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test
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parent
b881507f51
commit
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1 changed files with 4 additions and 10 deletions
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@ -167,12 +167,10 @@ void Head::render(bool lookingInMirror) {
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renderMouth();
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renderMouth();
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renderEyeBrows();
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renderEyeBrows();
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/*
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if (_lookingAtSomething) {
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if (_lookingAtSomething) {
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// Render lines originating from the eyes and converging on the lookatPosition
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// Render lines originating from the eyes and converging on the lookatPosition
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debugRenderLookatVectors(_leftEyePosition, _rightEyePosition, _lookatPosition);
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debugRenderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
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}
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}
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*/
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}
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}
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void Head::renderHeadSphere() {
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void Head::renderHeadSphere() {
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@ -355,7 +353,7 @@ void Head::renderEyeBalls() {
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glPushMatrix();
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glPushMatrix();
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//if (_lookingAtSomething) {
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if (_lookingAtSomething) {
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//rotate the eyeball to aim towards the lookat position
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//rotate the eyeball to aim towards the lookat position
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glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _leftEyePosition); // the lookat direction
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glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _leftEyePosition); // the lookat direction
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@ -363,7 +361,6 @@ void Head::renderEyeBalls() {
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float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
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float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
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glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glRotatef(180.0, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
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glRotatef(180.0, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
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/*
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} else {
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} else {
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//rotate the eyeball to aim straight ahead
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//rotate the eyeball to aim straight ahead
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@ -377,7 +374,6 @@ void Head::renderEyeBalls() {
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if ( dot < 0.0f ) { rollRotation = -rollRotation; }
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if ( dot < 0.0f ) { rollRotation = -rollRotation; }
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glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
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glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
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}
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}
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*/
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glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
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glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
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glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
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glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
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@ -401,7 +397,7 @@ void Head::renderEyeBalls() {
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glPushMatrix();
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glPushMatrix();
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//if (_lookingAtSomething) {
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if (_lookingAtSomething) {
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//rotate the eyeball to aim towards the lookat position
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//rotate the eyeball to aim towards the lookat position
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glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _rightEyePosition);
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glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _rightEyePosition);
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@ -409,7 +405,6 @@ void Head::renderEyeBalls() {
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float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
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float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
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glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glRotatef(180.0f, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
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glRotatef(180.0f, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
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/*
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} else {
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} else {
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//rotate the eyeball to aim straight ahead
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//rotate the eyeball to aim straight ahead
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@ -423,7 +418,6 @@ void Head::renderEyeBalls() {
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if ( dot < 0.0f ) { rollRotation = -rollRotation; }
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if ( dot < 0.0f ) { rollRotation = -rollRotation; }
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glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
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glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
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}
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}
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*/
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glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
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glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
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glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
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glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
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@ -441,7 +435,7 @@ void Head::renderEyeBalls() {
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void Head::debugRenderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
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void Head::debugRenderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
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glColor3f(0.0f, 0.0f, 0.0f);
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glColor3f(0.0f, 0.0f, 0.0f);
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glLineWidth(3.0);
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glLineWidth(2.0);
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glBegin(GL_LINE_STRIP);
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glBegin(GL_LINE_STRIP);
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glVertex3f(leftEyePosition.x, leftEyePosition.y, leftEyePosition.z);
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glVertex3f(leftEyePosition.x, leftEyePosition.y, leftEyePosition.z);
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glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z);
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glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z);
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