Merge pull request #3735 from ctrlaltdavid/20126

CR for Job #20126 - Rift HUD shouldn't move with head
This commit is contained in:
Brad Hefta-Gaub 2014-11-04 15:52:10 -08:00
commit 24c324fd1d
6 changed files with 8 additions and 18 deletions

View file

@ -620,8 +620,8 @@ void Application::paintGL() {
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
static const float THIRD_PERSON_CAMERA_DISTANCE = 1.5f;
_myCamera.setPosition(_myAvatar->getUprightHeadPosition() +
_myAvatar->getOrientation() * glm::vec3(0.0f, 0.0f, 1.0f) * THIRD_PERSON_CAMERA_DISTANCE * _myAvatar->getScale());
_myCamera.setPosition(_myAvatar->getDefaultEyePosition() +
_myAvatar->getOrientation() * glm::vec3(0.0f, 0.0f, 1.0f) * THIRD_PERSON_CAMERA_DISTANCE * _myAvatar->getScale());
if (OculusManager::isConnected()) {
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation());
} else {

View file

@ -1057,10 +1057,6 @@ float Avatar::getPelvisFloatingHeight() const {
return -_skeletonModel.getBindExtents().minimum.y;
}
float Avatar::getPelvisToHeadLength() const {
return glm::distance(_position, getHead()->getPosition());
}
void Avatar::setShowDisplayName(bool showDisplayName) {
if (!Menu::getInstance()->isOptionChecked(MenuOption::NamesAboveHeads)) {
_displayNameAlpha = 0.0f;

View file

@ -230,7 +230,6 @@ protected:
float getSkeletonHeight() const;
float getHeadHeight() const;
float getPelvisFloatingHeight() const;
float getPelvisToHeadLength() const;
glm::vec3 getDisplayNamePosition();
void renderDisplayName();

View file

@ -416,7 +416,7 @@ void MyAvatar::renderDebugBodyPoints() {
glPushMatrix();
glColor4f(0, 1, 0, .5f);
glTranslatef(position.x, position.y, position.z);
Application::getInstance()->getGeometryCache()->renderSphere(0.2, 10, 10);
Application::getInstance()->getGeometryCache()->renderSphere(0.2f, 10.0f, 10.0f);
glPopMatrix();
// Head Sphere
@ -424,7 +424,7 @@ void MyAvatar::renderDebugBodyPoints() {
glPushMatrix();
glColor4f(0, 1, 0, .5f);
glTranslatef(position.x, position.y, position.z);
Application::getInstance()->getGeometryCache()->renderSphere(0.15, 10, 10);
Application::getInstance()->getGeometryCache()->renderSphere(0.15f, 10.0f, 10.0f);
glPopMatrix();
}
@ -1004,10 +1004,6 @@ bool MyAvatar::isLookingAtLeftEye() {
return _isLookingAtLeftEye;
}
glm::vec3 MyAvatar::getUprightHeadPosition() const {
return _position + getWorldAlignedOrientation() * glm::vec3(0.0f, getPelvisToHeadLength(), 0.0f);
}
glm::vec3 MyAvatar::getDefaultEyePosition() const {
return _position + getWorldAlignedOrientation() * _skeletonModel.getDefaultEyeModelPosition();
}

View file

@ -66,7 +66,6 @@ public:
const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
glm::vec3 getGravity() const { return _gravity; }
glm::vec3 getUprightHeadPosition() const;
glm::vec3 getDefaultEyePosition() const;
bool getShouldRenderLocally() const { return _shouldRender; }

View file

@ -183,7 +183,7 @@ void ApplicationOverlay::computeOculusPickRay(float x, float y, glm::vec3& direc
float dist = sqrt(x * x + y * y);
float z = -sqrt(1.0f - dist * dist);
glm::vec3 relativePosition = myAvatar->getHead()->getEyePosition() +
glm::vec3 relativePosition = myAvatar->getDefaultEyePosition() +
glm::normalize(myAvatar->getOrientation() * glm::vec3(x, y, z));
//Rotate the UI pick ray by the avatar orientation
@ -380,7 +380,7 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
glPushMatrix();
const glm::quat& orientation = myAvatar->getOrientation();
const glm::vec3& position = myAvatar->getHead()->getEyePosition();
const glm::vec3& position = myAvatar->getDefaultEyePosition();
glm::mat4 rotation = glm::toMat4(orientation);
@ -414,7 +414,7 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
renderTexturedHemisphere();
renderPointersOculus(myAvatar->getHead()->getEyePosition());
renderPointersOculus(myAvatar->getDefaultEyePosition());
glDepthMask(GL_TRUE);
glBindTexture(GL_TEXTURE_2D, 0);
@ -1220,7 +1220,7 @@ void ApplicationOverlay::renderTexturedHemisphere() {
Application* application = Application::getInstance();
MyAvatar* myAvatar = application->getAvatar();
const glm::quat& orientation = myAvatar->getOrientation();
const glm::vec3& position = myAvatar->getHead()->getEyePosition();
const glm::vec3& position = myAvatar->getDefaultEyePosition();
glm::mat4 rotation = glm::toMat4(orientation);