Size looking-at-me eye spheres per avatar model dimensions

This commit is contained in:
David Rowe 2015-07-21 18:24:47 -07:00
parent bed266dfe9
commit 55683e0cd5
3 changed files with 21 additions and 7 deletions

View file

@ -469,18 +469,22 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo
float alpha = 1.0f - ((float)(usecTimestampNow() - getHead()->getIsLookingAtMeStarted()))
/ (LOOKING_AT_ME_DURATION * (float)USECS_PER_SECOND);
if (alpha > 0.0f) {
float radius = 0.035f;
const float RADIUS_INCREMENT = 0.005f;
Transform transform;
glm::vec3 position = getHead()->getLeftEyePosition();
transform.setTranslation(position);
batch.setModelTransform(transform);
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, radius, 15, 15,
glm::vec4(LOOKING_AT_ME_COLOR, alpha));
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch,
getHead()->getFaceModel().getGeometry()->getFBXGeometry().leftEyeSize * _scale / 2.0f + RADIUS_INCREMENT,
15, 15, glm::vec4(LOOKING_AT_ME_COLOR, alpha));
position = getHead()->getRightEyePosition();
transform.setTranslation(position);
batch.setModelTransform(transform);
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, radius, 15, 15,
glm::vec4(LOOKING_AT_ME_COLOR, alpha));
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch,
getHead()->getFaceModel().getGeometry()->getFBXGeometry().rightEyeSize * _scale / 2.0f + RADIUS_INCREMENT,
15, 15, glm::vec4(LOOKING_AT_ME_COLOR, alpha));
}
}

View file

@ -2616,10 +2616,17 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
buildModelMesh(extracted);
# endif
if (extracted.mesh.isEye) {
if (maxJointIndex == geometry.leftEyeJointIndex) {
geometry.leftEyeSize = extracted.mesh.meshExtents.largestDimension() * offsetScale;
} else {
geometry.rightEyeSize = extracted.mesh.meshExtents.largestDimension() * offsetScale;
}
}
geometry.meshes.append(extracted.mesh);
int meshIndex = geometry.meshes.size() - 1;
meshIDsToMeshIndices.insert(it.key(), meshIndex);
}
// now that all joints have been scanned, compute a collision shape for each joint

View file

@ -232,7 +232,10 @@ public:
int rightHandJointIndex = -1;
int leftToeJointIndex = -1;
int rightToeJointIndex = -1;
float leftEyeSize = 0.0f; // Maximum mesh extents dimension
float rightEyeSize = 0.0f;
QVector<int> humanIKJointIndices;
glm::vec3 palmDirection;