History

Removed rig animations

* Deleted AnimationHandle class * Removed enableAnimGraph and anableRigAnimations from Menu. * Removed *some* references to old IK system. But it is still used when computing collision bounding volumes

Anthony J. Thibault committed 11 years ago

Commit 11440f91 parent 533773d13 files · +53 −786Browse files

Showing the changes to interface/src/avatar/SkeletonModel.cpp (1 of 13 files). Show all

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interface/src/avatar/SkeletonModel.cpp+0−36
@@ -251,40 +251,6 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) { · 250 unmodified lines
251 // Don't take inputs if playing back a recording.251 // Don't take inputs if playing back a recording.
252 return;252 return;
253 }253 }
254
255 const FBXGeometry& geometry = _geometry->getFBXGeometry();
256
257 // Don't Relax toward hand positions when in animGraph mode.
258 if (!_rig->getEnableAnimGraph()) {
259
260 Hand* hand = _owningAvatar->getHand();
261 auto leftPalm = hand->getCopyOfPalmData(HandData::LeftHand);
262 auto rightPalm = hand->getCopyOfPalmData(HandData::RightHand);
263
264 const float HAND_RESTORATION_RATE = 0.25f;
265 if (!leftPalm.isActive() && !rightPalm.isActive()) {
266 // palms are not yet set, use mouse
267 if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
268 restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
269 } else {
270 // transform into model-frame
271 glm::vec3 handPosition = glm::inverse(_rotation) * (_owningAvatar->getHandPosition() - _translation);
272 applyHandPosition(geometry.rightHandJointIndex, handPosition);
273 }
274 restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
275 } else {
276 if (leftPalm.isActive()) {
277 applyPalmData(geometry.leftHandJointIndex, leftPalm);
278 } else {
279 restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
280 }
281 if (rightPalm.isActive()) {
282 applyPalmData(geometry.rightHandJointIndex, rightPalm);
283 } else {
284 restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
285 }
286 }
287 }
288}254}
289 255
290void SkeletonModel::renderIKConstraints(gpu::Batch& batch) {256void SkeletonModel::renderIKConstraints(gpu::Batch& batch) {
@@ -344,8 +310,6 @@ void SkeletonModel::applyPalmData(int jointIndex, const PalmData& palm) { · 53 unmodified lines
344 glm::quat inverseRotation = glm::inverse(_rotation);310 glm::quat inverseRotation = glm::inverse(_rotation);
345 glm::vec3 palmPosition = inverseRotation * (palm.getPosition() - _translation);311 glm::vec3 palmPosition = inverseRotation * (palm.getPosition() - _translation);
346 glm::quat palmRotation = inverseRotation * palm.getRotation();312 glm::quat palmRotation = inverseRotation * palm.getRotation();
347
348 inverseKinematics(jointIndex, palmPosition, palmRotation, PALM_PRIORITY);
349}313}
350 314
351void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {315void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {

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