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https://github.com/HifiExperiments/overte.git
synced 2025-08-09 04:58:08 +02:00
Removed renderPitch(), and renderYaw() from code/classes - we will use bodyPitch(), headPitch() only.
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parent
73c793c0a1
commit
124f04820e
3 changed files with 4 additions and 9 deletions
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@ -306,7 +306,7 @@ void Application::paintGL() {
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if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
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if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
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_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
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_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getAbsoluteHeadYaw(),
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_myCamera.setTargetRotation(_myAvatar.getAbsoluteHeadYaw(),
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_myAvatar.getRenderPitch(), 0.0f);
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_myAvatar.getAbsoluteHeadPitch(), 0.0f);
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} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
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} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
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_myCamera.setTargetPosition(_myAvatar.getHeadPosition());
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_myCamera.setTargetPosition(_myAvatar.getHeadPosition());
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@ -1225,6 +1225,7 @@ void Application::updateAvatar(float deltaTime) {
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// Update head and body pitch and yaw based on measured gyro rates
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// Update head and body pitch and yaw based on measured gyro rates
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if (_gyroLook->isChecked()) {
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if (_gyroLook->isChecked()) {
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// Render Yaw
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// Render Yaw
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/* NOTE: PER - Leave here until I get back and can modify to couple gyros to head pitch, yaw
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float renderYawSpring = fabs(_headMouseX - _glWidget->width() / 2.f) / (_glWidget->width() / 2.f);
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float renderYawSpring = fabs(_headMouseX - _glWidget->width() / 2.f) / (_glWidget->width() / 2.f);
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const float RENDER_YAW_MULTIPLY = 4.f;
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const float RENDER_YAW_MULTIPLY = 4.f;
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_myAvatar.setRenderYaw((1.f - renderYawSpring * deltaTime) * _myAvatar.getRenderYaw() +
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_myAvatar.setRenderYaw((1.f - renderYawSpring * deltaTime) * _myAvatar.getRenderYaw() +
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@ -1234,6 +1235,7 @@ void Application::updateAvatar(float deltaTime) {
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const float RENDER_PITCH_MULTIPLY = 4.f;
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const float RENDER_PITCH_MULTIPLY = 4.f;
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_myAvatar.setRenderPitch((1.f - renderPitchSpring * deltaTime) * _myAvatar.getRenderPitch() +
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_myAvatar.setRenderPitch((1.f - renderPitchSpring * deltaTime) * _myAvatar.getRenderPitch() +
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renderPitchSpring * deltaTime * -_myAvatar.getHeadPitch() * RENDER_PITCH_MULTIPLY);
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renderPitchSpring * deltaTime * -_myAvatar.getHeadPitch() * RENDER_PITCH_MULTIPLY);
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*/
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}
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}
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if (OculusManager::isConnected()) {
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if (OculusManager::isConnected()) {
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@ -96,8 +96,6 @@ Avatar::Avatar(bool isMine) {
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_head.initialize();
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_head.initialize();
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_movedHandOffset = glm::vec3(0.0f, 0.0f, 0.0f);
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_movedHandOffset = glm::vec3(0.0f, 0.0f, 0.0f);
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_renderYaw = 0.0;
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_renderPitch = 0.0;
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_sphere = NULL;
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_sphere = NULL;
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_handHoldingPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_handHoldingPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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@ -126,7 +124,6 @@ Avatar::Avatar(const Avatar &otherAvatar) {
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_mode = otherAvatar._mode;
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_mode = otherAvatar._mode;
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_isMine = otherAvatar._isMine;
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_isMine = otherAvatar._isMine;
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_renderYaw = otherAvatar._renderYaw;
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_renderYaw = otherAvatar._renderYaw;
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_renderPitch = otherAvatar._renderPitch;
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_maxArmLength = otherAvatar._maxArmLength;
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_maxArmLength = otherAvatar._maxArmLength;
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_transmitterTimer = otherAvatar._transmitterTimer;
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_transmitterTimer = otherAvatar._transmitterTimer;
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_transmitterIsFirstData = otherAvatar._transmitterIsFirstData;
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_transmitterIsFirstData = otherAvatar._transmitterIsFirstData;
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@ -303,7 +300,7 @@ void Avatar::updateFromMouse(int mouseX, int mouseY, int screenWidth, int scree
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((mouseLocationX > 0.f) ?
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((mouseLocationX > 0.f) ?
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mouseMag :
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mouseMag :
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-mouseMag) );
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-mouseMag) );
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printLog("yaw = %f\n", getBodyYaw());
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//printLog("yaw = %f\n", getBodyYaw());
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}
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}
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return;
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return;
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@ -84,10 +84,6 @@ public:
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void updateHeadFromGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
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void updateHeadFromGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
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void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
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void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
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void setNoise (float mag) {_head.noise = mag;}
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void setNoise (float mag) {_head.noise = mag;}
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void setRenderYaw(float y) {_renderYaw = y;}
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void setRenderPitch(float p) {_renderPitch = p;}
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float getRenderYaw() {return _renderYaw;}
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float getRenderPitch() {return _renderPitch;}
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float getLastMeasuredHeadYaw() const {return _head.yawRate;}
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float getLastMeasuredHeadYaw() const {return _head.yawRate;}
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float getBodyYaw() {return _bodyYaw;};
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float getBodyYaw() {return _bodyYaw;};
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void addBodyYaw(float y) {_bodyYaw += y;};
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void addBodyYaw(float y) {_bodyYaw += y;};
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