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Remove unused propagate option for applyRotationDelta.
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2 changed files with 2 additions and 8 deletions
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@ -1026,7 +1026,7 @@ float Model::getLimbLength(int jointIndex) const {
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return length;
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return length;
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}
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}
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void Model::applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain, bool propagate) {
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void Model::applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain) {
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JointState& state = _jointStates[jointIndex];
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JointState& state = _jointStates[jointIndex];
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const FBXJoint& joint = geometry.joints[jointIndex];
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const FBXJoint& joint = geometry.joints[jointIndex];
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@ -1042,12 +1042,6 @@ void Model::applyRotationDelta(int jointIndex, const glm::quat& delta, bool cons
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glm::quat newRotation = glm::quat(glm::clamp(eulers, joint.rotationMin, joint.rotationMax));
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glm::quat newRotation = glm::quat(glm::clamp(eulers, joint.rotationMin, joint.rotationMax));
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state.combinedRotation = state.combinedRotation * glm::inverse(state.rotation) * newRotation;
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state.combinedRotation = state.combinedRotation * glm::inverse(state.rotation) * newRotation;
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state.rotation = newRotation;
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state.rotation = newRotation;
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if (propagate && targetRotation != state.combinedRotation &&
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joint.parentIndex != -1 && geometry.joints.at(joint.parentIndex).isFree) {
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applyRotationDelta(joint.parentIndex, targetRotation * glm::inverse(state.combinedRotation), true, true);
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state.combinedRotation = _jointStates.at(joint.parentIndex).combinedRotation * state.rotation;
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}
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}
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}
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const int BALL_SUBDIVISIONS = 10;
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const int BALL_SUBDIVISIONS = 10;
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@ -257,7 +257,7 @@ protected:
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/// first free ancestor.
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/// first free ancestor.
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float getLimbLength(int jointIndex) const;
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float getLimbLength(int jointIndex) const;
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void applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain = true, bool propagate = false);
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void applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain = true);
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private:
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private:
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