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Merge branch 'master' of https://github.com/worklist/hifi into unlimited_avatars
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commit
c8bde7146e
3 changed files with 10 additions and 5 deletions
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@ -203,6 +203,7 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_mouseVoxelScale(1.0f / 1024.0f),
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_justEditedVoxel(false),
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_isLookingAtOtherAvatar(false),
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_lookatIndicatorScale(1.0f),
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_paintOn(false),
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_dominantColor(0),
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_perfStatsOn(false),
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@ -1993,6 +1994,7 @@ bool Application::isLookingAtOtherAvatar(glm::vec3& mouseRayOrigin, glm::vec3& m
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glm::vec3 headPosition = avatar->getHead().getPosition();
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if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition, HEAD_SPHERE_RADIUS)) {
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eyePosition = avatar->getHead().getEyeLevelPosition();
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_lookatIndicatorScale = avatar->getScale();
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_lookatOtherPosition = headPosition;
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nodeID = avatar->getOwningNode()->getNodeID();
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return true;
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@ -2004,11 +2006,13 @@ bool Application::isLookingAtOtherAvatar(glm::vec3& mouseRayOrigin, glm::vec3& m
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void Application::renderLookatIndicator(glm::vec3 pointOfInterest, Camera& whichCamera) {
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const float DISTANCE_FROM_HEAD_SPHERE = 0.1f;
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const float DISTANCE_FROM_HEAD_SPHERE = 0.1f * _lookatIndicatorScale;
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const float INDICATOR_RADIUS = 0.1f * _lookatIndicatorScale;
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const float YELLOW[] = { 1.0f, 1.0f, 0.0f };
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const int NUM_SEGMENTS = 30;
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glm::vec3 haloOrigin(pointOfInterest.x, pointOfInterest.y + DISTANCE_FROM_HEAD_SPHERE, pointOfInterest.z);
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glColor3f(YELLOW[0], YELLOW[1], YELLOW[2]);
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renderCircle(haloOrigin, 0.1f, glm::vec3(0.0f, 1.0f, 0.0f), 30);
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renderCircle(haloOrigin, INDICATOR_RADIUS, IDENTITY_UP, NUM_SEGMENTS);
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}
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void Application::update(float deltaTime) {
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@ -2057,7 +2061,7 @@ void Application::update(float deltaTime) {
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 up = orientation * IDENTITY_UP;
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glm::vec3 towardVoxel = getMouseVoxelWorldCoordinates(_mouseVoxelDragging)
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- _myAvatar.getCameraPosition(); // is this an error? getCameraPosition dne
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- _myAvatar.getCameraPosition();
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towardVoxel = front * glm::length(towardVoxel);
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glm::vec3 lateralToVoxel = glm::cross(up, glm::normalize(towardVoxel)) * glm::length(towardVoxel);
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_voxelThrust = glm::vec3(0, 0, 0);
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@ -2335,7 +2339,7 @@ void Application::updateAvatar(float deltaTime) {
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// actually need to calculate the view frustum planes to send these details
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// to the server.
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loadViewFrustum(_myCamera, _viewFrustum);
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_myAvatar.setCameraPosition(_viewFrustum.getPosition()); // setCameraPosition() dne
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_myAvatar.setCameraPosition(_viewFrustum.getPosition());
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_myAvatar.setCameraOrientation(_viewFrustum.getOrientation());
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_myAvatar.setCameraFov(_viewFrustum.getFieldOfView());
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_myAvatar.setCameraAspectRatio(_viewFrustum.getAspectRatio());
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@ -384,6 +384,7 @@ private:
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bool _isLookingAtOtherAvatar;
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glm::vec3 _lookatOtherPosition;
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float _lookatIndicatorScale;
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bool _paintOn; // Whether to paint voxels as you fly around
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unsigned char _dominantColor; // The dominant color of the voxel we're painting
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@ -272,7 +272,7 @@ void Head::calculateGeometry() {
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+ up * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_UP_OFFSET
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+ front * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_FRONT_OFFSET;
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_eyeLevelPosition = _position + up * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_UP_OFFSET;
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_eyeLevelPosition = _rightEyePosition - right * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_RIGHT_OFFSET;
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//calculate the eyebrow positions
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_leftEyeBrowPosition = _leftEyePosition;
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