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* Bug fix for eye tracking in HMD, the "up" orientation of your eyes now match your head. * DebugDraw: added drawRay method. * Application: Renamed preRender to postUpdate * AvatarManager: added postUpdate method that iterates over all avatars. * MyAvatar: Renamed preRender to preDisplaySide * MyAvatar: split preRender code into postUpdate and preDisplaySide. * Removed "Show who is looking at me", "Render focus indicator" and "Render lookat target" debug draw. * Split "Show Look At Vectors" into "Show My Look At Vectors" and "Show Other Look At Vectors", to make it easier to debug eye tracking. * "Show Look at Vectors" now draws the right eye red and the left eye blue. * Removed Avatar and MyAvatar renderBody * Removed look at rendering from head. * GLMHelpers: Bugfix for generateBasisVectors when up primary and secondary axis were orthogonal
46 lines
1.2 KiB
C++
46 lines
1.2 KiB
C++
//
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// DebugDraw.cpp
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//
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "DebugDraw.h"
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#include "SharedUtil.h"
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DebugDraw& DebugDraw::getInstance() {
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static DebugDraw* instance = globalInstance<DebugDraw>("com.highfidelity.DebugDraw");
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return *instance;
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}
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DebugDraw::DebugDraw() {
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}
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DebugDraw::~DebugDraw() {
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}
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// world space line, drawn only once
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void DebugDraw::drawRay(const glm::vec3& start, const glm::vec3& end, const glm::vec4& color) {
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_rays.push_back(Ray(start, end, color));
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}
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void DebugDraw::addMarker(const std::string& key, const glm::quat& rotation, const glm::vec3& position, const glm::vec4& color) {
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_markers[key] = MarkerInfo(rotation, position, color);
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}
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void DebugDraw::removeMarker(const std::string& key) {
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_markers.erase(key);
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}
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void DebugDraw::addMyAvatarMarker(const std::string& key, const glm::quat& rotation, const glm::vec3& position, const glm::vec4& color) {
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_myAvatarMarkers[key] = MarkerInfo(rotation, position, color);
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}
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void DebugDraw::removeMyAvatarMarker(const std::string& key) {
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_myAvatarMarkers.erase(key);
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}
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