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Split render options for head/body collision proxy
This makes the poor proxy shapes easier to see.
This commit is contained in:
parent
d635ffaaba
commit
bca50a5b70
6 changed files with 15 additions and 10 deletions
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@ -337,7 +337,8 @@ Menu::Menu() :
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QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
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QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Avatars, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Avatars, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::CollisionProxies);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionProxies);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderHeadCollisionProxies);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu,
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu,
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@ -165,7 +165,6 @@ namespace MenuOption {
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const QString Bandwidth = "Bandwidth Display";
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const QString Bandwidth = "Bandwidth Display";
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const QString BandwidthDetails = "Bandwidth Details";
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const QString BandwidthDetails = "Bandwidth Details";
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const QString ChatCircling = "Chat Circling";
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const QString ChatCircling = "Chat Circling";
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const QString CollisionProxies = "Collision Proxies";
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const QString Collisions = "Collisions";
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const QString Collisions = "Collisions";
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const QString CollideWithAvatars = "Collide With Avatars";
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const QString CollideWithAvatars = "Collide With Avatars";
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const QString CollideWithParticles = "Collide With Particles";
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const QString CollideWithParticles = "Collide With Particles";
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@ -246,6 +245,8 @@ namespace MenuOption {
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const QString PipelineWarnings = "Show Render Pipeline Warnings";
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const QString PipelineWarnings = "Show Render Pipeline Warnings";
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const QString Preferences = "Preferences...";
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const QString Preferences = "Preferences...";
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const QString RandomizeVoxelColors = "Randomize Voxel TRUE Colors";
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const QString RandomizeVoxelColors = "Randomize Voxel TRUE Colors";
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const QString RenderSkeletonCollisionProxies = "Skeleton Collision Proxies";
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const QString RenderHeadCollisionProxies = "Head Collision Proxies";
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const QString ResetAvatarSize = "Reset Avatar Size";
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const QString ResetAvatarSize = "Reset Avatar Size";
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const QString ResetSwatchColors = "Reset Swatch Colors";
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const QString ResetSwatchColors = "Reset Swatch Colors";
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const QString RunTimingTests = "Run Timing Tests";
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const QString RunTimingTests = "Run Timing Tests";
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@ -160,10 +160,12 @@ void Avatar::render(bool forceRenderHead) {
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Glower glower(_moving && glm::length(toTarget) > GLOW_DISTANCE ? 1.0f : 0.0f);
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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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// render body
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionProxies)) {
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_skeletonModel.renderCollisionProxies(1.f);
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_skeletonModel.renderCollisionProxies(0.7f);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionProxies)) {
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_head.getFaceModel().renderCollisionProxies(0.7f);
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}
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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renderBody(forceRenderHead);
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renderBody(forceRenderHead);
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}
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}
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@ -47,9 +47,6 @@ bool FaceModel::render(float alpha) {
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if (!Model::render(alpha)) {
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if (!Model::render(alpha)) {
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return false;
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return false;
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}
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
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renderCollisionProxies(alpha);
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}
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return true;
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return true;
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}
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}
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@ -328,7 +328,8 @@ void Hand::render(bool isMine) {
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_buckyBalls.render();
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_buckyBalls.render();
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}
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionProxies)) {
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// draw a green sphere at hand joint location, which is actually near the wrist)
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for (size_t i = 0; i < getNumPalms(); i++) {
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for (size_t i = 0; i < getNumPalms(); i++) {
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PalmData& palm = getPalms()[i];
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PalmData& palm = getPalms()[i];
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if (!palm.isActive()) {
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if (!palm.isActive()) {
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@ -480,7 +480,10 @@ void MyAvatar::renderDebugBodyPoints() {
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void MyAvatar::render(bool forceRenderHead) {
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void MyAvatar::render(bool forceRenderHead) {
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// render body
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// render body
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if (Menu::getInstance()->isOptionChecked(MenuOption::CollisionProxies)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionProxies)) {
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_skeletonModel.renderCollisionProxies(1.f);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionProxies)) {
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_skeletonModel.renderCollisionProxies(1.f);
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_skeletonModel.renderCollisionProxies(1.f);
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}
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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