Render look-at vectors and target in first person view

This commit is contained in:
David Rowe 2015-08-05 13:40:57 -07:00
parent a15943d941
commit e8eac7db34
4 changed files with 7 additions and 0 deletions

View file

@ -603,7 +603,9 @@ void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, floa
getHand()->render(renderArgs, false);
}
getHead()->render(renderArgs, 1.0f, renderFrustum);
getHead()->renderLookAts(renderArgs);
}
bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const {

View file

@ -303,6 +303,9 @@ void Head::relaxLean(float deltaTime) {
}
void Head::render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum) {
}
void Head::renderLookAts(RenderArgs* renderArgs) {
if (_renderLookatVectors) {
renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition());
}

View file

@ -40,6 +40,7 @@ public:
void setReturnToCenter (bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; }
void setRenderLookatVectors(bool onOff) { _renderLookatVectors = onOff; }
void setRenderLookatTarget(bool onOff) { _renderLookatTarget = onOff; }
void renderLookAts(RenderArgs* renderArgs);
/// \return orientationBase+Delta
glm::quat getFinalOrientationInLocalFrame() const;

View file

@ -1160,6 +1160,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, fl
if (shouldRenderHead(renderArgs)) {
getHead()->render(renderArgs, 1.0f, renderFrustum);
}
getHead()->renderLookAts(renderArgs);
getHand()->render(renderArgs, true);
}