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cleanup whitespace
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9a86fc2e62
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1 changed files with 6 additions and 6 deletions
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@ -211,8 +211,8 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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// compute joint's new parent-relative rotation
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// Q' = dQ * Q and Q = Qp * q --> q' = Qp^ * dQ * Q
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glm::quat newRot = glm::normalize(glm::inverse(
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absolutePoses[parentIndex].rot) *
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deltaRotation *
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absolutePoses[parentIndex].rot) *
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deltaRotation *
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absolutePoses[pivotIndex].rot);
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RotationConstraint* constraint = getConstraint(pivotIndex);
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if (constraint) {
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@ -221,8 +221,8 @@ const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVar
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// the constraint will modify the movement of the tip so we have to compute the modified
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// model-frame deltaRotation
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// Q' = Qp^ * dQ * Q --> dQ = Qp * Q' * Q^
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deltaRotation = absolutePoses[parentIndex].rot *
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newRot *
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deltaRotation = absolutePoses[parentIndex].rot *
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newRot *
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glm::inverse(absolutePoses[pivotIndex].rot);
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}
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}
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@ -319,7 +319,7 @@ void AnimInverseKinematics::initConstraints() {
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// We create constraints for the joints shown here
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// (and their Left counterparts if applicable).
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//
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//
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//
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// O RightHand
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// Head /
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// O /
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@ -473,7 +473,7 @@ void AnimInverseKinematics::initConstraints() {
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const float MAX_HAND_SWING = PI / 2.0f;
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minDots.push_back(cosf(MAX_HAND_SWING));
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stConstraint->setSwingLimits(minDots);
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constraint = static_cast<RotationConstraint*>(stConstraint);
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} else if (baseName.startsWith("Shoulder", Qt::CaseInsensitive)) {
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SwingTwistConstraint* stConstraint = new SwingTwistConstraint();
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