mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 17:14:59 +02:00
Maybe
This commit is contained in:
parent
0cf87748cd
commit
aa18aaa7b1
4 changed files with 21 additions and 3 deletions
|
@ -1127,8 +1127,8 @@ void MyAvatar::setEnableDebugDrawIKChains(bool isEnabled) {
|
|||
}
|
||||
|
||||
void MyAvatar::setEnableMeshVisible(bool isEnabled) {
|
||||
// TODO: This should tell the main MetaRenderItem of the Avatar to be hidden to control vsisiblity since the model is culled by the MetaRI.
|
||||
_skeletonModel->setVisibleInScene(isEnabled, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1, true);
|
||||
Avatar::setEnableMeshVisible(isEnabled);
|
||||
}
|
||||
|
||||
void MyAvatar::setEnableInverseKinematics(bool isEnabled) {
|
||||
|
|
|
@ -1159,7 +1159,7 @@ public slots:
|
|||
* @function MyAvatar.getEnableMeshVisible
|
||||
* @returns {boolean} <code>true</code> if your avatar's mesh is visible, otherwise <code>false</code>.
|
||||
*/
|
||||
bool getEnableMeshVisible() const { return _skeletonModel->isVisible(); }
|
||||
bool getEnableMeshVisible() const override { return _skeletonModel->isVisible(); }
|
||||
|
||||
/**jsdoc
|
||||
* Set whether or not your avatar mesh is visible.
|
||||
|
@ -1171,7 +1171,7 @@ public slots:
|
|||
* MyAvatar.setEnableMeshVisible(true);
|
||||
* }, 10000);
|
||||
*/
|
||||
void setEnableMeshVisible(bool isEnabled);
|
||||
void setEnableMeshVisible(bool isEnabled) override;
|
||||
|
||||
/**jsdoc
|
||||
* @function MyAvatar.setEnableInverseKinematics
|
||||
|
|
|
@ -765,6 +765,20 @@ void Avatar::render(RenderArgs* renderArgs) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
void Avatar::setEnableMeshVisible(bool isEnabled) {
|
||||
render::Transaction transaction;
|
||||
if (render::Item::isValidID(_renderItemID)) {
|
||||
transaction.updateItem<render::Payload<AvatarData>>(_renderItemID, [](render::Payload<AvatarData>& p) {
|
||||
});
|
||||
}
|
||||
qApp->getMain3DScene()->enqueueTransaction(transaction);
|
||||
}
|
||||
|
||||
bool Avatar::getEnableMeshVisible() const {
|
||||
return true;
|
||||
}
|
||||
|
||||
void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
|
||||
bool canTryFade{ false };
|
||||
|
||||
|
|
|
@ -356,6 +356,10 @@ public:
|
|||
|
||||
virtual void setAvatarEntityDataChanged(bool value) override;
|
||||
|
||||
// Show hide the model representation of the avatar
|
||||
virtual void setEnableMeshVisible(bool isEnabled);
|
||||
virtual bool getEnableMeshVisible() const;
|
||||
|
||||
void addMaterial(graphics::MaterialLayer material, const std::string& parentMaterialName) override;
|
||||
void removeMaterial(graphics::MaterialPointer material, const std::string& parentMaterialName) override;
|
||||
|
||||
|
|
Loading…
Reference in a new issue