remove JointState::applyRotationDelta()

(use JointState::applyRotationDeltaInModelFrame()) instead)
This commit is contained in:
Andrew Meadows 2014-06-03 15:57:16 -07:00
parent 7f46e9d514
commit a1afcfd42c
2 changed files with 0 additions and 21 deletions

View file

@ -2112,26 +2112,6 @@ void JointState::clearTransformTranslation() {
_transformInModelFrame[3][2] = 0.0f; _transformInModelFrame[3][2] = 0.0f;
} }
void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, float priority) {
assert(_fbxJoint != NULL);
if (priority < _animationPriority) {
return;
}
_animationPriority = priority;
if (!constrain || (_fbxJoint->rotationMin == glm::vec3(-PI, -PI, -PI) &&
_fbxJoint->rotationMax == glm::vec3(PI, PI, PI))) {
// no constraints
_rotation = _rotation * glm::inverse(_combinedRotation) * delta * _combinedRotation;
_combinedRotation = delta * _combinedRotation;
return;
}
glm::quat targetRotation = delta * _combinedRotation;
glm::vec3 eulers = safeEulerAngles(_rotation * glm::inverse(_combinedRotation) * targetRotation);
glm::quat newRotation = glm::quat(glm::clamp(eulers, _fbxJoint->rotationMin, _fbxJoint->rotationMax));
_combinedRotation = _combinedRotation * glm::inverse(_rotation) * newRotation;
_rotation = newRotation;
}
void JointState::applyRotationDeltaInModelFrame(const glm::quat& delta, bool constrain, float priority) { void JointState::applyRotationDeltaInModelFrame(const glm::quat& delta, bool constrain, float priority) {
assert(_fbxJoint != NULL); assert(_fbxJoint != NULL);
if (priority < _animationPriority) { if (priority < _animationPriority) {

View file

@ -55,7 +55,6 @@ public:
/// \return rotation from bind to model frame /// \return rotation from bind to model frame
glm::quat getRotationFromBindToModelFrame() const; glm::quat getRotationFromBindToModelFrame() const;
void applyRotationDelta(const glm::quat& delta, bool constrain = true, float priority = 1.0f);
void applyRotationDeltaInModelFrame(const glm::quat& delta, bool constrain = true, float priority = 1.0f); void applyRotationDeltaInModelFrame(const glm::quat& delta, bool constrain = true, float priority = 1.0f);
const glm::vec3& getDefaultTranslationInParentFrame() const; const glm::vec3& getDefaultTranslationInParentFrame() const;