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Merge pull request #4468 from ctrlaltdavid/20399
CR for 20399 - Fix near field clipping on avatars with large heads
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commit
96bfb96936
3 changed files with 32 additions and 4 deletions
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@ -1028,7 +1028,28 @@ void MyAvatar::renderBody(ViewFrustum* renderFrustum, RenderMode renderMode, boo
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if (!(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
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return; // wait until both models are loaded
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}
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Camera *camera = Application::getInstance()->getCamera();
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const glm::vec3 cameraPos = camera->getPosition();
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// Set near clip distance according to skeleton model dimensions if first person and there is no separate head model.
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if (shouldRenderHead(cameraPos, renderMode) || !getHead()->getFaceModel().getURL().isEmpty()) {
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renderFrustum->setNearClip(DEFAULT_NEAR_CLIP);
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} else {
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float clipDistance = _skeletonModel.getHeadClipDistance();
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if (OculusManager::isConnected()) {
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// If avatar is horizontally in front of camera, increase clip distance by the amount it is in front.
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glm::vec3 cameraToAvatar = _position - cameraPos;
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cameraToAvatar.y = 0.0f;
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glm::vec3 cameraLookAt = camera->getOrientation() * glm::vec3(0.0f, 0.0f, -1.0f);
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float headOffset = glm::dot(cameraLookAt, cameraToAvatar);
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if (headOffset > 0) {
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clipDistance += headOffset;
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}
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}
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renderFrustum->setNearClip(clipDistance);
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}
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// Render the body's voxels and head
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Model::RenderMode modelRenderMode = (renderMode == SHADOW_RENDER_MODE) ?
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Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
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@ -1040,8 +1061,6 @@ void MyAvatar::renderBody(ViewFrustum* renderFrustum, RenderMode renderMode, boo
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}
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// Render head so long as the camera isn't inside it
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const Camera *camera = Application::getInstance()->getCamera();
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const glm::vec3 cameraPos = camera->getPosition();
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if (shouldRenderHead(cameraPos, renderMode)) {
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getHead()->render(1.0f, renderFrustum, modelRenderMode, postLighting);
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}
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@ -37,7 +37,8 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) :
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_defaultEyeModelPosition(glm::vec3(0.0f, 0.0f, 0.0f)),
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_standingFoot(NO_FOOT),
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_standingOffset(0.0f),
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_clampedFootPosition(0.0f)
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_clampedFootPosition(0.0f),
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_headClipDistance(DEFAULT_NEAR_CLIP)
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{
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}
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@ -78,6 +79,10 @@ void SkeletonModel::setJointStates(QVector<JointState> states) {
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buildShapes();
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}
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Extents meshExtents = getMeshExtents();
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_headClipDistance = -(meshExtents.minimum.z / _scale.z - _defaultEyeModelPosition.z);
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_headClipDistance = std::max(_headClipDistance, DEFAULT_NEAR_CLIP);
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emit skeletonLoaded();
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}
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@ -110,6 +110,8 @@ public:
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bool hasSkeleton();
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float getHeadClipDistance() const { return _headClipDistance; }
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signals:
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void skeletonLoaded();
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@ -160,6 +162,8 @@ private:
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int _standingFoot;
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glm::vec3 _standingOffset;
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glm::vec3 _clampedFootPosition;
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float _headClipDistance; // Near clip distance to use if no separate head model
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};
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#endif // hifi_SkeletonModel_h
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