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Removing dead code
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64bb120712
commit
78c3ba0e2c
3 changed files with 0 additions and 20 deletions
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@ -740,21 +740,6 @@ void OculusManager::reset() {
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}
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}
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}
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}
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//Gets the current predicted angles from the oculus sensors
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void OculusManager::getEulerAngles(float& yaw, float& pitch, float& roll) {
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ovrTrackingState ts = ovrHmd_GetTrackingState(_ovrHmd, ovr_GetTimeInSeconds());
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if (ts.StatusFlags & (ovrStatus_OrientationTracked | ovrStatus_PositionTracked)) {
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glm::vec3 euler = glm::eulerAngles(toGlm(ts.HeadPose.ThePose.Orientation));
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yaw = euler.y;
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pitch = euler.x;
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roll = euler.z;
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} else {
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yaw = 0.0f;
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pitch = 0.0f;
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roll = 0.0f;
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}
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}
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glm::vec3 OculusManager::getRelativePosition() {
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glm::vec3 OculusManager::getRelativePosition() {
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ovrTrackingState trackingState = ovrHmd_GetTrackingState(_ovrHmd, ovr_GetTimeInSeconds());
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ovrTrackingState trackingState = ovrHmd_GetTrackingState(_ovrHmd, ovr_GetTimeInSeconds());
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return toGlm(trackingState.HeadPose.ThePose.Position);
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return toGlm(trackingState.HeadPose.ThePose.Position);
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@ -52,10 +52,6 @@ public:
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static void display(QGLWidget * glCanvas, RenderArgs* renderArgs, const glm::quat &bodyOrientation, const glm::vec3 &position, Camera& whichCamera);
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static void display(QGLWidget * glCanvas, RenderArgs* renderArgs, const glm::quat &bodyOrientation, const glm::vec3 &position, Camera& whichCamera);
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static void reset();
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static void reset();
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/// param \yaw[out] yaw in radians
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/// param \pitch[out] pitch in radians
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/// param \roll[out] roll in radians
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static void getEulerAngles(float& yaw, float& pitch, float& roll);
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static glm::vec3 getRelativePosition();
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static glm::vec3 getRelativePosition();
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static glm::quat getOrientation();
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static glm::quat getOrientation();
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static QSize getRenderTargetSize();
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static QSize getRenderTargetSize();
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@ -573,7 +573,6 @@ void ApplicationOverlay::renderPointers() {
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_lastMouseMove = usecTimestampNow();
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_lastMouseMove = usecTimestampNow();
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} else if (usecTimestampNow() - _lastMouseMove > MAX_IDLE_TIME * USECS_PER_SECOND) {
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} else if (usecTimestampNow() - _lastMouseMove > MAX_IDLE_TIME * USECS_PER_SECOND) {
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//float pitch = 0.0f, yaw = 0.0f, roll = 0.0f; // radians
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//float pitch = 0.0f, yaw = 0.0f, roll = 0.0f; // radians
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//OculusManager::getEulerAngles(yaw, pitch, roll);
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glm::quat orientation = qApp->getHeadOrientation(); // (glm::vec3(pitch, yaw, roll));
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glm::quat orientation = qApp->getHeadOrientation(); // (glm::vec3(pitch, yaw, roll));
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glm::vec3 result;
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glm::vec3 result;
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