add overrides for Avatar classes in Interface

This commit is contained in:
Stephen Birarda 2015-10-05 15:52:47 -07:00
parent 3ddfcc10c2
commit a2c9d7a4b2
2 changed files with 19 additions and 19 deletions

View file

@ -139,19 +139,19 @@ public:
void updateLookAtTargetAvatar();
void clearLookAtTargetAvatar();
virtual void setJointRotations(QVector<glm::quat> jointRotations);
virtual void setJointTranslations(QVector<glm::vec3> jointTranslations);
virtual void setJointData(int index, const glm::quat& rotation, const glm::vec3& translation);
virtual void setJointRotation(int index, const glm::quat& rotation);
virtual void setJointTranslation(int index, const glm::vec3& translation);
virtual void clearJointData(int index);
virtual void clearJointsData();
virtual void setJointRotations(QVector<glm::quat> jointRotations) override;
virtual void setJointTranslations(QVector<glm::vec3> jointTranslations) override;
virtual void setJointData(int index, const glm::quat& rotation, const glm::vec3& translation) override;
virtual void setJointRotation(int index, const glm::quat& rotation) override;
virtual void setJointTranslation(int index, const glm::vec3& translation) override;
virtual void clearJointData(int index) override;
virtual void clearJointsData() override;
Q_INVOKABLE void useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelName = QString());
Q_INVOKABLE const QUrl& getFullAvatarURLFromPreferences() const { return _fullAvatarURLFromPreferences; }
Q_INVOKABLE const QString& getFullAvatarModelName() const { return _fullAvatarModelName; }
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData);
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData) override;
DynamicCharacterController* getCharacterController() { return &_characterController; }
@ -218,7 +218,7 @@ public slots:
void saveRecording(QString filename);
void loadLastRecording();
virtual void rebuildSkeletonBody();
virtual void rebuildSkeletonBody() override;
bool getEnableRigAnimations() const { return _rig->getEnableRig(); }
void setEnableRigAnimations(bool isEnabled);
@ -243,7 +243,7 @@ private:
glm::vec3 getWorldBodyPosition() const;
glm::quat getWorldBodyOrientation() const;
QByteArray toByteArray(bool cullSmallChanges, bool sendAll);
QByteArray toByteArray(bool cullSmallChanges, bool sendAll) override;
void simulate(float deltaTime);
void updateFromTrackers(float deltaTime);
virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPositio) override;
@ -252,9 +252,9 @@ private:
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
bool getShouldRenderLocally() const { return _shouldRender; }
bool getDriveKeys(int key) { return _driveKeys[key] != 0.0f; };
bool isMyAvatar() const { return true; }
virtual int parseDataFromBuffer(const QByteArray& buffer);
virtual glm::vec3 getSkeletonPosition() const;
bool isMyAvatar() const override { return true; }
virtual int parseDataFromBuffer(const QByteArray& buffer) override;
virtual glm::vec3 getSkeletonPosition() const override;
glm::vec3 getScriptedMotorVelocity() const { return _scriptedMotorVelocity; }
float getScriptedMotorTimescale() const { return _scriptedMotorTimescale; }
@ -264,7 +264,7 @@ private:
void setScriptedMotorFrame(QString frame);
virtual void attach(const QString& modelURL, const QString& jointName = QString(),
const glm::vec3& translation = glm::vec3(), const glm::quat& rotation = glm::quat(), float scale = 1.0f,
bool allowDuplicates = false, bool useSaved = true);
bool allowDuplicates = false, bool useSaved = true) override;
void renderLaserPointers(gpu::Batch& batch);
const RecorderPointer getRecorder() const { return _recorder; }
@ -273,8 +273,8 @@ private:
bool cameraInsideHead() const;
// These are made private for MyAvatar so that you will use the "use" methods instead
virtual void setFaceModelURL(const QUrl& faceModelURL);
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
virtual void setFaceModelURL(const QUrl& faceModelURL) override;
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
void setVisibleInSceneIfReady(Model* model, render::ScenePointer scene, bool visiblity);

View file

@ -27,10 +27,10 @@ public:
SkeletonModel(Avatar* owningAvatar, QObject* parent = nullptr, RigPointer rig = nullptr);
~SkeletonModel();
virtual void initJointStates(QVector<JointState> states);
virtual void initJointStates(QVector<JointState> states) override;
virtual void simulate(float deltaTime, bool fullUpdate = true);
virtual void updateRig(float deltaTime, glm::mat4 parentTransform);
virtual void simulate(float deltaTime, bool fullUpdate = true) override;
virtual void updateRig(float deltaTime, glm::mat4 parentTransform) override;
void updateAttitude();
void renderIKConstraints(gpu::Batch& batch);