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
251251 // Don't take inputs if playing back a recording.
252252 return;
253253 }
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− }
288254 }
289255
290256 void SkeletonModel::renderIKConstraints(gpu::Batch& batch) {
@@ -344,8 +310,6 @@ void SkeletonModel::applyPalmData(int jointIndex, const PalmData& palm) { · 53 unmodified lines
344310 glm::quat inverseRotation = glm::inverse(_rotation);
345311 glm::vec3 palmPosition = inverseRotation * (palm.getPosition() - _translation);
346312 glm::quat palmRotation = inverseRotation * palm.getRotation();
347−
348− inverseKinematics(jointIndex, palmPosition, palmRotation, PALM_PRIORITY);
349313 }
350314
351315 void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {

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