setRotationInModelFrame -> setRotation

This commit is contained in:
Andrew Meadows 2014-06-04 13:46:08 -07:00
parent b3cabb8156
commit 971268d4f2
3 changed files with 7 additions and 7 deletions

View file

@ -46,7 +46,7 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
int jointIndex = geometry.humanIKJointIndices.at(humanIKJointIndex);
if (jointIndex != -1) {
JointState& state = _jointStates[jointIndex];
state.setRotationInModelFrame(prioVR->getJointRotations().at(i), PALM_PRIORITY);
state.setRotation(prioVR->getJointRotations().at(i), PALM_PRIORITY);
}
}
return;
@ -198,7 +198,7 @@ void SkeletonModel::applyPalmDataInModelFrame(int jointIndex, PalmData& palm) {
geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale),
glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
JointState& parentState = _jointStates[parentJointIndex];
parentState.setRotationInModelFrame(palmRotation, PALM_PRIORITY);
parentState.setRotation(palmRotation, PALM_PRIORITY);
// lock hand to forearm by slamming its rotation (in parent-frame) to identity
_jointStates[jointIndex]._rotationInParentFrame = glm::quat();
} else {
@ -363,13 +363,13 @@ void SkeletonModel::setHandPositionInModelFrame(int jointIndex, const glm::vec3&
glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition);
JointState& shoulderState = _jointStates[shoulderJointIndex];
shoulderState.setRotationInModelFrame(shoulderRotation, PALM_PRIORITY);
shoulderState.setRotation(shoulderRotation, PALM_PRIORITY);
JointState& elbowState = _jointStates[elbowJointIndex];
elbowState.setRotationInModelFrame(rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) * shoulderRotation, PALM_PRIORITY);
elbowState.setRotation(rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) * shoulderRotation, PALM_PRIORITY);
JointState& handState = _jointStates[jointIndex];
handState.setRotationInModelFrame(rotation, PALM_PRIORITY);
handState.setRotation(rotation, PALM_PRIORITY);
}
bool SkeletonModel::getLeftHandPosition(glm::vec3& position) const {

View file

@ -2017,7 +2017,7 @@ void JointState::restoreRotation(float fraction, float priority) {
}
}
void JointState::setRotationInModelFrame(const glm::quat& rotation, float priority) {
void JointState::setRotation(const glm::quat& rotation, float priority) {
assert(_fbxJoint != NULL);
if (priority >= _animationPriority) {
_rotationInParentFrame = _rotationInParentFrame * glm::inverse(_rotation) * rotation * glm::inverse(_fbxJoint->inverseBindRotation);

View file

@ -59,7 +59,7 @@ public:
/// \param rotation is from bind- to model-frame
/// computes and sets new _rotationInParentFrame
/// NOTE: the JointState's model-frame transform/rotation are NOT updated!
void setRotationInModelFrame(const glm::quat& rotation, float priority);
void setRotation(const glm::quat& rotation, float priority);
void clearTransformTranslation();