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coding standard
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9e0e1ab5a5
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81509b3e92
2 changed files with 4 additions and 5 deletions
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@ -152,7 +152,7 @@ void Rig::overrideRoleAnimation(const QString& role, const QString& url, float f
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const float REFERENCE_FRAMES_PER_SECOND = 30.0f;
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const float REFERENCE_FRAMES_PER_SECOND = 30.0f;
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float timeScale = fps / REFERENCE_FRAMES_PER_SECOND;
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float timeScale = fps / REFERENCE_FRAMES_PER_SECOND;
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auto clipNode = std::make_shared<AnimClip>(role, url, firstFrame, lastFrame, timeScale, loop, false);
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auto clipNode = std::make_shared<AnimClip>(role, url, firstFrame, lastFrame, timeScale, loop, false);
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_roleAnimState[role] = { role, url, fps, loop, firstFrame, lastFrame };
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_roleAnimStates[role] = { role, url, fps, loop, firstFrame, lastFrame };
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AnimNode::Pointer parent = node->getParent();
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AnimNode::Pointer parent = node->getParent();
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parent->replaceChild(node, clipNode);
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parent->replaceChild(node, clipNode);
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} else {
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} else {
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@ -1640,9 +1640,8 @@ void Rig::initAnimGraph(const QUrl& url) {
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overrideAnimation(origState.url, origState.fps, origState.loop, origState.firstFrame, origState.lastFrame);
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overrideAnimation(origState.url, origState.fps, origState.loop, origState.firstFrame, origState.lastFrame);
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}
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}
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// restore the role animations we had before reset.
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// restore the role animations we had before reset.
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for (auto ite = _roleAnimState.begin(); ite != _roleAnimState.end(); ite++) {
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for (auto& roleAnimState : _roleAnimStates) {
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auto role = ite->first;
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auto roleState = roleAnimState.second;
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auto roleState = _roleAnimState[role];
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overrideRoleAnimation(roleState.role, roleState.url, roleState.fps, roleState.loop, roleState.firstFrame, roleState.lastFrame);
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overrideRoleAnimation(roleState.role, roleState.url, roleState.fps, roleState.loop, roleState.firstFrame, roleState.lastFrame);
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}
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}
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_animLoading = false;
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_animLoading = false;
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@ -350,7 +350,7 @@ protected:
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};
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};
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UserAnimState _userAnimState;
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UserAnimState _userAnimState;
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std::map<QString, RoleAnimState> _roleAnimState;
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std::map<QString, RoleAnimState> _roleAnimStates;
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float _leftHandOverlayAlpha { 0.0f };
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float _leftHandOverlayAlpha { 0.0f };
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float _rightHandOverlayAlpha { 0.0f };
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float _rightHandOverlayAlpha { 0.0f };
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