Fix the fact that all avatars should cast shadows, not just MyAvatar. since this is always a SkeletonMOdel class let s just turn it on by default there

This commit is contained in:
samcake 2018-03-09 13:04:04 -08:00
parent 2b137f94a6
commit 10447bf10e
2 changed files with 6 additions and 4 deletions

View file

@ -1115,7 +1115,6 @@ void MyAvatar::setEnableDebugDrawIKChains(bool isEnabled) {
void MyAvatar::setEnableMeshVisible(bool isEnabled) {
_skeletonModel->setVisibleInScene(isEnabled, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE, true);
_skeletonModel->setCanCastShadow(isEnabled, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE, true);
}
void MyAvatar::setEnableInverseKinematics(bool isEnabled) {
@ -1468,7 +1467,6 @@ void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
int skeletonModelChangeCount = _skeletonModelChangeCount;
Avatar::setSkeletonModelURL(skeletonModelURL);
_skeletonModel->setVisibleInScene(true, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE, true);
_skeletonModel->setCanCastShadow(true, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE, true);
_headBoneSet.clear();
_cauterizationNeedsUpdate = true;
@ -2043,8 +2041,8 @@ void MyAvatar::preDisplaySide(RenderArgs* renderArgs) {
_attachmentModels[i]->setVisibleInScene(shouldDrawHead, qApp->getMain3DScene(),
render::ItemKey::TAG_BITS_NONE, true);
_attachmentModels[i]->setCanCastShadow(shouldDrawHead, qApp->getMain3DScene(),
render::ItemKey::TAG_BITS_NONE, true);
_attachmentModels[i]->setCanCastShadow(shouldDrawHead, qApp->getMain3DScene(),
render::ItemKey::TAG_BITS_NONE, true);
}
}
}

View file

@ -33,6 +33,10 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) :
{
// SkeletonModels, and by extention Avatars, use Dual Quaternion skinning.
_useDualQuaternionSkinning = true;
// Avatars all cast shadow
_canCastShadow = true;
assert(_owningAvatar);
}