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Merge branch 'master' of https://github.com/worklist/hifi
This commit is contained in:
commit
1878ac8610
5 changed files with 12 additions and 15 deletions
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@ -303,8 +303,8 @@ void Application::paintGL() {
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_myCamera.setTightness (100.0f);
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_myCamera.setTargetPosition(_myAvatar.getHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getAbsoluteHeadYaw(),
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-_myAvatar.getHead().getPitch(),
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_myAvatar.getHead().getRoll());
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_myAvatar.getHead().getPitch(),
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-_myAvatar.getHead().getRoll());
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} else if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
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_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getAbsoluteHeadYaw(),
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@ -1365,7 +1365,7 @@ void Application::updateAvatar(float deltaTime) {
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const float VERTICAL_PIXELS_PER_DEGREE = 1800.f / 30.f;
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if (powf(measuredYawRate * measuredYawRate +
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measuredPitchRate * measuredPitchRate, 0.5) > MIN_MOUSE_RATE) {
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_headMouseX += measuredYawRate * HORIZONTAL_PIXELS_PER_DEGREE * deltaTime;
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_headMouseX -= measuredYawRate * HORIZONTAL_PIXELS_PER_DEGREE * deltaTime;
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_headMouseY -= measuredPitchRate * VERTICAL_PIXELS_PER_DEGREE * deltaTime;
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}
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_headMouseX = max(_headMouseX, 0);
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@ -1377,7 +1377,7 @@ void Application::updateAvatar(float deltaTime) {
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float yaw, pitch, roll;
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OculusManager::getEulerAngles(yaw, pitch, roll);
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_myAvatar.getHead().setYaw(-yaw);
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_myAvatar.getHead().setYaw(yaw);
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_myAvatar.getHead().setPitch(pitch);
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_myAvatar.getHead().setRoll(roll);
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}
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@ -143,8 +143,7 @@ void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterfa
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// Update head lean distance based on accelerometer data
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glm::vec3 headRotationRates(_head.getPitch(), _head.getYaw(), _head.getRoll());
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glm::vec3 leaning = (serialInterface->getLastAcceleration() - serialInterface->getGravity())
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glm::vec3 leaning = (serialInterface->getLastAcceleration() - serialInterface->getGravity())
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* LEAN_SENSITIVITY
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* (1.f - fminf(glm::length(headRotationRates), HEAD_RATE_MAX) / HEAD_RATE_MAX);
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leaning.y = 0.f;
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@ -131,12 +131,12 @@ void Head::calculateGeometry(bool lookingInMirror) {
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//generate orientation directions based on Euler angles...
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float pitch = _pitch;
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float yaw = -_yaw;
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float roll = -_roll;
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float yaw = _yaw;
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float roll = _roll;
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if (lookingInMirror) {
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yaw = _yaw;
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roll = _roll;
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yaw = -_yaw;
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roll = -_roll;
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}
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_orientation.setToIdentity();
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@ -210,8 +210,6 @@ void Head::renderEars() {
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glPopMatrix();
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}
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void Head::renderMouth() {
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float s = sqrt(_averageLoudness);
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@ -38,7 +38,7 @@ void OculusManager::connect() {
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void OculusManager::getEulerAngles(float& yaw, float& pitch, float& roll) {
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#ifdef __APPLE__
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_sensorFusion.GetOrientation().GetEulerAngles<Axis_Y, Axis_X, Axis_Z, Rotate_CW, Handed_R>(&yaw, &pitch, &roll);
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_sensorFusion.GetOrientation().GetEulerAngles<Axis_Y, Axis_X, Axis_Z, Rotate_CCW, Handed_R>(&yaw, &pitch, &roll);
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// convert each angle to degrees
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yaw = glm::degrees(yaw);
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@ -203,8 +203,8 @@ void SerialInterface::readData() {
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// Convert the integer rates to floats
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const float LSB_TO_DEGREES_PER_SECOND = 1.f / 16.4f; // From MPU-9150 register map, 2000 deg/sec.
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_lastRollRate = ((float) rollRate) * LSB_TO_DEGREES_PER_SECOND;
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_lastYawRate = ((float) yawRate) * LSB_TO_DEGREES_PER_SECOND;
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_lastRollRate = ((float) -rollRate) * LSB_TO_DEGREES_PER_SECOND;
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_lastYawRate = ((float) -yawRate) * LSB_TO_DEGREES_PER_SECOND;
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_lastPitchRate = ((float) -pitchRate) * LSB_TO_DEGREES_PER_SECOND;
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// Accumulate a set of initial baseline readings for setting gravity
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