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https://github.com/overte-org/overte.git
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Merge remote-tracking branch 'upstream/master' into synthesis
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commit
30d6c7f68a
5 changed files with 17 additions and 9 deletions
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@ -1386,7 +1386,7 @@ void Application::initMenu() {
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optionsMenu->addAction("Noise", this, SLOT(setNoise(bool)), Qt::Key_N)->setCheckable(true);
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(_gyroLook = optionsMenu->addAction("Gyro Look"))->setCheckable(true);
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_gyroLook->setChecked(true);
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_gyroLook->setChecked(false);
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(_mouseLook = optionsMenu->addAction("Mouse Look"))->setCheckable(true);
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_mouseLook->setChecked(false);
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(_showHeadMouse = optionsMenu->addAction("Head Mouse"))->setCheckable(true);
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@ -1409,6 +1409,8 @@ void Application::initMenu() {
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_renderAtmosphereOn->setShortcut(Qt::SHIFT | Qt::Key_A);
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(_renderAvatarsOn = renderMenu->addAction("Avatars"))->setCheckable(true);
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_renderAvatarsOn->setChecked(true);
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(_renderAvatarBalls = renderMenu->addAction("Avatar as Balls"))->setCheckable(true);
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_renderAvatarBalls->setChecked(false);
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(_renderFrameTimerOn = renderMenu->addAction("Show Timer"))->setCheckable(true);
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_renderFrameTimerOn->setChecked(false);
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(_renderLookatOn = renderMenu->addAction("Lookat Vectors"))->setCheckable(true);
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@ -1965,13 +1967,13 @@ void Application::displaySide(Camera& whichCamera) {
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if (!avatar->isInitialized()) {
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avatar->init();
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}
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avatar->render(false);
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avatar->render(false, _renderAvatarBalls->isChecked());
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}
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}
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agentList->unlock();
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// Render my own Avatar
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_myAvatar.render(_lookingInMirror->isChecked());
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_myAvatar.render(_lookingInMirror->isChecked(), _renderAvatarBalls->isChecked());
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_myAvatar.setDisplayingLookatVectors(_renderLookatOn->isChecked());
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}
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@ -172,6 +172,7 @@ private:
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QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
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QAction* _echoAudioMode; // Are we asking the mixer to echo back our audio?
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QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
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QAction* _renderAvatarBalls; // Switch between voxels and joints/balls for avatar render
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QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view
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QAction* _showHeadMouse; // Whether the have the mouse near edge of screen move your view
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QAction* _transmitterDrives; // Whether to have Transmitter data move/steer the Avatar
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@ -927,7 +927,7 @@ void Avatar::setGravity(glm::vec3 gravity) {
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}
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}
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void Avatar::render(bool lookingInMirror) {
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void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
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_cameraPosition = Application::getInstance()->getCamera()->getPosition();
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@ -945,7 +945,7 @@ void Avatar::render(bool lookingInMirror) {
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renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
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// render body
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renderBody(lookingInMirror);
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renderBody(lookingInMirror, renderAvatarBalls);
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// if this is my avatar, then render my interactions with the other avatar
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if (!_owningAgent) {
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@ -1141,7 +1141,7 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
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return glm::angleAxis(angle * proportion, axis);
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}
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void Avatar::renderBody(bool lookingInMirror) {
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void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
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const float RENDER_OPAQUE_BEYOND = 1.0f; // Meters beyond which body is shown opaque
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const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
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@ -1217,6 +1217,9 @@ void Avatar::renderBody(bool lookingInMirror) {
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}
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}
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}
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} else {
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// Render the body's voxels
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_voxels.render(false);
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}
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}
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@ -88,7 +88,7 @@ public:
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void updateHeadFromGyros(float frametime, SerialInterface * serialInterface);
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void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
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void addBodyYaw(float y) {_bodyYaw += y;};
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void render(bool lookingInMirror);
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void render(bool lookingInMirror, bool renderAvatarBalls);
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//setters
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void setMousePressed (bool mousePressed ) { _mousePressed = mousePressed;}
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@ -202,7 +202,7 @@ private:
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// private methods...
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glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
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glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
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void renderBody(bool lookingInMirror);
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void renderBody(bool lookingInMirror, bool renderAvatarBalls);
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void initializeBodyBalls();
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void resetBodyBalls();
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void updateBodyBalls( float deltaTime );
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@ -216,7 +216,6 @@ private:
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void updateCollisionWithVoxels();
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void applyCollisionWithScene(const glm::vec3& penetration);
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void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
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void setHeadFromGyros(glm::vec3 * eulerAngles, glm::vec3 * angularVelocity, float deltaTime, float smoothingTime);
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void checkForMouseRayTouching();
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void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
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};
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@ -104,6 +104,7 @@ void Head::simulate(float deltaTime, bool isMine) {
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const float HEAD_MOTION_DECAY = 0.00;
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/*
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// Decay head back to center if turned on
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if (isMine && _returnHeadToCenter) {
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@ -121,6 +122,7 @@ void Head::simulate(float deltaTime, bool isMine) {
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if (fabs(_yaw ) < RETURN_RANGE) { _yaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
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if (fabs(_roll ) < RETURN_RANGE) { _roll *= (1.0f - RETURN_STRENGTH * deltaTime); }
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}
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*/
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// decay lean
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_leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
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@ -151,6 +153,7 @@ void Head::simulate(float deltaTime, bool isMine) {
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if (USING_PHYSICAL_MOHAWK) {
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updateHairPhysics(deltaTime);
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}
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}
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void Head::determineIfLookingAtSomething() {
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