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synced 2025-04-21 08:04:01 +02:00
Renaming for clarity.
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parent
c626856ff5
commit
63efeccb13
2 changed files with 15 additions and 18 deletions
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@ -116,7 +116,7 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_nudgeStarted(false),
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_lookingAlongX(false),
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_lookingAwayFromOrigin(true),
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_isLookingAtOtherAvatar(false),
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_lookatTargetAvatar(NULL),
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_lookatIndicatorScale(1.0f),
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_perfStatsOn(false),
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_chatEntryOn(false),
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@ -974,7 +974,7 @@ void Application::mousePressEvent(QMouseEvent* event) {
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maybeEditVoxelUnderCursor();
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if (!_palette.isActive() && (!_isHoverVoxel || _isLookingAtOtherAvatar)) {
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if (!_palette.isActive() && (!_isHoverVoxel || _lookatTargetAvatar)) {
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_pieMenu.mousePressEvent(_mouseX, _mouseY);
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}
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@ -1503,7 +1503,7 @@ void Application::setListenModeSingleSource() {
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glm::vec3 eyePositionIgnored;
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uint16_t nodeID;
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if (isLookingAtOtherAvatar(mouseRayOrigin, mouseRayDirection, eyePositionIgnored, nodeID)) {
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if (findLookatTargetAvatar(mouseRayOrigin, mouseRayDirection, eyePositionIgnored, nodeID)) {
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_audio.addListenSource(nodeID);
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}
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}
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@ -1600,8 +1600,8 @@ const float HEAD_SPHERE_RADIUS = 0.07;
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static uint16_t DEFAULT_NODE_ID_REF = 1;
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Avatar* Application::isLookingAtOtherAvatar(glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
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glm::vec3& eyePosition, uint16_t& nodeID = DEFAULT_NODE_ID_REF) {
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Avatar* Application::findLookatTargetAvatar(const glm::vec3& mouseRayOrigin, const glm::vec3& mouseRayDirection,
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glm::vec3& eyePosition, uint16_t& nodeID = DEFAULT_NODE_ID_REF) {
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NodeList* nodeList = NodeList::getInstance();
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for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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@ -1748,8 +1748,8 @@ void Application::update(float deltaTime) {
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_faceshift.getEstimatedEyePitch(), _faceshift.getEstimatedEyeYaw(), 0.0f))) * glm::vec3(0.0f, 0.0f, -1.0f);
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}
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_isLookingAtOtherAvatar = isLookingAtOtherAvatar(lookAtRayOrigin, lookAtRayDirection, lookAtSpot);
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if (_isLookingAtOtherAvatar) {
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_lookatTargetAvatar = findLookatTargetAvatar(lookAtRayOrigin, lookAtRayDirection, lookAtSpot);
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if (_lookatTargetAvatar) {
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// If the mouse is over another avatar's head...
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_myAvatar.getHead().setLookAtPosition(lookAtSpot);
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} else if (_isHoverVoxel && !_faceshift.isActive()) {
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@ -2063,15 +2063,15 @@ void Application::updateAvatar(float deltaTime) {
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const float MIDPOINT_OF_SCREEN = 0.5;
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// Only use gyro to set lookAt if mouse hasn't selected an avatar
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if (!_isLookingAtOtherAvatar) {
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if (!_lookatTargetAvatar) {
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// Set lookAtPosition if an avatar is at the center of the screen
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glm::vec3 screenCenterRayOrigin, screenCenterRayDirection;
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_viewFrustum.computePickRay(MIDPOINT_OF_SCREEN, MIDPOINT_OF_SCREEN, screenCenterRayOrigin, screenCenterRayDirection);
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glm::vec3 eyePosition;
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_isLookingAtOtherAvatar = isLookingAtOtherAvatar(screenCenterRayOrigin, screenCenterRayDirection, eyePosition);
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if (_isLookingAtOtherAvatar) {
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_lookatTargetAvatar = findLookatTargetAvatar(screenCenterRayOrigin, screenCenterRayDirection, eyePosition);
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if (_lookatTargetAvatar) {
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glm::vec3 myLookAtFromMouse(eyePosition);
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_myAvatar.getHead().setLookAtPosition(myLookAtFromMouse);
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}
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@ -2540,7 +2540,7 @@ void Application::displaySide(Camera& whichCamera) {
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Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
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_myAvatar.setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors));
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if (Menu::getInstance()->isOptionChecked(MenuOption::LookAtIndicator) && _isLookingAtOtherAvatar) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::LookAtIndicator) && _lookatTargetAvatar) {
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renderLookatIndicator(_lookatOtherPosition, whichCamera);
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}
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}
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@ -3342,10 +3342,7 @@ void Application::toggleFollowMode() {
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mouseRayOrigin, mouseRayDirection);
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glm::vec3 eyePositionIgnored;
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uint16_t nodeIDIgnored;
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Avatar* leadingAvatar = isLookingAtOtherAvatar(mouseRayOrigin,
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mouseRayDirection,
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eyePositionIgnored,
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nodeIDIgnored);
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Avatar* leadingAvatar = findLookatTargetAvatar(mouseRayOrigin, mouseRayDirection, eyePositionIgnored, nodeIDIgnored);
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_myAvatar.follow(leadingAvatar);
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}
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@ -195,8 +195,8 @@ private:
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void init();
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void update(float deltaTime);
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Avatar* isLookingAtOtherAvatar(glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
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glm::vec3& eyePosition, uint16_t& nodeID);
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Avatar* findLookatTargetAvatar(const glm::vec3& mouseRayOrigin, const glm::vec3& mouseRayDirection,
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glm::vec3& eyePosition, uint16_t& nodeID);
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bool isLookingAtMyAvatar(Avatar* avatar);
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void renderLookatIndicator(glm::vec3 pointOfInterest, Camera& whichCamera);
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@ -315,7 +315,7 @@ private:
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bool _lookingAwayFromOrigin;
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glm::vec3 _nudgeGuidePosition;
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bool _isLookingAtOtherAvatar;
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Avatar* _lookatTargetAvatar;
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glm::vec3 _lookatOtherPosition;
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float _lookatIndicatorScale;
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