added menu option for setting display of lookat vectors

This commit is contained in:
Jeffrey Ventrella 2013-05-22 14:42:03 -07:00
parent d786fd155f
commit 83e2bf2534
4 changed files with 20 additions and 1 deletions

View file

@ -1225,12 +1225,17 @@ void Application::initMenu() {
_renderAvatarsOn->setChecked(true);
(_renderFrameTimerOn = renderMenu->addAction("Show Timer"))->setCheckable(true);
_renderFrameTimerOn->setChecked(false);
(_renderLookatOn = renderMenu->addAction("Lookat Vectors"))->setCheckable(true);
_renderLookatOn->setChecked(false);
renderMenu->addAction("First Person", this, SLOT(setRenderFirstPerson(bool)), Qt::Key_P)->setCheckable(true);
(_oculusOn = renderMenu->addAction("Oculus", this, SLOT(setOculus(bool)), Qt::Key_O))->setCheckable(true);
QMenu* toolsMenu = menuBar->addMenu("Tools");
(_renderStatsOn = toolsMenu->addAction("Stats"))->setCheckable(true);
_renderStatsOn->setShortcut(Qt::Key_Slash);
(_logOn = toolsMenu->addAction("Log"))->setCheckable(true);
_logOn->setChecked(true);
@ -1336,6 +1341,7 @@ void Application::init() {
a.tightness = 8.0f;
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON, a);
_myAvatar.setDisplayingHead(true);
_myAvatar.setDisplayingLookatVectors(false);
QCursor::setPos(_headMouseX, _headMouseY);
@ -1713,6 +1719,12 @@ void Application::displaySide(Camera& whichCamera) {
// Render my own Avatar
_myAvatar.render(_lookingInMirror->isChecked(), _myCamera.getPosition());
if (_renderLookatOn->isChecked()) {
_myAvatar.setDisplayingLookatVectors(true);
} else {
_myAvatar.setDisplayingLookatVectors(false);
}
}
// Render the world box

View file

@ -77,6 +77,7 @@ private slots:
void setFullscreen(bool fullscreen);
void setRenderFirstPerson(bool firstPerson);
//void setRenderLookatVectors(bool lookatVectors);
void setOculus(bool oculus);
void setFrustumOffset(bool frustumOffset);
@ -146,6 +147,7 @@ private:
QAction* _oculusOn; // Whether to configure the display for the Oculus Rift
QAction* _renderStatsOn; // Whether to show onscreen text overlay with stats
QAction* _renderFrameTimerOn; // Whether to show onscreen text overlay with stats
QAction* _renderLookatOn; // Whether to show lookat vectors from avatar eyes if looking at something
QAction* _logOn; // Whether to show on-screen log
QActionGroup* _voxelModeActions; // The group of voxel edit mode actions
QAction* _addVoxelMode; // Whether add voxel mode is enabled

View file

@ -705,6 +705,10 @@ void Avatar::setDisplayingHead(bool displayingHead) {
_displayingHead = displayingHead;
}
void Avatar::setDisplayingLookatVectors(bool displayingLookatVectors) {
_head.setRenderLookatVectors(displayingLookatVectors);
}
static TextRenderer* textRenderer() {
static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 24, -1, false, TextRenderer::SHADOW_EFFECT);
return renderer;

View file

@ -114,6 +114,7 @@ public:
void setMovedHandOffset(glm::vec3 movedHandOffset) { _movedHandOffset = movedHandOffset; }
void updateArmIKAndConstraints( float deltaTime );
void setDisplayingHead( bool displayingHead );
void setDisplayingLookatVectors(bool displayingLookatVectors);
// Set what driving keys are being pressed to control thrust levels
void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };