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Add print statements to debug eyecontact code in Application.cpp.
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2 changed files with 7 additions and 3 deletions
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@ -1721,14 +1721,16 @@ void Application::init() {
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const float MAX_AVATAR_EDIT_VELOCITY = 1.0f;
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const float MAX_VOXEL_EDIT_DISTANCE = 20.0f;
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bool Application::isLookingAtOtherAvatar(glm::vec3 mouseRayOrigin, glm::vec3 mouseRayDirection, glm::vec3 &eyePosition) {
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bool Application::isLookingAtOtherAvatar(glm::vec3 &mouseRayOrigin, glm::vec3 &mouseRayDirection, glm::vec3 &eyePosition) {
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NodeList* nodeList = NodeList::getInstance();
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for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) {
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Avatar *avatar = (Avatar *)node->getLinkedData();
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glm::vec3 headPosition = avatar->getHead().getPosition();
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glm::vec3 intersectionPosition, intersectionNormal;
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if (glm::intersectRaySphere(mouseRayOrigin, mouseRayDirection, headPosition, 1, intersectionPosition, intersectionNormal)) {
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printf("x: %f y: %f z: %f \n", mouseRayOrigin.x, mouseRayOrigin.y, mouseRayOrigin.z);
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if (glm::intersectRaySphere(mouseRayOrigin, mouseRayDirection, headPosition, 10, intersectionPosition, intersectionNormal)) {
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printf("lalala\n");
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eyePosition = avatar->getHead().getEyeLevelPosition();
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return true;
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}
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@ -1758,6 +1760,8 @@ void Application::update(float deltaTime) {
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glm::vec3 mouseRayOrigin, mouseRayDirection;
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_viewFrustum.computePickRay(_mouseX / (float)_glWidget->width(),
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_mouseY / (float)_glWidget->height(), mouseRayOrigin, mouseRayDirection);
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// printf("x: %d y: %d \n", _mouseX, _mouseY);
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// printf("x: %f y: %f z: %f \n", mouseRayOrigin.x, mouseRayOrigin.y, mouseRayOrigin.z);
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// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
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_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
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@ -173,7 +173,7 @@ private:
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void init();
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void update(float deltaTime);
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bool isLookingAtOtherAvatar(glm::vec3 mouseRayOrigin, glm::vec3 mouseRayDirection, glm::vec3 &eyePosition);
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bool isLookingAtOtherAvatar(glm::vec3 &mouseRayOrigin, glm::vec3 &mouseRayDirection, glm::vec3 &eyePosition);
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void updateAvatar(float deltaTime);
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void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
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