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REmoving the extra variables in Linear3D and just use the _renderTRansform
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2d369a4586
commit
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2 changed files with 18 additions and 9 deletions
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@ -133,8 +133,9 @@ void Line3DOverlay::render(RenderArgs* args) {
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auto batch = args->_batch;
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if (batch) {
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batch->setModelTransform(Transform());
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glm::vec3 start = _renderStart;
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glm::vec3 end = _renderEnd;
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auto& renderTransform = getRenderTransform();
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glm::vec3 start = renderTransform.getTranslation();
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glm::vec3 end = renderTransform.transform(vec3(0.0, 0.0, -1.0));
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auto geometryCache = DependencyManager::get<GeometryCache>();
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if (getIsDashedLine()) {
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@ -269,7 +270,19 @@ Line3DOverlay* Line3DOverlay::createClone() const {
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}
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Transform Line3DOverlay::evalRenderTransform() {
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_renderStart = getStart();
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_renderEnd = getEnd();
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return Parent::evalRenderTransform();
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// Capture start and endin the renderTransform:
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// start is the origin
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// end is at the tip of the front axis aka -Z
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Transform transform;
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transform.setTranslation( getStart());
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auto endPos = getEnd();
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auto vec = endPos - transform.getTranslation();
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auto scale = glm::length(vec);
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auto dir = vec / scale;
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auto orientation = glm::rotation(glm::vec3(0,0,-1), dir);
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transform.setRotation(orientation);
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transform.setScale(scale);
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return transform;
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}
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@ -73,10 +73,6 @@ private:
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float _glow { 0.0 };
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float _glowWidth { 0.0 };
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int _geometryCacheID;
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// Similar to the _renderTransform, we capture the start and end pos for render loop in game loop
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glm::vec3 _renderStart;
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glm::vec3 _renderEnd;
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};
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#endif // hifi_Line3DOverlay_h
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