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fix variable naming and edge case
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parent
0c5c4679fb
commit
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2 changed files with 7 additions and 5 deletions
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@ -1448,6 +1448,10 @@ void MyAvatar::clearJointsData() {
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}
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void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
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if (skeletonModelURL != _skeletonModelURL) {
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_shouldInitHeadBones = true;
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}
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Avatar::setSkeletonModelURL(skeletonModelURL);
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_skeletonModel->setVisibleInScene(true, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE);
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_headBoneSet.clear();
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@ -1893,14 +1897,12 @@ void MyAvatar::postUpdate(float deltaTime, const render::ScenePointer& scene) {
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Avatar::postUpdate(deltaTime, scene);
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if (_skeletonModel->isLoaded() && !_skeletonModel->getRig().getAnimNode() && _initHeadBones) {
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if (_skeletonModel->isLoaded() && !_skeletonModel->getRig().getAnimNode() && _shouldInitHeadBones) {
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initHeadBones();
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_skeletonModel->setCauterizeBoneSet(_headBoneSet);
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_fstAnimGraphOverrideUrl = _skeletonModel->getGeometry()->getAnimGraphOverrideUrl();
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initAnimGraph();
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_initHeadBones = false;
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} else if (!_skeletonModel->isLoaded()) {
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_initHeadBones = true;
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_shouldInitHeadBones = false;
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}
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if (_enableDebugDrawDefaultPose || _enableDebugDrawAnimPose) {
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@ -817,7 +817,7 @@ private:
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bool _enableDebugDrawIKConstraints { false };
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bool _enableDebugDrawIKChains { false };
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bool _enableDebugDrawDetailedCollision { false };
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bool _initHeadBones { false };
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bool _shouldInitHeadBones { true };
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mutable bool _cauterizationNeedsUpdate; // do we need to scan children and update their "cauterized" state?
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