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moved renderOrientstionDiretions to Utils
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parent
bd7c4273c3
commit
a6f82e1236
5 changed files with 49 additions and 7 deletions
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@ -602,7 +602,9 @@ void Head::render(int faceToFace, int isMine) {
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}
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//this has been moved to Utils.cpp
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/*
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void Head::renderOrientationDirections( glm::vec3 position, Orientation orientation, float size ) {
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glm::vec3 pRight = position + orientation.right * size;
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glm::vec3 pUp = position + orientation.up * size;
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@ -610,22 +612,23 @@ void Head::renderOrientationDirections( glm::vec3 position, Orientation orientat
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glColor3f( 1.0f, 0.0f, 0.0f );
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glBegin( GL_LINE_STRIP );
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glVertex3f( bone[ AVATAR_BONE_HEAD ].position.x, bone[ AVATAR_BONE_HEAD ].position.y, bone[ AVATAR_BONE_HEAD ].position.z );
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glVertex3f( position.x, position.y, position.z );
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glVertex3f( pRight.x, pRight.y, pRight.z );
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glEnd();
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glColor3f( 0.0f, 1.0f, 0.0f );
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glBegin( GL_LINE_STRIP );
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glVertex3f( bone[ AVATAR_BONE_HEAD ].position.x, bone[ AVATAR_BONE_HEAD ].position.y, bone[ AVATAR_BONE_HEAD ].position.z );
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glVertex3f( position.x, position.y, position.z );
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glVertex3f( pUp.x, pUp.y, pUp.z );
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glEnd();
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glColor3f( 0.0f, 0.0f, 1.0f );
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glBegin( GL_LINE_STRIP );
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glVertex3f( bone[ AVATAR_BONE_HEAD ].position.x, bone[ AVATAR_BONE_HEAD ].position.y, bone[ AVATAR_BONE_HEAD ].position.z );
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glVertex3f( position.x, position.y, position.z );
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glVertex3f( pFront.x, pFront.y, pFront.z );
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glEnd();
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}
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*/
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@ -12,7 +12,7 @@
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#include <iostream>
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#include <AvatarData.h>
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#include <Orientation.h> // added by Ventrella as a utility
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#include <Orientation.h>
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#include "Field.h"
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#include "world.h"
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@ -139,7 +139,7 @@ class Head : public AvatarData {
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void renderBody();
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void renderHead( int faceToFace, int isMine );
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void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size );
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//void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size );
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void simulate(float);
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@ -16,6 +16,7 @@
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#include "world.h"
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#include "Util.h"
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// Return the azimuth angle in degrees between two points.
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float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos) {
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return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) * 180.0f / PIf;
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@ -202,3 +203,30 @@ void drawGroundPlaneGrid( float size, int resolution )
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}
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void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size ) {
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glm::vec3 pRight = position + orientation.right * size;
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glm::vec3 pUp = position + orientation.up * size;
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glm::vec3 pFront = position + orientation.front * size;
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glColor3f( 1.0f, 0.0f, 0.0f );
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glBegin( GL_LINE_STRIP );
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glVertex3f( position.x, position.y, position.z );
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glVertex3f( pRight.x, pRight.y, pRight.z );
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glEnd();
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glColor3f( 0.0f, 1.0f, 0.0f );
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glBegin( GL_LINE_STRIP );
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glVertex3f( position.x, position.y, position.z );
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glVertex3f( pUp.x, pUp.y, pUp.z );
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glEnd();
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glColor3f( 0.0f, 0.0f, 1.0f );
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glBegin( GL_LINE_STRIP );
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glVertex3f( position.x, position.y, position.z );
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glVertex3f( pFront.x, pFront.y, pFront.z );
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glEnd();
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}
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@ -17,6 +17,9 @@
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#include <glm/glm.hpp>
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#include <Orientation.h>
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float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos);
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float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw);
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@ -30,7 +33,8 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
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float r=1.0, float g=1.0, float b=1.0);
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double diffclock(timeval *clock1,timeval *clock2);
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void drawGroundPlaneGrid( float size, int resolution );
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void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size );
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#endif
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@ -769,6 +769,13 @@ void display(void)
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//quick test for camera ortho-normal sanity check...
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if (::starsOn) {
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// should be the first rendering pass - w/o depth buffer / lighting
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stars.render(fov);
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