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Update blue audio sphere name and angle to draw at
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parent
3b7260c434
commit
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3 changed files with 4 additions and 4 deletions
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@ -390,7 +390,7 @@ Menu::Menu() :
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderHeadCollisionShapes);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderBoundingCollisionShapes);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::CollideAsRagdoll);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::BlueAudioMeter, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::BlueSpeechSphere, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, false);
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#ifdef HAVE_FACESHIFT
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@ -342,7 +342,7 @@ namespace MenuOption {
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const QString AvatarsReceiveShadows = "Avatars Receive Shadows";
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const QString Bandwidth = "Bandwidth Display";
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const QString BandwidthDetails = "Bandwidth Details";
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const QString BlueAudioMeter = "Blue Sphere While Speaking";
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const QString BlueSpeechSphere = "Blue Sphere While Speaking";
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const QString BuckyBalls = "Bucky Balls";
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const QString CascadedShadows = "Cascaded";
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const QString Chat = "Chat...";
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@ -368,12 +368,12 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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// quick check before falling into the code below:
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// (a 10 degree breadth of an almost 2 meter avatar kicks in at about 12m)
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const float MIN_VOICE_SPHERE_DISTANCE = 12.0f;
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if (Menu::getInstance()->isOptionChecked(MenuOption::BlueAudioMeter)
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if (Menu::getInstance()->isOptionChecked(MenuOption::BlueSpeechSphere)
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&& distanceToTarget > MIN_VOICE_SPHERE_DISTANCE) {
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// render voice intensity sphere for avatars that are farther away
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const float MAX_SPHERE_ANGLE = 10.0f * RADIANS_PER_DEGREE;
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const float MIN_SPHERE_ANGLE = 1.0f * RADIANS_PER_DEGREE;
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const float MIN_SPHERE_ANGLE = 0.5f * RADIANS_PER_DEGREE;
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const float MIN_SPHERE_SIZE = 0.01f;
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const float SPHERE_LOUDNESS_SCALING = 0.0005f;
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const float SPHERE_COLOR[] = { 0.5f, 0.8f, 0.8f };
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