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Developer->Avatar->Fix Gaze menu option to not move the eyes around while we're debugging.
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parent
9308e9df4f
commit
1133e053d1
4 changed files with 8 additions and 1 deletions
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@ -2397,7 +2397,9 @@ void Application::updateMyAvatarLookAtPosition() {
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if (faceAngle < MAXIMUM_FACE_ANGLE) {
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// Randomly look back and forth between look targets
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switch (_myAvatar->getEyeContactTarget()) {
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eyeContactTarget target = Menu::getInstance()->isOptionChecked(MenuOption::FixGaze) ?
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LEFT_EYE : _myAvatar->getEyeContactTarget();
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switch (target) {
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case LEFT_EYE:
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lookAtSpot = lookingAtHead->getLeftEyePosition();
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break;
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@ -453,6 +453,7 @@ Menu::Menu() {
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderLookAtTargets, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderFocusIndicator, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::ShowWhosLookingAtMe, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::FixGaze, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu,
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MenuOption::Connexion,
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0, false,
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@ -193,6 +193,7 @@ namespace MenuOption {
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const QString Faceshift = "Faceshift";
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const QString FirstPerson = "First Person";
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const QString FivePointCalibration = "5 Point Calibration";
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const QString FixGaze = "Fix Gaze (no saccade)";
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const QString Forward = "Forward";
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const QString FrameTimer = "Show Timer";
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const QString FullscreenMirror = "Fullscreen Mirror";
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@ -229,6 +229,9 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
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} else {
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_saccade = glm::vec3();
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::FixGaze)) { // if debug menu turns off, use no saccade
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_saccade = glm::vec3();
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}
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if (!isMine) {
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_faceModel.setLODDistance(static_cast<Avatar*>(_owningAvatar)->getLODDistance());
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