More unused code

This commit is contained in:
luiscuenca 2018-07-23 15:29:42 -07:00
parent 4a27189913
commit 94bb8fc917

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@ -1464,8 +1464,6 @@ bool Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex,
// pointing forward and with height aprox to the avatar head. The position of the horizontal point will be determined by the hands Y component.
// The third vector apply a weighted correction to the resulting pole vector to avoid interpenetration and force a more natural pose.
float avatarScale = extractUniformScale(_modelOffset);
AnimPose oppositeArmPose = _externalPoseSet._absolutePoses[oppositeArmIndex];
AnimPose handPose = _externalPoseSet._absolutePoses[handIndex];
AnimPose armPose = _externalPoseSet._absolutePoses[armIndex];
@ -1492,7 +1490,6 @@ bool Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex,
float armToHandDistance = glm::length(armToHand);
float armToElbowDistance = glm::length(armToElbow);
float armToHeadDistance = glm::length(armToHead);
float elbowToHandDistance = glm::length(elbowToHand);
float armTotalDistance = armToElbowDistance + elbowToHandDistance;
@ -1505,7 +1502,6 @@ bool Rig::calculateElbowPoleVector(int handIndex, int elbowIndex, int armIndex,
glm::vec3 armToHandDir = armToHand / armToHandDistance;
glm::vec3 armToElbowDir = armToElbow / armToElbowDistance;
glm::vec3 armToHandPlaneNormal = glm::cross(armToHandDir, armToElbowDir);
glm::vec3 armToHeadPlaneNormal = glm::cross(armToHead, armToHandDir);
// The strenght of the resulting pole determined by the arm flex.