Update camera object's position and orientation with actual Rift values

This commit is contained in:
David Rowe 2014-09-30 10:05:59 -07:00
parent 1bffaa262d
commit 673afca11b
2 changed files with 13 additions and 3 deletions

View file

@ -609,8 +609,11 @@ void Application::paintGL() {
if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
_myCamera.setTightness(0.0f); // In first person, camera follows (untweaked) head exactly without delay
_myCamera.setTargetPosition(_myAvatar->getHead()->getEyePosition());
_myCamera.setTargetRotation(_myAvatar->getHead()->getCameraOrientation());
if (!OculusManager::isConnected()) {
_myCamera.setTargetPosition(_myAvatar->getHead()->getEyePosition());
_myCamera.setTargetRotation(_myAvatar->getHead()->getCameraOrientation());
}
// OculusManager::display() updates camera position and rotation a bit further on.
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
//Note, the camera distance is set in Camera::setMode() so we dont have to do it here.
@ -640,7 +643,9 @@ void Application::paintGL() {
}
// Update camera position
_myCamera.update( 1.f/_fps );
if (!OculusManager::isConnected()) {
_myCamera.update(1.f / _fps);
}
// Note: whichCamera is used to pick between the normal camera myCamera for our
// main camera, vs, an alternate camera. The alternate camera we support right now
@ -682,6 +687,7 @@ void Application::paintGL() {
} else {
OculusManager::display(_myAvatar->getWorldAlignedOrientation(), _myAvatar->getDefaultEyePosition(), *whichCamera);
}
_myCamera.update(1.f / _fps);
} else if (TV3DManager::isConnected()) {

View file

@ -412,6 +412,10 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
glBindTexture(GL_TEXTURE_2D, 0);
// Update camera for use by rest of Interface.
whichCamera.setTargetPosition((_leftEyePosition + _rightEyePosition) / 2.f);
whichCamera.setTargetRotation(_camera->getTargetRotation());
#endif
}