Merge pull request #3875 from PhilipRosedale/master

Auto-turn body when head yaw is beyond 45 degrees in HMD
This commit is contained in:
Brad Hefta-Gaub 2014-11-30 05:40:55 -08:00
commit 91fe014411
2 changed files with 20 additions and 14 deletions

View file

@ -19,6 +19,7 @@ var warpPosition = { x: 0, y: 0, z: 0 };
var hipsToEyes;
var restoreCountdownTimer;
var headTurningTimer = 0.0;
// Overlays to show target location
@ -168,6 +169,20 @@ function update(deltaTime) {
restoreCountDownTimer = 0.0;
}
}
var HEAD_TURN_TIME = 0.10;
var HEAD_TURN_DEGREES = 4.0;
var HEAD_TURN_START_ANGLE = 45.0;
var currentYaw = MyAvatar.getHeadFinalYaw();
if (Math.abs(currentYaw) > HEAD_TURN_START_ANGLE) {
headTurningTimer += deltaTime;
if (headTurningTimer > HEAD_TURN_TIME) {
headTurningTimer = 0.0;
MyAvatar.orientation = Quat.multiply(Quat.fromPitchYawRollDegrees(0, (currentYaw > 0) ? HEAD_TURN_DEGREES: -HEAD_TURN_DEGREES, 0),
MyAvatar.orientation);
}
} else {
headTurningTimer = 0.0;
}
}
Controller.keyPressEvent.connect(function(event) {

View file

@ -651,20 +651,11 @@ void Application::paintGL() {
}
} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
//Only behave like a true mirror when in the OR
if (OculusManager::isConnected()) {
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
_myCamera.setPosition(_myAvatar->getHead()->getEyePosition() +
glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0) +
(_myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
} else {
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
_myCamera.setPosition(_myAvatar->getHead()->getEyePosition() +
glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0) +
(_myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
}
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
_myCamera.setPosition(_myAvatar->getDefaultEyePosition() +
glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0) +
(_myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
}
// Update camera position