aprox to the avatar head. The position of the horizontal point will be determined by the hands Y component.
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// pointing forward and with height aprox to the avatar head. The position of the horizontal point will be determined by the hands Y component.
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// The third vector apply a weighted correction to the resulting pole vector to avoid interpenetration and force a more natural pose.
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// The third vector apply a weighted correction to the resulting pole vector to avoid interpenetration and force a more natural pose.
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float avatarScale = extractUniformScale(_modelOffset);
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AnimPose oppositeArmPose = _externalPoseSet._absolutePoses[oppositeArmIndex];
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AnimPose oppositeArmPose = _externalPoseSet._absolutePoses[oppositeArmIndex];
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AnimPose handPose = _externalPoseSet._absolutePoses[handIndex];
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AnimPose handPose = _externalPoseSet._absolutePoses[handIndex];
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AnimPose armPose = _externalPoseSet._absolutePoses[armIndex];
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AnimPose armPose = _externalPoseSet._absolutePoses[armIndex];
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@ -1492,7 +1490,6 @@ bool Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex,
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float armToHandDistance = glm::length(armToHand);
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float armToHandDistance = glm::length(armToHand);
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float armToElbowDistance = glm::length(armToElbow);
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float armToElbowDistance = glm::length(armToElbow);
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float armToHeadDistance = glm::length(armToHead);
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float elbowToHandDistance = glm::length(elbowToHand);
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float elbowToHandDistance = glm::length(elbowToHand);
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float armTotalDistance = armToElbowDistance + elbowToHandDistance;
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float armTotalDistance = armToElbowDistance + elbowToHandDistance;
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@ -1504,8 +1501,7 @@ bool Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex,
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glm::vec3 armToHandDir = armToHand / armToHandDistance;
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glm::vec3 armToHandDir = armToHand / armToHandDistance;
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glm::vec3 armToElbowDir = armToElbow / armToElbowDistance;
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glm::vec3 armToElbowDir = armToElbow / armToElbowDistance;
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glm::vec3 armToHandPlaneNormal = glm::cross(armToHandDir, armToElbowDir);
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glm::vec3 armToHeadPlaneNormal = glm::cross(armToHead, armToHandDir);
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glm::vec3 armToHeadPlaneNormal = glm::cross(armToHead, armToHandDir);
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// The strenght of the resulting pole determined by the arm flex.
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// The strenght of the resulting pole determined by the arm flex.
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