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Head::render() was cruft
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2cbc771eba
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4 changed files with 2 additions and 11 deletions
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@ -316,9 +316,6 @@ void Head::relaxLean(float deltaTime) {
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_deltaLeanForward *= relaxationFactor;
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}
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void Head::render(RenderArgs* renderArgs, float alpha) {
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}
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void Head::renderLookAts(RenderArgs* renderArgs) {
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renderLookAts(renderArgs, _leftEyePosition, _rightEyePosition);
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}
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@ -32,7 +32,6 @@ public:
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void init();
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void reset();
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void simulate(float deltaTime, bool isMine, bool billboard = false);
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void render(RenderArgs* renderArgs, float alpha);
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void setScale(float scale);
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void setPosition(glm::vec3 position) { _position = position; }
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void setAverageLoudness(float averageLoudness) { _averageLoudness = averageLoudness; }
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@ -1271,11 +1271,6 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, float glowLevel) {
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fixupModelsInScene();
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// Render head so long as the camera isn't inside it
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if (shouldRenderHead(renderArgs)) {
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getHead()->render(renderArgs, 1.0f);
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}
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// This is drawing the lookat vectors from our avatar to wherever we're looking.
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if (qApp->isHMDMode()) {
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glm::vec3 cameraPosition = qApp->getCamera()->getPosition();
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@ -1356,7 +1351,6 @@ void MyAvatar::destroyAnimGraph() {
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void MyAvatar::preRender(RenderArgs* renderArgs) {
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render::ScenePointer scene = qApp->getMain3DScene();
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const bool shouldDrawHead = shouldRenderHead(renderArgs);
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if (_skeletonModel->initWhenReady(scene)) {
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initHeadBones();
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@ -1408,6 +1402,7 @@ void MyAvatar::preRender(RenderArgs* renderArgs) {
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DebugDraw::getInstance().updateMyAvatarPos(getPosition());
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DebugDraw::getInstance().updateMyAvatarRot(getOrientation());
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const bool shouldDrawHead = shouldRenderHead(renderArgs);
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if (shouldDrawHead != _prevShouldDrawHead) {
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_skeletonModel->setCauterizeBones(!shouldDrawHead);
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}
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@ -298,7 +298,7 @@ OctreeElement::AppendState EntityTreeElement::appendElementData(OctreePacketData
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entityTreeElementExtraEncodeData->entities.contains(entity->getEntityItemID());
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}
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if (includeThisEntity) {
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if (includeThisEntity || params.recurseEverything) {
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// we want to use the maximum possible box for this, so that we don't have to worry about the nuance of
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// simulation changing what's visible. consider the case where the entity contains an angular velocity
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