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send out one last blendshape update when setting MyAvatar.hasScriptedBlendshapes to false
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bfe210da75
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2 changed files with 15 additions and 2 deletions
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@ -2081,6 +2081,19 @@ bool MyAvatar::shouldRenderHead(const RenderArgs* renderArgs) const {
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return !defaultMode || !firstPerson || !insideHead;
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}
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void MyAvatar::setHasScriptedBlendshapes(bool hasScriptedBlendshapes) {
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if (hasScriptedBlendshapes == _hasScriptedBlendShapes) {
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return;
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}
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if (!hasScriptedBlendshapes) {
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// send a forced avatarData update to make sure the script can send neutal blendshapes on unload
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// without having to wait for the update loop, make sure _hasScriptedBlendShapes is still true
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// before sending the update, or else it won't send the neutal blendshapes to the receiving clients
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sendAvatarDataPacket(true);
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}
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_hasScriptedBlendShapes = hasScriptedBlendshapes;
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}
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void MyAvatar::updateOrientation(float deltaTime) {
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// Smoothly rotate body with arrow keys
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@ -1345,7 +1345,7 @@ private:
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virtual bool shouldRenderHead(const RenderArgs* renderArgs) const override;
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void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; setEnableMeshVisible(shouldRender); }
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bool getShouldRenderLocally() const { return _shouldRender; }
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void setHasScriptedBlendshapes(bool hasScriptedBlendshapes) { _hasScriptedBlendShapes = hasScriptedBlendshapes; }
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void setHasScriptedBlendshapes(bool hasScriptedBlendshapes);
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bool getHasScriptedBlendshapes() const override { return _hasScriptedBlendShapes; }
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void setHasAudioEnabledFaceMovement(bool hasAudioEnabledFaceMovement) { _hasAudioEnabledFaceMovement = hasAudioEnabledFaceMovement; }
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bool getHasAudioEnabledFaceMovement() const override { return _hasAudioEnabledFaceMovement; }
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@ -1457,7 +1457,7 @@ private:
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bool _hmdRollControlEnabled { true };
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float _hmdRollControlDeadZone { ROLL_CONTROL_DEAD_ZONE_DEFAULT };
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float _hmdRollControlRate { ROLL_CONTROL_RATE_DEFAULT };
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bool _hasScriptedBlendShapes { false };
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std::atomic<bool> _hasScriptedBlendShapes { false };
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bool _hasAudioEnabledFaceMovement { true };
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// working copy -- see AvatarData for thread-safe _sensorToWorldMatrixCache, used for outward facing access
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