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Merge pull request #3875 from PhilipRosedale/master
Auto-turn body when head yaw is beyond 45 degrees in HMD
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commit
91fe014411
2 changed files with 20 additions and 14 deletions
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@ -19,6 +19,7 @@ var warpPosition = { x: 0, y: 0, z: 0 };
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var hipsToEyes;
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var restoreCountdownTimer;
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var headTurningTimer = 0.0;
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// Overlays to show target location
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@ -168,6 +169,20 @@ function update(deltaTime) {
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restoreCountDownTimer = 0.0;
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}
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}
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var HEAD_TURN_TIME = 0.10;
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var HEAD_TURN_DEGREES = 4.0;
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var HEAD_TURN_START_ANGLE = 45.0;
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var currentYaw = MyAvatar.getHeadFinalYaw();
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if (Math.abs(currentYaw) > HEAD_TURN_START_ANGLE) {
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headTurningTimer += deltaTime;
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if (headTurningTimer > HEAD_TURN_TIME) {
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headTurningTimer = 0.0;
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MyAvatar.orientation = Quat.multiply(Quat.fromPitchYawRollDegrees(0, (currentYaw > 0) ? HEAD_TURN_DEGREES: -HEAD_TURN_DEGREES, 0),
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MyAvatar.orientation);
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}
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} else {
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headTurningTimer = 0.0;
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}
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}
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Controller.keyPressEvent.connect(function(event) {
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@ -651,20 +651,11 @@ void Application::paintGL() {
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}
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} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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//Only behave like a true mirror when in the OR
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if (OculusManager::isConnected()) {
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_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
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_myCamera.setPosition(_myAvatar->getHead()->getEyePosition() +
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glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0) +
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(_myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
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glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
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} else {
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_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
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_myCamera.setPosition(_myAvatar->getHead()->getEyePosition() +
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glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0) +
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(_myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
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glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
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}
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_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
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_myCamera.setPosition(_myAvatar->getDefaultEyePosition() +
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glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0) +
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(_myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
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glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
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}
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// Update camera position
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