mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
Merge pull request #795 from machinelevel/dev4
Rave glove adjustments per Ryan's requests: hide fingers and arms when r...
This commit is contained in:
commit
fb2a1cce50
2 changed files with 17 additions and 4 deletions
|
@ -1379,6 +1379,17 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
|
|||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
float alpha = getBallRenderAlpha(b, lookingInMirror);
|
||||
|
||||
// When in rave glove mode, don't show the arms at all.
|
||||
if (_hand.isRaveGloveActive()) {
|
||||
if (b == BODY_BALL_LEFT_ELBOW
|
||||
|| b == BODY_BALL_LEFT_WRIST
|
||||
|| b == BODY_BALL_LEFT_FINGERTIPS
|
||||
|| b == BODY_BALL_RIGHT_ELBOW
|
||||
|| b == BODY_BALL_RIGHT_WRIST
|
||||
|| b == BODY_BALL_RIGHT_FINGERTIPS) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
// Always render other people, and render myself when beyond threshold distance
|
||||
if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
|
||||
if (alpha > 0.0f) {
|
||||
|
|
|
@ -64,10 +64,10 @@ void Hand::simulate(float deltaTime, bool isMine) {
|
|||
}
|
||||
|
||||
void Hand::calculateGeometry() {
|
||||
glm::vec3 offset(0.2, -0.2, -0.3); // place the hand in front of the face where we can see it
|
||||
const glm::vec3 leapHandsOffsetFromFace(0.0, -0.2, -0.3); // place the hand in front of the face where we can see it
|
||||
|
||||
Head& head = _owningAvatar->getHead();
|
||||
_basePosition = head.getPosition() + head.getOrientation() * offset;
|
||||
_basePosition = head.getPosition() + head.getOrientation() * leapHandsOffsetFromFace;
|
||||
_baseOrientation = head.getOrientation();
|
||||
|
||||
// generate finger tip balls....
|
||||
|
@ -154,8 +154,10 @@ void Hand::render(bool lookingInMirror) {
|
|||
|
||||
if ( SHOW_LEAP_HAND ) {
|
||||
//renderLeapHands();
|
||||
renderLeapFingerTrails();
|
||||
renderLeapHandSpheres();
|
||||
if (!isRaveGloveActive()) {
|
||||
renderLeapFingerTrails();
|
||||
renderLeapHandSpheres();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue