postures to animate characters).
Has to be corrected:
* eyes of the characters flying,
* interruption doesn't seem to work (consequence: impossible to switch from
IntuitiveAnimation to StaticAnimation),
* using x instead of z axis when calculating z parameter in the locomotion blend.
The animations are now handled through a SmartBodyAnimationManager. They are
divided in three categories:
* SmartBodyMovingAnimation => set of motions that implies a movement
of the character.
* SmartBodyStaticAnimation => set of motions that doesn't make the
character change his position (not compatible with MovingAnimations).
* SmartBodyGestureAnimation => set of motions that are played only
once (whereas Moving/StaticAnimations concern the posture of the character).
This variable (type = double) will be used by ModelHumanoidAttachment
to set the position of the scene node accordingly to the movement.
We also fix the z-position of the base joint, as this will be handled
by ModelHumanoidAttachment.
ModelHumanoidAttachment is derived from ModelAttachment. It is overriding setPosition()
to adjust the new position of the scene node a humanoid model is connected to, in order
to make motions look realistic (takes account of acceleration/deceleration stages during
movement transitions).
It will be used by ModelAttachmentHumanoid to know whereas this representation
should be treated as a normal ModelRepresentation, or if it must alter the position
sent by the server to smooth the motion and make it look realistic.
animations.
* Remove setupMotion method (used only by SmartBodyLocomotion, but SBMotion::
buildJointTrajectory() was the cause of this strange inclination).
* Remove the content of SmartBodyLocomotion::applyRetargeting (it applied contraints on
the joint trajectory created into setupMotion()).
* Add some documentation.