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Added display head mouse option (default off) and all camera modes follow head gyros the same way.
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2 changed files with 7 additions and 7 deletions
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@ -57,8 +57,6 @@ const glm::vec3 START_LOCATION(0.f, 0.f, 0.f); // Where one's own agent begin
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const int IDLE_SIMULATE_MSECS = 16; // How often should call simulate and other stuff
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// in the idle loop? (60 FPS is default)
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const bool DISPLAY_HEAD_MOUSE = true;
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// customized canvas that simply forwards requests/events to the singleton application
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class GLCanvas : public QGLWidget {
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@ -319,12 +317,11 @@ void Application::paintGL() {
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}
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} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
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_myCamera.setTargetPosition(_myAvatar.getHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getBodyYaw(),
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0.0f,
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//-_myAvatar.getAbsoluteHeadPitch(),
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_myCamera.setTargetRotation(_myAvatar.getAbsoluteHeadYaw(),
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_myAvatar.getAbsoluteHeadPitch(),
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0.0f);
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}
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// important...
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_myCamera.update( 1.f/_fps );
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@ -1203,6 +1200,8 @@ void Application::initMenu() {
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_gyroLook->setChecked(true);
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(_mouseLook = optionsMenu->addAction("Mouse Look"))->setCheckable(true);
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_mouseLook->setChecked(false);
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(_showHeadMouse = optionsMenu->addAction("Head Mouse"))->setCheckable(true);
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_showHeadMouse->setChecked(false);
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(_transmitterDrives = optionsMenu->addAction("Transmitter Drive"))->setCheckable(true);
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_transmitterDrives->setChecked(true);
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@ -1747,7 +1746,7 @@ void Application::displayOverlay() {
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//noiseTest(_glWidget->width(), _glWidget->height());
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if (DISPLAY_HEAD_MOUSE && !_lookingInMirror->isChecked() && USING_INVENSENSE_MPU9150) {
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if (_showHeadMouse->isChecked() && !_lookingInMirror->isChecked() && USING_INVENSENSE_MPU9150) {
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// Display small target box at center or head mouse target that can also be used to measure LOD
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glColor3f(1.0, 1.0, 1.0);
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glDisable(GL_LINE_SMOOTH);
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@ -138,6 +138,7 @@ private:
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QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
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QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
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QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view
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QAction* _showHeadMouse; // Whether the have the mouse near edge of screen move your view
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QAction* _transmitterDrives; // Whether to have Transmitter data move/steer the Avatar
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QAction* _renderVoxels; // Whether to render voxels
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QAction* _renderVoxelTextures; // Whether to render noise textures on voxels
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