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add overrides for Avatar classes in Interface
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3ddfcc10c2
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2 changed files with 19 additions and 19 deletions
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@ -139,19 +139,19 @@ public:
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void updateLookAtTargetAvatar();
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void updateLookAtTargetAvatar();
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void clearLookAtTargetAvatar();
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void clearLookAtTargetAvatar();
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virtual void setJointRotations(QVector<glm::quat> jointRotations);
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virtual void setJointRotations(QVector<glm::quat> jointRotations) override;
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virtual void setJointTranslations(QVector<glm::vec3> jointTranslations);
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virtual void setJointTranslations(QVector<glm::vec3> jointTranslations) override;
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virtual void setJointData(int index, const glm::quat& rotation, const glm::vec3& translation);
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virtual void setJointData(int index, const glm::quat& rotation, const glm::vec3& translation) override;
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virtual void setJointRotation(int index, const glm::quat& rotation);
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virtual void setJointRotation(int index, const glm::quat& rotation) override;
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virtual void setJointTranslation(int index, const glm::vec3& translation);
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virtual void setJointTranslation(int index, const glm::vec3& translation) override;
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virtual void clearJointData(int index);
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virtual void clearJointData(int index) override;
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virtual void clearJointsData();
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virtual void clearJointsData() override;
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Q_INVOKABLE void useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelName = QString());
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Q_INVOKABLE void useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelName = QString());
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Q_INVOKABLE const QUrl& getFullAvatarURLFromPreferences() const { return _fullAvatarURLFromPreferences; }
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Q_INVOKABLE const QUrl& getFullAvatarURLFromPreferences() const { return _fullAvatarURLFromPreferences; }
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Q_INVOKABLE const QString& getFullAvatarModelName() const { return _fullAvatarModelName; }
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Q_INVOKABLE const QString& getFullAvatarModelName() const { return _fullAvatarModelName; }
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virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData);
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virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData) override;
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DynamicCharacterController* getCharacterController() { return &_characterController; }
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DynamicCharacterController* getCharacterController() { return &_characterController; }
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@ -218,7 +218,7 @@ public slots:
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void saveRecording(QString filename);
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void saveRecording(QString filename);
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void loadLastRecording();
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void loadLastRecording();
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virtual void rebuildSkeletonBody();
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virtual void rebuildSkeletonBody() override;
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bool getEnableRigAnimations() const { return _rig->getEnableRig(); }
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bool getEnableRigAnimations() const { return _rig->getEnableRig(); }
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void setEnableRigAnimations(bool isEnabled);
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void setEnableRigAnimations(bool isEnabled);
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@ -243,7 +243,7 @@ private:
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glm::vec3 getWorldBodyPosition() const;
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glm::vec3 getWorldBodyPosition() const;
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glm::quat getWorldBodyOrientation() const;
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glm::quat getWorldBodyOrientation() const;
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QByteArray toByteArray(bool cullSmallChanges, bool sendAll);
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QByteArray toByteArray(bool cullSmallChanges, bool sendAll) override;
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void simulate(float deltaTime);
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void simulate(float deltaTime);
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void updateFromTrackers(float deltaTime);
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void updateFromTrackers(float deltaTime);
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virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPositio) override;
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virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPositio) override;
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@ -252,9 +252,9 @@ private:
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void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
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void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
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bool getShouldRenderLocally() const { return _shouldRender; }
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bool getShouldRenderLocally() const { return _shouldRender; }
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bool getDriveKeys(int key) { return _driveKeys[key] != 0.0f; };
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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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bool isMyAvatar() const override { return true; }
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virtual int parseDataFromBuffer(const QByteArray& buffer);
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virtual int parseDataFromBuffer(const QByteArray& buffer) override;
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virtual glm::vec3 getSkeletonPosition() const;
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virtual glm::vec3 getSkeletonPosition() const override;
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glm::vec3 getScriptedMotorVelocity() const { return _scriptedMotorVelocity; }
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glm::vec3 getScriptedMotorVelocity() const { return _scriptedMotorVelocity; }
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float getScriptedMotorTimescale() const { return _scriptedMotorTimescale; }
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float getScriptedMotorTimescale() const { return _scriptedMotorTimescale; }
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@ -264,7 +264,7 @@ private:
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void setScriptedMotorFrame(QString frame);
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void setScriptedMotorFrame(QString frame);
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virtual void attach(const QString& modelURL, const QString& jointName = QString(),
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virtual void attach(const QString& modelURL, const QString& jointName = QString(),
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const glm::vec3& translation = glm::vec3(), const glm::quat& rotation = glm::quat(), float scale = 1.0f,
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const glm::vec3& translation = glm::vec3(), const glm::quat& rotation = glm::quat(), float scale = 1.0f,
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bool allowDuplicates = false, bool useSaved = true);
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bool allowDuplicates = false, bool useSaved = true) override;
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void renderLaserPointers(gpu::Batch& batch);
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void renderLaserPointers(gpu::Batch& batch);
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const RecorderPointer getRecorder() const { return _recorder; }
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const RecorderPointer getRecorder() const { return _recorder; }
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@ -273,8 +273,8 @@ private:
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bool cameraInsideHead() const;
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bool cameraInsideHead() const;
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// These are made private for MyAvatar so that you will use the "use" methods instead
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// These are made private for MyAvatar so that you will use the "use" methods instead
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virtual void setFaceModelURL(const QUrl& faceModelURL);
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virtual void setFaceModelURL(const QUrl& faceModelURL) override;
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virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
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virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
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void setVisibleInSceneIfReady(Model* model, render::ScenePointer scene, bool visiblity);
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void setVisibleInSceneIfReady(Model* model, render::ScenePointer scene, bool visiblity);
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@ -27,10 +27,10 @@ public:
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SkeletonModel(Avatar* owningAvatar, QObject* parent = nullptr, RigPointer rig = nullptr);
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SkeletonModel(Avatar* owningAvatar, QObject* parent = nullptr, RigPointer rig = nullptr);
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~SkeletonModel();
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~SkeletonModel();
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virtual void initJointStates(QVector<JointState> states);
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virtual void initJointStates(QVector<JointState> states) override;
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virtual void simulate(float deltaTime, bool fullUpdate = true);
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virtual void simulate(float deltaTime, bool fullUpdate = true) override;
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virtual void updateRig(float deltaTime, glm::mat4 parentTransform);
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virtual void updateRig(float deltaTime, glm::mat4 parentTransform) override;
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void updateAttitude();
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void updateAttitude();
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void renderIKConstraints(gpu::Batch& batch);
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void renderIKConstraints(gpu::Batch& batch);
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