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Make the surrounding spheres glow when moving, too.
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e67aee4b74
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1 changed files with 19 additions and 17 deletions
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@ -486,22 +486,27 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
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// render a simple round on the ground projected down from the avatar's position
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renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f);
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// render body
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renderBody(lookingInMirror, renderAvatarBalls);
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{
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// glow when moving
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Glower glower(_moving ? 1.0f : 0.0f);
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// render body
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renderBody(lookingInMirror, renderAvatarBalls);
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// render sphere when far away
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const float MAX_ANGLE = 10.f;
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glm::vec3 toTarget = _position - Application::getInstance()->getAvatar()->getPosition();
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glm::vec3 delta = _height * (_head.getCameraOrientation() * IDENTITY_UP) / 2.f;
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float angle = abs(angleBetween(toTarget + delta, toTarget - delta));
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// render sphere when far away
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const float MAX_ANGLE = 10.f;
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glm::vec3 toTarget = _position - Application::getInstance()->getAvatar()->getPosition();
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glm::vec3 delta = _height * (_head.getCameraOrientation() * IDENTITY_UP) / 2.f;
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float angle = abs(angleBetween(toTarget + delta, toTarget - delta));
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if (angle < MAX_ANGLE) {
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glColor4f(0.5f, 0.8f, 0.8f, 1.f - angle / MAX_ANGLE);
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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glScalef(_height / 2.f, _height / 2.f, _height / 2.f);
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glutSolidSphere(1.2f + _head.getAverageLoudness() * .0005f, 20, 20);
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glPopMatrix();
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if (angle < MAX_ANGLE) {
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glColor4f(0.5f, 0.8f, 0.8f, 1.f - angle / MAX_ANGLE);
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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glScalef(_height / 2.f, _height / 2.f, _height / 2.f);
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glutSolidSphere(1.2f + _head.getAverageLoudness() * .0005f, 20, 20);
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glPopMatrix();
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}
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}
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// Render the balls
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@ -697,9 +702,6 @@ float Avatar::getBallRenderAlpha(int ball, bool lookingInMirror) const {
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void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
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// glow when moving
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Glower glower(_moving ? 1.0f : 0.0f);
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if (_head.getFace().isFullFrame()) {
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// Render the full-frame video
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float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror);
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