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applyRotationDeltaInModelFrame -> applyRotationDelta
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d8f5e10947
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3 changed files with 7 additions and 5 deletions
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@ -152,7 +152,7 @@ void SkeletonModel::applyHandPositionInModelFrame(int jointIndex, const glm::vec
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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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state.applyRotationDeltaInModelFrame(rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector), true, PALM_PRIORITY);
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state.applyRotationDelta(rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector), true, PALM_PRIORITY);
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}
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void SkeletonModel::applyPalmDataInModelFrame(int jointIndex, PalmData& palm) {
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@ -1270,7 +1270,7 @@ bool Model::setJointPositionInModelFrame(int jointIndex, const glm::vec3& positi
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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.getRotation();
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state.applyRotationDeltaInModelFrame(rotation * glm::inverse(endRotation), true, priority);
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state.applyRotationDelta(rotation * glm::inverse(endRotation), true, priority);
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endRotation = state.getRotation();
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}
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@ -1314,7 +1314,7 @@ bool Model::setJointPositionInModelFrame(int jointIndex, const glm::vec3& positi
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1.0f / (combinedWeight + 1.0f));
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}
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}
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state.applyRotationDeltaInModelFrame(combinedDelta, true, priority);
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state.applyRotationDelta(combinedDelta, true, priority);
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glm::quat actualDelta = state.getRotation() * glm::inverse(oldCombinedRotation);
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endPosition = actualDelta * jointVector + jointPosition;
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if (useRotation) {
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@ -2031,7 +2031,8 @@ void JointState::clearTransformTranslation() {
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_transform[3][2] = 0.0f;
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}
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void JointState::applyRotationDeltaInModelFrame(const glm::quat& delta, bool constrain, float priority) {
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void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, float priority) {
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// NOTE: delta is in jointParent-frame
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assert(_fbxJoint != NULL);
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if (priority < _animationPriority) {
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return;
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@ -49,7 +49,8 @@ public:
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/// \return rotation from bind to model frame
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glm::quat getRotationFromBindToModelFrame() const;
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void applyRotationDeltaInModelFrame(const glm::quat& delta, bool constrain = true, float priority = 1.0f);
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/// \param delta is in the jointParent-frame
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void applyRotationDelta(const glm::quat& delta, bool constrain = true, float priority = 1.0f);
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const glm::vec3& getDefaultTranslationInParentFrame() const;
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