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removed print statements
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parent
274bf33318
commit
297e5b2e2f
4 changed files with 1 additions and 9 deletions
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@ -8133,6 +8133,7 @@ void Application::setDisplayPlugin(DisplayPluginPointer newDisplayPlugin) {
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// reset the avatar, to set head and hand palms back to a reasonable default pose.
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getMyAvatar()->reset(false);
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// switch to first person if entering hmd and setting is checked
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if (menu) {
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QAction* action = menu->getActionForOption(newDisplayPlugin->getName());
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@ -806,7 +806,6 @@ void MyAvatar::updateSensorToWorldMatrix() {
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// update the sensor mat so that the body position will end up in the desired
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// position when driven from the head.
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float sensorToWorldScale = getEyeHeight() / getUserEyeHeight();
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qCDebug(interfaceapp) << sensorToWorldScale;
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glm::mat4 desiredMat = createMatFromScaleQuatAndPos(glm::vec3(sensorToWorldScale), getWorldOrientation(), getWorldPosition());
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_sensorToWorldMatrix = desiredMat * glm::inverse(_bodySensorMatrix);
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@ -1743,10 +1742,6 @@ controller::Pose MyAvatar::getControllerPoseInSensorFrame(controller::Action act
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controller::Pose MyAvatar::getControllerPoseInWorldFrame(controller::Action action) const {
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auto pose = getControllerPoseInSensorFrame(action);
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glm::mat4 printout = getSensorToWorldMatrix();
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if (action == controller::Action::HEAD) {
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//qCDebug(interfaceapp) << "matrix 4 sensor to world" << printout;
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}
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if (pose.valid) {
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return pose.transform(getSensorToWorldMatrix());
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} else {
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@ -1756,7 +1751,6 @@ controller::Pose MyAvatar::getControllerPoseInWorldFrame(controller::Action acti
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controller::Pose MyAvatar::getControllerPoseInAvatarFrame(controller::Action action) const {
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auto pose = getControllerPoseInWorldFrame(action);
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// qCDebug(interfaceapp) << " the head position in world frame is " << pose.getTranslation();
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if (pose.valid) {
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glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getWorldOrientation(), getWorldPosition()));
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return pose.transform(invAvatarMatrix);
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@ -116,9 +116,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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// input action is the highest priority source for head orientation.
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auto avatarHeadPose = myAvatar->getControllerPoseInAvatarFrame(controller::Action::HEAD);
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if (avatarHeadPose.isValid()) {
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//qCDebug(interfaceapp) << " the head position in avatar frame is " << avatarHeadPose.getTranslation();
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AnimPose pose(avatarHeadPose.getRotation(), avatarHeadPose.getTranslation());
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params.primaryControllerPoses[Rig::PrimaryControllerType_Head] = avatarToRigPose * pose;
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params.primaryControllerFlags[Rig::PrimaryControllerType_Head] = (uint8_t)Rig::ControllerFlags::Enabled;
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@ -1761,7 +1761,6 @@ void Avatar::ensureInScene(AvatarSharedPointer self, const render::ScenePointer&
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// thread-safe
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float Avatar::getEyeHeight() const {
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qCDebug(animation) << "modelscale "<<getModelScale() <<" eyeheight " << getUnscaledEyeHeight();
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return getModelScale() * getUnscaledEyeHeight();
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}
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