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https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
HeadData::_yaw and friends change to _baseYaw
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parent
9dd2573311
commit
b6f2150d2e
6 changed files with 43 additions and 43 deletions
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@ -50,7 +50,7 @@ void Head::init() {
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}
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void Head::reset() {
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_yaw = _pitch = _roll = 0.0f;
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_baseYaw = _basePitch = _baseRoll = 0.0f;
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_leanForward = _leanSideways = 0.0f;
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_faceModel.reset();
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}
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@ -185,7 +185,7 @@ glm::quat Head::getTweakedOrientation() const {
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glm::quat Head::getCameraOrientation () const {
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Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
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return owningAvatar->getWorldAlignedOrientation() * glm::quat(glm::radians(glm::vec3(_pitch, 0.f, 0.0f)));
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return owningAvatar->getWorldAlignedOrientation() * glm::quat(glm::radians(glm::vec3(_basePitch, 0.f, 0.0f)));
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}
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glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const {
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@ -198,15 +198,15 @@ glm::vec3 Head::getScalePivot() const {
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}
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float Head::getTweakedYaw() const {
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return glm::clamp(_yaw + _yawTweak, MIN_HEAD_YAW, MAX_HEAD_YAW);
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return glm::clamp(_baseYaw + _yawTweak, MIN_HEAD_YAW, MAX_HEAD_YAW);
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}
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float Head::getTweakedPitch() const {
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return glm::clamp(_pitch + _pitchTweak, MIN_HEAD_PITCH, MAX_HEAD_PITCH);
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return glm::clamp(_basePitch + _pitchTweak, MIN_HEAD_PITCH, MAX_HEAD_PITCH);
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}
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float Head::getTweakedRoll() const {
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return glm::clamp(_roll + _rollTweak, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
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return glm::clamp(_baseRoll + _rollTweak, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
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}
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void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
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@ -117,9 +117,9 @@ void MyAvatar::update(float deltaTime) {
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OculusManager::getEulerAngles(yaw, pitch, roll);
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// but these euler angles are stored in degrees
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head->setYaw(yaw * DEGREES_PER_RADIAN);
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head->setPitch(pitch * DEGREES_PER_RADIAN);
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head->setRoll(roll * DEGREES_PER_RADIAN);
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head->setBaseYaw(yaw * DEGREES_PER_RADIAN);
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head->setBasePitch(pitch * DEGREES_PER_RADIAN);
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head->setBaseRoll(roll * DEGREES_PER_RADIAN);
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}
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// Get audio loudness data from audio input device
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@ -229,7 +229,7 @@ void MyAvatar::simulate(float deltaTime) {
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if (!Application::getInstance()->getFaceshift()->isActive() && OculusManager::isConnected() &&
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fabsf(forwardAcceleration) > OCULUS_ACCELERATION_PULL_THRESHOLD &&
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fabs(getHead()->getYaw()) > OCULUS_YAW_OFFSET_THRESHOLD) {
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fabs(getHead()->getBaseYaw()) > OCULUS_YAW_OFFSET_THRESHOLD) {
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// if we're wearing the oculus
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// and this acceleration is above the pull threshold
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@ -239,7 +239,7 @@ void MyAvatar::simulate(float deltaTime) {
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_bodyYaw = getAbsoluteHeadYaw();
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// set the head yaw to zero for this draw
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getHead()->setYaw(0);
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getHead()->setBaseYaw(0);
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// correct the oculus yaw offset
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OculusManager::updateYawOffset();
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@ -505,7 +505,7 @@ void MyAvatar::saveData(QSettings* settings) {
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settings->setValue("bodyPitch", _bodyPitch);
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settings->setValue("bodyRoll", _bodyRoll);
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settings->setValue("headPitch", getHead()->getPitch());
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settings->setValue("headPitch", getHead()->getBasePitch());
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settings->setValue("position_x", _position.x);
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settings->setValue("position_y", _position.y);
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@ -531,7 +531,7 @@ void MyAvatar::loadData(QSettings* settings) {
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_bodyPitch = loadSetting(settings, "bodyPitch", 0.0f);
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_bodyRoll = loadSetting(settings, "bodyRoll", 0.0f);
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getHead()->setPitch(loadSetting(settings, "headPitch", 0.0f));
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getHead()->setBasePitch(loadSetting(settings, "headPitch", 0.0f));
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_position.x = loadSetting(settings, "position_x", 0.0f);
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_position.y = loadSetting(settings, "position_y", 0.0f);
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@ -574,9 +574,9 @@ void MyAvatar::orbit(const glm::vec3& position, int deltaX, int deltaY) {
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setOrientation(orientation);
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// then vertically
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float oldPitch = getHead()->getPitch();
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getHead()->setPitch(oldPitch - deltaY * ANGULAR_SCALE);
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rotation = glm::angleAxis(glm::radians((getHead()->getPitch() - oldPitch)), orientation * IDENTITY_RIGHT);
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float oldPitch = getHead()->getBasePitch();
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getHead()->setBasePitch(oldPitch - deltaY * ANGULAR_SCALE);
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rotation = glm::angleAxis(glm::radians((getHead()->getBasePitch() - oldPitch)), orientation * IDENTITY_RIGHT);
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setPosition(position + rotation * (getPosition() - position));
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}
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@ -682,7 +682,7 @@ void MyAvatar::updateThrust(float deltaTime) {
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_thrust -= _driveKeys[DOWN] * _scale * THRUST_MAG_DOWN * _thrustMultiplier * deltaTime * up;
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_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
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_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_SPEED * deltaTime;
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getHead()->setPitch(getHead()->getPitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
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getHead()->setBasePitch(getHead()->getBasePitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
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// If thrust keys are being held down, slowly increase thrust to allow reaching great speeds
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if (_driveKeys[FWD] || _driveKeys[BACK] || _driveKeys[RIGHT] || _driveKeys[LEFT] || _driveKeys[UP] || _driveKeys[DOWN]) {
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@ -288,9 +288,9 @@ int AvatarData::parseDataAtOffset(const QByteArray& packet, int offset) {
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}
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return maxAvailableSize;
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}
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_headData->setYaw(headYaw);
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_headData->setPitch(headPitch);
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_headData->setRoll(headRoll);
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_headData->setBaseYaw(headYaw);
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_headData->setBasePitch(headPitch);
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_headData->setBaseRoll(headRoll);
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} // 6 bytes
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// Head lean (relative to pelvis)
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@ -128,8 +128,8 @@ public:
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void setHeadOrientation(const glm::quat& orientation) { _headData->setOrientation(orientation); }
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// access to Head().set/getMousePitch (degrees)
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float getHeadPitch() const { return _headData->getPitch(); }
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void setHeadPitch(float value) { _headData->setPitch(value); };
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float getHeadPitch() const { return _headData->getBasePitch(); }
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void setHeadPitch(float value) { _headData->setBasePitch(value); };
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// access to Head().set/getAverageLoudness
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float getAudioLoudness() const { return _headData->getAudioLoudness(); }
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@ -14,9 +14,9 @@
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#include "HeadData.h"
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HeadData::HeadData(AvatarData* owningAvatar) :
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_yaw(0.0f),
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_pitch(0.0f),
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_roll(0.0f),
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_baseYaw(0.0f),
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_basePitch(0.0f),
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_baseRoll(0.0f),
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_leanSideways(0.0f),
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_leanForward(0.0f),
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_lookAtPosition(0.0f, 0.0f, 0.0f),
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@ -32,7 +32,7 @@ HeadData::HeadData(AvatarData* owningAvatar) :
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}
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glm::quat HeadData::getOrientation() const {
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return _owningAvatar->getOrientation() * glm::quat(glm::radians(glm::vec3(_pitch, _yaw, _roll)));
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return _owningAvatar->getOrientation() * glm::quat(glm::radians(glm::vec3(_basePitch, _baseYaw, _baseRoll)));
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}
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void HeadData::setOrientation(const glm::quat& orientation) {
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@ -44,21 +44,21 @@ void HeadData::setOrientation(const glm::quat& orientation) {
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// the rest goes to the head
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glm::vec3 eulers = glm::degrees(safeEulerAngles(glm::inverse(bodyOrientation) * orientation));
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_pitch = eulers.x;
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_yaw = eulers.y;
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_roll = eulers.z;
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_basePitch = eulers.x;
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_baseYaw = eulers.y;
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_baseRoll = eulers.z;
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}
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void HeadData::addYaw(float yaw) {
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setYaw(_yaw + yaw);
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setBaseYaw(_baseYaw + yaw);
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}
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void HeadData::addPitch(float pitch) {
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setPitch(_pitch + pitch);
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setBasePitch(_basePitch + pitch);
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}
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void HeadData::addRoll(float roll) {
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setRoll(_roll + roll);
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setBaseRoll(_baseRoll + roll);
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}
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@ -36,15 +36,15 @@ public:
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void setLeanSideways(float leanSideways) { _leanSideways = leanSideways; }
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float getLeanForward() const { return _leanForward; }
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void setLeanForward(float leanForward) { _leanForward = leanForward; }
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float getYaw() const { return _yaw; }
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void setYaw(float yaw) { _yaw = glm::clamp(yaw, MIN_HEAD_YAW, MAX_HEAD_YAW); }
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float getPitch() const { return _pitch; }
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void setPitch(float pitch) { _pitch = glm::clamp(pitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH); }
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float getRoll() const { return _roll; }
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void setRoll(float roll) { _roll = glm::clamp(roll, MIN_HEAD_ROLL, MAX_HEAD_ROLL); }
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virtual float getTweakedYaw() const { return _yaw; }
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virtual float getTweakedPitch() const { return _pitch; }
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virtual float getTweakedRoll() const { return _roll; }
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float getBaseYaw() const { return _baseYaw; }
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void setBaseYaw(float yaw) { _baseYaw = glm::clamp(yaw, MIN_HEAD_YAW, MAX_HEAD_YAW); }
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float getBasePitch() const { return _basePitch; }
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void setBasePitch(float pitch) { _basePitch = glm::clamp(pitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH); }
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float getBaseRoll() const { return _baseRoll; }
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void setBaseRoll(float roll) { _baseRoll = glm::clamp(roll, MIN_HEAD_ROLL, MAX_HEAD_ROLL); }
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virtual float getTweakedYaw() const { return _baseYaw; }
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virtual float getTweakedPitch() const { return _basePitch; }
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virtual float getTweakedRoll() const { return _baseRoll; }
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glm::quat getOrientation() const;
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void setOrientation(const glm::quat& orientation);
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@ -73,9 +73,9 @@ public:
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protected:
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// degrees
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float _yaw;
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float _pitch;
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float _roll;
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float _baseYaw;
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float _basePitch;
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float _baseRoll;
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float _leanSideways;
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float _leanForward;
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