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Merge branch 'master' of https://github.com/worklist/hifi
This commit is contained in:
commit
98cbb2355f
8 changed files with 1 additions and 384 deletions
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@ -1,256 +0,0 @@
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//
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// Hair.cpp
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// interface/src
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//
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// Created by Philip on June 26, 2014
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// Creates single flexible verlet-integrated strands that can be used for hair/fur/grass
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#include <gpu/GPUConfig.h>
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#include "Util.h"
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#include "world.h"
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#include "Hair.h"
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const float HAIR_DAMPING = 0.99f;
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const float CONSTRAINT_RELAXATION = 10.0f;
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const float HAIR_ACCELERATION_COUPLING = 0.045f;
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const float HAIR_ANGULAR_VELOCITY_COUPLING = 0.001f;
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const float HAIR_ANGULAR_ACCELERATION_COUPLING = 0.001f;
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const float HAIR_MAX_LINEAR_ACCELERATION = 4.0f;
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const float HAIR_STIFFNESS = 0.00f;
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const glm::vec3 HAIR_COLOR1(0.98f, 0.76f, 0.075f);
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const glm::vec3 HAIR_COLOR2(0.912f, 0.184f, 0.101f);
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Hair::Hair(int strands,
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int links,
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float radius,
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float linkLength,
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float hairThickness) :
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_strands(strands),
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_links(links),
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_linkLength(linkLength),
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_hairThickness(hairThickness),
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_radius(radius),
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_acceleration(0.0f),
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_angularVelocity(0.0f),
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_angularAcceleration(0.0f),
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_gravity(DEFAULT_GRAVITY),
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_loudness(0.0f)
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{
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_hairPosition = new glm::vec3[_strands * _links];
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_hairOriginalPosition = new glm::vec3[_strands * _links];
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_hairLastPosition = new glm::vec3[_strands * _links];
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_hairQuadDelta = new glm::vec3[_strands * _links];
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_hairNormals = new glm::vec3[_strands * _links];
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_hairColors = new glm::vec3[_strands * _links];
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_hairIsMoveable = new int[_strands * _links];
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_hairConstraints = new int[_strands * _links * HAIR_CONSTRAINTS]; // Hair can link to two others
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glm::vec3 thisVertex;
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for (int strand = 0; strand < _strands; strand++) {
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float strandAngle = randFloat() * PI;
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float azimuth = (float)strand / (float)_strands * PI * 2.0f;
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float elevation = 0.0f;
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glm::vec3 thisStrand(sinf(azimuth) * cosf(elevation), sinf(elevation), -cosf(azimuth) * cosf(elevation));
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thisStrand *= _radius;
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for (int link = 0; link < _links; link++) {
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int vertexIndex = strand * _links + link;
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// Clear constraints
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for (int link2 = 0; link2 < HAIR_CONSTRAINTS; link2++) {
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_hairConstraints[vertexIndex * HAIR_CONSTRAINTS + link2] = -1;
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}
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if (vertexIndex % _links == 0) {
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// start of strand
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thisVertex = thisStrand;
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} else {
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thisVertex+= glm::normalize(thisStrand) * _linkLength;
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// Set constraints to vertex before and maybe vertex after in strand
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_hairConstraints[vertexIndex * HAIR_CONSTRAINTS] = vertexIndex - 1;
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if (link < (_links - 1)) {
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_hairConstraints[vertexIndex * HAIR_CONSTRAINTS + 1] = vertexIndex + 1;
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}
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}
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_hairOriginalPosition[vertexIndex] = _hairLastPosition[vertexIndex] = _hairPosition[vertexIndex] = thisVertex;
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_hairQuadDelta[vertexIndex] = glm::vec3(cos(strandAngle) * _hairThickness, 0.0f, sin(strandAngle) * _hairThickness);
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_hairQuadDelta[vertexIndex] *= ((float)link / _links);
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_hairNormals[vertexIndex] = glm::normalize(randVector());
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if (randFloat() < elevation / PI_OVER_TWO) {
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_hairColors[vertexIndex] = HAIR_COLOR1 * ((float)(link + 1) / (float)_links);
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} else {
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_hairColors[vertexIndex] = HAIR_COLOR2 * ((float)(link + 1) / (float)_links);
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}
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}
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}
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}
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Hair::~Hair() {
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delete[] _hairPosition;
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delete[] _hairOriginalPosition;
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delete[] _hairLastPosition;
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delete[] _hairQuadDelta;
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delete[] _hairNormals;
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delete[] _hairColors;
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delete[] _hairIsMoveable;
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delete[] _hairConstraints;
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}
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const float SOUND_THRESHOLD = 40.0f;
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void Hair::simulate(float deltaTime) {
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deltaTime = glm::clamp(deltaTime, 0.0f, 1.0f / 30.0f);
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glm::vec3 acceleration = _acceleration;
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if (glm::length(acceleration) > HAIR_MAX_LINEAR_ACCELERATION) {
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acceleration = glm::normalize(acceleration) * HAIR_MAX_LINEAR_ACCELERATION;
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}
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for (int strand = 0; strand < _strands; strand++) {
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for (int link = 0; link < _links; link++) {
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int vertexIndex = strand * _links + link;
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if (vertexIndex % _links == 0) {
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// Base Joint - no integration
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} else {
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//
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// Vertlet Integration
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//
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// Add velocity from last position, with damping
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glm::vec3 thisPosition = _hairPosition[vertexIndex];
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glm::vec3 diff = thisPosition - _hairLastPosition[vertexIndex];
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_hairPosition[vertexIndex] += diff * HAIR_DAMPING;
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/*
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// Resolve collisions with sphere
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if (glm::length(_hairPosition[vertexIndex]) < _radius) {
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_hairPosition[vertexIndex] += glm::normalize(_hairPosition[vertexIndex]) *
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(_radius - glm::length(_hairPosition[vertexIndex]));
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} */
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// Collide with a conical body descending from the root of the hair
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glm::vec3 thisVertex = _hairPosition[vertexIndex];
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float depth = -thisVertex.y;
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thisVertex.y = 0.0f;
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const float BODY_CONE_ANGLE = 0.30;
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if (glm::length(thisVertex) < depth * BODY_CONE_ANGLE) {
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_hairPosition[vertexIndex] += glm::normalize(thisVertex) * (depth * BODY_CONE_ANGLE - glm::length(thisVertex));
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}
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// Add random thing driven by loudness
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float loudnessFactor = (_loudness > SOUND_THRESHOLD) ? logf(_loudness - SOUND_THRESHOLD) / 2000.0f : 0.0f;
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const float QUIESCENT_LOUDNESS = 0.0f;
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_hairPosition[vertexIndex] += randVector() * (QUIESCENT_LOUDNESS + loudnessFactor) * ((float)link / (float)_links);
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// Add gravity
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const float SCALE_GRAVITY = 0.001f;
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_hairPosition[vertexIndex] += _gravity * deltaTime * SCALE_GRAVITY;
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// Add linear acceleration
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_hairPosition[vertexIndex] -= acceleration * HAIR_ACCELERATION_COUPLING * deltaTime;
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// Add stiffness to return to original position
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_hairPosition[vertexIndex] += (_hairOriginalPosition[vertexIndex] - _hairPosition[vertexIndex])
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* powf(1.0f - (float)link / _links, 2.0f) * HAIR_STIFFNESS;
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// Add angular acceleration
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const float ANGULAR_VELOCITY_MIN = 0.001f;
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if (glm::length(_angularVelocity) > ANGULAR_VELOCITY_MIN) {
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glm::vec3 yawVector = _hairPosition[vertexIndex];
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glm::vec3 angularVelocity = _angularVelocity * HAIR_ANGULAR_VELOCITY_COUPLING;
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glm::vec3 angularAcceleration = _angularAcceleration * HAIR_ANGULAR_ACCELERATION_COUPLING;
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yawVector.y = 0.0f;
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if (glm::length(yawVector) > EPSILON) {
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float radius = glm::length(yawVector);
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yawVector = glm::normalize(yawVector);
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float angle = atan2f(yawVector.x, -yawVector.z) + PI;
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glm::vec3 delta = glm::vec3(-1.0f, 0.0f, 0.0f) * glm::angleAxis(angle, glm::vec3(0, 1, 0));
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_hairPosition[vertexIndex] -= delta * radius * (angularVelocity.y - angularAcceleration.y) * deltaTime;
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}
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glm::vec3 pitchVector = _hairPosition[vertexIndex];
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pitchVector.x = 0.0f;
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if (glm::length(pitchVector) > EPSILON) {
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float radius = glm::length(pitchVector);
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pitchVector = glm::normalize(pitchVector);
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float angle = atan2f(pitchVector.y, -pitchVector.z) + PI;
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glm::vec3 delta = glm::vec3(0.0f, 1.0f, 0.0f) * glm::angleAxis(angle, glm::vec3(1, 0, 0));
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_hairPosition[vertexIndex] -= delta * radius * (angularVelocity.x - angularAcceleration.x) * deltaTime;
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}
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glm::vec3 rollVector = _hairPosition[vertexIndex];
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rollVector.z = 0.0f;
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if (glm::length(rollVector) > EPSILON) {
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float radius = glm::length(rollVector);
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pitchVector = glm::normalize(rollVector);
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float angle = atan2f(rollVector.x, rollVector.y) + PI;
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glm::vec3 delta = glm::vec3(-1.0f, 0.0f, 0.0f) * glm::angleAxis(angle, glm::vec3(0, 0, 1));
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_hairPosition[vertexIndex] -= delta * radius * (angularVelocity.z - angularAcceleration.z) * deltaTime;
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}
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}
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// Impose link constraints
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for (int link = 0; link < HAIR_CONSTRAINTS; link++) {
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if (_hairConstraints[vertexIndex * HAIR_CONSTRAINTS + link] > -1) {
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// If there is a constraint, try to enforce it
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glm::vec3 vectorBetween = _hairPosition[_hairConstraints[vertexIndex * HAIR_CONSTRAINTS + link]] - _hairPosition[vertexIndex];
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_hairPosition[vertexIndex] += glm::normalize(vectorBetween) * (glm::length(vectorBetween) - _linkLength) * CONSTRAINT_RELAXATION * deltaTime;
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}
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}
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// Store start position for next verlet pass
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_hairLastPosition[vertexIndex] = thisPosition;
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}
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}
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}
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}
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void Hair::render() {
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//
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// Before calling this function, translate/rotate to the origin of the owning object
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//
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float loudnessFactor = (_loudness > SOUND_THRESHOLD) ? logf(_loudness - SOUND_THRESHOLD) / 16.0f : 0.0f;
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const int SPARKLE_EVERY = 5;
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const float HAIR_SETBACK = 0.0f;
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int sparkleIndex = (int) (randFloat() * SPARKLE_EVERY);
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glPushMatrix();
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glTranslatef(0.0f, 0.0f, HAIR_SETBACK);
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glBegin(GL_QUADS);
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for (int strand = 0; strand < _strands; strand++) {
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for (int link = 0; link < _links - 1; link++) {
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int vertexIndex = strand * _links + link;
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glm::vec3 thisColor = _hairColors[vertexIndex];
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if (sparkleIndex % SPARKLE_EVERY == 0) {
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thisColor.x += (1.0f - thisColor.x) * loudnessFactor;
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thisColor.y += (1.0f - thisColor.y) * loudnessFactor;
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thisColor.z += (1.0f - thisColor.z) * loudnessFactor;
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}
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glColor3fv(&thisColor.x);
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glNormal3fv(&_hairNormals[vertexIndex].x);
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glVertex3f(_hairPosition[vertexIndex].x - _hairQuadDelta[vertexIndex].x,
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_hairPosition[vertexIndex].y - _hairQuadDelta[vertexIndex].y,
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_hairPosition[vertexIndex].z - _hairQuadDelta[vertexIndex].z);
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glVertex3f(_hairPosition[vertexIndex].x + _hairQuadDelta[vertexIndex].x,
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_hairPosition[vertexIndex].y + _hairQuadDelta[vertexIndex].y,
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_hairPosition[vertexIndex].z + _hairQuadDelta[vertexIndex].z);
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glVertex3f(_hairPosition[vertexIndex + 1].x + _hairQuadDelta[vertexIndex].x,
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_hairPosition[vertexIndex + 1].y + _hairQuadDelta[vertexIndex].y,
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_hairPosition[vertexIndex + 1].z + _hairQuadDelta[vertexIndex].z);
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glVertex3f(_hairPosition[vertexIndex + 1].x - _hairQuadDelta[vertexIndex].x,
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_hairPosition[vertexIndex + 1].y - _hairQuadDelta[vertexIndex].y,
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_hairPosition[vertexIndex + 1].z - _hairQuadDelta[vertexIndex].z);
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sparkleIndex++;
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}
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}
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glEnd();
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glPopMatrix();
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}
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|
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@ -1,70 +0,0 @@
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//
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// Hair.h
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// interface/src
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//
|
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// Created by Philip on June 26, 2014
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// Copyright 2014 High Fidelity, Inc.
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//
|
||||
// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_Hair_h
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#define hifi_Hair_h
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#include <iostream>
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#include <glm/glm.hpp>
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#include <SharedUtil.h>
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#include "GeometryUtil.h"
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#include "InterfaceConfig.h"
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#include "Util.h"
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const int HAIR_CONSTRAINTS = 2;
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const int DEFAULT_HAIR_STRANDS = 20;
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const int DEFAULT_HAIR_LINKS = 11;
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const float DEFAULT_HAIR_RADIUS = 0.075f;
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const float DEFAULT_HAIR_LINK_LENGTH = 0.1f;
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const float DEFAULT_HAIR_THICKNESS = 0.07f;
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const glm::vec3 DEFAULT_GRAVITY(0.0f, -9.8f, 0.0f);
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class Hair {
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public:
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Hair(int strands = DEFAULT_HAIR_STRANDS,
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int links = DEFAULT_HAIR_LINKS,
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float radius = DEFAULT_HAIR_RADIUS,
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float linkLength = DEFAULT_HAIR_LINK_LENGTH,
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float hairThickness = DEFAULT_HAIR_THICKNESS);
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~Hair();
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void simulate(float deltaTime);
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void render();
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void setAcceleration(const glm::vec3& acceleration) { _acceleration = acceleration; }
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void setAngularVelocity(const glm::vec3& angularVelocity) { _angularVelocity = angularVelocity; }
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void setAngularAcceleration(const glm::vec3& angularAcceleration) { _angularAcceleration = angularAcceleration; }
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void setLoudness(const float loudness) { _loudness = loudness; }
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private:
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int _strands;
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int _links;
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float _linkLength;
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float _hairThickness;
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float _radius;
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glm::vec3* _hairPosition;
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glm::vec3* _hairOriginalPosition;
|
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glm::vec3* _hairLastPosition;
|
||||
glm::vec3* _hairQuadDelta;
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||||
glm::vec3* _hairNormals;
|
||||
glm::vec3* _hairColors;
|
||||
int* _hairIsMoveable;
|
||||
int* _hairConstraints;
|
||||
glm::vec3 _acceleration;
|
||||
glm::vec3 _angularVelocity;
|
||||
glm::vec3 _angularAcceleration;
|
||||
glm::vec3 _gravity;
|
||||
float _loudness;
|
||||
|
||||
};
|
||||
|
||||
#endif // hifi_Hair_h
|
|
@ -635,9 +635,6 @@ Menu::Menu() :
|
|||
|
||||
connect(appInstance->getAudio(), SIGNAL(muteToggled()), this, SLOT(audioMuteToggled()));
|
||||
|
||||
QMenu* experimentalOptionsMenu = developerMenu->addMenu("Experimental");
|
||||
addCheckableActionToQMenuAndActionHash(experimentalOptionsMenu, MenuOption::StringHair, 0, false);
|
||||
|
||||
addActionToQMenuAndActionHash(developerMenu, MenuOption::PasteToVoxel,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_V,
|
||||
this,
|
||||
|
|
|
@ -475,7 +475,6 @@ namespace MenuOption {
|
|||
const QString Stats = "Stats";
|
||||
const QString StereoAudio = "Stereo Audio";
|
||||
const QString StopAllScripts = "Stop All Scripts";
|
||||
const QString StringHair = "String Hair";
|
||||
const QString SuppressShortTimings = "Suppress Timings Less than 10ms";
|
||||
const QString TestPing = "Test Ping";
|
||||
const QString ToolWindow = "Tool Window";
|
||||
|
|
|
@ -191,14 +191,6 @@ void Avatar::simulate(float deltaTime) {
|
|||
head->setScale(_scale);
|
||||
head->simulate(deltaTime, false, _shouldRenderBillboard);
|
||||
}
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
|
||||
PerformanceTimer perfTimer("hair");
|
||||
_hair.setAcceleration(getAcceleration() * getHead()->getFinalOrientationInWorldFrame());
|
||||
_hair.setAngularVelocity((getAngularVelocity() + getHead()->getAngularVelocity()) * getHead()->getFinalOrientationInWorldFrame());
|
||||
_hair.setAngularAcceleration(getAngularAcceleration() * getHead()->getFinalOrientationInWorldFrame());
|
||||
_hair.setLoudness((float) getHeadData()->getAudioLoudness());
|
||||
_hair.simulate(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
// update animation for display name fade in/out
|
||||
|
@ -543,18 +535,6 @@ void Avatar::renderBody(RenderMode renderMode, bool postLighting, float glowLeve
|
|||
}
|
||||
}
|
||||
getHead()->render(1.0f, modelRenderMode, postLighting);
|
||||
|
||||
if (!postLighting && Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
|
||||
// Render Hair
|
||||
glPushMatrix();
|
||||
glm::vec3 headPosition = getHead()->getPosition();
|
||||
glTranslatef(headPosition.x, headPosition.y, headPosition.z);
|
||||
const glm::quat& rotation = getHead()->getFinalOrientationInWorldFrame();
|
||||
glm::vec3 axis = glm::axis(rotation);
|
||||
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
||||
_hair.render();
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
bool Avatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const {
|
||||
|
|
|
@ -19,7 +19,6 @@
|
|||
|
||||
#include <AvatarData.h>
|
||||
|
||||
#include "Hair.h"
|
||||
#include "Hand.h"
|
||||
#include "Head.h"
|
||||
#include "InterfaceConfig.h"
|
||||
|
@ -34,10 +33,6 @@ static const float RESCALING_TOLERANCE = .02f;
|
|||
extern const float CHAT_MESSAGE_SCALE;
|
||||
extern const float CHAT_MESSAGE_HEIGHT;
|
||||
|
||||
const int HAIR_STRANDS = 150; // Number of strands of hair
|
||||
const int HAIR_LINKS = 10; // Number of links in a hair strand
|
||||
const int HAIR_MAX_CONSTRAINTS = 2; // Hair verlet is connected to at most how many others
|
||||
|
||||
enum DriveKeys {
|
||||
FWD = 0,
|
||||
BACK,
|
||||
|
@ -187,7 +182,6 @@ signals:
|
|||
void collisionWithAvatar(const QUuid& myUUID, const QUuid& theirUUID, const CollisionInfo& collision);
|
||||
|
||||
protected:
|
||||
Hair _hair;
|
||||
SkeletonModel _skeletonModel;
|
||||
glm::vec3 _skeletonOffset;
|
||||
QVector<Model*> _attachmentModels;
|
||||
|
|
|
@ -225,17 +225,6 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
head->simulate(deltaTime, true);
|
||||
}
|
||||
|
||||
{
|
||||
PerformanceTimer perfTimer("hair");
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
|
||||
_hair.setAcceleration(getAcceleration() * getHead()->getFinalOrientationInWorldFrame());
|
||||
_hair.setAngularVelocity((getAngularVelocity() + getHead()->getAngularVelocity()) * getHead()->getFinalOrientationInWorldFrame());
|
||||
_hair.setAngularAcceleration(getAngularAcceleration() * getHead()->getFinalOrientationInWorldFrame());
|
||||
_hair.setLoudness((float)getHeadData()->getAudioLoudness());
|
||||
_hair.simulate(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
PerformanceTimer perfTimer("physics");
|
||||
const float minError = 0.00001f;
|
||||
|
@ -1139,18 +1128,6 @@ void MyAvatar::renderBody(RenderMode renderMode, bool postLighting, float glowLe
|
|||
const glm::vec3 cameraPos = camera->getPosition();
|
||||
if (shouldRenderHead(cameraPos, renderMode)) {
|
||||
getHead()->render(1.0f, modelRenderMode, postLighting);
|
||||
|
||||
if (!postLighting && Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
|
||||
// Render Hair
|
||||
glPushMatrix();
|
||||
glm::vec3 headPosition = getHead()->getPosition();
|
||||
glTranslatef(headPosition.x, headPosition.y, headPosition.z);
|
||||
const glm::quat& rotation = getHead()->getFinalOrientationInWorldFrame();
|
||||
glm::vec3 axis = glm::axis(rotation);
|
||||
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
||||
_hair.render();
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
if (postLighting) {
|
||||
getHand()->render(true, modelRenderMode);
|
||||
|
|
|
@ -18,7 +18,6 @@
|
|||
#include "EntityTreeElement.h"
|
||||
#include "ModelEntityItem.h"
|
||||
|
||||
|
||||
const QString ModelEntityItem::DEFAULT_MODEL_URL = QString("");
|
||||
const QString ModelEntityItem::DEFAULT_ANIMATION_URL = QString("");
|
||||
const float ModelEntityItem::DEFAULT_ANIMATION_FRAME_INDEX = 0.0f;
|
||||
|
@ -33,7 +32,7 @@ EntityItem* ModelEntityItem::factory(const EntityItemID& entityID, const EntityI
|
|||
ModelEntityItem::ModelEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) :
|
||||
EntityItem(entityItemID, properties)
|
||||
{
|
||||
_type = EntityTypes::Model;
|
||||
_type = EntityTypes::Model;
|
||||
setProperties(properties);
|
||||
_lastAnimated = usecTimestampNow();
|
||||
_jointMappingCompleted = false;
|
||||
|
@ -343,9 +342,6 @@ QVector<glm::quat> ModelEntityItem::getAnimationFrame() {
|
|||
Animation* myAnimation = getAnimation(_animationURL);
|
||||
QVector<FBXAnimationFrame> frames = myAnimation->getFrames();
|
||||
int frameCount = frames.size();
|
||||
if (_animationLoop.getMaxFrameIndexHint() != frameCount) {
|
||||
_animationLoop.setMaxFrameIndexHint(frameCount);
|
||||
}
|
||||
if (frameCount > 0) {
|
||||
int animationFrameIndex = (int)(glm::floor(getAnimationFrameIndex())) % frameCount;
|
||||
if (animationFrameIndex < 0 || animationFrameIndex > frameCount) {
|
||||
|
|
Loading…
Reference in a new issue