mirror of
https://github.com/overte-org/overte.git
synced 2025-08-13 03:00:02 +02:00
Only render ball avatars when "avatars as balls" is checked.
This commit is contained in:
parent
cabd6ccbad
commit
b294b328dd
7 changed files with 35 additions and 35 deletions
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@ -3850,7 +3850,7 @@ void Application::renderAvatars(bool forceRenderHead, bool selfAvatarOnly) {
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if (!avatar->isInitialized()) {
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avatar->init();
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}
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avatar->render(false, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
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avatar->render(false);
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avatar->setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors));
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}
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@ -3860,12 +3860,12 @@ void Application::renderAvatars(bool forceRenderHead, bool selfAvatarOnly) {
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// render avatar fades
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Glower glower;
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for (vector<Avatar*>::iterator fade = _avatarFades.begin(); fade != _avatarFades.end(); fade++) {
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(*fade)->render(false, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
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(*fade)->render(false);
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}
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}
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// Render my own Avatar
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_myAvatar.render(forceRenderHead, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
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_myAvatar.render(forceRenderHead);
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_myAvatar.setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors));
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if (Menu::getInstance()->isOptionChecked(MenuOption::LookAtIndicator) && _lookatTargetAvatar) {
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@ -21,6 +21,7 @@
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#include "DataServerClient.h"
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#include "Hand.h"
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#include "Head.h"
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#include "Menu.h"
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#include "Physics.h"
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#include "world.h"
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#include "devices/OculusManager.h"
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@ -394,7 +395,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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_skeletonModel.simulate(deltaTime);
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_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
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glm::vec3 headPosition;
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if (!_skeletonModel.getHeadPosition(headPosition)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls) || !_skeletonModel.getHeadPosition(headPosition)) {
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headPosition = _bodyBall[BODY_BALL_HEAD_BASE].position;
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}
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_head.setPosition(headPosition);
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@ -439,7 +440,7 @@ static TextRenderer* textRenderer() {
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return renderer;
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}
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void Avatar::render(bool forceRenderHead, bool renderAvatarBalls) {
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void Avatar::render(bool forceRenderHead) {
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if (Application::getInstance()->getAvatar()->getHand().isRaveGloveActive()) {
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_hand.setRaveLights(RAVE_LIGHTS_AVATAR);
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@ -455,7 +456,7 @@ void Avatar::render(bool forceRenderHead, bool renderAvatarBalls) {
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Glower glower(_moving && glm::length(toTarget) > GLOW_DISTANCE ? 1.0f : 0.0f);
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// render body
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renderBody(forceRenderHead, renderAvatarBalls);
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renderBody(forceRenderHead);
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// render sphere when far away
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const float MAX_ANGLE = 10.f;
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@ -666,7 +667,8 @@ void Avatar::updateArmIKAndConstraints(float deltaTime, AvatarJointID fingerTipJ
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float distance = glm::length(armVector);
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// don't let right hand get dragged beyond maximum arm length...
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float armLength = _skeletonModel.isActive() ? _skeletonModel.getRightArmLength() : _skeleton.getArmLength();
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float armLength = (_skeletonModel.isActive() && !Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls)) ?
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_skeletonModel.getRightArmLength() : _skeleton.getArmLength();
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const float ARM_RETRACTION = 0.75f;
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float retractedArmLength = armLength * ARM_RETRACTION;
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if (distance > retractedArmLength) {
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@ -713,7 +715,7 @@ float Avatar::getBallRenderAlpha(int ball, bool forceRenderHead) const {
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return 1.0f;
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}
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void Avatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
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void Avatar::renderBody(bool forceRenderHead) {
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if (_head.getVideoFace().isFullFrame()) {
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// Render the full-frame video
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@ -721,7 +723,7 @@ void Avatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
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if (alpha > 0.0f) {
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_head.getVideoFace().render(1.0f);
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}
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} else if (renderAvatarBalls || !(_voxels.getVoxelURL().isValid() || _skeletonModel.isActive())) {
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} else if (Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls)) {
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// Render the body as balls and cones
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glm::vec3 skinColor, darkSkinColor;
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getSkinColors(skinColor, darkSkinColor);
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@ -738,7 +740,7 @@ void Avatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
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// Always render other people, and render myself when beyond threshold distance
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if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
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if (alpha > 0.0f) {
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_head.render(alpha, false);
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_head.render(alpha, true);
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}
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} else if (alpha > 0.0f) {
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// Render the body ball sphere
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@ -746,10 +748,6 @@ void Avatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
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skinColor.g - _bodyBall[b].touchForce * 0.2f,
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skinColor.b - _bodyBall[b].touchForce * 0.1f);
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if (b == BODY_BALL_NECK_BASE && _head.getFaceModel().isActive()) {
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continue; // don't render the neck if we have a face model
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}
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if ((b != BODY_BALL_HEAD_TOP )
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&& (b != BODY_BALL_HEAD_BASE )) {
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glPushMatrix();
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@ -793,7 +791,7 @@ void Avatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
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void Avatar::getSkinColors(glm::vec3& lighter, glm::vec3& darker) {
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lighter = glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
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darker = glm::vec3(DARK_SKIN_COLOR[0], DARK_SKIN_COLOR[1], DARK_SKIN_COLOR[2]);
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if (_head.getFaceModel().isActive()) {
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if (!Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls) && _head.getFaceModel().isActive()) {
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lighter = glm::vec3(_head.getFaceModel().computeAverageColor());
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const float SKIN_DARKENING = 0.9f;
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darker = lighter * SKIN_DARKENING;
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@ -141,7 +141,7 @@ public:
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void init();
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void simulate(float deltaTime, Transmitter* transmitter);
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void follow(Avatar* leadingAvatar);
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void render(bool forceRenderHead, bool renderAvatarBalls);
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void render(bool forceRenderHead);
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//setters
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void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors); }
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@ -256,7 +256,7 @@ private:
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// private methods...
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glm::vec3 calculateAverageEyePosition() { return _head.calculateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
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float getBallRenderAlpha(int ball, bool forceRenderHead) const;
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void renderBody(bool forceRenderHead, bool renderAvatarBalls);
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void renderBody(bool forceRenderHead);
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void initializeBodyBalls();
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void resetBodyBalls();
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void updateHandMovementAndTouching(float deltaTime, bool enableHandMovement);
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@ -250,7 +250,9 @@ void Head::simulate(float deltaTime, bool isMine) {
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calculateGeometry();
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// the blend face may have custom eye meshes
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_faceModel.getEyePositions(_leftEyePosition, _rightEyePosition);
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if (!Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls)) {
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_faceModel.getEyePositions(_leftEyePosition, _rightEyePosition);
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}
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}
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void Head::calculateGeometry() {
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@ -295,10 +297,11 @@ void Head::calculateGeometry() {
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+ up * _scale * NOSE_UPTURN;
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}
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void Head::render(float alpha, bool isMine) {
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void Head::render(float alpha, bool renderAvatarBalls) {
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_renderAlpha = alpha;
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if (!(_videoFace.render(alpha) || _faceModel.render(alpha))) {
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bool lookatVectorsVisible = _renderLookatVectors;
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if (renderAvatarBalls) {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_RESCALE_NORMAL);
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@ -309,9 +312,12 @@ void Head::render(float alpha, bool isMine) {
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renderMouth();
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renderNose();
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renderEyeBrows();
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} else if (!_videoFace.render(alpha)) {
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lookatVectorsVisible &= _faceModel.render(alpha);
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}
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if (_renderLookatVectors) {
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if (lookatVectorsVisible) {
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renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
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}
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}
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@ -44,7 +44,7 @@ public:
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void init();
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void reset();
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void simulate(float deltaTime, bool isMine);
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void render(float alpha, bool isMine);
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void render(float alpha, bool renderAvatarBalls);
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void renderMohawk();
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void setScale(float scale);
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@ -325,7 +325,7 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
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_skeletonModel.simulate(deltaTime);
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_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
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glm::vec3 headPosition;
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if (!_skeletonModel.getHeadPosition(headPosition)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls) || !_skeletonModel.getHeadPosition(headPosition)) {
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headPosition = _bodyBall[BODY_BALL_HEAD_BASE].position;
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}
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_head.setPosition(headPosition);
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@ -497,7 +497,7 @@ static TextRenderer* textRenderer() {
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return renderer;
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}
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void MyAvatar::render(bool forceRenderHead, bool renderAvatarBalls) {
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void MyAvatar::render(bool forceRenderHead) {
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if (Application::getInstance()->getAvatar()->getHand().isRaveGloveActive()) {
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_hand.setRaveLights(RAVE_LIGHTS_AVATAR);
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@ -507,7 +507,7 @@ void MyAvatar::render(bool forceRenderHead, bool renderAvatarBalls) {
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renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f);
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// render body
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renderBody(forceRenderHead, renderAvatarBalls);
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renderBody(forceRenderHead);
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// if this is my avatar, then render my interactions with the other avatar
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_avatarTouch.render(Application::getInstance()->getCamera()->getPosition());
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@ -648,7 +648,7 @@ float MyAvatar::getBallRenderAlpha(int ball, bool forceRenderHead) const {
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(distanceToCamera - DO_NOT_RENDER_INSIDE) / (RENDER_OPAQUE_OUTSIDE - DO_NOT_RENDER_INSIDE), 0.f, 1.f);
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}
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void MyAvatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
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void MyAvatar::renderBody(bool forceRenderHead) {
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if (_head.getVideoFace().isFullFrame()) {
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// Render the full-frame video
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@ -656,7 +656,7 @@ void MyAvatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
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if (alpha > 0.0f) {
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_head.getVideoFace().render(1.0f);
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}
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} else if (renderAvatarBalls || !(_voxels.getVoxelURL().isValid() || _skeletonModel.isActive())) {
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} else if (Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls)) {
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// Render the body as balls and cones
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glm::vec3 skinColor, darkSkinColor;
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getSkinColors(skinColor, darkSkinColor);
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@ -690,10 +690,6 @@ void MyAvatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
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alpha);
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}
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if (b == BODY_BALL_NECK_BASE && _head.getFaceModel().isActive()) {
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continue; // don't render the neck if we have a face model
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}
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if ((b != BODY_BALL_HEAD_TOP )
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&& (b != BODY_BALL_HEAD_BASE )) {
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glPushMatrix();
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@ -729,7 +725,7 @@ void MyAvatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
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}
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float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, forceRenderHead);
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if (alpha > 0.0f) {
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_head.render(alpha, true);
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_head.render(alpha, false);
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}
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}
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_hand.render();
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@ -20,7 +20,7 @@ public:
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void reset();
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void simulate(float deltaTime, Transmitter* transmitter);
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void updateFromGyrosAndOrWebcam(bool turnWithHead);
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void render(bool forceRenderHead, bool renderAvatarBalls);
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void render(bool forceRenderHead);
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void renderScreenTint(ScreenTintLayer layer);
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// setters
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@ -82,7 +82,7 @@ private:
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// private methods
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float getBallRenderAlpha(int ball, bool forceRenderHead) const;
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void renderBody(bool forceRenderHead, bool renderAvatarBalls);
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void renderBody(bool forceRenderHead);
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void updateThrust(float deltaTime, Transmitter * transmitter);
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void updateHandMovementAndTouching(float deltaTime, bool enableHandMovement);
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void updateAvatarCollisions(float deltaTime);
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