Split render options for head/body collision proxy

This makes the poor proxy shapes easier to see.
This commit is contained in:
Andrew Meadows 2014-02-17 11:23:01 -08:00
parent d635ffaaba
commit bca50a5b70
6 changed files with 15 additions and 10 deletions

View file

@ -337,7 +337,8 @@ Menu::Menu() :
QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Avatars, 0, true);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::CollisionProxies);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionProxies);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderHeadCollisionProxies);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, true);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu,

View file

@ -165,7 +165,6 @@ namespace MenuOption {
const QString Bandwidth = "Bandwidth Display";
const QString BandwidthDetails = "Bandwidth Details";
const QString ChatCircling = "Chat Circling";
const QString CollisionProxies = "Collision Proxies";
const QString Collisions = "Collisions";
const QString CollideWithAvatars = "Collide With Avatars";
const QString CollideWithParticles = "Collide With Particles";
@ -246,6 +245,8 @@ namespace MenuOption {
const QString PipelineWarnings = "Show Render Pipeline Warnings";
const QString Preferences = "Preferences...";
const QString RandomizeVoxelColors = "Randomize Voxel TRUE Colors";
const QString RenderSkeletonCollisionProxies = "Skeleton Collision Proxies";
const QString RenderHeadCollisionProxies = "Head Collision Proxies";
const QString ResetAvatarSize = "Reset Avatar Size";
const QString ResetSwatchColors = "Reset Swatch Colors";
const QString RunTimingTests = "Run Timing Tests";

View file

@ -160,10 +160,12 @@ void Avatar::render(bool forceRenderHead) {
Glower glower(_moving && glm::length(toTarget) > GLOW_DISTANCE ? 1.0f : 0.0f);
// render body
if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
_skeletonModel.renderCollisionProxies(1.f);
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionProxies)) {
_skeletonModel.renderCollisionProxies(0.7f);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionProxies)) {
_head.getFaceModel().renderCollisionProxies(0.7f);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
renderBody(forceRenderHead);
}

View file

@ -47,9 +47,6 @@ bool FaceModel::render(float alpha) {
if (!Model::render(alpha)) {
return false;
}
if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
renderCollisionProxies(alpha);
}
return true;
}

View file

@ -328,7 +328,8 @@ void Hand::render(bool isMine) {
_buckyBalls.render();
}
if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionProxies)) {
// draw a green sphere at hand joint location, which is actually near the wrist)
for (size_t i = 0; i < getNumPalms(); i++) {
PalmData& palm = getPalms()[i];
if (!palm.isActive()) {

View file

@ -480,7 +480,10 @@ void MyAvatar::renderDebugBodyPoints() {
void MyAvatar::render(bool forceRenderHead) {
// render body
if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionProxies)) {
_skeletonModel.renderCollisionProxies(1.f);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionProxies)) {
_skeletonModel.renderCollisionProxies(1.f);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {