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https://github.com/lubosz/overte.git
synced 2025-04-11 13:42:07 +02:00
change all references of IDENTITY_FRONT to IDENTITY_FORWARD
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parent
248c932d50
commit
b7980569cc
12 changed files with 18 additions and 18 deletions
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@ -2131,7 +2131,7 @@ void Application::paintGL() {
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PerformanceTimer perfTimer("CameraUpdates");
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auto myAvatar = getMyAvatar();
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boomOffset = myAvatar->getScale() * myAvatar->getBoomLength() * -IDENTITY_FRONT;
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boomOffset = myAvatar->getScale() * myAvatar->getBoomLength() * -IDENTITY_FORWARD;
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if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON || _myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
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Menu::getInstance()->setIsOptionChecked(MenuOption::FirstPerson, myAvatar->getBoomLength() <= MyAvatar::ZOOM_MIN);
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@ -3954,7 +3954,7 @@ void Application::updateMyAvatarLookAtPosition() {
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auto lookingAtHead = static_pointer_cast<Avatar>(lookingAt)->getHead();
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const float MAXIMUM_FACE_ANGLE = 65.0f * RADIANS_PER_DEGREE;
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glm::vec3 lookingAtFaceOrientation = lookingAtHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT;
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glm::vec3 lookingAtFaceOrientation = lookingAtHead->getFinalOrientationInWorldFrame() * IDENTITY_FORWARD;
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glm::vec3 fromLookingAtToMe = glm::normalize(myAvatar->getHead()->getEyePosition()
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- lookingAtHead->getEyePosition());
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float faceAngle = glm::angle(lookingAtFaceOrientation, fromLookingAtToMe);
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@ -236,7 +236,7 @@ protected:
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glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
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glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FORWARD; }
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glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
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void measureMotionDerivatives(float deltaTime);
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@ -268,7 +268,7 @@ void Head::applyEyelidOffset(glm::quat headOrientation) {
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return;
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}
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glm::quat eyeRotation = rotationBetween(headOrientation * IDENTITY_FRONT, getLookAtPosition() - _eyePosition);
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glm::quat eyeRotation = rotationBetween(headOrientation * IDENTITY_FORWARD, getLookAtPosition() - _eyePosition);
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eyeRotation = eyeRotation * glm::angleAxis(safeEulerAngles(headOrientation).y, IDENTITY_UP); // Rotation w.r.t. head
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float eyePitch = safeEulerAngles(eyeRotation).x;
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@ -375,7 +375,7 @@ glm::quat Head::getCameraOrientation() const {
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glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const {
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glm::quat orientation = getOrientation();
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glm::vec3 lookAtDelta = _lookAtPosition - eyePosition;
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return rotationBetween(orientation * IDENTITY_FRONT, lookAtDelta + glm::length(lookAtDelta) * _saccade) * orientation;
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return rotationBetween(orientation * IDENTITY_FORWARD, lookAtDelta + glm::length(lookAtDelta) * _saccade) * orientation;
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}
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void Head::setFinalPitch(float finalPitch) {
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@ -58,7 +58,7 @@ public:
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const glm::vec3& getSaccade() const { return _saccade; }
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glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getUpDirection() const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
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glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FORWARD; }
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glm::quat getEyeRotation(const glm::vec3& eyePosition) const;
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@ -1068,7 +1068,7 @@ void MyAvatar::updateLookAtTargetAvatar() {
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_lookAtTargetAvatar.reset();
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_targetAvatarPosition = glm::vec3(0.0f);
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glm::vec3 lookForward = getHead()->getFinalOrientationInWorldFrame() * IDENTITY_FRONT;
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glm::vec3 lookForward = getHead()->getFinalOrientationInWorldFrame() * IDENTITY_FORWARD;
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glm::vec3 cameraPosition = qApp->getCamera()->getPosition();
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float smallestAngleTo = glm::radians(DEFAULT_FIELD_OF_VIEW_DEGREES) / 2.0f;
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@ -1770,7 +1770,7 @@ void MyAvatar::updateActionMotor(float deltaTime) {
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}
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// compute action input
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glm::vec3 front = (getDriveKey(TRANSLATE_Z)) * IDENTITY_FRONT;
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glm::vec3 front = (getDriveKey(TRANSLATE_Z)) * IDENTITY_FORWARD;
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glm::vec3 right = (getDriveKey(TRANSLATE_X)) * IDENTITY_RIGHT;
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glm::vec3 direction = front + right;
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@ -2053,7 +2053,7 @@ void MyAvatar::goToLocation(const glm::vec3& newPosition,
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// move the user a couple units away
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const float DISTANCE_TO_USER = 2.0f;
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_goToPosition = newPosition - quatOrientation * IDENTITY_FRONT * DISTANCE_TO_USER;
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_goToPosition = newPosition - quatOrientation * IDENTITY_FORWARD * DISTANCE_TO_USER;
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}
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_goToOrientation = quatOrientation;
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@ -558,13 +558,13 @@ static const std::vector<float> LATERAL_SPEEDS = { 0.2f, 0.65f }; // m/s
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void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPosition, const glm::vec3& worldVelocity, const glm::quat& worldRotation, CharacterControllerState ccState) {
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glm::vec3 front = worldRotation * IDENTITY_FRONT;
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glm::vec3 front = worldRotation * IDENTITY_FORWARD;
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glm::vec3 workingVelocity = worldVelocity;
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{
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glm::vec3 localVel = glm::inverse(worldRotation) * workingVelocity;
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float forwardSpeed = glm::dot(localVel, IDENTITY_FRONT);
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float forwardSpeed = glm::dot(localVel, IDENTITY_FORWARD);
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float lateralSpeed = glm::dot(localVel, IDENTITY_RIGHT);
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float turningSpeed = glm::orientedAngle(front, _lastFront, IDENTITY_UP) / deltaTime;
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@ -65,7 +65,7 @@ glm::quat HeadData::getOrientation() const {
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void HeadData::setOrientation(const glm::quat& orientation) {
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// rotate body about vertical axis
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glm::quat bodyOrientation = _owningAvatar->getOrientation();
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glm::vec3 newFront = glm::inverse(bodyOrientation) * (orientation * IDENTITY_FRONT);
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glm::vec3 newFront = glm::inverse(bodyOrientation) * (orientation * IDENTITY_FORWARD);
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bodyOrientation = bodyOrientation * glm::angleAxis(atan2f(-newFront.x, -newFront.z), glm::vec3(0.0f, 1.0f, 0.0f));
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_owningAvatar->setOrientation(bodyOrientation);
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@ -142,6 +142,6 @@ int OctreeQuery::parseData(ReceivedMessage& message) {
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}
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glm::vec3 OctreeQuery::calculateCameraDirection() const {
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glm::vec3 direction = glm::vec3(_cameraOrientation * glm::vec4(IDENTITY_FRONT, 0.0f));
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glm::vec3 direction = glm::vec3(_cameraOrientation * glm::vec4(IDENTITY_FORWARD, 0.0f));
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return direction;
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}
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@ -27,9 +27,9 @@ void LightStage::Shadow::setKeylightFrustum(const ViewFrustum& viewFrustum, floa
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const auto& direction = glm::normalize(_light->getDirection());
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glm::quat orientation;
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if (direction == IDENTITY_UP) {
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orientation = glm::quat(glm::mat3(-IDENTITY_RIGHT, IDENTITY_FRONT, -IDENTITY_UP));
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orientation = glm::quat(glm::mat3(-IDENTITY_RIGHT, IDENTITY_FORWARD, -IDENTITY_UP));
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} else if (direction == -IDENTITY_UP) {
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orientation = glm::quat(glm::mat3(IDENTITY_RIGHT, IDENTITY_FRONT, IDENTITY_UP));
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orientation = glm::quat(glm::mat3(IDENTITY_RIGHT, IDENTITY_FORWARD, IDENTITY_UP));
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} else {
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auto side = glm::normalize(glm::cross(direction, IDENTITY_UP));
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auto up = glm::normalize(glm::cross(side, direction));
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@ -50,7 +50,7 @@ using glm::quat;
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// this is where the coordinate system is represented
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const glm::vec3 IDENTITY_RIGHT = glm::vec3( 1.0f, 0.0f, 0.0f);
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const glm::vec3 IDENTITY_UP = glm::vec3( 0.0f, 1.0f, 0.0f);
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const glm::vec3 IDENTITY_FRONT = glm::vec3( 0.0f, 0.0f,-1.0f);
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const glm::vec3 IDENTITY_FORWARD = glm::vec3( 0.0f, 0.0f,-1.0f);
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glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
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@ -31,7 +31,7 @@ void ViewFrustum::setOrientation(const glm::quat& orientationAsQuaternion) {
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_orientation = orientationAsQuaternion;
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_right = glm::vec3(orientationAsQuaternion * glm::vec4(IDENTITY_RIGHT, 0.0f));
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_up = glm::vec3(orientationAsQuaternion * glm::vec4(IDENTITY_UP, 0.0f));
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_direction = glm::vec3(orientationAsQuaternion * glm::vec4(IDENTITY_FRONT, 0.0f));
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_direction = glm::vec3(orientationAsQuaternion * glm::vec4(IDENTITY_FORWARD, 0.0f));
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_view = glm::translate(mat4(), _position) * glm::mat4_cast(_orientation);
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}
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@ -153,7 +153,7 @@ private:
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glm::quat _orientation; // orientation in world-frame
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// calculated from orientation
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glm::vec3 _direction = IDENTITY_FRONT;
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glm::vec3 _direction = IDENTITY_FORWARD;
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glm::vec3 _up = IDENTITY_UP;
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glm::vec3 _right = IDENTITY_RIGHT;
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