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Merge pull request #5316 from ctrlaltdavid/20604
QA for #20604 - Add an "is looking at me" indicator above avatars' heads
This commit is contained in:
commit
a432752c39
3 changed files with 26 additions and 10 deletions
interface/src
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@ -458,6 +458,7 @@ Menu::Menu() {
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderBoundingCollisionShapes);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderLookAtVectors, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderFocusIndicator, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::ShowWhosLookingAtMe, 0, false);
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MenuWrapper* handOptionsMenu = developerMenu->addMenu("Hands");
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::AlignForearmsWithWrists, 0, false);
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@ -270,6 +270,7 @@ namespace MenuOption {
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const QString ShowBordersEntityNodes = "Show Entity Nodes";
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const QString ShowIKConstraints = "Show IK Constraints";
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const QString ShowRealtimeEntityStats = "Show Realtime Entity Stats";
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const QString ShowWhosLookingAtMe = "Show Who's Looking at Me";
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const QString SimpleShadows = "Simple";
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const QString SixenseEnabled = "Enable Hydra Support";
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const QString SixenseMouseInput = "Enable Sixense Mouse Input";
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@ -453,22 +453,36 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo
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}
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}
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// Stack indicator spheres
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float indicatorOffset = 0.0f;
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if (!_displayName.isEmpty() && _displayNameAlpha != 0.0f) {
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const float DISPLAY_NAME_INDICATOR_OFFSET = 0.22f;
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indicatorOffset = DISPLAY_NAME_INDICATOR_OFFSET;
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}
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const float INDICATOR_RADIUS = 0.03f;
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const float INDICATOR_INDICATOR_OFFSET = 3.0f * INDICATOR_RADIUS;
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// If this is the avatar being looked at, render a little ball above their head
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if (_isLookAtTarget && Menu::getInstance()->isOptionChecked(MenuOption::RenderFocusIndicator)) {
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const float LOOK_AT_INDICATOR_RADIUS = 0.03f;
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const float LOOK_AT_INDICATOR_OFFSET = 0.22f;
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const glm::vec4 LOOK_AT_INDICATOR_COLOR = { 0.8f, 0.0f, 0.0f, 0.75f };
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glm::vec3 position;
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if (_displayName.isEmpty() || _displayNameAlpha == 0.0f) {
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position = glm::vec3(_position.x, getDisplayNamePosition().y, _position.z);
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} else {
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position = glm::vec3(_position.x, getDisplayNamePosition().y + LOOK_AT_INDICATOR_OFFSET, _position.z);
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}
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glm::vec3 position = glm::vec3(_position.x, getDisplayNamePosition().y + indicatorOffset, _position.z);
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Transform transform;
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transform.setTranslation(position);
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batch.setModelTransform(transform);
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, LOOK_AT_INDICATOR_RADIUS
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, 15, 15, LOOK_AT_INDICATOR_COLOR);
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, INDICATOR_RADIUS,
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15, 15, LOOK_AT_INDICATOR_COLOR);
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indicatorOffset += INDICATOR_INDICATOR_OFFSET;
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}
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// If the avatar is looking at me, render an indication that they area
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if (getHead()->getIsLookingAtMe() && Menu::getInstance()->isOptionChecked(MenuOption::ShowWhosLookingAtMe)) {
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const glm::vec4 LOOKING_AT_ME_COLOR = { 0.8f, 0.65f, 0.0f, 0.1f };
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glm::vec3 position = glm::vec3(_position.x, getDisplayNamePosition().y + indicatorOffset, _position.z);
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Transform transform;
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transform.setTranslation(position);
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batch.setModelTransform(transform);
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, INDICATOR_RADIUS,
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15, 15, LOOKING_AT_ME_COLOR);
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}
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// quick check before falling into the code below:
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