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JointState::_rotationInParentFrame is now private

Andrew Meadows committed 12 years ago

Commit 1b24a111 parent d892a9c5 files · +30 −24Browse files

Showing the changes to interface/src/avatar/SkeletonModel.cpp (1 of 5 files). Show all

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interface/src/avatar/SkeletonModel.cpp+3−3
@@ -220,7 +220,7 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) { · 219 unmodified lines
220 JointState& parentState = _jointStates[parentJointIndex];220 JointState& parentState = _jointStates[parentJointIndex];
221 parentState.setRotationFromBindFrame(palmRotation, PALM_PRIORITY);221 parentState.setRotationFromBindFrame(palmRotation, PALM_PRIORITY);
222 // lock hand to forearm by slamming its rotation (in parent-frame) to identity222 // lock hand to forearm by slamming its rotation (in parent-frame) to identity
223 _jointStates[jointIndex]._rotationInParentFrame = glm::quat();223 _jointStates[jointIndex].setRotationInParentFrame(glm::quat());
224 } else {224 } else {
225 setJointPosition(jointIndex, palmPosition, palmRotation, 225 setJointPosition(jointIndex, palmPosition, palmRotation,
226 true, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);226 true, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
@@ -259,9 +259,9 @@ void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const · 32 unmodified lines
259 glm::mat3 axes = glm::mat3_cast(glm::quat());259 glm::mat3 axes = glm::mat3_cast(glm::quat());
260 glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) *260 glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) *
261 joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));261 joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
262 state._rotationInParentFrame = glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(), 262 state.setRotationInParentFrame(glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(),
263 glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(), 263 glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(),
264 glm::normalize(inverse * axes[0])) * joint.rotation;264 glm::normalize(inverse * axes[0])) * joint.rotation);
265}265}
266 266
267void SkeletonModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {267void SkeletonModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {

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