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Set grid height via global y-coord
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3 changed files with 5 additions and 7 deletions
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@ -132,7 +132,7 @@
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<div id="horizontal-position" class="property-section">
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<label>Position (Y Axis)</label>
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<span>
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<input type='number' id="horiz-y" class="number" value="-1.0" step="0.1"></input>
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<input type='number' id="horiz-y" class="number" step="0.1"></input>
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</span>
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</div>
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@ -12,7 +12,7 @@ Grid = function(opts) {
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];
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var colorIndex = 0;
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var gridAlpha = 0.6;
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var origin = { x: 0, y: 0, z: 0 };
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var origin = { x: 0, y: +MyAvatar.getJointPosition('LeftToeBase').y.toFixed(1) + 0.1, z: 0 };
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var scale = 500;
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var minorGridEvery = 1.0;
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var majorGridEvery = 5;
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@ -23,12 +23,13 @@ Grid = function(opts) {
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var snapToGrid = false;
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var gridOverlay = Overlays.addOverlay("grid", {
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rotation: Quat.fromPitchYawRollDegrees(90, 0, 0),
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dimensions: { x: scale, y: scale, z: scale },
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position: origin,
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visible: false,
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drawInFront: false,
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color: colors[0],
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alpha: gridAlpha,
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rotation: Quat.fromPitchYawRollDegrees(90, 0, 0),
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minorGridEvery: minorGridEvery,
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majorGridEvery: majorGridEvery,
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});
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@ -75,10 +75,7 @@ void Grid3DOverlay::render(RenderArgs* args) {
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auto cameraPosition =
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(float)_majorGridEvery * glm::round(args->_viewFrustum->getPosition() / (float)_majorGridEvery);
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// Get the plane of the avatar's feet (or collision ground)
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auto avatarBaseHeight = avatar->getPosition().y - avatar->getUniformScale();
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position += glm::vec3(cameraPosition.x, avatarBaseHeight, cameraPosition.z);
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position += glm::vec3(cameraPosition.x, 0.0f, cameraPosition.z);
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}
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Transform transform;
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