Rm prefetchAnimation from avatar/rig

This commit is contained in:
Zach Pomerantz 2016-04-19 21:25:59 -07:00
parent 66235acac2
commit e3131d2098
4 changed files with 0 additions and 21 deletions

View file

@ -627,14 +627,6 @@ void MyAvatar::restoreRoleAnimation(const QString& role) {
_rig->restoreRoleAnimation(role);
}
void MyAvatar::prefetchAnimation(const QString& url) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "prefetchAnimation", Q_ARG(const QString&, url));
return;
}
_rig->prefetchAnimation(url);
}
void MyAvatar::saveData() {
Settings settings;
settings.beginGroup("Avatar");

View file

@ -143,9 +143,6 @@ public:
// remove an animation role override and return to the standard animation.
Q_INVOKABLE void restoreRoleAnimation(const QString& role);
// prefetch animation
Q_INVOKABLE void prefetchAnimation(const QString& url);
// Adds handler(animStateDictionaryIn) => animStateDictionaryOut, which will be invoked just before each animGraph state update.
// The handler will be called with an animStateDictionaryIn that has all those properties specified by the (possibly empty)
// propertiesList argument. However for debugging, if the properties argument is null, all internal animGraph state is provided.

View file

@ -152,14 +152,6 @@ void Rig::restoreRoleAnimation(const QString& role) {
}
}
void Rig::prefetchAnimation(const QString& url) {
// This will begin loading the NetworkGeometry for the given URL.
// which should speed us up if we request it later via overrideAnimation.
auto clipNode = std::make_shared<AnimClip>("prefetch", url, 0, 0, 1.0, false, false);
_prefetchedAnimations.push_back(clipNode);
}
void Rig::destroyAnimGraph() {
_animSkeleton.reset();
_animLoader.reset();

View file

@ -94,7 +94,6 @@ public:
QStringList getAnimationRoles() const;
void overrideRoleAnimation(const QString& role, const QString& url, float fps, bool loop, float firstFrame, float lastFrame);
void restoreRoleAnimation(const QString& role);
void prefetchAnimation(const QString& url);
void initJointStates(const FBXGeometry& geometry, const glm::mat4& modelOffset);
void reset(const FBXGeometry& geometry);
@ -322,7 +321,6 @@ protected:
SimpleMovingAverage _averageLateralSpeed { 10 };
std::map<QString, AnimNode::Pointer> _origRoleAnimations;
std::vector<AnimNode::Pointer> _prefetchedAnimations;
bool _lastEnableInverseKinematics { true };
bool _enableInverseKinematics { true };