This commit is contained in:
Brad Hefta-Gaub 2016-10-24 15:03:41 -07:00
parent a25d50387e
commit 779f326452
7 changed files with 3 additions and 52 deletions

View file

@ -364,9 +364,6 @@ void HmdDisplayPlugin::updateFrameData() {
_presentExtraLaser = _extraLaser;
_presentExtraLaserStart = _extraLaserStart;
_presentExtraLaserPose = _extraLaserPose;
});
auto compositorHelper = DependencyManager::get<CompositorHelper>();
@ -436,24 +433,7 @@ void HmdDisplayPlugin::updateFrameData() {
// compute the glow point interesections
if (_presentExtraLaser.valid()) {
const auto& handLaser = _presentExtraLaser;
const vec3& laserDirection = handLaser.direction;
/*
mat4 model = _presentExtraLaserPose;
vec3 castStart = vec3(model[3]);
vec3 castDirection = glm::quat_cast(model) * laserDirection;
if (glm::abs(glm::length2(castDirection) - 1.0f) > EPSILON) {
castDirection = glm::normalize(castDirection);
castDirection = glm::inverse(_presentUiModelTransform.getRotation()) * castDirection;
}
// FIXME - no offset
vec3 grabPointOffset {0};
castStart += glm::quat_cast(model) * grabPointOffset;
*/
const vec3& laserDirection = _presentExtraLaser.direction;
vec3 castStart = _presentExtraLaserStart;
vec3 castDirection = laserDirection;
@ -680,20 +660,6 @@ bool HmdDisplayPlugin::setHandLaser(uint32_t hands, HandLaserMode mode, const ve
return true;
}
bool HmdDisplayPlugin::setExtraLaser(mat4 extraLaserPose, HandLaserMode mode, const vec4& color, const vec3& direction) {
HandLaserInfo info;
info.mode = mode;
info.color = color;
info.direction = direction;
withNonPresentThreadLock([&] {
_extraLaser = info;
_extraLaserPose = extraLaserPose;
});
// FIXME defer to a child class plugin to determine if hand lasers are actually
// available based on the presence or absence of hand controllers
return true;
}
bool HmdDisplayPlugin::setExtraLaser(HandLaserMode mode, const vec4& color, const glm::vec3& sensorSpaceStart, const vec3& sensorSpaceDirection) {
HandLaserInfo info;
info.mode = mode;

View file

@ -38,8 +38,6 @@ public:
virtual glm::mat4 getHeadPose() const override;
bool setHandLaser(uint32_t hands, HandLaserMode mode, const vec4& color, const vec3& direction) override;
bool setExtraLaser(mat4 extraLaserPose, HandLaserMode mode, const vec4& color, const vec3& direction) override;
bool setExtraLaser(HandLaserMode mode, const vec4& color, const glm::vec3& sensorSpaceStart, const vec3& sensorSpaceDirection) override;
bool wantVsync() const override {
@ -91,11 +89,6 @@ protected:
vec3 _presentExtraLaserStart;
std::pair<vec3, vec3> _presentExtraLaserPoints;
// FIXME - kill these
mat4 _extraLaserPose;
mat4 _presentExtraLaserPose;
std::array<mat4, 2> _eyeOffsets;
std::array<mat4, 2> _eyeProjections;
std::array<mat4, 2> _eyeInverseProjections;

View file

@ -115,9 +115,6 @@ public:
return false;
}
virtual bool setExtraLaser(mat4 extraLaserPose, HandLaserMode mode, const vec4& color, const vec3& direction) {
return false;
}
virtual bool setExtraLaser(HandLaserMode mode, const vec4& color, const glm::vec3& sensorSpaceStart, const vec3& sensorSpaceDirection) {
return false;
}

View file

@ -1585,7 +1585,6 @@ void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm
}
// FIXME -- there's a memory leak of GPU buffers in this method
void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color, float glowIntensity, float glowWidth, int id) {

View file

@ -894,9 +894,6 @@ function MyController(hand) {
};
this.overlayLineOn = function(closePoint, farPoint, color) {
print("overlayLineOn()... closePoint:", closePoint.x +","+closePoint.y+","+closePoint.z,
"farPoint:", farPoint.x +","+farPoint.y+","+farPoint.z);
if (this.overlayLine === null) {
var lineProperties = {
glow: 1.0,

View file

@ -204,7 +204,7 @@ function overlayFromWorldPoint(point) {
}
function activeHudPoint2d(activeHand) { // if controller is valid, update reticle position and answer 2d point. Otherwise falsey.
var controllerPose = getControllerWorldLocation(activeHand, true); // note: this will use head pose of hand pose is invalid (third eye)
var controllerPose = getControllerWorldLocation(activeHand, true); // note: this will return head pose if hand pose is invalid (third eye)
if (!controllerPose.valid) {
return; // Controller is cradled.
}
@ -500,7 +500,7 @@ function update() {
return off();
}
if (true) {
if (!HMD.isHandControllerAvailable()) {
var color = (activeTrigger.state === 'full') ? LASER_TRIGGER_COLOR_XYZW : LASER_SEARCH_COLOR_XYZW;
var position = MyAvatar.getHeadPosition();

View file

@ -43,7 +43,6 @@ getControllerWorldLocation = function (handController, doOffset) {
position = Vec3.sum(position, Vec3.multiplyQbyV(orientation, getGrabPointSphereOffset(handController)));
}
} else if (!HMD.isHandControllerAvailable()) {
//print("getControllerWorldLocation(), no hand controllers -- use head");
position = MyAvatar.getHeadPosition();
orientation = Quat.multiply(MyAvatar.headOrientation, Quat.angleAxis(-90, { x: 1, y: 0, z: 0 }));
valid = true;