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Update users of NetworkGeometry

Zach Pomerantz committed 10 years ago

Commit 3e9e0831 parent 7f05e4414 files · +159 −205Browse files

Showing the changes to interface/src/avatar/SkeletonModel.cpp (1 of 14 files). Show all

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interface/src/avatar/SkeletonModel.cpp+14−12
@@ -39,12 +39,12 @@ SkeletonModel::~SkeletonModel() { · 38 unmodified lines
3939 }
4040
4141 void SkeletonModel::initJointStates() {
42− const FBXGeometry& geometry = _geometry->getFBXGeometry();
42+ const FBXGeometry& geometry = getFBXGeometry();
4343 glm::mat4 modelOffset = glm::scale(_scale) * glm::translate(_offset);
4444 _rig->initJointStates(geometry, modelOffset);
4545
4646 // Determine the default eye position for avatar scale = 1.0
47− int headJointIndex = _geometry->getFBXGeometry().headJointIndex;
47+ int headJointIndex = geometry.headJointIndex;
4848 if (0 > headJointIndex || headJointIndex >= _rig->getJointStateCount()) {
4949 qCWarning(interfaceapp) << "Bad head joint! Got:" << headJointIndex << "jointCount:" << _rig->getJointStateCount();
5050 }
@@ -52,7 +52,7 @@ void SkeletonModel::initJointStates() { · 1 unmodified line
5252 getEyeModelPositions(leftEyePosition, rightEyePosition);
5353 glm::vec3 midEyePosition = (leftEyePosition + rightEyePosition) / 2.0f;
5454
55− int rootJointIndex = _geometry->getFBXGeometry().rootJointIndex;
55+ int rootJointIndex = geometry.rootJointIndex;
5656 glm::vec3 rootModelPosition;
5757 getJointPosition(rootJointIndex, rootModelPosition);
5858
@@ -87,10 +87,12 @@ Rig::CharacterControllerState convertCharacterControllerState(CharacterControlle · 28 unmodified lines
8787
8888 // Called within Model::simulate call, below.
8989 void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
90+ const FBXGeometry& geometry = getFBXGeometry();
91+
9092 Head* head = _owningAvatar->getHead();
93+
9194 if (_owningAvatar->isMyAvatar()) {
9295 MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
93− const FBXGeometry& geometry = _geometry->getFBXGeometry();
9496
9597 Rig::HeadParameters headParams;
9698 headParams.enableLean = qApp->isHMDMode();
@@ -183,7 +185,6 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { · 86 unmodified lines
183185 // Thus this should really only be ... else if (_owningAvatar->getHead()->isLookingAtMe()) {...
184186 // However, in the !isLookingAtMe case, the eyes aren't rotating the way they should right now.
185187 // We will revisit that as priorities allow, and particularly after the new rig/animation/joints.
186− const FBXGeometry& geometry = _geometry->getFBXGeometry();
187188
188189 // If the head is not positioned, updateEyeJoints won't get the math right
189190 glm::quat headOrientation;
@@ -329,22 +330,23 @@ float SkeletonModel::getRightArmLength() const { · 139 unmodified lines
329330 }
330331
331332 bool SkeletonModel::getHeadPosition(glm::vec3& headPosition) const {
332− return isActive() && getJointPositionInWorldFrame(_geometry->getFBXGeometry().headJointIndex, headPosition);
333+ return isActive() && getJointPositionInWorldFrame(getFBXGeometry().headJointIndex, headPosition);
333334 }
334335
335336 bool SkeletonModel::getNeckPosition(glm::vec3& neckPosition) const {
336− return isActive() && getJointPositionInWorldFrame(_geometry->getFBXGeometry().neckJointIndex, neckPosition);
337+ return isActive() && getJointPositionInWorldFrame(getFBXGeometry().neckJointIndex, neckPosition);
337338 }
338339
339340 bool SkeletonModel::getLocalNeckPosition(glm::vec3& neckPosition) const {
340− return isActive() && getJointPosition(_geometry->getFBXGeometry().neckJointIndex, neckPosition);
341+ return isActive() && getJointPosition(getFBXGeometry().neckJointIndex, neckPosition);
341342 }
342343
343344 bool SkeletonModel::getEyeModelPositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
344345 if (!isActive()) {
345346 return false;
346347 }
347− const FBXGeometry& geometry = _geometry->getFBXGeometry();
348+ const FBXGeometry& geometry = getFBXGeometry();
349+
348350 if (getJointPosition(geometry.leftEyeJointIndex, firstEyePosition) &&
349351 getJointPosition(geometry.rightEyeJointIndex, secondEyePosition)) {
350352 return true;
@@ -386,11 +388,11 @@ float VERY_BIG_MASS = 1.0e6f; · 35 unmodified lines
386388
387389 // virtual
388390 void SkeletonModel::computeBoundingShape() {
389− if (_geometry == NULL || _rig->jointStatesEmpty()) {
391+ if (!isLoaded() || _rig->jointStatesEmpty()) {
390392 return;
391393 }
392394
393− const FBXGeometry& geometry = _geometry->getFBXGeometry();
395+ const FBXGeometry& geometry = getFBXGeometry();
394396 if (geometry.joints.isEmpty() || geometry.rootJointIndex == -1) {
395397 // rootJointIndex == -1 if the avatar model has no skeleton
396398 return;
@@ -429,7 +431,7 @@ void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float scale · 32 unmodified lines
429431 }
430432
431433 bool SkeletonModel::hasSkeleton() {
432− return isActive() ? _geometry->getFBXGeometry().rootJointIndex != -1 : false;
434+ return isActive() ? getFBXGeometry().rootJointIndex != -1 : false;
433435 }
434436
435437 void SkeletonModel::onInvalidate() {