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remove methods from MyAvatar: setJointRotations setJointData clearJointData clearJointsData
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7e58283041
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2 changed files with 0 additions and 31 deletions
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@ -900,33 +900,6 @@ glm::vec3 MyAvatar::getDefaultEyePosition() const {
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const float SCRIPT_PRIORITY = DEFAULT_PRIORITY + 1.0f;
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const float RECORDER_PRIORITY = SCRIPT_PRIORITY + 1.0f;
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void MyAvatar::setJointRotations(QVector<glm::quat> jointRotations) {
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int numStates = glm::min(_skeletonModel.getJointStateCount(), jointRotations.size());
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for (int i = 0; i < numStates; ++i) {
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// HACK: ATM only Recorder calls setJointRotations() so we hardcode its priority here
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_skeletonModel.setJointState(i, true, jointRotations[i], RECORDER_PRIORITY);
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}
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}
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void MyAvatar::setJointData(int index, const glm::quat& rotation) {
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if (QThread::currentThread() == thread()) {
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// HACK: ATM only JS scripts call setJointData() on MyAvatar so we hardcode the priority
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_skeletonModel.setJointState(index, true, rotation, SCRIPT_PRIORITY);
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}
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}
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void MyAvatar::clearJointData(int index) {
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if (QThread::currentThread() == thread()) {
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// HACK: ATM only JS scripts call clearJointData() on MyAvatar so we hardcode the priority
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_skeletonModel.setJointState(index, false, glm::quat(), 0.0f);
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_skeletonModel.clearJointAnimationPriority(index);
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}
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}
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void MyAvatar::clearJointsData() {
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clearJointAnimationPriorities();
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}
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void MyAvatar::clearJointAnimationPriorities() {
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int numStates = _skeletonModel.getJointStateCount();
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for (int i = 0; i < numStates; ++i) {
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@ -194,10 +194,6 @@ private:
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bool getDriveKeys(int key) { return _driveKeys[key] != 0.0f; };
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bool isMyAvatar() const { return true; }
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virtual int parseDataFromBuffer(const QByteArray& buffer);
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virtual void setJointRotations(QVector<glm::quat> jointRotations);
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virtual void setJointData(int index, const glm::quat& rotation);
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virtual void clearJointData(int index);
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virtual void clearJointsData();
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virtual glm::vec3 getSkeletonPosition() const;
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void updateLocalAABox();
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glm::vec3 getScriptedMotorVelocity() const { return _scriptedMotorVelocity; }
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