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https://github.com/overte-org/overte.git
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removed hand trying to follow mouse and other cruft
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parent
1e276f6dae
commit
2797d0ab3b
4 changed files with 9 additions and 79 deletions
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@ -1217,10 +1217,6 @@ void Application::touchBeginEvent(QTouchEvent* event) {
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return;
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return;
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}
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}
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// put any application specific touch behavior below here..
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_lastTouchAvgX = _touchAvgX;
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_lastTouchAvgY = _touchAvgY;
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}
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}
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void Application::touchEndEvent(QTouchEvent* event) {
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void Application::touchEndEvent(QTouchEvent* event) {
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@ -1875,34 +1871,6 @@ void Application::updateMyAvatarLookAtPosition() {
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_myAvatar->getHead()->setLookAtPosition(lookAtSpot);
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_myAvatar->getHead()->setLookAtPosition(lookAtSpot);
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}
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}
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void Application::updateHandAndTouch(float deltaTime) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateHandAndTouch()");
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// Update from Touch
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if (_isTouchPressed) {
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_lastTouchAvgX = _touchAvgX;
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_lastTouchAvgY = _touchAvgY;
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}
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}
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void Application::updateLeap(float deltaTime) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateLeap()");
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}
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void Application::updateSixense(float deltaTime) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateSixense()");
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_sixenseManager.update(deltaTime);
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}
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void Application::updateSerialDevices(float deltaTime) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateSerialDevices()");
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}
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void Application::updateThreads(float deltaTime) {
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void Application::updateThreads(float deltaTime) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateThreads()");
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PerformanceWarning warn(showWarnings, "Application::updateThreads()");
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@ -2016,11 +1984,7 @@ void Application::update(float deltaTime) {
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updateVisage();
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updateVisage();
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_myAvatar->updateLookAtTargetAvatar();
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_myAvatar->updateLookAtTargetAvatar();
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updateMyAvatarLookAtPosition();
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updateMyAvatarLookAtPosition();
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_sixenseManager.update(deltaTime);
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updateHandAndTouch(deltaTime); // Update state for touch sensors
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updateLeap(deltaTime); // Leap finger-sensing device
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updateSixense(deltaTime); // Razer Hydra controllers
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updateSerialDevices(deltaTime); // Read serial port interface devices
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updateMyAvatar(deltaTime); // Sample hardware, update view frustum if needed, and send avatar data to mixer/nodes
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updateMyAvatar(deltaTime); // Sample hardware, update view frustum if needed, and send avatar data to mixer/nodes
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updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process...
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updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process...
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_avatarManager.updateOtherAvatars(deltaTime); //loop through all the other avatars and simulate them...
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_avatarManager.updateOtherAvatars(deltaTime); //loop through all the other avatars and simulate them...
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@ -343,10 +343,6 @@ private:
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void updateFaceshift();
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void updateFaceshift();
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void updateVisage();
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void updateVisage();
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void updateMyAvatarLookAtPosition();
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void updateMyAvatarLookAtPosition();
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void updateHandAndTouch(float deltaTime);
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void updateLeap(float deltaTime);
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void updateSixense(float deltaTime);
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void updateSerialDevices(float deltaTime);
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void updateThreads(float deltaTime);
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void updateThreads(float deltaTime);
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void updateMetavoxels(float deltaTime);
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void updateMetavoxels(float deltaTime);
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void updateCamera(float deltaTime);
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void updateCamera(float deltaTime);
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@ -477,8 +473,6 @@ private:
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float _touchAvgX;
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float _touchAvgX;
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float _touchAvgY;
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float _touchAvgY;
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float _lastTouchAvgX;
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float _lastTouchAvgY;
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float _touchDragStartedAvgX;
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float _touchDragStartedAvgX;
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float _touchDragStartedAvgY;
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float _touchDragStartedAvgY;
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bool _isTouchPressed; // true if multitouch has been pressed (clear when finished)
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bool _isTouchPressed; // true if multitouch has been pressed (clear when finished)
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@ -136,7 +136,14 @@ void MyAvatar::simulate(float deltaTime) {
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}
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}
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// update the movement of the hand and process handshaking with other avatars...
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// update the movement of the hand and process handshaking with other avatars...
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updateHandMovementAndTouching(deltaTime);
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bool pointing = false;
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if (_mousePressed) {
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_handState = HAND_STATE_GRASPING;
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} else if (pointing) {
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_handState = HAND_STATE_POINTING;
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} else {
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_handState = HAND_STATE_NULL;
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}
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updateOrientation(deltaTime);
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updateOrientation(deltaTime);
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@ -915,40 +922,6 @@ void MyAvatar::updateThrust(float deltaTime) {
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}
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}
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*/
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*/
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void MyAvatar::updateHandMovementAndTouching(float deltaTime) {
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glm::quat orientation = getOrientation();
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// reset hand and arm positions according to hand movement
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glm::vec3 up = orientation * IDENTITY_UP;
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bool pointing = false;
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if (glm::length(_mouseRayDirection) > EPSILON && !Application::getInstance()->isMouseHidden()) {
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// confine to the approximate shoulder plane
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glm::vec3 pointDirection = _mouseRayDirection;
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if (glm::dot(_mouseRayDirection, up) > 0.0f) {
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glm::vec3 projectedVector = glm::cross(up, glm::cross(_mouseRayDirection, up));
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if (glm::length(projectedVector) > EPSILON) {
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pointDirection = glm::normalize(projectedVector);
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}
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}
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glm::vec3 shoulderPosition;
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if (_skeletonModel.getRightShoulderPosition(shoulderPosition)) {
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glm::vec3 farVector = _mouseRayOrigin + pointDirection * (float)TREE_SCALE - shoulderPosition;
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const float ARM_RETRACTION = 0.75f;
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float retractedLength = _skeletonModel.getRightArmLength() * ARM_RETRACTION;
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setHandPosition(shoulderPosition + glm::normalize(farVector) * retractedLength);
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pointing = true;
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}
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}
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if (_mousePressed) {
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_handState = HAND_STATE_GRASPING;
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} else if (pointing) {
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_handState = HAND_STATE_POINTING;
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} else {
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_handState = HAND_STATE_NULL;
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}
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}
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void MyAvatar::updateCollisionWithEnvironment(float deltaTime, float radius) {
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void MyAvatar::updateCollisionWithEnvironment(float deltaTime, float radius) {
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glm::vec3 up = getBodyUpDirection();
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glm::vec3 up = getBodyUpDirection();
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@ -147,7 +147,6 @@ private:
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float computeMotorTimescale();
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float computeMotorTimescale();
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void applyMotor(float deltaTime);
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void applyMotor(float deltaTime);
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void applyThrust(float deltaTime);
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void applyThrust(float deltaTime);
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void updateHandMovementAndTouching(float deltaTime);
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void updateCollisionWithAvatars(float deltaTime);
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void updateCollisionWithAvatars(float deltaTime);
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void updateCollisionWithEnvironment(float deltaTime, float radius);
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void updateCollisionWithEnvironment(float deltaTime, float radius);
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void updateCollisionWithVoxels(float deltaTime, float radius);
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void updateCollisionWithVoxels(float deltaTime, float radius);
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