Fix sped up animations

This commit is contained in:
Brad Davis 2017-05-06 14:34:28 -07:00
parent f809afae2f
commit b63015eaea
4 changed files with 9 additions and 10 deletions

View file

@ -140,9 +140,6 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
auto orientation = myAvatar->getLocalOrientation(); auto orientation = myAvatar->getLocalOrientation();
_rig->computeMotionAnimationState(deltaTime, position, velocity, orientation, ccState); _rig->computeMotionAnimationState(deltaTime, position, velocity, orientation, ccState);
// evaluate AnimGraph animation and update jointStates.
Model::updateRig(deltaTime, parentTransform);
Rig::EyeParameters eyeParams; Rig::EyeParameters eyeParams;
eyeParams.eyeLookAt = lookAt; eyeParams.eyeLookAt = lookAt;
eyeParams.eyeSaccade = head->getSaccade(); eyeParams.eyeSaccade = head->getSaccade();
@ -153,6 +150,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
_rig->updateFromEyeParameters(eyeParams); _rig->updateFromEyeParameters(eyeParams);
// evaluate AnimGraph animation and update jointStates.
Parent::updateRig(deltaTime, parentTransform); Parent::updateRig(deltaTime, parentTransform);
} }

View file

@ -120,7 +120,7 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
} }
// evaluate AnimGraph animation and update jointStates. // evaluate AnimGraph animation and update jointStates.
Model::updateRig(deltaTime, parentTransform); Parent::updateRig(deltaTime, parentTransform);
} }
void SkeletonModel::updateAttitude() { void SkeletonModel::updateAttitude() {
@ -136,7 +136,7 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
if (fullUpdate) { if (fullUpdate) {
setBlendshapeCoefficients(_owningAvatar->getHead()->getSummedBlendshapeCoefficients()); setBlendshapeCoefficients(_owningAvatar->getHead()->getSummedBlendshapeCoefficients());
Model::simulate(deltaTime, fullUpdate); Parent::simulate(deltaTime, fullUpdate);
// let rig compute the model offset // let rig compute the model offset
glm::vec3 registrationPoint; glm::vec3 registrationPoint;
@ -144,7 +144,7 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
setOffset(registrationPoint); setOffset(registrationPoint);
} }
} else { } else {
Model::simulate(deltaTime, fullUpdate); Parent::simulate(deltaTime, fullUpdate);
} }
if (!isActive() || !_owningAvatar->isMyAvatar()) { if (!isActive() || !_owningAvatar->isMyAvatar()) {

View file

@ -23,6 +23,7 @@ using SkeletonModelWeakPointer = std::weak_ptr<SkeletonModel>;
/// A skeleton loaded from a model. /// A skeleton loaded from a model.
class SkeletonModel : public CauterizedModel { class SkeletonModel : public CauterizedModel {
using Parent = CauterizedModel;
Q_OBJECT Q_OBJECT
public: public:

View file

@ -28,10 +28,10 @@ public:
const std::unordered_set<int>& getCauterizeBoneSet() const { return _cauterizeBoneSet; } const std::unordered_set<int>& getCauterizeBoneSet() const { return _cauterizeBoneSet; }
void setCauterizeBoneSet(const std::unordered_set<int>& boneSet) { _cauterizeBoneSet = boneSet; } void setCauterizeBoneSet(const std::unordered_set<int>& boneSet) { _cauterizeBoneSet = boneSet; }
void deleteGeometry() override; void deleteGeometry() override;
bool updateGeometry() override; bool updateGeometry() override;
void createVisibleRenderItemSet() override; void createVisibleRenderItemSet() override;
void createCollisionRenderItemSet() override; void createCollisionRenderItemSet() override;
virtual void updateClusterMatrices() override; virtual void updateClusterMatrices() override;
@ -41,7 +41,7 @@ public:
protected: protected:
std::unordered_set<int> _cauterizeBoneSet; std::unordered_set<int> _cauterizeBoneSet;
QVector<Model::MeshState> _cauterizeMeshStates; QVector<Model::MeshState> _cauterizeMeshStates;
bool _isCauterized { false }; bool _isCauterized { false };
bool _enableCauterization { false }; bool _enableCauterization { false };
}; };