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Merge pull request #3857 from ZappoMan/lobbyTweaks
Added "description" to lobby
This commit is contained in:
commit
64761bedd9
4 changed files with 126 additions and 4 deletions
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@ -14,7 +14,17 @@ Script.include("libraries/globals.js");
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var panelWall = false;
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var orbShell = false;
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var reticle = false;
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var descriptionText = false;
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// used for formating the description text, in meters
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var textWidth = 4;
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var textHeight = .5;
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var numberOfLines = 2;
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var textMargin = 0.0625;
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var lineHeight = (textHeight - (2 * textMargin)) / numberOfLines;
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var lastMouseMove = 0;
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var IDLE_HOVER_TIME = 2000; // if you haven't moved the mouse in 2 seconds, and in HMD mode, then we use reticle for hover
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var avatarStickPosition = {};
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var orbNaturalExtentsMin = { x: -1.230354, y: -1.22077, z: -1.210487 };
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@ -54,6 +64,14 @@ function reticlePosition() {
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return Vec3.sum(Camera.position, Vec3.multiply(Quat.getFront(Camera.orientation), RETICLE_DISTANCE));
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}
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function textOverlayPosition() {
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var TEXT_DISTANCE_OUT = 6;
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var TEXT_DISTANCE_DOWN = -2;
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return Vec3.sum(Vec3.sum(Camera.position, Vec3.multiply(Quat.getFront(Camera.orientation), TEXT_DISTANCE_OUT)),
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Vec3.multiply(Quat.getUp(Camera.orientation), TEXT_DISTANCE_DOWN));
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}
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var MAX_NUM_PANELS = 21;
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var DRONE_VOLUME = 0.3;
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@ -80,11 +98,31 @@ function drawLobby() {
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dimensions: orbDimensions,
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ignoreRayIntersection: true
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};
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var windowDimensions = Controller.getViewportDimensions();
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var descriptionTextProps = {
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position: textOverlayPosition(),
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dimensions: { x: textWidth, y: textHeight },
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backgroundColor: { red: 0, green: 0, blue: 0},
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color: { red: 255, green: 255, blue: 255},
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topMargin: textMargin,
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leftMargin: textMargin,
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bottomMargin: textMargin,
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rightMargin: textMargin,
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text: "",
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lineHeight: lineHeight,
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alpha: 0.9,
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ignoreRayIntersection: true,
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visible: false,
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isFacingAvatar: true
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};
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avatarStickPosition = MyAvatar.position;
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panelWall = Overlays.addOverlay("model", panelWallProps);
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orbShell = Overlays.addOverlay("model", orbShellProps);
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descriptionText = Overlays.addOverlay("text3d", descriptionTextProps);
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inOculusMode = Menu.isOptionChecked("Enable VR Mode");
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@ -186,6 +224,8 @@ function cleanupLobby() {
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Overlays.deleteOverlay(panelWall);
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Overlays.deleteOverlay(orbShell);
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Overlays.deleteOverlay(descriptionText);
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if (reticle) {
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Overlays.deleteOverlay(reticle);
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@ -209,7 +249,6 @@ function cleanupLobby() {
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function actionStartEvent(event) {
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if (panelWall) {
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// we've got an action event and our panel wall is up
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// check if we hit a panel and if we should jump there
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var result = Overlays.findRayIntersection(event.actionRay);
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@ -259,6 +298,62 @@ function toggleEnvironmentRendering(shouldRender) {
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Menu.setIsOptionChecked("Avatars", shouldRender);
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}
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function handleLookAt(pickRay) {
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if (panelWall && descriptionText) {
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// we've got an action event and our panel wall is up
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// check if we hit a panel and if we should jump there
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var result = Overlays.findRayIntersection(pickRay);
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if (result.intersects && result.overlayID == panelWall) {
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var panelName = result.extraInfo;
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var panelStringIndex = panelName.indexOf("Panel");
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if (panelStringIndex != -1) {
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var panelIndex = parseInt(panelName.slice(5)) - 1;
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if (panelIndex < locations.length) {
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var actionLocation = locations[panelIndex];
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if (actionLocation.description == "") {
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Overlays.editOverlay(descriptionText, { text: actionLocation.name, visible: true });
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} else {
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// handle line wrapping
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var allWords = actionLocation.description.split(" ");
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var currentGoodLine = "";
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var currentTestLine = "";
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var formatedDescription = "";
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var wordsFormated = 0;
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var currentTestWord = 0;
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var wordsOnLine = 0;
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while (wordsFormated < allWords.length) {
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// first add the "next word" to the line and test it.
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currentTestLine = currentGoodLine;
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if (wordsOnLine > 0) {
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currentTestLine += " " + allWords[currentTestWord];
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} else {
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currentTestLine = allWords[currentTestWord];
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}
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var lineLength = Overlays.textWidth(descriptionText, currentTestLine);
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if (lineLength < textWidth || wordsOnLine == 0) {
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wordsFormated++;
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currentTestWord++;
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wordsOnLine++;
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currentGoodLine = currentTestLine;
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} else {
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formatedDescription += currentGoodLine + "\n";
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wordsOnLine = 0;
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currentGoodLine = "";
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currentTestLine = "";
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}
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}
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formatedDescription += currentGoodLine;
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Overlays.editOverlay(descriptionText, { text: formatedDescription, visible: true });
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}
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} else {
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Overlays.editOverlay(descriptionText, { text: "", visible: false });
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}
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}
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}
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}
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}
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function update(deltaTime) {
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maybeCleanupLobby();
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if (panelWall) {
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@ -267,8 +362,17 @@ function update(deltaTime) {
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Overlays.editOverlay(reticle, {
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position: reticlePosition()
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});
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var nowDate = new Date();
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var now = nowDate.getTime();
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if (now - lastMouseMove > IDLE_HOVER_TIME) {
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var pickRay = Camera.computeViewPickRay(0.5, 0.5);
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handleLookAt(pickRay);
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}
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}
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Overlays.editOverlay(descriptionText, { position: textOverlayPosition() });
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// if the reticle is up then we may need to play the next muzak
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if (!Audio.isInjectorPlaying(currentMuzakInjector)) {
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playNextMuzak();
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@ -276,7 +380,17 @@ function update(deltaTime) {
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}
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}
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function mouseMoveEvent(event) {
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if (panelWall) {
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var nowDate = new Date();
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lastMouseMove = nowDate.getTime();
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var pickRay = Camera.computePickRay(event.x, event.y);
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handleLookAt(pickRay);
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}
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}
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Controller.actionStartEvent.connect(actionStartEvent);
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Controller.backStartEvent.connect(backStartEvent);
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Script.update.connect(update);
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Script.scriptEnding.connect(maybeCleanupLobby);
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Script.scriptEnding.connect(maybeCleanupLobby);
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Controller.mouseMoveEvent.connect(mouseMoveEvent);
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@ -108,6 +108,12 @@ PickRay Camera::computePickRay(float x, float y) {
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return result;
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}
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PickRay Camera::computeViewPickRay(float xRatio, float yRatio) {
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PickRay result;
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Application::getInstance()->getViewFrustum()->computePickRay(xRatio, yRatio, result.origin, result.direction);
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return result;
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}
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void Camera::setModeString(const QString& mode) {
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CameraMode targetMode = stringToMode(mode);
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@ -79,6 +79,7 @@ public slots:
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glm::quat getOrientation() const { return getRotation(); }
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PickRay computePickRay(float x, float y);
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PickRay computeViewPickRay(float xRatio, float yRatio);
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signals:
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void modeUpdated(const QString& newMode);
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@ -75,13 +75,14 @@ void Text3DOverlay::render(RenderArgs* args) {
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glPushMatrix(); {
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glTranslatef(_position.x, _position.y, _position.z);
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glm::quat rotation;
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if (_isFacingAvatar) {
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// rotate about vertical to face the camera
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rotation = Application::getInstance()->getCamera()->getRotation();
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rotation *= glm::angleAxis(glm::pi<float>(), glm::vec3(0.0f, 1.0f, 0.0f));
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} else {
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rotation = getRotation();
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}
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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