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https://github.com/overte-org/overte.git
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commit
bac2a24c01
4 changed files with 7 additions and 4 deletions
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@ -94,8 +94,6 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
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renderArgs->_context->render(batch);
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renderArgs->_context->render(batch);
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qDebug() << "ApplicationOverlay::renderOverlay() batch:" << batch.getCacheState();
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renderArgs->_batch = nullptr; // so future users of renderArgs don't try to use our batch
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renderArgs->_batch = nullptr; // so future users of renderArgs don't try to use our batch
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CHECK_GL_ERROR();
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CHECK_GL_ERROR();
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@ -992,11 +992,13 @@ static AnimPose avatarToBonePose(AnimPose pose, AnimSkeleton::ConstPointer skele
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return rootPose * rotY180 * pose;
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return rootPose * rotY180 * pose;
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}
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}
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#ifdef DEBUG_RENDERING
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static AnimPose boneToAvatarPose(AnimPose pose, AnimSkeleton::ConstPointer skeleton) {
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static AnimPose boneToAvatarPose(AnimPose pose, AnimSkeleton::ConstPointer skeleton) {
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AnimPose rootPose = skeleton->getAbsoluteBindPose(skeleton->nameToJointIndex("Hips"));
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AnimPose rootPose = skeleton->getAbsoluteBindPose(skeleton->nameToJointIndex("Hips"));
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AnimPose rotY180(glm::vec3(1), glm::angleAxis((float)PI, glm::vec3(0.0f, 1.0f, 0.0f)), glm::vec3(0));
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AnimPose rotY180(glm::vec3(1), glm::angleAxis((float)PI, glm::vec3(0.0f, 1.0f, 0.0f)), glm::vec3(0));
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return (rootPose * rotY180).inverse() * pose;
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return (rootPose * rotY180).inverse() * pose;
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}
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}
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#endif
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static void computeHeadNeckAnimVars(AnimSkeleton::ConstPointer skeleton, const AnimPose& avatarHMDPose,
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static void computeHeadNeckAnimVars(AnimSkeleton::ConstPointer skeleton, const AnimPose& avatarHMDPose,
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glm::vec3& headPositionOut, glm::quat& headOrientationOut,
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glm::vec3& headPositionOut, glm::quat& headOrientationOut,
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@ -1046,7 +1048,7 @@ void Rig::updateNeckJoint(int index, const HeadParameters& params) {
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computeHeadNeckAnimVars(_animSkeleton, avatarHMDPose, headPos, headRot, neckPos, neckRot);
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computeHeadNeckAnimVars(_animSkeleton, avatarHMDPose, headPos, headRot, neckPos, neckRot);
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// debug rendering
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// debug rendering
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/*
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#ifdef DEBUG_RENDERING
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const glm::vec4 red(1.0f, 0.0f, 0.0f, 1.0f);
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const glm::vec4 red(1.0f, 0.0f, 0.0f, 1.0f);
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const glm::vec4 green(0.0f, 1.0f, 0.0f, 1.0f);
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const glm::vec4 green(0.0f, 1.0f, 0.0f, 1.0f);
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@ -1059,7 +1061,7 @@ void Rig::updateNeckJoint(int index, const HeadParameters& params) {
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AnimPose neckPose(glm::vec3(1), neckRot, neckPos);
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AnimPose neckPose(glm::vec3(1), neckRot, neckPos);
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neckPose = boneToAvatarPose(neckPose, _animSkeleton);
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neckPose = boneToAvatarPose(neckPose, _animSkeleton);
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DebugDraw::getInstance().addMyAvatarMarker("neckTarget", neckPose.rot, neckPose.trans, green);
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DebugDraw::getInstance().addMyAvatarMarker("neckTarget", neckPose.rot, neckPose.trans, green);
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*/
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#endif
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_animVars.set("headPosition", headPos);
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_animVars.set("headPosition", headPos);
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_animVars.set("headRotation", headRot);
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_animVars.set("headRotation", headRot);
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@ -330,6 +330,7 @@ AudioInjector* AudioInjector::playSound(const QString& soundUrl, const float vol
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reinterpret_cast<int16_t*>(resampled.data()),
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reinterpret_cast<int16_t*>(resampled.data()),
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nInputFrames);
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nInputFrames);
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Q_UNUSED(nOutputFrames);
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return playSoundAndDelete(resampled, options, NULL);
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return playSoundAndDelete(resampled, options, NULL);
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}
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}
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@ -488,6 +488,7 @@ void AnimDebugDraw::update() {
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glm::quat rot = std::get<0>(iter.second);
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glm::quat rot = std::get<0>(iter.second);
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glm::vec3 pos = std::get<1>(iter.second);
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glm::vec3 pos = std::get<1>(iter.second);
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glm::vec4 color = std::get<2>(iter.second); // TODO: currently ignored.
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glm::vec4 color = std::get<2>(iter.second); // TODO: currently ignored.
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Q_UNUSED(color);
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const float radius = POSE_RADIUS;
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const float radius = POSE_RADIUS;
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addBone(AnimPose::identity, AnimPose(glm::vec3(1), rot, pos), radius, v);
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addBone(AnimPose::identity, AnimPose(glm::vec3(1), rot, pos), radius, v);
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}
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}
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@ -497,6 +498,7 @@ void AnimDebugDraw::update() {
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glm::quat rot = std::get<0>(iter.second);
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glm::quat rot = std::get<0>(iter.second);
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glm::vec3 pos = std::get<1>(iter.second);
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glm::vec3 pos = std::get<1>(iter.second);
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glm::vec4 color = std::get<2>(iter.second); // TODO: currently ignored.
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glm::vec4 color = std::get<2>(iter.second); // TODO: currently ignored.
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Q_UNUSED(color);
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const float radius = POSE_RADIUS;
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const float radius = POSE_RADIUS;
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addBone(myAvatarPose, AnimPose(glm::vec3(1), rot, pos), radius, v);
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addBone(myAvatarPose, AnimPose(glm::vec3(1), rot, pos), radius, v);
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}
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}
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