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Merge pull request #3735 from ctrlaltdavid/20126
CR for Job #20126 - Rift HUD shouldn't move with head
This commit is contained in:
commit
24c324fd1d
6 changed files with 8 additions and 18 deletions
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@ -620,7 +620,7 @@ void Application::paintGL() {
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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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static const float THIRD_PERSON_CAMERA_DISTANCE = 1.5f;
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static const float THIRD_PERSON_CAMERA_DISTANCE = 1.5f;
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_myCamera.setPosition(_myAvatar->getUprightHeadPosition() +
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_myCamera.setPosition(_myAvatar->getDefaultEyePosition() +
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_myAvatar->getOrientation() * glm::vec3(0.0f, 0.0f, 1.0f) * THIRD_PERSON_CAMERA_DISTANCE * _myAvatar->getScale());
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_myAvatar->getOrientation() * glm::vec3(0.0f, 0.0f, 1.0f) * THIRD_PERSON_CAMERA_DISTANCE * _myAvatar->getScale());
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if (OculusManager::isConnected()) {
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if (OculusManager::isConnected()) {
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_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation());
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_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation());
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@ -1057,10 +1057,6 @@ float Avatar::getPelvisFloatingHeight() const {
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return -_skeletonModel.getBindExtents().minimum.y;
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return -_skeletonModel.getBindExtents().minimum.y;
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}
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}
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float Avatar::getPelvisToHeadLength() const {
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return glm::distance(_position, getHead()->getPosition());
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}
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void Avatar::setShowDisplayName(bool showDisplayName) {
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void Avatar::setShowDisplayName(bool showDisplayName) {
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if (!Menu::getInstance()->isOptionChecked(MenuOption::NamesAboveHeads)) {
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if (!Menu::getInstance()->isOptionChecked(MenuOption::NamesAboveHeads)) {
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_displayNameAlpha = 0.0f;
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_displayNameAlpha = 0.0f;
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@ -230,7 +230,6 @@ protected:
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float getSkeletonHeight() const;
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float getSkeletonHeight() const;
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float getHeadHeight() const;
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float getHeadHeight() const;
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float getPelvisFloatingHeight() const;
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float getPelvisFloatingHeight() const;
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float getPelvisToHeadLength() const;
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glm::vec3 getDisplayNamePosition();
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glm::vec3 getDisplayNamePosition();
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void renderDisplayName();
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void renderDisplayName();
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@ -416,7 +416,7 @@ void MyAvatar::renderDebugBodyPoints() {
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glPushMatrix();
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glPushMatrix();
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glColor4f(0, 1, 0, .5f);
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glColor4f(0, 1, 0, .5f);
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glTranslatef(position.x, position.y, position.z);
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glTranslatef(position.x, position.y, position.z);
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Application::getInstance()->getGeometryCache()->renderSphere(0.2, 10, 10);
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Application::getInstance()->getGeometryCache()->renderSphere(0.2f, 10.0f, 10.0f);
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glPopMatrix();
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glPopMatrix();
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// Head Sphere
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// Head Sphere
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@ -424,7 +424,7 @@ void MyAvatar::renderDebugBodyPoints() {
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glPushMatrix();
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glPushMatrix();
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glColor4f(0, 1, 0, .5f);
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glColor4f(0, 1, 0, .5f);
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glTranslatef(position.x, position.y, position.z);
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glTranslatef(position.x, position.y, position.z);
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Application::getInstance()->getGeometryCache()->renderSphere(0.15, 10, 10);
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Application::getInstance()->getGeometryCache()->renderSphere(0.15f, 10.0f, 10.0f);
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glPopMatrix();
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glPopMatrix();
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}
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}
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@ -1004,10 +1004,6 @@ bool MyAvatar::isLookingAtLeftEye() {
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return _isLookingAtLeftEye;
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return _isLookingAtLeftEye;
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}
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}
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glm::vec3 MyAvatar::getUprightHeadPosition() const {
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return _position + getWorldAlignedOrientation() * glm::vec3(0.0f, getPelvisToHeadLength(), 0.0f);
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}
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glm::vec3 MyAvatar::getDefaultEyePosition() const {
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glm::vec3 MyAvatar::getDefaultEyePosition() const {
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return _position + getWorldAlignedOrientation() * _skeletonModel.getDefaultEyeModelPosition();
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return _position + getWorldAlignedOrientation() * _skeletonModel.getDefaultEyeModelPosition();
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}
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}
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@ -66,7 +66,6 @@ public:
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const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
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const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
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const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
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const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
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glm::vec3 getGravity() const { return _gravity; }
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glm::vec3 getGravity() const { return _gravity; }
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glm::vec3 getUprightHeadPosition() const;
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glm::vec3 getDefaultEyePosition() const;
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glm::vec3 getDefaultEyePosition() const;
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bool getShouldRenderLocally() const { return _shouldRender; }
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bool getShouldRenderLocally() const { return _shouldRender; }
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@ -183,7 +183,7 @@ void ApplicationOverlay::computeOculusPickRay(float x, float y, glm::vec3& direc
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float dist = sqrt(x * x + y * y);
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float dist = sqrt(x * x + y * y);
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float z = -sqrt(1.0f - dist * dist);
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float z = -sqrt(1.0f - dist * dist);
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glm::vec3 relativePosition = myAvatar->getHead()->getEyePosition() +
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glm::vec3 relativePosition = myAvatar->getDefaultEyePosition() +
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glm::normalize(myAvatar->getOrientation() * glm::vec3(x, y, z));
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glm::normalize(myAvatar->getOrientation() * glm::vec3(x, y, z));
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//Rotate the UI pick ray by the avatar orientation
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//Rotate the UI pick ray by the avatar orientation
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@ -380,7 +380,7 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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glPushMatrix();
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glPushMatrix();
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const glm::quat& orientation = myAvatar->getOrientation();
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const glm::quat& orientation = myAvatar->getOrientation();
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const glm::vec3& position = myAvatar->getHead()->getEyePosition();
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const glm::vec3& position = myAvatar->getDefaultEyePosition();
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glm::mat4 rotation = glm::toMat4(orientation);
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glm::mat4 rotation = glm::toMat4(orientation);
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@ -414,7 +414,7 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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renderTexturedHemisphere();
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renderTexturedHemisphere();
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renderPointersOculus(myAvatar->getHead()->getEyePosition());
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renderPointersOculus(myAvatar->getDefaultEyePosition());
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -1220,7 +1220,7 @@ void ApplicationOverlay::renderTexturedHemisphere() {
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Application* application = Application::getInstance();
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Application* application = Application::getInstance();
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MyAvatar* myAvatar = application->getAvatar();
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MyAvatar* myAvatar = application->getAvatar();
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const glm::quat& orientation = myAvatar->getOrientation();
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const glm::quat& orientation = myAvatar->getOrientation();
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const glm::vec3& position = myAvatar->getHead()->getEyePosition();
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const glm::vec3& position = myAvatar->getDefaultEyePosition();
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glm::mat4 rotation = glm::toMat4(orientation);
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glm::mat4 rotation = glm::toMat4(orientation);
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