// // AvatarRenderer.cpp // interface // // Created by Jeffrey Ventrella // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #include #include #include #include "AvatarRenderer.h" #include "InterfaceConfig.h" AvatarRenderer::AvatarRenderer() { } // this method renders the avatar void AvatarRenderer::render(Avatar *avatarToRender, bool lookingInMirror, glm::vec3 cameraPosition) { avatar = avatarToRender; /* // show avatar position glColor4f(0.5f, 0.5f, 0.5f, 0.6); glPushMatrix(); glm::vec3 j( avatar->getJointPosition( AVATAR_JOINT_PELVIS ) ); glTranslatef(j.x, j.y, j.z); glScalef(0.08, 0.08, 0.08); glutSolidSphere(1, 10, 10); glPopMatrix(); */ //renderDiskShadow(avatar->getJointPosition( AVATAR_JOINT_PELVIS ), glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f); //renderBody(); } void AvatarRenderer::renderBody() { /* // Render joint positions as spheres for (int b = 0; b < NUM_AVATAR_JOINTS; b++) { if (b != AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case in "renderHead" //show direction vectors of the bone orientation //renderOrientationDirections(_joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0); glm::vec3 j( avatar->getJointPosition( AVATAR_JOINT_PELVIS ) ); glColor3fv(skinColor); glPushMatrix(); glTranslatef(j.x, j.y, j.z); glutSolidSphere(_joint[b].radius, 20.0f, 20.0f); glPopMatrix(); } } // Render lines connecting the joint positions glColor3f(0.4f, 0.5f, 0.6f); glLineWidth(3.0); for (int b = 1; b < NUM_AVATAR_JOINTS; b++) { if (_joint[b].parent != AVATAR_JOINT_NULL) if (b != AVATAR_JOINT_HEAD_TOP) { glBegin(GL_LINE_STRIP); glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x); glVertex3fv(&_joint[ b ].springyPosition.x); glEnd(); } } */ }