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Add eye distance in 2D interface shift, re #43
--HG-- branch : multipass-stereo
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5423d4d025
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4864ce7a5a
3 changed files with 7 additions and 5 deletions
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@ -121,8 +121,8 @@ public:
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/// Get the HMD orientation
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/// Get the HMD orientation
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virtual NLMISC::CQuat getOrientation() const;
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virtual NLMISC::CQuat getOrientation() const;
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/// Get GUI center (1 = width, 1 = height, 0 = center) (todo: move to CStereoHMD)
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/// Get GUI center (1 = width, 1 = height, 0 = center)
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void getInterface2DShift(float &x, float &y, float distance);
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virtual void getInterface2DShift(float &x, float &y, float distance);
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static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
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static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
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@ -390,7 +390,7 @@ NLMISC::CQuat CStereoOVR::getOrientation() const
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return finalquat;
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return finalquat;
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}
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}
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/// Get GUI shift (todo: move to CStereoHMD)
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/// Get GUI shift
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void CStereoOVR::getInterface2DShift(float &x, float &y, float distance)
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void CStereoOVR::getInterface2DShift(float &x, float &y, float distance)
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{
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{
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NLMISC::CVector vector = CVector(0.f, -distance, 0.f);
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NLMISC::CVector vector = CVector(0.f, -distance, 0.f);
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@ -398,8 +398,10 @@ void CStereoOVR::getInterface2DShift(float &x, float &y, float distance)
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rot.invert();
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rot.invert();
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NLMISC::CMatrix mat;
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NLMISC::CMatrix mat;
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mat.rotate(rot);
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mat.rotate(rot);
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if (m_Stage % 2) mat.translate(CVector(m_DevicePtr->HMDInfo.InterpupillaryDistance * -0.5f, 0.f, 0.f));
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else mat.translate(CVector(m_DevicePtr->HMDInfo.InterpupillaryDistance * 0.5f, 0.f, 0.f));
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mat.translate(vector);
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mat.translate(vector);
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CVector proj = getCurrentFrustum().project(mat.getPos());
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CVector proj = CStereoOVR::getCurrentFrustum().project(mat.getPos());
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x = proj.x - 0.5f;
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x = proj.x - 0.5f;
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y = proj.y - 0.5f;
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y = proj.y - 0.5f;
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}
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}
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@ -388,7 +388,7 @@ void updateCommands()
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if (StereoHMD)
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if (StereoHMD)
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{
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{
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float xshift, yshift;
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float xshift, yshift;
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StereoHMD->getInterface2DShift(xshift, yshift, 1.0f);
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StereoHMD->getInterface2DShift(xshift, yshift, 4.0f);
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// snap to pixels
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// snap to pixels
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xshift = ((float)(sint32)(xshift * width)) / width;
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xshift = ((float)(sint32)(xshift * width)) / width;
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yshift = ((float)(sint32)(yshift * height)) / height;
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yshift = ((float)(sint32)(yshift * height)) / height;
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