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Render look-at vectors and target in first person view
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4 changed files with 7 additions and 0 deletions
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@ -603,7 +603,9 @@ void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, floa
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getHand()->render(renderArgs, false);
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}
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getHead()->render(renderArgs, 1.0f, renderFrustum);
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getHead()->renderLookAts(renderArgs);
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}
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bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const {
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@ -303,6 +303,9 @@ void Head::relaxLean(float deltaTime) {
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}
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void Head::render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum) {
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}
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void Head::renderLookAts(RenderArgs* renderArgs) {
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if (_renderLookatVectors) {
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renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition());
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}
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@ -40,6 +40,7 @@ public:
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void setReturnToCenter (bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; }
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void setRenderLookatVectors(bool onOff) { _renderLookatVectors = onOff; }
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void setRenderLookatTarget(bool onOff) { _renderLookatTarget = onOff; }
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void renderLookAts(RenderArgs* renderArgs);
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/// \return orientationBase+Delta
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glm::quat getFinalOrientationInLocalFrame() const;
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@ -1160,6 +1160,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, fl
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if (shouldRenderHead(renderArgs)) {
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getHead()->render(renderArgs, 1.0f, renderFrustum);
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}
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getHead()->renderLookAts(renderArgs);
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getHand()->render(renderArgs, true);
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}
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