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restore camera lookAt and keepLookingAt features
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parent
23559743d9
commit
806e691bbf
3 changed files with 68 additions and 14 deletions
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@ -22,7 +22,7 @@ var oldMode = Camera.mode;
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function cancelLookAt() {
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if (lookingAtSomething) {
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lookingAtSomething = false;
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//Camera.stopLooking();
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Camera.stopLooking();
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Camera.mode = oldMode;
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releaseMovementKeys();
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}
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@ -74,7 +74,7 @@ function mousePressEvent(event) {
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Camera.mode = "independent";
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// tell the camera to fix it's look at on the point we clicked
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//Camera.keepLookingAt(intersection.intersection);
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Camera.keepLookingAt(intersection.intersection);
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// keep track of the fact that we're in this looking at mode
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lookingAtSomething = true;
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@ -55,16 +55,44 @@ Camera::Camera() :
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_farClip(DEFAULT_FAR_CLIP), // default
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_hmdPosition(),
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_hmdRotation(),
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_targetPosition(),
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_targetRotation(),
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_scale(1.0f)
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_scale(1.0f),
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_isKeepLookingAt(false),
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_lookingAt(0.0f, 0.0f, 0.0f)
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{
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}
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void Camera::update(float deltaTime) {
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if (_isKeepLookingAt) {
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lookAt(_lookingAt);
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}
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return;
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}
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void Camera::setPosition(const glm::vec3& position) {
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_position = position;
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}
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void Camera::setRotation(const glm::quat& rotation) {
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_rotation = rotation;
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if (_isKeepLookingAt) {
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lookAt(_lookingAt);
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}
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}
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void Camera::setHmdPosition(const glm::vec3& hmdPosition) {
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_hmdPosition = hmdPosition;
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if (_isKeepLookingAt) {
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lookAt(_lookingAt);
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}
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}
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void Camera::setHmdRotation(const glm::quat& hmdRotation) {
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_hmdRotation = hmdRotation;
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if (_isKeepLookingAt) {
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lookAt(_lookingAt);
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}
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}
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float Camera::getFarClip() const {
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return (_scale * _farClip < std::numeric_limits<int16_t>::max())
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? _scale * _farClip
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@ -81,15 +109,15 @@ void Camera::setFieldOfView(float f) {
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_fieldOfView = f;
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}
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void Camera::setAspectRatio(float a) {
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void Camera::setAspectRatio(float a) {
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_aspectRatio = a;
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}
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void Camera::setNearClip(float n) {
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void Camera::setNearClip(float n) {
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_nearClip = n;
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}
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void Camera::setFarClip(float f) {
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void Camera::setFarClip(float f) {
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_farClip = f;
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}
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@ -136,3 +164,17 @@ void Camera::setModeString(const QString& mode) {
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QString Camera::getModeString() const {
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return modeToString(_mode);
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}
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void Camera::lookAt(const glm::vec3& lookAt) {
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glm::vec3 up = IDENTITY_UP;
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glm::mat4 lookAtMatrix = glm::lookAt(_position, lookAt, up);
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glm::quat rotation = glm::quat_cast(lookAtMatrix);
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rotation.w = -rotation.w; // Rosedale approved
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_rotation = rotation;
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}
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void Camera::keepLookingAt(const glm::vec3& point) {
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lookAt(point);
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_isKeepLookingAt = true;
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_lookingAt = point;
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}
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@ -43,9 +43,9 @@ public:
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void update( float deltaTime );
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void setRotation(const glm::quat& rotation) { _rotation = rotation; };
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void setHmdPosition(const glm::vec3& hmdPosition) { _hmdPosition = hmdPosition; }
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void setHmdRotation(const glm::quat& hmdRotation) { _hmdRotation = hmdRotation; };
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void setRotation(const glm::quat& rotation);
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void setHmdPosition(const glm::vec3& hmdPosition);
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void setHmdRotation(const glm::quat& hmdRotation);
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void setMode(CameraMode m);
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void setFieldOfView(float f);
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@ -73,13 +73,25 @@ public slots:
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void setModeString(const QString& mode);
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glm::vec3 getPosition() const { return _position + _hmdPosition; }
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void setPosition(const glm::vec3& position) { _position = position; }
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void setPosition(const glm::vec3& position);
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void setOrientation(const glm::quat& orientation) { setRotation(orientation); }
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glm::quat getOrientation() const { return getRotation(); }
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PickRay computePickRay(float x, float y);
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PickRay computeViewPickRay(float xRatio, float yRatio);
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// These only work on independent cameras
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/// one time change to what the camera is looking at
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void lookAt(const glm::vec3& value);
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/// fix what the camera is looking at, and keep the camera looking at this even if position changes
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void keepLookingAt(const glm::vec3& value);
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/// stops the keep looking at feature, doesn't change what's being looked at, but will stop camera from
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/// continuing to update it's orientation to keep looking at the item
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void stopLooking() { _isKeepLookingAt = false; }
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signals:
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void modeUpdated(const QString& newMode);
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@ -95,9 +107,9 @@ private:
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glm::quat _rotation;
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glm::vec3 _hmdPosition;
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glm::quat _hmdRotation;
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glm::vec3 _targetPosition;
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glm::quat _targetRotation;
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float _scale;
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bool _isKeepLookingAt;
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glm::vec3 _lookingAt;
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};
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#endif // hifi_Camera_h
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