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Merge pull request #8 from AndrewMeadows/cadmium

remove unused legacy Shapes from Model and friends

Howard Stearns committed 11 years ago

Commit ef52c072 parents 8196770 81831979 files · +35 −286Browse files

Showing the changes to libraries/render-utils/src/Model.cpp (1 of 9 files). Show all

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libraries/render-utils/src/Model.cpp+0−24
@@ -23,8 +23,6 @@ · 22 unmodified lines
23#include <PathUtils.h>23#include <PathUtils.h>
24#include <PerfStat.h>24#include <PerfStat.h>
25#include "PhysicsEntity.h"25#include "PhysicsEntity.h"
26#include <ShapeCollider.h>
27#include <SphereShape.h>
28#include <ViewFrustum.h>26#include <ViewFrustum.h>
29 27
30#include "AbstractViewStateInterface.h"28#include "AbstractViewStateInterface.h"
@@ -223,10 +221,6 @@ void Model::setScaleInternal(const glm::vec3& scale) { · 192 unmodified lines
223 if (relativeDeltaScale > ONE_PERCENT || scaleLength < EPSILON) {221 if (relativeDeltaScale > ONE_PERCENT || scaleLength < EPSILON) {
224 _scale = scale;222 _scale = scale;
225 initJointTransforms();223 initJointTransforms();
226 if (_shapes.size() > 0) {
227 clearShapes();
228 buildShapes();
229 }
230 }224 }
231}225}
232 226
@@ -1169,15 +1163,6 @@ QStringList Model::getJointNames() const { · 936 unmodified lines
1169 return isActive() ? _geometry->getFBXGeometry().getJointNames() : QStringList();1163 return isActive() ? _geometry->getFBXGeometry().getJointNames() : QStringList();
1170}1164}
1171 1165
1172// virtual override from PhysicsEntity
1173void Model::buildShapes() {
1174 // TODO: figure out how to load/build collision shapes for general models
1175}
1176
1177void Model::updateShapePositions() {
1178 // TODO: implement this when we know how to build shapes for regular Models
1179}
1180
1181class Blender : public QRunnable {1166class Blender : public QRunnable {
1182public:1167public:
1183 1168
@@ -1348,8 +1333,6 @@ void Model::simulateInternal(float deltaTime, const glm::vec3& worldPosition, co · 164 unmodified lines
1348 glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;1333 glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
1349 _rig->simulateInternal(deltaTime, parentTransform, worldPosition, worldVelocity, worldRotation);1334 _rig->simulateInternal(deltaTime, parentTransform, worldPosition, worldVelocity, worldRotation);
1350 1335
1351 _shapesAreDirty = !_shapes.isEmpty();
1352
1353 glm::mat4 modelToWorld = glm::mat4_cast(_rotation);1336 glm::mat4 modelToWorld = glm::mat4_cast(_rotation);
1354 for (int i = 0; i < _meshStates.size(); i++) {1337 for (int i = 0; i < _meshStates.size(); i++) {
1355 MeshState& state = _meshStates[i];1338 MeshState& state = _meshStates[i];
@@ -1389,7 +1372,6 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& position, const gl · 33 unmodified lines
1389 glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;1372 glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
1390 if (_rig->setJointPosition(jointIndex, position, rotation, useRotation,1373 if (_rig->setJointPosition(jointIndex, position, rotation, useRotation,
1391 lastFreeIndex, allIntermediatesFree, alignment, priority, freeLineage, parentTransform)) {1374 lastFreeIndex, allIntermediatesFree, alignment, priority, freeLineage, parentTransform)) {
1392 _shapesAreDirty = !_shapes.isEmpty();
1393 return true;1375 return true;
1394 }1376 }
1395 return false;1377 return false;
@@ -1400,7 +1382,6 @@ void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm: · 4 unmodified lines
1400 const QVector<int>& freeLineage = geometry.joints.at(endIndex).freeLineage;1382 const QVector<int>& freeLineage = geometry.joints.at(endIndex).freeLineage;
1401 glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;1383 glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
1402 _rig->inverseKinematics(endIndex, targetPosition, targetRotation, priority, freeLineage, parentTransform);1384 _rig->inverseKinematics(endIndex, targetPosition, targetRotation, priority, freeLineage, parentTransform);
1403 _shapesAreDirty = !_shapes.isEmpty();
1404}1385}
1405 1386
1406bool Model::restoreJointPosition(int jointIndex, float fraction, float priority) {1387bool Model::restoreJointPosition(int jointIndex, float fraction, float priority) {
@@ -1415,10 +1396,6 @@ float Model::getLimbLength(int jointIndex) const { · 8 unmodified lines
1415 return _rig->getLimbLength(jointIndex, freeLineage, _scale, geometry.joints);1396 return _rig->getLimbLength(jointIndex, freeLineage, _scale, geometry.joints);
1416}1397}
1417 1398
1418void Model::renderJointCollisionShapes(float alpha) {
1419 // implement this when we have shapes for regular models
1420}
1421
1422bool Model::maybeStartBlender() {1399bool Model::maybeStartBlender() {
1423 const FBXGeometry& fbxGeometry = _geometry->getFBXGeometry();1400 const FBXGeometry& fbxGeometry = _geometry->getFBXGeometry();
1424 if (fbxGeometry.hasBlendedMeshes()) {1401 if (fbxGeometry.hasBlendedMeshes()) {
@@ -1484,7 +1461,6 @@ void Model::deleteGeometry() { · 59 unmodified lines
1484 _blendedVertexBuffers.clear();1461 _blendedVertexBuffers.clear();
1485 _rig->clearJointStates();1462 _rig->clearJointStates();
1486 _meshStates.clear();1463 _meshStates.clear();
1487 clearShapes();
1488 1464
1489 _rig->deleteAnimations();1465 _rig->deleteAnimations();
1490 1466