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more hacking on overlay build busters
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77
interface/src/ui/overlays/OverlaysPayload.cpp
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77
interface/src/ui/overlays/OverlaysPayload.cpp
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//
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// OverlaysPayload.cpp
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// interface/src/ui/overlays
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//
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <QScriptValueIterator>
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#include <limits>
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#include <typeinfo>
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#include <Application.h>
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#include <avatar/AvatarManager.h>
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#include <LODManager.h>
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#include <render/Scene.h>
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#include "BillboardOverlay.h"
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#include "Circle3DOverlay.h"
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#include "Cube3DOverlay.h"
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#include "ImageOverlay.h"
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#include "Line3DOverlay.h"
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#include "LocalModelsOverlay.h"
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#include "ModelOverlay.h"
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#include "Overlays.h"
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#include "Rectangle3DOverlay.h"
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#include "Sphere3DOverlay.h"
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#include "Grid3DOverlay.h"
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#include "TextOverlay.h"
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#include "Text3DOverlay.h"
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namespace render {
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template <> const ItemKey payloadGetKey(const Overlay::Pointer& overlay) {
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if (overlay->is3D() && !static_cast<Base3DOverlay*>(overlay.get())->getDrawOnHUD()) {
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if (static_cast<Base3DOverlay*>(overlay.get())->getDrawInFront()) {
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return ItemKey::Builder().withTypeShape().withNoDepthSort().build();
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} else {
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return ItemKey::Builder::opaqueShape();
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}
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} else {
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return ItemKey::Builder().withTypeShape().withViewSpace().build();
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}
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}
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template <> const Item::Bound payloadGetBound(const Overlay::Pointer& overlay) {
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if (overlay->is3D()) {
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return static_cast<Base3DOverlay*>(overlay.get())->getBounds();
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} else {
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QRect bounds = static_cast<Overlay2D*>(overlay.get())->getBounds();
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return AABox(glm::vec3(bounds.x(), bounds.y(), 0.0f), glm::vec3(bounds.width(), bounds.height(), 0.1f));
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}
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}
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template <> void payloadRender(const Overlay::Pointer& overlay, RenderArgs* args) {
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if (args) {
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args->_elementsTouched++;
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glPushMatrix();
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if (overlay->getAnchor() == Overlay::MY_AVATAR) {
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MyAvatar* avatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
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glm::quat myAvatarRotation = avatar->getOrientation();
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glm::vec3 myAvatarPosition = avatar->getPosition();
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float angle = glm::degrees(glm::angle(myAvatarRotation));
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glm::vec3 axis = glm::axis(myAvatarRotation);
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float myAvatarScale = avatar->getScale();
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glTranslatef(myAvatarPosition.x, myAvatarPosition.y, myAvatarPosition.z);
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glRotatef(angle, axis.x, axis.y, axis.z);
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glScalef(myAvatarScale, myAvatarScale, myAvatarScale);
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}
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overlay->render(args);
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glPopMatrix();
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}
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}
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}
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