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rename: ParentFrame --> ConstrainedFrame

Andrew Meadows committed 12 years ago

Commit 8fa7bf41 parent af6704a5 files · +41 −41Browse 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
@@ -219,7 +219,7 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) { · 218 unmodified lines
219 JointState& parentState = _jointStates[parentJointIndex];219 JointState& parentState = _jointStates[parentJointIndex];
220 parentState.setRotationFromBindFrame(palmRotation, PALM_PRIORITY);220 parentState.setRotationFromBindFrame(palmRotation, PALM_PRIORITY);
221 // lock hand to forearm by slamming its rotation (in parent-frame) to identity221 // lock hand to forearm by slamming its rotation (in parent-frame) to identity
222 _jointStates[jointIndex].setRotationInParentFrame(glm::quat());222 _jointStates[jointIndex].setRotationInConstrainedFrame(glm::quat());
223 } else {223 } else {
224 inverseKinematics(jointIndex, palmPosition, palmRotation, PALM_PRIORITY);224 inverseKinematics(jointIndex, palmPosition, palmRotation, PALM_PRIORITY);
225 }225 }
@@ -255,9 +255,9 @@ void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const · 29 unmodified lines
255 }255 }
256 // get the rotation axes in joint space and use them to adjust the rotation256 // get the rotation axes in joint space and use them to adjust the rotation
257 glm::mat3 axes = glm::mat3_cast(glm::quat());257 glm::mat3 axes = glm::mat3_cast(glm::quat());
258 glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInParentFrame()) *258 glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() * glm::translate(state.getDefaultTranslationInConstrainedFrame()) *
259 joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));259 joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
260 state.setRotationInParentFrame(glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(), 260 state.setRotationInConstrainedFrame(glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(),
261 glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(), 261 glm::normalize(inverse * axes[2])) * glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(),
262 glm::normalize(inverse * axes[0])) * joint.rotation);262 glm::normalize(inverse * axes[0])) * joint.rotation);
263}263}

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