mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 17:03:58 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into metavoxels
This commit is contained in:
commit
e55a0fbc9c
12 changed files with 94 additions and 54 deletions
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@ -23,6 +23,11 @@ GLCanvas::GLCanvas() : QGLWidget(QGLFormat(QGL::NoDepthBuffer)),
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_throttleRendering(false),
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_idleRenderInterval(MSECS_PER_FRAME_WHEN_THROTTLED)
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{
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#ifdef Q_OS_LINUX
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// Cause GLCanvas::eventFilter to be called.
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// It wouldn't hurt to do this on Mac and PC too; but apparently it's only needed on linux.
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qApp->installEventFilter(this);
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#endif
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}
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bool GLCanvas::isThrottleRendering() const {
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@ -162,3 +167,35 @@ void GLCanvas::dragEnterEvent(QDragEnterEvent* event) {
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void GLCanvas::dropEvent(QDropEvent* event) {
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Application::getInstance()->dropEvent(event);
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}
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// Pressing Alt (and Meta) key alone activates the menubar because its style inherits the
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// SHMenuBarAltKeyNavigation from QWindowsStyle. This makes it impossible for a scripts to
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// receive keyPress events for the Alt (and Meta) key in a reliable manner.
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//
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// This filter catches events before QMenuBar can steal the keyboard focus.
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// The idea was borrowed from
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// http://www.archivum.info/qt-interest@trolltech.com/2006-09/00053/Re-(Qt4)-Alt-key-focus-QMenuBar-(solved).html
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bool GLCanvas::eventFilter(QObject*, QEvent* event) {
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switch (event->type()) {
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case QEvent::KeyPress:
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case QEvent::KeyRelease:
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case QEvent::ShortcutOverride:
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{
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QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
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if (keyEvent->key() == Qt::Key_Alt || keyEvent->key() == Qt::Key_Meta) {
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if (event->type() == QEvent::KeyPress) {
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keyPressEvent(keyEvent);
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} else if (event->type() == QEvent::KeyRelease) {
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keyReleaseEvent(keyEvent);
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} else {
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QGLWidget::event(event);
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}
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return true;
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}
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}
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default:
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break;
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}
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return false;
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}
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@ -50,6 +50,7 @@ protected:
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private slots:
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void activeChanged(Qt::ApplicationState state);
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void throttleRender();
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bool eventFilter(QObject*, QEvent* event);
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};
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#endif // hifi_GLCanvas_h
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@ -407,6 +407,7 @@ Menu::Menu() :
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::GlowWhenSpeaking, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::ChatCircling, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::FocusIndicators, 0, false);
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QMenu* sixenseOptionsMenu = developerMenu->addMenu("Sixense Options");
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addCheckableActionToQMenuAndActionHash(sixenseOptionsMenu, MenuOption::SixenseMouseInput, 0, true);
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@ -369,6 +369,7 @@ namespace MenuOption {
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const QString FilterSixense = "Smooth Sixense Movement";
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const QString LowVelocityFilter = "Low Velocity Filter";
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const QString FirstPerson = "First Person";
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const QString FocusIndicators = "Focus Indicators";
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const QString FrameTimer = "Show Timer";
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const QString FrustumRenderMode = "Render Mode";
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const QString Fullscreen = "Fullscreen";
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@ -145,20 +145,20 @@ void Avatar::simulate(float deltaTime) {
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_skeletonModel.setLODDistance(getLODDistance());
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if (!_shouldRenderBillboard && inViewFrustum) {
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if (_hasNewJointRotations) {
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PerformanceTimer perfTimer("skeleton");
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for (int i = 0; i < _jointData.size(); i++) {
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const JointData& data = _jointData.at(i);
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_skeletonModel.setJointState(i, data.valid, data.rotation);
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}
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_skeletonModel.simulate(deltaTime);
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}
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{
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PerformanceTimer perfTimer("head");
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PerformanceTimer perfTimer("skeleton");
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if (_hasNewJointRotations) {
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for (int i = 0; i < _jointData.size(); i++) {
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const JointData& data = _jointData.at(i);
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_skeletonModel.setJointState(i, data.valid, data.rotation);
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}
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}
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_skeletonModel.simulate(deltaTime, _hasNewJointRotations);
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simulateAttachments(deltaTime);
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_hasNewJointRotations = false;
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}
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{
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PerformanceTimer perfTimer("head");
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glm::vec3 headPosition = _position;
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_skeletonModel.getHeadPosition(headPosition);
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Head* head = getHead();
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@ -300,7 +300,7 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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}
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// If this is the avatar being looked at, render a little ball above their head
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if (_isLookAtTarget) {
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if (_isLookAtTarget && Menu::getInstance()->isOptionChecked(MenuOption::FocusIndicators)) {
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const float LOOK_AT_INDICATOR_RADIUS = 0.03f;
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const float LOOK_AT_INDICATOR_OFFSET = 0.22f;
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const float LOOK_AT_INDICATOR_COLOR[] = { 0.8f, 0.0f, 0.0f, 0.75f };
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@ -41,7 +41,7 @@ void AvatarManager::init() {
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}
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void AvatarManager::updateOtherAvatars(float deltaTime) {
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if (_avatarHash.size() > 1) {
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if (_avatarHash.size() < 2) {
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return;
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}
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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@ -49,9 +49,9 @@ void FaceModel::simulate(float deltaTime, bool fullUpdate) {
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void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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// get the rotation axes in joint space and use them to adjust the rotation
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glm::mat3 axes = glm::mat3_cast(glm::quat());
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) *
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInConstrainedFrame()) *
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joint.preTransform * glm::mat4_cast(joint.preRotation)));
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state.setRotationInParentFrame(glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalRoll(), glm::normalize(inverse * axes[2]))
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state.setRotationInConstrainedFrame(glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalRoll(), glm::normalize(inverse * axes[2]))
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* glm::angleAxis(RADIANS_PER_DEGREE * _owningHead->getFinalYaw(), glm::normalize(inverse * axes[1]))
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* glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalPitch(), glm::normalize(inverse * axes[0]))
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* joint.rotation);
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@ -61,14 +61,14 @@ void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJ
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// likewise with the eye joints
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// NOTE: at the moment we do the math in the world-frame, hence the inverse transform is more complex than usual.
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glm::mat4 inverse = glm::inverse(glm::mat4_cast(_rotation) * parentState.getTransform() *
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glm::translate(state.getDefaultTranslationInParentFrame()) *
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glm::translate(state.getDefaultTranslationInConstrainedFrame()) *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
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glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT, 0.0f));
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glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
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_owningHead->getSaccade() - _translation, 1.0f));
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glm::quat between = rotationBetween(front, lookAt);
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const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE;
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state.setRotationInParentFrame(glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
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state.setRotationInConstrainedFrame(glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
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joint.rotation);
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}
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@ -219,7 +219,7 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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JointState& parentState = _jointStates[parentJointIndex];
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parentState.setRotationFromBindFrame(palmRotation, PALM_PRIORITY);
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// lock hand to forearm by slamming its rotation (in parent-frame) to identity
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_jointStates[jointIndex].setRotationInParentFrame(glm::quat());
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_jointStates[jointIndex].setRotationInConstrainedFrame(glm::quat());
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} else {
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inverseKinematics(jointIndex, palmPosition, palmRotation, PALM_PRIORITY);
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}
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@ -255,9 +255,9 @@ void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const
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}
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// get the rotation axes in joint space and use them to adjust the rotation
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glm::mat3 axes = glm::mat3_cast(glm::quat());
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) *
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInConstrainedFrame()) *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
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state.setRotationInParentFrame(glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(),
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state.setRotationInConstrainedFrame(glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(),
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glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(),
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glm::normalize(inverse * axes[0])) * joint.rotation);
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}
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@ -26,7 +26,7 @@ JointState::JointState() :
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JointState::JointState(const JointState& other) : _constraint(NULL) {
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_transform = other._transform;
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_rotation = other._rotation;
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_rotationInParentFrame = other._rotationInParentFrame;
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_rotationInConstrainedFrame = other._rotationInConstrainedFrame;
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_animationPriority = other._animationPriority;
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_fbxJoint = other._fbxJoint;
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// DO NOT copy _constraint
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@ -43,7 +43,7 @@ JointState::~JointState() {
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void JointState::setFBXJoint(const FBXJoint* joint) {
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assert(joint != NULL);
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_rotationInParentFrame = joint->rotation;
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_rotationInConstrainedFrame = joint->rotation;
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// NOTE: JointState does not own the FBXJoint to which it points.
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_fbxJoint = joint;
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if (_constraint) {
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@ -68,24 +68,24 @@ void JointState::copyState(const JointState& state) {
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_animationPriority = state._animationPriority;
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_transform = state._transform;
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_rotation = extractRotation(_transform);
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_rotationInParentFrame = state._rotationInParentFrame;
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_rotationInConstrainedFrame = state._rotationInConstrainedFrame;
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_visibleTransform = state._visibleTransform;
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_visibleRotation = extractRotation(_visibleTransform);
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_visibleRotationInParentFrame = state._visibleRotationInParentFrame;
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_visibleRotationInConstrainedFrame = state._visibleRotationInConstrainedFrame;
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// DO NOT copy _fbxJoint or _constraint
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}
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void JointState::computeTransform(const glm::mat4& parentTransform) {
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glm::quat modifiedRotation = _fbxJoint->preRotation * _rotationInParentFrame * _fbxJoint->postRotation;
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glm::mat4 modifiedTransform = _fbxJoint->preTransform * glm::mat4_cast(modifiedRotation) * _fbxJoint->postTransform;
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glm::quat rotationInConstrainedFrame = _fbxJoint->preRotation * _rotationInConstrainedFrame * _fbxJoint->postRotation;
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glm::mat4 modifiedTransform = _fbxJoint->preTransform * glm::mat4_cast(rotationInConstrainedFrame) * _fbxJoint->postTransform;
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_transform = parentTransform * glm::translate(_fbxJoint->translation) * modifiedTransform;
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_rotation = extractRotation(_transform);
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}
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void JointState::computeVisibleTransform(const glm::mat4& parentTransform) {
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glm::quat modifiedRotation = _fbxJoint->preRotation * _visibleRotationInParentFrame * _fbxJoint->postRotation;
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glm::mat4 modifiedTransform = _fbxJoint->preTransform * glm::mat4_cast(modifiedRotation) * _fbxJoint->postTransform;
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glm::quat rotationInConstrainedFrame = _fbxJoint->preRotation * _visibleRotationInConstrainedFrame * _fbxJoint->postRotation;
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glm::mat4 modifiedTransform = _fbxJoint->preTransform * glm::mat4_cast(rotationInConstrainedFrame) * _fbxJoint->postTransform;
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_visibleTransform = parentTransform * glm::translate(_fbxJoint->translation) * modifiedTransform;
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_visibleRotation = extractRotation(_visibleTransform);
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}
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@ -97,7 +97,7 @@ glm::quat JointState::getRotationFromBindToModelFrame() const {
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void JointState::restoreRotation(float fraction, float priority) {
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assert(_fbxJoint != NULL);
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if (priority == _animationPriority || _animationPriority == 0.0f) {
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setRotationInParentFrame(safeMix(_rotationInParentFrame, _fbxJoint->rotation, fraction));
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setRotationInConstrainedFrame(safeMix(_rotationInConstrainedFrame, _fbxJoint->rotation, fraction));
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_animationPriority = 0.0f;
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}
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}
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@ -106,11 +106,11 @@ void JointState::setRotationFromBindFrame(const glm::quat& rotation, float prior
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// rotation is from bind- to model-frame
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assert(_fbxJoint != NULL);
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if (priority >= _animationPriority) {
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glm::quat targetRotation = _rotationInParentFrame * glm::inverse(_rotation) * rotation * glm::inverse(_fbxJoint->inverseBindRotation);
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glm::quat targetRotation = _rotationInConstrainedFrame * glm::inverse(_rotation) * rotation * glm::inverse(_fbxJoint->inverseBindRotation);
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if (constrain && _constraint) {
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_constraint->softClamp(targetRotation, _rotationInParentFrame, 0.5f);
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_constraint->softClamp(targetRotation, _rotationInConstrainedFrame, 0.5f);
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}
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setRotationInParentFrame(targetRotation);
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setRotationInConstrainedFrame(targetRotation);
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_animationPriority = priority;
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}
|
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}
|
||||
|
@ -137,12 +137,12 @@ void JointState::applyRotationDelta(const glm::quat& delta, bool constrain, floa
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_animationPriority = priority;
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if (!constrain || _constraint == NULL) {
|
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// no constraints
|
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_rotationInParentFrame = _rotationInParentFrame * glm::inverse(_rotation) * delta * _rotation;
|
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_rotationInConstrainedFrame = _rotationInConstrainedFrame * glm::inverse(_rotation) * delta * _rotation;
|
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_rotation = delta * _rotation;
|
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return;
|
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}
|
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glm::quat targetRotation = _rotationInParentFrame * glm::inverse(_rotation) * delta * _rotation;
|
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setRotationInParentFrame(targetRotation);
|
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glm::quat targetRotation = _rotationInConstrainedFrame * glm::inverse(_rotation) * delta * _rotation;
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setRotationInConstrainedFrame(targetRotation);
|
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}
|
||||
|
||||
/// Applies delta rotation to joint but mixes a little bit of the default pose as well.
|
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|
@ -154,30 +154,30 @@ void JointState::mixRotationDelta(const glm::quat& delta, float mixFactor, float
|
|||
return;
|
||||
}
|
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_animationPriority = priority;
|
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glm::quat targetRotation = _rotationInParentFrame * glm::inverse(_rotation) * delta * _rotation;
|
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glm::quat targetRotation = _rotationInConstrainedFrame * glm::inverse(_rotation) * delta * _rotation;
|
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if (mixFactor > 0.0f && mixFactor <= 1.0f) {
|
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targetRotation = safeMix(targetRotation, _fbxJoint->rotation, mixFactor);
|
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}
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if (_constraint) {
|
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_constraint->softClamp(targetRotation, _rotationInParentFrame, 0.5f);
|
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_constraint->softClamp(targetRotation, _rotationInConstrainedFrame, 0.5f);
|
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}
|
||||
setRotationInParentFrame(targetRotation);
|
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setRotationInConstrainedFrame(targetRotation);
|
||||
}
|
||||
|
||||
glm::quat JointState::computeParentRotation() const {
|
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// R = Rp * Rpre * r * Rpost
|
||||
// Rp = R * (Rpre * r * Rpost)^
|
||||
return _rotation * glm::inverse(_fbxJoint->preRotation * _rotationInParentFrame * _fbxJoint->postRotation);
|
||||
return _rotation * glm::inverse(_fbxJoint->preRotation * _rotationInConstrainedFrame * _fbxJoint->postRotation);
|
||||
}
|
||||
|
||||
void JointState::setRotationInParentFrame(const glm::quat& targetRotation) {
|
||||
void JointState::setRotationInConstrainedFrame(const glm::quat& targetRotation) {
|
||||
glm::quat parentRotation = computeParentRotation();
|
||||
_rotationInParentFrame = targetRotation;
|
||||
_rotationInConstrainedFrame = targetRotation;
|
||||
// R' = Rp * Rpre * r' * Rpost
|
||||
_rotation = parentRotation * _fbxJoint->preRotation * _rotationInParentFrame * _fbxJoint->postRotation;
|
||||
_rotation = parentRotation * _fbxJoint->preRotation * _rotationInConstrainedFrame * _fbxJoint->postRotation;
|
||||
}
|
||||
|
||||
const glm::vec3& JointState::getDefaultTranslationInParentFrame() const {
|
||||
const glm::vec3& JointState::getDefaultTranslationInConstrainedFrame() const {
|
||||
assert(_fbxJoint != NULL);
|
||||
return _fbxJoint->translation;
|
||||
}
|
||||
|
@ -185,5 +185,5 @@ const glm::vec3& JointState::getDefaultTranslationInParentFrame() const {
|
|||
void JointState::slaveVisibleTransform() {
|
||||
_visibleTransform = _transform;
|
||||
_visibleRotation = _rotation;
|
||||
_visibleRotationInParentFrame = _rotationInParentFrame;
|
||||
_visibleRotationInConstrainedFrame = _rotationInConstrainedFrame;
|
||||
}
|
||||
|
|
|
@ -66,14 +66,14 @@ public:
|
|||
void restoreRotation(float fraction, float priority);
|
||||
|
||||
/// \param rotation is from bind- to model-frame
|
||||
/// computes and sets new _rotationInParentFrame
|
||||
/// computes and sets new _rotationInConstrainedFrame
|
||||
/// NOTE: the JointState's model-frame transform/rotation are NOT updated!
|
||||
void setRotationFromBindFrame(const glm::quat& rotation, float priority, bool constrain = false);
|
||||
|
||||
void setRotationInParentFrame(const glm::quat& targetRotation);
|
||||
const glm::quat& getRotationInParentFrame() const { return _rotationInParentFrame; }
|
||||
void setRotationInConstrainedFrame(const glm::quat& targetRotation);
|
||||
const glm::quat& getRotationInConstrainedFrame() const { return _rotationInConstrainedFrame; }
|
||||
|
||||
const glm::vec3& getDefaultTranslationInParentFrame() const;
|
||||
const glm::vec3& getDefaultTranslationInConstrainedFrame() const;
|
||||
|
||||
|
||||
void clearTransformTranslation();
|
||||
|
@ -92,11 +92,11 @@ private:
|
|||
|
||||
glm::mat4 _transform; // joint- to model-frame
|
||||
glm::quat _rotation; // joint- to model-frame
|
||||
glm::quat _rotationInParentFrame; // joint- to parentJoint-frame
|
||||
glm::quat _rotationInConstrainedFrame; // rotation in frame where angular constraints would be applied
|
||||
|
||||
glm::mat4 _visibleTransform;
|
||||
glm::quat _visibleRotation;
|
||||
glm::quat _visibleRotationInParentFrame;
|
||||
glm::quat _visibleRotationInConstrainedFrame;
|
||||
|
||||
const FBXJoint* _fbxJoint; // JointState does NOT own its FBXJoint
|
||||
AngularConstraint* _constraint; // JointState owns its AngularConstraint
|
||||
|
|
|
@ -460,7 +460,7 @@ void Model::reset() {
|
|||
}
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
_jointStates[i].setRotationInParentFrame(geometry.joints.at(i).rotation);
|
||||
_jointStates[i].setRotationInConstrainedFrame(geometry.joints.at(i).rotation);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -688,7 +688,7 @@ bool Model::getJointState(int index, glm::quat& rotation) const {
|
|||
if (index == -1 || index >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
rotation = _jointStates.at(index).getRotationInParentFrame();
|
||||
rotation = _jointStates.at(index).getRotationInConstrainedFrame();
|
||||
const glm::quat& defaultRotation = _geometry->getFBXGeometry().joints.at(index).rotation;
|
||||
return glm::abs(rotation.x - defaultRotation.x) >= EPSILON ||
|
||||
glm::abs(rotation.y - defaultRotation.y) >= EPSILON ||
|
||||
|
@ -701,7 +701,7 @@ void Model::setJointState(int index, bool valid, const glm::quat& rotation, floa
|
|||
JointState& state = _jointStates[index];
|
||||
if (priority >= state._animationPriority) {
|
||||
if (valid) {
|
||||
state.setRotationInParentFrame(rotation);
|
||||
state.setRotationInConstrainedFrame(rotation);
|
||||
state._animationPriority = priority;
|
||||
} else {
|
||||
state.restoreRotation(1.0f, priority);
|
||||
|
@ -1787,7 +1787,7 @@ void AnimationHandle::applyFrame(float frameIndex) {
|
|||
if (mapping != -1) {
|
||||
JointState& state = _model->_jointStates[mapping];
|
||||
if (_priority >= state._animationPriority) {
|
||||
state.setRotationInParentFrame(safeMix(floorFrame.rotations.at(i), ceilFrame.rotations.at(i), frameFraction));
|
||||
state.setRotationInConstrainedFrame(safeMix(floorFrame.rotations.at(i), ceilFrame.rotations.at(i), frameFraction));
|
||||
state._animationPriority = _priority;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -490,11 +490,11 @@ int AvatarData::parseDataAtOffset(const QByteArray& packet, int offset) {
|
|||
for (int i = 0; i < numJoints; i++) {
|
||||
JointData& data = _jointData[i];
|
||||
if (data.valid) {
|
||||
_hasNewJointRotations = true;
|
||||
sourceBuffer += unpackOrientationQuatFromBytes(sourceBuffer, data.rotation);
|
||||
}
|
||||
}
|
||||
} // numJoints * 8 bytes
|
||||
_hasNewJointRotations = true;
|
||||
|
||||
return sourceBuffer - startPosition;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue