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hydra lasers are now rendering again
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8b00864175
commit
8129d0eb1f
3 changed files with 8 additions and 10 deletions
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@ -449,7 +449,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo
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getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
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}
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if (renderBounding && shouldRenderHead(renderArgs)) {
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_skeletonModel.renderBoundingCollisionShapes(0.7f);
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_skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, 0.7f);
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}
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// If this is the avatar being looked at, render a little ball above their head
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@ -776,24 +776,24 @@ void SkeletonModel::resetShapePositionsToDefaultPose() {
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_boundingShape.setRotation(_rotation);
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}
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void SkeletonModel::renderBoundingCollisionShapes(float alpha) {
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void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) {
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const int BALL_SUBDIVISIONS = 10;
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if (_shapes.isEmpty()) {
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// the bounding shape has not been propery computed
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// so no need to render it
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return;
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}
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glPushMatrix();
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Application::getInstance()->loadTranslatedViewMatrix(_translation);
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// draw a blue sphere at the capsule endpoint
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glm::vec3 endPoint;
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_boundingShape.getEndPoint(endPoint);
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endPoint = endPoint - _translation;
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glTranslatef(endPoint.x, endPoint.y, endPoint.z);
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Transform transform = Transform();
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transform.setTranslation(endPoint);
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batch.setModelTransform(transform);
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auto geometryCache = DependencyManager::get<GeometryCache>();
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geometryCache->renderSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.6f, 0.6f, 0.8f, alpha));
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geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.6f, 0.6f, 0.8f, alpha));
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// draw a yellow sphere at the capsule startpoint
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glm::vec3 startPoint;
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@ -805,9 +805,7 @@ void SkeletonModel::renderBoundingCollisionShapes(float alpha) {
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// draw a green cylinder between the two points
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glm::vec3 origin(0.0f);
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// Avatar::renderJointConnectingCone( origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(), glm::vec4(0.6f, 0.8f, 0.6f, alpha));
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glPopMatrix();
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Avatar::renderJointConnectingCone(batch, origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(), glm::vec4(0.6f, 0.8f, 0.6f, alpha));
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}
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bool SkeletonModel::hasSkeleton() {
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@ -101,7 +101,7 @@ public:
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const glm::vec3& getStandingOffset() const { return _standingOffset; }
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void computeBoundingShape(const FBXGeometry& geometry);
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void renderBoundingCollisionShapes(float alpha);
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void renderBoundingCollisionShapes(gpu::Batch& batch, float alpha);
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float getBoundingShapeRadius() const { return _boundingShape.getRadius(); }
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const CapsuleShape& getBoundingShape() const { return _boundingShape; }
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const glm::vec3 getBoundingShapeOffset() const { return _boundingShapeLocalOffset; }
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