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remove some left-over code
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280b603747
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2 changed files with 4 additions and 9 deletions
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@ -532,8 +532,7 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
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_hmdSensorFacing = getFacingDir2D(_hmdSensorOrientation);
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_hmdSensorFacing = getFacingDir2D(_hmdSensorOrientation);
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}
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}
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void MyAvatar::updateJointFromController(glm::mat4& previousSensorToWorldInverseMatrix, controller::Action poseKey,
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void MyAvatar::updateJointFromController(controller::Action poseKey, ThreadSafeValueCache<glm::mat4>& matrixCache) {
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ThreadSafeValueCache<glm::mat4>& matrixCache) {
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assert(QThread::currentThread() == thread());
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assert(QThread::currentThread() == thread());
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auto userInputMapper = DependencyManager::get<UserInputMapper>();
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auto userInputMapper = DependencyManager::get<UserInputMapper>();
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controller::Pose controllerPose = userInputMapper->getPoseState(poseKey);
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controller::Pose controllerPose = userInputMapper->getPoseState(poseKey);
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@ -548,9 +547,6 @@ void MyAvatar::updateJointFromController(glm::mat4& previousSensorToWorldInverse
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// update sensor to world matrix from current body position and hmd sensor.
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// update sensor to world matrix from current body position and hmd sensor.
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// This is so the correct camera can be used for rendering.
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// This is so the correct camera can be used for rendering.
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void MyAvatar::updateSensorToWorldMatrix() {
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void MyAvatar::updateSensorToWorldMatrix() {
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glm::mat4 previousSensorToWorldInverse = glm::inverse(_sensorToWorldMatrix);
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// update the sensor mat so that the body position will end up in the desired
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// update the sensor mat so that the body position will end up in the desired
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// position when driven from the head.
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// position when driven from the head.
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glm::mat4 desiredMat = createMatFromQuatAndPos(getOrientation(), getPosition());
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glm::mat4 desiredMat = createMatFromQuatAndPos(getOrientation(), getPosition());
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@ -565,8 +561,8 @@ void MyAvatar::updateSensorToWorldMatrix() {
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_sensorToWorldMatrixCache.set(_sensorToWorldMatrix);
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_sensorToWorldMatrixCache.set(_sensorToWorldMatrix);
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updateJointFromController(previousSensorToWorldInverse, controller::Action::LEFT_HAND, _controllerLeftHandMatrixCache);
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updateJointFromController(controller::Action::LEFT_HAND, _controllerLeftHandMatrixCache);
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updateJointFromController(previousSensorToWorldInverse, controller::Action::RIGHT_HAND, _controllerRightHandMatrixCache);
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updateJointFromController(controller::Action::RIGHT_HAND, _controllerRightHandMatrixCache);
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}
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}
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// Update avatar head rotation with sensor data
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// Update avatar head rotation with sensor data
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@ -119,8 +119,7 @@ public:
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void updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix);
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void updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix);
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// read the location of a hand controller and save the transform
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// read the location of a hand controller and save the transform
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void updateJointFromController(glm::mat4& previousSensorToWorldInverseMatrix, controller::Action poseKey,
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void updateJointFromController(controller::Action poseKey, ThreadSafeValueCache<glm::mat4>& matrixCache);
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ThreadSafeValueCache<glm::mat4>& matrixCache);
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// best called at end of main loop, just before rendering.
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// best called at end of main loop, just before rendering.
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// update sensor to world matrix from current body position and hmd sensor.
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// update sensor to world matrix from current body position and hmd sensor.
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