From 0daa90919262cbe117a9151233b4667638e21773 Mon Sep 17 00:00:00 2001 From: Wayne Chen Date: Thu, 13 Dec 2018 14:25:52 -0800 Subject: [PATCH] more dev feedback --- interface/src/Application.cpp | 34 +++++++++++++++++----------------- 1 file changed, 17 insertions(+), 17 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index c7e1558767..8971ddf4b1 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -8622,16 +8622,16 @@ void Application::setShowBulletConstraintLimits(bool value) { } void Application::createLoginDialogOverlay() { - const auto cameraPosition = _myCamera.getPosition(); - const auto cameraOrientation = _myCamera.getOrientation(); - const auto upVec = getMyAvatar()->getWorldOrientation() * Vectors::UNIT_Y; - const auto headLookVec = (cameraOrientation * Vectors::FRONT); + const glm::vec2 LOGIN_OVERLAY_DIMENSIONS{ 0.89f, 0.5f }; + const auto overlayOffset = glm::vec2(0.7f, -0.1f); + auto cameraPosition = _myCamera.getPosition(); + auto cameraOrientation = _myCamera.getOrientation(); + auto upVec = getMyAvatar()->getWorldOrientation() * Vectors::UNIT_Y; + auto headLookVec = (cameraOrientation * Vectors::FRONT); // DEFAULT_DPI / tablet scale percentage const float overlayDpi = 31.0f / (75.0f / 100.0f); - const auto offset = headLookVec * 0.7f; - const auto overlayPosition = (cameraPosition + offset) + (upVec * -0.1f); - - const glm::vec2 LOGIN_OVERLAY_DIMENSIONS{ 0.89f, 0.5f }; + auto offset = headLookVec * overlayOffset.x; + const auto overlayPosition = (cameraPosition + offset) + (upVec * overlayOffset.y); QVariantMap overlayProperties = { { "name", "LoginDialogOverlay" }, { "url", OVERLAY_LOGIN_DIALOG_URL }, @@ -8673,18 +8673,18 @@ void Application::updateLoginDialogOverlayPosition() { const auto overlayOffset = glm::vec2(0.7f, -0.1f); auto& overlays = getOverlays(); auto loginOverlay = std::dynamic_pointer_cast(overlays.getOverlay(_loginDialogOverlayID)); - const auto overlayPositionVec = loginOverlay->getWorldPosition(); - const auto cameraPositionVec = _myCamera.getPosition(); - const auto cameraOrientation = cancelOutRollAndPitch(_myCamera.getOrientation()); - const auto headLookVec = (cameraOrientation * Vectors::FRONT); - const auto overlayToHeadVec = overlayPositionVec - cameraPositionVec; - const auto pointAngle = (glm::acos(glm::dot(glm::normalize(overlayToHeadVec), glm::normalize(headLookVec))) * 180.0f / PI); - const auto upVec = getMyAvatar()->getWorldOrientation() * Vectors::UNIT_Y; - const auto offset = headLookVec * overlayOffset.x; + auto overlayPositionVec = loginOverlay->getWorldPosition(); + auto cameraPositionVec = _myCamera.getPosition(); + auto cameraOrientation = cancelOutRollAndPitch(_myCamera.getOrientation()); + auto headLookVec = (cameraOrientation * Vectors::FRONT); + auto overlayToHeadVec = overlayPositionVec - cameraPositionVec; + auto pointAngle = (glm::acos(glm::dot(glm::normalize(overlayToHeadVec), glm::normalize(headLookVec))) * 180.0f / PI); + auto upVec = getMyAvatar()->getWorldOrientation() * Vectors::UNIT_Y; + auto offset = headLookVec * overlayOffset.x; const auto newOverlayPositionVec = (cameraPositionVec + offset) + (upVec * overlayOffset.y); const auto newOverlayOrientation = glm::inverse(glm::quat_cast(glm::lookAt(newOverlayPositionVec, cameraPositionVec, upVec))) * Quaternions::Y_180; - const bool overlayOutOfBounds = glm::distance(overlayPositionVec, cameraPositionVec) > 1.0f; + bool overlayOutOfBounds = glm::distance(overlayPositionVec, cameraPositionVec) > 1.0f; if (pointAngle > LOOK_AWAY_THRESHOLD_ANGLE || overlayOutOfBounds) { const auto keyboardLocalOrientation = glm::quat(0.0f, 0.0, 1.0f, 0.25f);