Update after merge changes to NetworkGeometry.

Also cleaned up API for ModelMeshPartPayload::updateTransformForSkinnedMesh() to pass a QVector const ref, instead of a raw pointer and a size.
This commit is contained in:
Anthony J. Thibault 2016-03-28 20:29:02 -07:00
parent 940f3e636d
commit 24ca5b3d60
3 changed files with 7 additions and 9 deletions

View file

@ -354,15 +354,14 @@ void ModelMeshPartPayload::notifyLocationChanged() {
}
void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& transform, const Transform& offsetTransform, const glm::mat4* clusterMatrices, size_t numClusterMatrices) {
void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& transform, const Transform& offsetTransform, const QVector<glm::mat4>& clusterMatrices) {
ModelMeshPartPayload::updateTransform(transform, offsetTransform);
if (numClusterMatrices > 0) {
if (clusterMatrices.size() > 0) {
_worldBound = AABox();
for (size_t i = 0; i < numClusterMatrices; i++) {
for (auto& clusterMatrix : clusterMatrices) {
AABox clusterBound = _localBound;
clusterBound.transform(clusterMatrices[i]);
clusterBound.transform(clusterMatrix);
_worldBound += clusterBound;
}

View file

@ -79,7 +79,7 @@ public:
typedef Payload::DataPointer Pointer;
void notifyLocationChanged() override;
void updateTransformForSkinnedMesh(const Transform& transform, const Transform& offsetTransform, const glm::mat4* clusterMatrices, size_t numClusterMatrices);
void updateTransformForSkinnedMesh(const Transform& transform, const Transform& offsetTransform, const QVector<glm::mat4>& clusterMatrices);
// Render Item interface
render::ItemKey getKey() const override;

View file

@ -151,7 +151,7 @@ void Model::enqueueLocationChange() {
modelTransform.setRotation(self->_rotation);
Transform modelMeshOffset;
if (self->_geometry && self->_geometry->isLoaded()) {
if (self->isLoaded()) {
// includes model offset and unitScale.
modelMeshOffset = Transform(self->_rig->getGeometryToRigTransform());
} else {
@ -171,8 +171,7 @@ void Model::enqueueLocationChange() {
// update the model transform and bounding box for this render item.
const Model::MeshState& state = data._model->_meshStates.at(data._meshIndex);
size_t numClusterMatrices = data._model->getGeometry()->getFBXGeometry().meshes.at(data._meshIndex).clusters.size();
data.updateTransformForSkinnedMesh(modelTransform, modelMeshOffset, &state.clusterMatrices[0], numClusterMatrices);
data.updateTransformForSkinnedMesh(modelTransform, modelMeshOffset, state.clusterMatrices);
});
}