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https://github.com/JulianGro/overte.git
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made calculateAverageEyePosition private, changed to getEyePosition() where used outside head
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parent
00fdc37822
commit
5aecbe690d
4 changed files with 15 additions and 14 deletions
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@ -611,10 +611,10 @@ void Application::paintGL() {
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if (OculusManager::isConnected()) {
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_myCamera.setDistance(MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
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_myCamera.setTargetRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
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_myCamera.setTargetPosition(_myAvatar->getHead()->calculateAverageEyePosition() + glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0));
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_myCamera.setTargetPosition(_myAvatar->getHead()->getEyePosition() + glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0));
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} else {
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_myCamera.setTightness(0.0f);
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glm::vec3 eyePosition = _myAvatar->getHead()->calculateAverageEyePosition();
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glm::vec3 eyePosition = _myAvatar->getHead()->getFilteredEyePosition();
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float headHeight = eyePosition.y - _myAvatar->getPosition().y;
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_myCamera.setDistance(MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
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_myCamera.setTargetPosition(_myAvatar->getPosition() + glm::vec3(0, headHeight + (_raiseMirror * _myAvatar->getScale()), 0));
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@ -1910,14 +1910,14 @@ void Application::updateMyAvatarLookAtPosition() {
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}
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} else {
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// I am not looking at anyone else, so just look forward
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lookAtSpot = _myAvatar->getHead()->calculateAverageEyePosition() +
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lookAtSpot = _myAvatar->getHead()->getEyePosition() +
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(_myAvatar->getHead()->getFinalOrientationInWorldFrame() * glm::vec3(0.f, 0.f, -TREE_SCALE));
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}
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// TODO: Add saccade to mouse pointer when stable, IF not looking at someone (since we know we are looking at it)
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/*
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const float FIXED_MIN_EYE_DISTANCE = 0.3f;
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float minEyeDistance = FIXED_MIN_EYE_DISTANCE + (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON ? 0.0f :
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glm::distance(_mouseRayOrigin, _myAvatar->getHead()->calculateAverageEyePosition()));
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glm::distance(_mouseRayOrigin, _myAvatar->getHead()->getAverageEyePosition()));
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lookAtSpot = _mouseRayOrigin + _mouseRayDirection * qMax(minEyeDistance, distance);
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*/
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@ -1930,7 +1930,7 @@ void Application::updateMyAvatarLookAtPosition() {
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float eyeYaw = tracker->getEstimatedEyeYaw();
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const float GAZE_DEFLECTION_REDUCTION_DURING_EYE_CONTACT = 0.1f;
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// deflect using Faceshift gaze data
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glm::vec3 origin = _myAvatar->getHead()->calculateAverageEyePosition();
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glm::vec3 origin = _myAvatar->getHead()->getEyePosition();
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float pitchSign = (_myCamera.getMode() == CAMERA_MODE_MIRROR) ? -1.0f : 1.0f;
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float deflection = Menu::getInstance()->getFaceshiftEyeDeflection();
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if (isLookingAtSomeone) {
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@ -2934,7 +2934,7 @@ void Application::renderRearViewMirror(const QRect& region, bool billboard) {
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_mirrorCamera.setTargetPosition(glm::vec3());
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} else {
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_mirrorCamera.setTargetPosition(_myAvatar->getHead()->calculateAverageEyePosition());
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_mirrorCamera.setTargetPosition(_myAvatar->getHead()->getEyePosition());
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}
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}
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_mirrorCamera.setAspectRatio((float)region.width() / region.height());
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@ -2963,7 +2963,7 @@ void Application::renderRearViewMirror(const QRect& region, bool billboard) {
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_myAvatar->getSkeletonModel().getNeckPosition(neckPosition);
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// get the eye position relative to the body
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glm::vec3 eyePosition = _myAvatar->getHead()->calculateAverageEyePosition();
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glm::vec3 eyePosition = _myAvatar->getHead()->getEyePosition();
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float eyeHeight = eyePosition.y - _myAvatar->getPosition().y;
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// set the translation of the face relative to the neck position
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@ -88,7 +88,6 @@ public:
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const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
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float getAverageLoudness() const { return _averageLoudness; }
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glm::vec3 calculateAverageEyePosition() const { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; }
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glm::vec3 getFilteredEyePosition() const { return _filteredEyePosition; }
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/// \return the point about which scaling occurs.
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glm::vec3 getScalePivot() const;
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@ -110,6 +109,8 @@ public:
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void addLeanDeltas(float sideways, float forward);
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private:
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glm::vec3 calculateAverageEyePosition() const { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; }
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// disallow copies of the Head, copy of owning Avatar is disallowed too
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Head(const Head&);
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Head& operator= (const Head&);
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@ -908,7 +908,7 @@ const float RENDER_HEAD_CUTOFF_DISTANCE = 0.50f;
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bool MyAvatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const {
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const Head* head = getHead();
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return (renderMode != NORMAL_RENDER_MODE) ||
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(glm::length(cameraPosition - head->calculateAverageEyePosition()) > RENDER_HEAD_CUTOFF_DISTANCE * _scale);
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(glm::length(cameraPosition - head->getEyePosition()) > RENDER_HEAD_CUTOFF_DISTANCE * _scale);
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}
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float MyAvatar::computeDistanceToFloor(const glm::vec3& startPoint) {
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@ -178,7 +178,7 @@ 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 z = -sqrt(1.0f - dist * dist);
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glm::vec3 relativePosition = myAvatar->getHead()->calculateAverageEyePosition() +
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glm::vec3 relativePosition = myAvatar->getHead()->getEyePosition() +
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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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@ -274,7 +274,7 @@ QPoint ApplicationOverlay::getPalmClickLocation(const PalmData *palm) const {
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MyAvatar* myAvatar = application->getAvatar();
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glm::vec3 tip = myAvatar->getLaserPointerTipPosition(palm);
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glm::vec3 eyePos = myAvatar->getHead()->calculateAverageEyePosition();
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glm::vec3 eyePos = myAvatar->getHead()->getEyePosition();
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glm::quat orientation = glm::inverse(myAvatar->getOrientation());
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glm::vec3 dir = orientation * glm::normalize(application->getCamera()->getPosition() - tip); //direction of ray goes towards camera
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glm::vec3 tipPos = orientation * (tip - eyePos);
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@ -331,7 +331,7 @@ bool ApplicationOverlay::calculateRayUICollisionPoint(const glm::vec3& position,
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glm::quat orientation = myAvatar->getOrientation();
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glm::vec3 relativePosition = orientation * (position - myAvatar->getHead()->calculateAverageEyePosition());
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glm::vec3 relativePosition = orientation * (position - myAvatar->getHead()->getEyePosition());
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glm::vec3 relativeDirection = orientation * direction;
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float t;
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@ -375,7 +375,7 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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glPushMatrix();
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const glm::quat& orientation = myAvatar->getOrientation();
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const glm::vec3& position = myAvatar->getHead()->calculateAverageEyePosition();
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const glm::vec3& position = myAvatar->getHead()->getEyePosition();
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glm::mat4 rotation = glm::toMat4(orientation);
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@ -1210,7 +1210,7 @@ void ApplicationOverlay::renderTexturedHemisphere() {
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Application* application = Application::getInstance();
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MyAvatar* myAvatar = application->getAvatar();
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const glm::quat& orientation = myAvatar->getOrientation();
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const glm::vec3& position = myAvatar->getHead()->calculateAverageEyePosition();
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const glm::vec3& position = myAvatar->getHead()->getEyePosition();
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glm::mat4 rotation = glm::toMat4(orientation);
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