From 5d78867197dd37074cd626e2ecdfd489736542f1 Mon Sep 17 00:00:00 2001 From: Zach Pomerantz Date: Fri, 19 Feb 2016 15:23:54 -0800 Subject: [PATCH] Set grid height via global y-coord --- examples/html/gridControls.html | 2 +- examples/libraries/gridTool.js | 5 +++-- interface/src/ui/overlays/Grid3DOverlay.cpp | 5 +---- 3 files changed, 5 insertions(+), 7 deletions(-) diff --git a/examples/html/gridControls.html b/examples/html/gridControls.html index 0724f1fc6b..f8a7db4a50 100644 --- a/examples/html/gridControls.html +++ b/examples/html/gridControls.html @@ -132,7 +132,7 @@
- +
diff --git a/examples/libraries/gridTool.js b/examples/libraries/gridTool.js index 6d762c94d2..f5c8b4d90b 100644 --- a/examples/libraries/gridTool.js +++ b/examples/libraries/gridTool.js @@ -12,7 +12,7 @@ Grid = function(opts) { ]; var colorIndex = 0; var gridAlpha = 0.6; - var origin = { x: 0, y: 0, z: 0 }; + var origin = { x: 0, y: +MyAvatar.getJointPosition('LeftToeBase').y.toFixed(1) + 0.1, z: 0 }; var scale = 500; var minorGridEvery = 1.0; var majorGridEvery = 5; @@ -23,12 +23,13 @@ Grid = function(opts) { var snapToGrid = false; var gridOverlay = Overlays.addOverlay("grid", { + rotation: Quat.fromPitchYawRollDegrees(90, 0, 0), dimensions: { x: scale, y: scale, z: scale }, + position: origin, visible: false, drawInFront: false, color: colors[0], alpha: gridAlpha, - rotation: Quat.fromPitchYawRollDegrees(90, 0, 0), minorGridEvery: minorGridEvery, majorGridEvery: majorGridEvery, }); diff --git a/interface/src/ui/overlays/Grid3DOverlay.cpp b/interface/src/ui/overlays/Grid3DOverlay.cpp index e73520e973..eef238e267 100644 --- a/interface/src/ui/overlays/Grid3DOverlay.cpp +++ b/interface/src/ui/overlays/Grid3DOverlay.cpp @@ -75,10 +75,7 @@ void Grid3DOverlay::render(RenderArgs* args) { auto cameraPosition = (float)_majorGridEvery * glm::round(args->_viewFrustum->getPosition() / (float)_majorGridEvery); - // Get the plane of the avatar's feet (or collision ground) - auto avatarBaseHeight = avatar->getPosition().y - avatar->getUniformScale(); - - position += glm::vec3(cameraPosition.x, avatarBaseHeight, cameraPosition.z); + position += glm::vec3(cameraPosition.x, 0.0f, cameraPosition.z); } Transform transform;