If the skeleton has meshes, don't render the balls and sticks.

This commit is contained in:
Andrzej Kapolka 2013-10-30 16:44:40 -07:00
parent 719a014118
commit 9c5ebfcf77
2 changed files with 45 additions and 41 deletions

View file

@ -35,41 +35,44 @@ bool SkeletonModel::render(float alpha) {
return false;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
glm::vec3 skinColor, darkSkinColor;
_owningAvatar->getSkinColors(skinColor, darkSkinColor);
for (int i = 0; i < _jointStates.size(); i++) {
glPushMatrix();
// only render the balls and sticks if the skeleton has no meshes
if (_meshStates.isEmpty()) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
glm::vec3 position;
getJointPosition(i, position);
glTranslatef(position.x, position.y, position.z);
glm::vec3 skinColor, darkSkinColor;
_owningAvatar->getSkinColors(skinColor, darkSkinColor);
glm::quat rotation;
getJointRotation(i, rotation);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
glColor4f(skinColor.r, skinColor.g, skinColor.b, alpha);
const float BALL_RADIUS = 0.02f;
const int BALL_SUBDIVISIONS = 10;
glutSolidSphere(BALL_RADIUS * _owningAvatar->getScale(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
glPopMatrix();
int parentIndex = geometry.joints[i].parentIndex;
if (parentIndex == -1) {
continue;
for (int i = 0; i < _jointStates.size(); i++) {
glPushMatrix();
glm::vec3 position;
getJointPosition(i, position);
glTranslatef(position.x, position.y, position.z);
glm::quat rotation;
getJointRotation(i, rotation);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
glColor4f(skinColor.r, skinColor.g, skinColor.b, alpha);
const float BALL_RADIUS = 0.02f;
const int BALL_SUBDIVISIONS = 10;
glutSolidSphere(BALL_RADIUS * _owningAvatar->getScale(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
glPopMatrix();
int parentIndex = geometry.joints[i].parentIndex;
if (parentIndex == -1) {
continue;
}
glColor4f(darkSkinColor.r, darkSkinColor.g, darkSkinColor.b, alpha);
glm::vec3 parentPosition;
getJointPosition(parentIndex, parentPosition);
const float STICK_RADIUS = BALL_RADIUS * 0.5f;
Avatar::renderJointConnectingCone(parentPosition, position, STICK_RADIUS * _owningAvatar->getScale(),
STICK_RADIUS * _owningAvatar->getScale());
}
glColor4f(darkSkinColor.r, darkSkinColor.g, darkSkinColor.b, alpha);
glm::vec3 parentPosition;
getJointPosition(parentIndex, parentPosition);
const float STICK_RADIUS = BALL_RADIUS * 0.5f;
Avatar::renderJointConnectingCone(parentPosition, position, STICK_RADIUS * _owningAvatar->getScale(),
STICK_RADIUS * _owningAvatar->getScale());
}
Model::render(alpha);

View file

@ -107,6 +107,16 @@ protected:
QVector<JointState> _jointStates;
class MeshState {
public:
QVector<glm::mat4> clusterMatrices;
QVector<glm::vec3> worldSpaceVertices;
QVector<glm::vec3> vertexVelocities;
QVector<glm::vec3> worldSpaceNormals;
};
QVector<MeshState> _meshStates;
/// Updates the state of the joint at the specified index.
virtual void updateJointState(int index);
@ -129,15 +139,6 @@ private:
QUrl _url;
class MeshState {
public:
QVector<glm::mat4> clusterMatrices;
QVector<glm::vec3> worldSpaceVertices;
QVector<glm::vec3> vertexVelocities;
QVector<glm::vec3> worldSpaceNormals;
};
QVector<MeshState> _meshStates;
QVector<GLuint> _blendedVertexBufferIDs;
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
bool _resetStates;