Add print statements to debug eyecontact code in Application.cpp.

This commit is contained in:
Mark Peng 2013-07-10 11:56:16 -07:00
parent 61ad33d9d0
commit e4e7966075
2 changed files with 7 additions and 3 deletions

View file

@ -1721,14 +1721,16 @@ void Application::init() {
const float MAX_AVATAR_EDIT_VELOCITY = 1.0f;
const float MAX_VOXEL_EDIT_DISTANCE = 20.0f;
bool Application::isLookingAtOtherAvatar(glm::vec3 mouseRayOrigin, glm::vec3 mouseRayDirection, glm::vec3 &eyePosition) {
bool Application::isLookingAtOtherAvatar(glm::vec3 &mouseRayOrigin, glm::vec3 &mouseRayDirection, glm::vec3 &eyePosition) {
NodeList* nodeList = NodeList::getInstance();
for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) {
Avatar *avatar = (Avatar *)node->getLinkedData();
glm::vec3 headPosition = avatar->getHead().getPosition();
glm::vec3 intersectionPosition, intersectionNormal;
if (glm::intersectRaySphere(mouseRayOrigin, mouseRayDirection, headPosition, 1, intersectionPosition, intersectionNormal)) {
printf("x: %f y: %f z: %f \n", mouseRayOrigin.x, mouseRayOrigin.y, mouseRayOrigin.z);
if (glm::intersectRaySphere(mouseRayOrigin, mouseRayDirection, headPosition, 10, intersectionPosition, intersectionNormal)) {
printf("lalala\n");
eyePosition = avatar->getHead().getEyeLevelPosition();
return true;
}
@ -1758,6 +1760,8 @@ void Application::update(float deltaTime) {
glm::vec3 mouseRayOrigin, mouseRayDirection;
_viewFrustum.computePickRay(_mouseX / (float)_glWidget->width(),
_mouseY / (float)_glWidget->height(), mouseRayOrigin, mouseRayDirection);
// printf("x: %d y: %d \n", _mouseX, _mouseY);
// printf("x: %f y: %f z: %f \n", mouseRayOrigin.x, mouseRayOrigin.y, mouseRayOrigin.z);
// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);

View file

@ -173,7 +173,7 @@ private:
void init();
void update(float deltaTime);
bool isLookingAtOtherAvatar(glm::vec3 mouseRayOrigin, glm::vec3 mouseRayDirection, glm::vec3 &eyePosition);
bool isLookingAtOtherAvatar(glm::vec3 &mouseRayOrigin, glm::vec3 &mouseRayDirection, glm::vec3 &eyePosition);
void updateAvatar(float deltaTime);
void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);