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remove 'fromBind' argument to getJointRotation()
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a62a270004
commit
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3 changed files with 14 additions and 14 deletions
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@ -147,7 +147,7 @@ void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position)
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return;
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}
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JointState& state = _jointStates[jointIndex];
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glm::quat handRotation = state.getJointRotation(true);
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glm::quat handRotation = state.getJointRotation();
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// align hand with forearm
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float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
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@ -170,10 +170,10 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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if (!Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK) &&
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Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
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JointState parentState = _jointStates[parentJointIndex];
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palmRotation = parentState.getJointRotation(true);
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palmRotation = parentState.getJointRotation();
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} else {
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JointState state = _jointStates[jointIndex];
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palmRotation = state.getJointRotation(true);
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palmRotation = state.getJointRotation();
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}
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palmRotation = rotationBetween(palmRotation * geometry.palmDirection, palm.getNormal()) * palmRotation;
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@ -756,11 +756,11 @@ bool Model::getJointPosition(int jointIndex, glm::vec3& position) const {
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return true;
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}
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bool Model::getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation, bool fromBind) const {
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bool Model::getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const {
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return false;
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}
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rotation = _jointStates[jointIndex].getJointRotation(fromBind);
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rotation = _jointStates[jointIndex].getJointRotation();
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return true;
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}
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@ -768,7 +768,7 @@ bool Model::getJointCombinedRotation(int jointIndex, glm::quat& rotation) const
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return false;
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}
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rotation = _jointStates[jointIndex].getRotationInWorldFrame();
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rotation = _jointStates[jointIndex].getRotationInWorldFrame(_rotation);
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return true;
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}
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@ -1306,9 +1306,9 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& translation, const
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JointState& state = _jointStates[jointIndex];
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// TODO: figure out what this is trying to do and combine it into one JointState method
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endRotation = state.getJointRotation(true);
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endRotation = state.getJointRotation();
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state.applyRotationDelta(rotation * glm::inverse(endRotation), true, priority);
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endRotation = state.getJointRotation(true);
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endRotation = state.getJointRotation();
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}
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// then, we go from the joint upwards, rotating the end as close as possible to the target
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@ -2067,10 +2067,10 @@ void JointState::computeTransforms(const glm::mat4& parentTransform, const glm::
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_combinedRotation = baseRotation * modifiedRotation;
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}
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glm::quat JointState::getJointRotation(bool fromBind) const {
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glm::quat JointState::getJointRotation() const {
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assert(_fbxJoint != NULL);
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return _combinedRotation * (fromBind ? _fbxJoint->inverseBindRotation : _fbxJoint->inverseDefaultRotation);
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//return _rotationInModelFrame * (fromBind ? _fbxJoint->inverseBindRotation : _fbxJoint->inverseDefaultRotation);
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return _combinedRotation * _fbxJoint->inverseBindRotation;
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//return _rotationInModelFrame * _fbxJoint->inverseBindRotation;
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}
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void JointState::restoreRotation(float fraction, float priority) {
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@ -53,7 +53,7 @@ public:
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void computeTransforms(const glm::mat4& baseTransform, const glm::quat& baseRotation);
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/// \return rotation from the joint's default (or bind) frame to world frame
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glm::quat getJointRotation(bool fromBind = false) const;
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glm::quat getJointRotation() const;
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void applyRotationDelta(const glm::quat& delta, bool constrain = true, float priority = 1.0f);
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@ -67,7 +67,7 @@ public:
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void setRotation(const glm::quat& rotation, float priority);
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const glm::mat4& getHybridTransform() const { return _transform; }
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const glm::quat& getRotationInWorldFrame() const { return _combinedRotation; }
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//const glm::quat& getRotationInWorldFrame() const { return _combinedRotation; }
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void clearTransformTranslation();
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glm::quat _rotation; // rotation relative to parent
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@ -173,7 +173,7 @@ public:
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int getLastFreeJointIndex(int jointIndex) const;
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bool getJointPosition(int jointIndex, glm::vec3& position) const;
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bool getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation, bool fromBind = false) const;
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bool getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const;
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bool getJointCombinedRotation(int jointIndex, glm::quat& rotation) const;
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QStringList getJointNames() const;
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