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animation lib warning fixes
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2 changed files with 2 additions and 2 deletions
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@ -159,7 +159,7 @@ void AnimClip::copyFromNetworkAnim() {
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// used to adjust translation offsets, so large translation animatons on the reference skeleton
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// used to adjust translation offsets, so large translation animatons on the reference skeleton
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// will be adjusted when played on a skeleton with short limbs.
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// will be adjusted when played on a skeleton with short limbs.
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float limbLengthScale = fabs(glm::length(fbxZeroTrans)) <= 0.0001f ? 1.0f : (glm::length(relBindPose.trans) / glm::length(fbxZeroTrans));
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float limbLengthScale = (float)fabs(glm::length(fbxZeroTrans)) <= 0.0001f ? 1.0f : (glm::length(relBindPose.trans) / glm::length(fbxZeroTrans));
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AnimPose& pose = _anim[frame][skeletonJoint];
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AnimPose& pose = _anim[frame][skeletonJoint];
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const FBXAnimationFrame& fbxAnimFrame = geom.animationFrames[frame];
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const FBXAnimationFrame& fbxAnimFrame = geom.animationFrames[frame];
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@ -52,7 +52,7 @@ protected:
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void computeTargets(const AnimVariantMap& animVars, std::vector<IKTarget>& targets, const AnimPoseVec& underPoses);
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void computeTargets(const AnimVariantMap& animVars, std::vector<IKTarget>& targets, const AnimPoseVec& underPoses);
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void solveWithCyclicCoordinateDescent(const std::vector<IKTarget>& targets);
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void solveWithCyclicCoordinateDescent(const std::vector<IKTarget>& targets);
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virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton);
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virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) override;
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// for AnimDebugDraw rendering
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// for AnimDebugDraw rendering
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virtual const AnimPoseVec& getPosesInternal() const override { return _relativePoses; }
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virtual const AnimPoseVec& getPosesInternal() const override { return _relativePoses; }
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