Merge pull request #625 from PhilipRosedale/master

Tuned smooth gyro look to feel better
This commit is contained in:
Stephen Birarda 2013-07-08 15:55:52 -07:00
commit c2ad02def2
3 changed files with 10 additions and 7 deletions

View file

@ -1487,7 +1487,8 @@ void Application::initMenu() {
(_testPing = optionsMenu->addAction("Test Ping"))->setCheckable(true);
_testPing->setChecked(true);
(_fullScreenMode = optionsMenu->addAction("Fullscreen", this, SLOT(setFullscreen(bool)), Qt::Key_F))->setCheckable(true);
optionsMenu->addAction("Webcam", &_webcam, SLOT(setEnabled(bool)))->setCheckable(true);
optionsMenu->addAction("Webcam", &_webcam, SLOT(setEnabled(bool)))->setCheckable(true);
optionsMenu->addAction("Go Home", this, SLOT(goHome()));
QMenu* renderMenu = menuBar->addMenu("Render");
(_renderVoxels = renderMenu->addAction("Voxels"))->setCheckable(true);
@ -2805,6 +2806,7 @@ void Application::eyedropperVoxelUnderCursor() {
}
void Application::goHome() {
printLog("Going Home!\n");
_myAvatar.setPosition(START_LOCATION);
}

View file

@ -150,6 +150,8 @@ private slots:
void copyVoxels();
void pasteVoxels();
void runTests();
void goHome();
private:
static void controlledBroadcastToNodes(unsigned char* broadcastData, size_t dataBytes,
@ -184,7 +186,6 @@ private:
void maybeEditVoxelUnderCursor();
void deleteVoxelUnderCursor();
void eyedropperVoxelUnderCursor();
void goHome();
void resetSensors();
void setMenuShortcutsEnabled(bool enabled);

View file

@ -223,11 +223,11 @@ void Head::simulate(float deltaTime, bool isMine) {
if (isMine && _cameraFollowsHead) {
// If we are using gyros and using gyroLook, have the camera follow head but with a null region
// to create stable rendering view with small head movements.
const float CAMERA_FOLLOW_HEAD_RATE_START = 0.05f;
const float CAMERA_FOLLOW_HEAD_RATE_MAX = 0.25f;
const float CAMERA_FOLLOW_HEAD_RATE_RAMP_RATE = 1.5f;
const float CAMERA_STOP_TOLERANCE_DEGREES = 0.25f;
const float CAMERA_START_TOLERANCE_DEGREES = 15.0f;
const float CAMERA_FOLLOW_HEAD_RATE_START = 0.01f;
const float CAMERA_FOLLOW_HEAD_RATE_MAX = 0.5f;
const float CAMERA_FOLLOW_HEAD_RATE_RAMP_RATE = 1.05f;
const float CAMERA_STOP_TOLERANCE_DEGREES = 0.1f;
const float CAMERA_START_TOLERANCE_DEGREES = 2.0f;
float cameraHeadAngleDifference = glm::length(glm::vec2(_pitch - _cameraPitch, _yaw - _cameraYaw));
if (_isCameraMoving) {
_cameraFollowHeadRate = glm::clamp(_cameraFollowHeadRate * CAMERA_FOLLOW_HEAD_RATE_RAMP_RATE,