provide an overlay property to control if the overlay is visible in the secondary camera view

This commit is contained in:
Seth Alves 2018-03-13 16:33:32 -07:00
parent 3ee41c71e4
commit 271badfa62
5 changed files with 27 additions and 3 deletions

View file

@ -37,7 +37,8 @@ Base3DOverlay::Base3DOverlay(const Base3DOverlay* base3DOverlay) :
_ignoreRayIntersection(base3DOverlay->_ignoreRayIntersection),
_drawInFront(base3DOverlay->_drawInFront),
_drawHUDLayer(base3DOverlay->_drawHUDLayer),
_isGrabbable(base3DOverlay->_isGrabbable)
_isGrabbable(base3DOverlay->_isGrabbable),
_isVisibleInSecondaryCamera(base3DOverlay->_isVisibleInSecondaryCamera)
{
setTransform(base3DOverlay->getTransform());
}
@ -142,6 +143,13 @@ void Base3DOverlay::setProperties(const QVariantMap& originalProperties) {
setIsGrabbable(isGrabbable.toBool());
}
auto isVisibleInSecondaryCamera = properties["isVisibleInSecondaryCamera"];
if (isVisibleInSecondaryCamera.isValid()) {
bool value = isVisibleInSecondaryCamera.toBool();
setIsVisibleInSecondaryCamera(value);
needRenderItemUpdate = true;
}
if (properties["position"].isValid()) {
setLocalPosition(vec3FromVariant(properties["position"]));
needRenderItemUpdate = true;
@ -221,6 +229,8 @@ void Base3DOverlay::setProperties(const QVariantMap& originalProperties) {
* @property {boolean} drawInFront=false - If <code>true</code>, the overlay is rendered in front of other overlays that don't
* have <code>drawInFront</code> set to <code>true</code>, and in front of entities.
* @property {boolean} grabbable=false - Signal to grabbing scripts whether or not this overlay can be grabbed.
* @property {boolean} isVisibleInSecondaryCamera=false - If <code>true</code>, the overlay is rendered in secondary
* camera views.
* @property {Uuid} parentID=null - The avatar, entity, or overlay that the overlay is parented to.
* @property {number} parentJointIndex=65535 - Integer value specifying the skeleton joint that the overlay is attached to if
* <code>parentID</code> is an avatar skeleton. A value of <code>65535</code> means "no joint".
@ -259,6 +269,9 @@ QVariant Base3DOverlay::getProperty(const QString& property) {
if (property == "grabbable") {
return _isGrabbable;
}
if (property == "isVisibleInSecondaryCamera") {
return _isVisibleInSecondaryCamera;
}
if (property == "parentID") {
return getParentID();
}

View file

@ -48,6 +48,7 @@ public:
bool getDrawInFront() const { return _drawInFront; }
bool getDrawHUDLayer() const { return _drawHUDLayer; }
bool getIsGrabbable() const { return _isGrabbable; }
virtual bool getIsVisibleInSecondaryCamera() const override { return _isVisibleInSecondaryCamera; }
void setIsSolid(bool isSolid) { _isSolid = isSolid; }
void setIsDashedLine(bool isDashedLine) { _isDashedLine = isDashedLine; }
@ -55,6 +56,7 @@ public:
virtual void setDrawInFront(bool value) { _drawInFront = value; }
virtual void setDrawHUDLayer(bool value) { _drawHUDLayer = value; }
void setIsGrabbable(bool value) { _isGrabbable = value; }
void setIsVisibleInSecondaryCamera(bool value) { _isVisibleInSecondaryCamera = value; }
virtual AABox getBounds() const override = 0;
@ -92,6 +94,7 @@ protected:
bool _drawInFront;
bool _drawHUDLayer;
bool _isGrabbable { false };
bool _isVisibleInSecondaryCamera { false };
mutable bool _renderVariableDirty { true };
QString _name;

View file

@ -90,7 +90,9 @@ void ModelOverlay::update(float deltatime) {
if (_visibleDirty) {
_visibleDirty = false;
// don't show overlays in mirrors
_model->setVisibleInScene(getVisible(), scene, render::ItemKey::TAG_BITS_0, false);
_model->setVisibleInScene(getVisible(), scene,
_isVisibleInSecondaryCamera ? render::ItemKey::TAG_BITS_ALL : render::ItemKey::TAG_BITS_0,
false);
}
if (_drawInFrontDirty) {
_drawInFrontDirty = false;

View file

@ -56,6 +56,8 @@ public:
bool isLoaded() { return _isLoaded; }
bool getVisible() const { return _visible; }
virtual bool isTransparent() { return getAlphaPulse() != 0.0f || getAlpha() != 1.0f; };
virtual bool getIsVisibleInSecondaryCamera() const { return false; }
xColor getColor();
float getAlpha();

View file

@ -49,7 +49,11 @@ namespace render {
builder.withInvisible();
}
builder.withTagBits(render::ItemKey::TAG_BITS_0); // Only draw overlays in main view
uint32_t viewTaskBits = overlay->isVisibleInSecondaryCamera() ?
render::ItemKey::TAG_BITS_ALL : // draw in all views
render::ItemKey::TAG_BITS_0; // only the main view
builder.withTagBits(viewTaskBits);
return builder.build();
}