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https://github.com/lubosz/overte.git
synced 2025-04-24 03:53:52 +02:00
Fixed typo
This commit is contained in:
parent
d89d10d263
commit
299389ccef
3 changed files with 19 additions and 21 deletions
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@ -2347,12 +2347,10 @@ void Application::update(float deltaTime) {
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if (OculusManager::isConnected() &&
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Menu::getInstance()->isOptionChecked(MenuOption::EnableVRMode)){
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if (_window->cursor().shape() != Qt::BlankCursor) {
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qDebug() << "Hiding cursor" << _window->cursor().shape();
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cursor = _window->cursor();
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_window->setCursor(QCursor(Qt::BlankCursor));
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}
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} else if(_window->cursor().shape() == Qt::BlankCursor) {
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qDebug() << "Showing cursor" << _window->cursor().shape();
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_window->setCursor(cursor);
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}
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@ -103,7 +103,7 @@ bool raySphereIntersect(const glm::vec3 &dir, const glm::vec3 &origin, float r,
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}
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}
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void renderReticule(glm::quat orientation, float alpha) {
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void renderReticle(glm::quat orientation, float alpha) {
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glm::vec3 topLeft = getPoint(reticleSize / 2.0f, -reticleSize / 2.0f);
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glm::vec3 topRight = getPoint(-reticleSize / 2.0f, -reticleSize / 2.0f);
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glm::vec3 bottomLeft = getPoint(reticleSize / 2.0f, reticleSize / 2.0f);
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@ -269,7 +269,7 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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glm::mat4 rotation = glm::toMat4(orientation);
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glMultMatrixf(&rotation[0][0]);
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glScalef(scale, scale, scale);
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for (int i = 0; i < NUMBER_OF_RETICULES; i++) {
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for (int i = 0; i < NUMBER_OF_RETICLES; i++) {
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if (_magActive[i]) {
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_magSizeMult[i] += MAG_SPEED;
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@ -285,8 +285,8 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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if (_magSizeMult[i] > 0.0f) {
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//Render magnifier, but dont show border for mouse magnifier
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glm::vec2 projection = screenToOverlay(glm::vec2(_reticulePosition[MOUSE].x(),
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_reticulePosition[MOUSE].y()));
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glm::vec2 projection = screenToOverlay(glm::vec2(_reticlePosition[MOUSE].x(),
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_reticlePosition[MOUSE].y()));
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renderMagnifier(projection, _magSizeMult[i], i != MOUSE);
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}
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@ -528,7 +528,7 @@ void ApplicationOverlay::renderPointers() {
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QPoint position = QPoint(application->getTrueMouseX(), application->getTrueMouseY());
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static const int MAX_IDLE_TIME = 3;
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if (_reticulePosition[MOUSE] != position) {
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if (_reticlePosition[MOUSE] != position) {
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_lastMouseMove = usecTimestampNow();
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} else if (usecTimestampNow() - _lastMouseMove > MAX_IDLE_TIME * USECS_PER_SECOND) {
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float pitch, yaw, roll;
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@ -539,7 +539,7 @@ void ApplicationOverlay::renderPointers() {
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QCursor::setPos(application->getGLWidget()->mapToGlobal(position));
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}
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_reticulePosition[MOUSE] = position;
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_reticlePosition[MOUSE] = position;
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_reticleActive[MOUSE] = true;
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_magActive[MOUSE] = true;
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_reticleActive[LEFT_CONTROLLER] = false;
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@ -561,9 +561,9 @@ void ApplicationOverlay::renderControllerPointers() {
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MyAvatar* myAvatar = application->getAvatar();
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//Static variables used for storing controller state
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static quint64 pressedTime[NUMBER_OF_RETICULES] = { 0ULL, 0ULL, 0ULL };
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static bool isPressed[NUMBER_OF_RETICULES] = { false, false, false };
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static bool stateWhenPressed[NUMBER_OF_RETICULES] = { false, false, false };
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static quint64 pressedTime[NUMBER_OF_RETICLES] = { 0ULL, 0ULL, 0ULL };
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static bool isPressed[NUMBER_OF_RETICLES] = { false, false, false };
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static bool stateWhenPressed[NUMBER_OF_RETICLES] = { false, false, false };
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const HandData* handData = Application::getInstance()->getAvatar()->getHandData();
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@ -610,7 +610,7 @@ void ApplicationOverlay::renderControllerPointers() {
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QPoint point = getPalmClickLocation(palmData);
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_reticulePosition[index] = point;
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_reticlePosition[index] = point;
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//When button 2 is pressed we drag the mag window
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if (isPressed[index]) {
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@ -685,16 +685,16 @@ void ApplicationOverlay::renderPointersOculus(const glm::vec3& eyePos) {
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float yaw = glm::acos(-tipDirection.z) *
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((yawSign == 0.0f) ? 1.0f : yawSign);
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glm::quat orientation = glm::quat(glm::vec3(pitch, yaw, 0.0f));
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renderReticule(orientation, _alpha);
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renderReticle(orientation, _alpha);
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}
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}
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//Mouse Pointer
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if (_reticleActive[MOUSE]) {
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glm::vec2 projection = screenToSpherical(glm::vec2(_reticulePosition[MOUSE].x(),
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_reticulePosition[MOUSE].y()));
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glm::vec2 projection = screenToSpherical(glm::vec2(_reticlePosition[MOUSE].x(),
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_reticlePosition[MOUSE].y()));
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glm::quat orientation(glm::vec3(-projection.y, projection.x, 0.0f));
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renderReticule(orientation, _alpha);
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renderReticle(orientation, _alpha);
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}
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glEnable(GL_DEPTH_TEST);
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@ -94,11 +94,11 @@ private:
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float _textureFov;
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float _textureAspectRatio;
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enum Reticules { MOUSE, LEFT_CONTROLLER, RIGHT_CONTROLLER, NUMBER_OF_RETICULES };
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bool _reticleActive[NUMBER_OF_RETICULES];
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QPoint _reticulePosition[NUMBER_OF_RETICULES];
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bool _magActive[NUMBER_OF_RETICULES];
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float _magSizeMult[NUMBER_OF_RETICULES];
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enum Reticles { MOUSE, LEFT_CONTROLLER, RIGHT_CONTROLLER, NUMBER_OF_RETICLES };
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bool _reticleActive[NUMBER_OF_RETICLES];
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QPoint _reticlePosition[NUMBER_OF_RETICLES];
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bool _magActive[NUMBER_OF_RETICLES];
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float _magSizeMult[NUMBER_OF_RETICLES];
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quint64 _lastMouseMove;
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float _alpha;
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