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Playing around with using the gyro acceleration to drive the eye offset.
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2 changed files with 8 additions and 0 deletions
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@ -1294,6 +1294,10 @@ void Application::updateAvatar(float deltaTime) {
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_headMouseY = max(_headMouseY, 0);
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_headMouseY = min(_headMouseY, _glWidget->height());
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_eyeOffsetVelocity += _serialPort.getLastAcceleration() * deltaTime;
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_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + _eyeOffsetVelocity * deltaTime);
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resizeGL(_glWidget->width(), _glWidget->height());
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if (OculusManager::isConnected()) {
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float yaw, pitch, roll;
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OculusManager::getEulerAngles(yaw, pitch, roll);
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@ -2086,6 +2090,9 @@ void Application::resetSensors() {
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QCursor::setPos(_headMouseX, _headMouseY);
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_myAvatar.reset();
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_myTransmitter.resetLevels();
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_myCamera.setEyeOffsetPosition(glm::vec3(0.0f, 0.0f, 0.0f));
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_eyeOffsetVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
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resizeGL(_glWidget->width(), _glWidget->height());
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}
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static void setShortcutsEnabled(QWidget* widget, bool enabled) {
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@ -206,6 +206,7 @@ private:
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Camera _myCamera; // My view onto the world
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Camera _viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
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glm::vec3 _eyeOffsetVelocity;
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Environment _environment;
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