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Removing access to the gl widget and display managers

Brad Davis committed 11 years ago

Commit 302aa9d1 parent 539063035 files · +401 −440Browse files

Showing the changes to interface/src/Camera.cpp (1 of 35 files). Show all

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interface/src/Camera.cpp+1−49
@@ -17,7 +17,6 @@ · 16 unmodified lines
17#include "Camera.h"17#include "Camera.h"
18#include "Menu.h"18#include "Menu.h"
19#include "Util.h"19#include "Util.h"
20#include "devices/OculusManager.h"
21 20
22 21
23CameraMode stringToMode(const QString& mode) {22CameraMode stringToMode(const QString& mode) {
@@ -54,42 +53,24 @@ Camera::Camera() : · 30 unmodified lines
54 _nearClip(DEFAULT_NEAR_CLIP), // default53 _nearClip(DEFAULT_NEAR_CLIP), // default
55 _farClip(DEFAULT_FAR_CLIP), // default54 _farClip(DEFAULT_FAR_CLIP), // default
56 _hmdPosition(),55 _hmdPosition(),
57 _hmdRotation(),56 _hmdRotation()
58 _isKeepLookingAt(false),
59 _lookingAt(0.0f, 0.0f, 0.0f)
60{57{
61}58}
62 59
63void Camera::update(float deltaTime) {
64 if (_isKeepLookingAt) {
65 lookAt(_lookingAt);
66 }
67 return;
68}
69
70void Camera::setPosition(const glm::vec3& position) {60void Camera::setPosition(const glm::vec3& position) {
71 _position = position; 61 _position = position;
72}62}
73 63
74void Camera::setRotation(const glm::quat& rotation) {64void Camera::setRotation(const glm::quat& rotation) {
75 _rotation = rotation; 65 _rotation = rotation;
76 if (_isKeepLookingAt) {
77 lookAt(_lookingAt);
78 }
79}66}
80 67
81void Camera::setHmdPosition(const glm::vec3& hmdPosition) {68void Camera::setHmdPosition(const glm::vec3& hmdPosition) {
82 _hmdPosition = hmdPosition; 69 _hmdPosition = hmdPosition;
83 if (_isKeepLookingAt) {
84 lookAt(_lookingAt);
85 }
86}70}
87 71
88void Camera::setHmdRotation(const glm::quat& hmdRotation) {72void Camera::setHmdRotation(const glm::quat& hmdRotation) {
89 _hmdRotation = hmdRotation; 73 _hmdRotation = hmdRotation;
90 if (_isKeepLookingAt) {
91 lookAt(_lookingAt);
92 }
93}74}
94 75
95float Camera::getFarClip() const {76float Camera::getFarClip() const {
@@ -120,21 +101,6 @@ void Camera::setFarClip(float f) { · 24 unmodified lines
120 _farClip = f;101 _farClip = f;
121}102}
122 103
123PickRay Camera::computePickRay(float x, float y) {
124 auto glCanvas = Application::getInstance()->getGLWidget();
125 return computeViewPickRay(x / glCanvas->width(), y / glCanvas->height());
126}
127
128PickRay Camera::computeViewPickRay(float xRatio, float yRatio) {
129 PickRay result;
130 if (OculusManager::isConnected()) {
131 Application::getInstance()->getApplicationOverlay().computeOculusPickRay(xRatio, yRatio, result.origin, result.direction);
132 } else {
133 Application::getInstance()->getViewFrustum()->computePickRay(xRatio, yRatio, result.origin, result.direction);
134 }
135 return result;
136}
137
138void Camera::setModeString(const QString& mode) {104void Camera::setModeString(const QString& mode) {
139 CameraMode targetMode = stringToMode(mode);105 CameraMode targetMode = stringToMode(mode);
140 106
@@ -163,17 +129,3 @@ void Camera::setModeString(const QString& mode) { · 22 unmodified lines
163QString Camera::getModeString() const {129QString Camera::getModeString() const {
164 return modeToString(_mode);130 return modeToString(_mode);
165}131}
166
167void Camera::lookAt(const glm::vec3& lookAt) {
168 glm::vec3 up = IDENTITY_UP;
169 glm::mat4 lookAtMatrix = glm::lookAt(_position, lookAt, up);
170 glm::quat rotation = glm::quat_cast(lookAtMatrix);
171 rotation.w = -rotation.w; // Rosedale approved
172 _rotation = rotation;
173}
174
175void Camera::keepLookingAt(const glm::vec3& point) {
176 lookAt(point);
177 _isKeepLookingAt = true;
178 _lookingAt = point;
179}

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