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remove cruft: unused function arguments
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parent
87bdaae05a
commit
b3e336de3d
4 changed files with 14 additions and 17 deletions
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@ -37,7 +37,7 @@ int SoftAttachmentModel::getJointIndexOverride(int i) const {
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// virtual
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// use the _rigOverride matrices instead of the Model::_rig
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void SoftAttachmentModel::updateClusterMatrices(glm::vec3 modelPosition, glm::quat modelOrientation) {
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void SoftAttachmentModel::updateClusterMatrices() {
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if (!_needsUpdateClusterMatrices) {
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return;
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}
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@ -45,7 +45,6 @@ void SoftAttachmentModel::updateClusterMatrices(glm::vec3 modelPosition, glm::qu
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const FBXGeometry& geometry = getFBXGeometry();
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glm::mat4 modelToWorld = glm::mat4_cast(modelOrientation);
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for (int i = 0; i < _meshStates.size(); i++) {
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MeshState& state = _meshStates[i];
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const FBXMesh& mesh = geometry.meshes.at(i);
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@ -53,7 +52,7 @@ void SoftAttachmentModel::updateClusterMatrices(glm::vec3 modelPosition, glm::qu
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for (int j = 0; j < mesh.clusters.size(); j++) {
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const FBXCluster& cluster = mesh.clusters.at(j);
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// TODO: cache these look ups as an optimization
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// TODO: cache these look-ups as an optimization
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int jointIndexOverride = getJointIndexOverride(cluster.jointIndex);
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glm::mat4 jointMatrix;
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if (jointIndexOverride >= 0 && jointIndexOverride < _rigOverride->getJointStateCount()) {
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@ -61,7 +60,13 @@ void SoftAttachmentModel::updateClusterMatrices(glm::vec3 modelPosition, glm::qu
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} else {
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jointMatrix = _rig->getJointTransform(cluster.jointIndex);
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}
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state.clusterMatrices[j] = modelToWorld * jointMatrix * cluster.inverseBindMatrix;
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#if GLM_ARCH & GLM_ARCH_SSE2
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glm::mat4 out, inverseBindMatrix = cluster.inverseBindMatrix;
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glm_mat4_mul((glm_vec4*)&jointMatrix, (glm_vec4*)&inverseBindMatrix, (glm_vec4*)&out);
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state.clusterMatrices[j] = out;
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#else
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state.clusterMatrices[j] = jointMatrix * cluster.inverseBindMatrix;
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#endif
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}
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// Once computed the cluster matrices, update the buffer(s)
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@ -31,7 +31,7 @@ public:
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~SoftAttachmentModel();
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virtual void updateRig(float deltaTime, glm::mat4 parentTransform) override;
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virtual void updateClusterMatrices(glm::vec3 modelPosition, glm::quat modelOrientation) override;
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virtual void updateClusterMatrices() override;
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protected:
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int getJointIndexOverride(int i) const;
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@ -222,19 +222,11 @@ void Model::updateRenderItems() {
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Transform scaledModelTransform(modelTransform);
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scaledModelTransform.setScale(scale);
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Transform modelMeshOffset;
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if (self->isLoaded()) {
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// includes model offset and unitScale.
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modelMeshOffset = Transform(self->_rig->getGeometryToRigTransform());
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} else {
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modelMeshOffset.postTranslate(self->_offset);
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}
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uint32_t deleteGeometryCounter = self->_deleteGeometryCounter;
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render::PendingChanges pendingChanges;
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foreach (auto itemID, self->_modelMeshRenderItems.keys()) {
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pendingChanges.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, modelMeshOffset, deleteGeometryCounter](ModelMeshPartPayload& data) {
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pendingChanges.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, deleteGeometryCounter](ModelMeshPartPayload& data) {
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if (data._model && data._model->isLoaded()) {
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if (!data.hasStartedFade() && data._model->getGeometry()->areTexturesLoaded()) {
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data.startFade();
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@ -242,7 +234,7 @@ void Model::updateRenderItems() {
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// Ensure the model geometry was not reset between frames
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if (deleteGeometryCounter == data._model->_deleteGeometryCounter) {
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// lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box.
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data._model->updateClusterMatrices(modelTransform.getTranslation(), modelTransform.getRotation());
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data._model->updateClusterMatrices();
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// update the model transform and bounding box for this render item.
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const Model::MeshState& state = data._model->_meshStates.at(data._meshIndex);
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@ -1157,7 +1149,7 @@ void Model::simulateInternal(float deltaTime) {
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}
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// virtual
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void Model::updateClusterMatrices(glm::vec3 modelPosition, glm::quat modelOrientation) {
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void Model::updateClusterMatrices() {
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PerformanceTimer perfTimer("Model::updateClusterMatrices");
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if (!_needsUpdateClusterMatrices || !isLoaded()) {
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@ -126,7 +126,7 @@ public:
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bool getSnapModelToRegistrationPoint() { return _snapModelToRegistrationPoint; }
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virtual void simulate(float deltaTime, bool fullUpdate = true);
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virtual void updateClusterMatrices(glm::vec3 modelPosition, glm::quat modelOrientation);
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virtual void updateClusterMatrices();
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/// Returns a reference to the shared geometry.
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const Geometry::Pointer& getGeometry() const { return _renderGeometry; }
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