Merge branch 'master' into bug/macosbuild

This commit is contained in:
Micah Acinapura
2020-02-10 15:43:44 -05:00
291 changed files with 7084 additions and 9310 deletions

View File

@@ -37,6 +37,7 @@
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/logging/logmanager.h>
#include <ghoul/misc/dictionaryluaformatter.h>
#include <ghoul/misc/profiling.h>
#include <glm/gtx/vector_angle.hpp>
#include <fstream>
@@ -151,6 +152,8 @@ NavigationHandler::NavigationHandler()
NavigationHandler::~NavigationHandler() {} // NOLINT
void NavigationHandler::initialize() {
ZoneScoped
global::parallelPeer.connectionEvent().subscribe(
"NavigationHandler",
"statusChanged",
@@ -162,6 +165,8 @@ void NavigationHandler::initialize() {
}
void NavigationHandler::deinitialize() {
ZoneScoped
global::parallelPeer.connectionEvent().unsubscribe("NavigationHandler");
}
@@ -282,8 +287,8 @@ void NavigationHandler::applyNavigationState(const NavigationHandler::Navigation
up
)));
glm::dquat pitchRotation = glm::angleAxis(ns.pitch, glm::dvec3(1.f, 0.f, 0.f));
glm::dquat yawRotation = glm::angleAxis(ns.yaw, glm::dvec3(0.f, -1.f, 0.f));
glm::dquat pitchRotation = glm::angleAxis(ns.pitch, glm::dvec3(1.0, 0.0, 0.0));
glm::dquat yawRotation = glm::angleAxis(ns.yaw, glm::dvec3(0.0, -1.0, 0.0));
_camera->setPositionVec3(cameraPositionWorld);
_camera->setRotation(neutralCameraRotation * yawRotation * pitchRotation);
@@ -360,7 +365,7 @@ NavigationHandler::NavigationState NavigationHandler::navigationState(
}
const glm::dquat invNeutralRotation = glm::quat_cast(glm::lookAt(
glm::dvec3(0.0, 0.0, 0.0),
glm::dvec3(0.0),
aim->worldPosition() - _camera->positionVec3(),
glm::normalize(_camera->lookUpVectorWorldSpace())
));
@@ -372,7 +377,7 @@ NavigationHandler::NavigationState NavigationHandler::navigationState(
const double yaw = -eulerAngles.y;
// Need to compensate by redisual roll left in local rotation:
const glm::dquat unroll = glm::angleAxis(eulerAngles.z, glm::dvec3(0, 0, 1));
const glm::dquat unroll = glm::angleAxis(eulerAngles.z, glm::dvec3(0.0, 0.0, 1.0));
const glm::dvec3 neutralUp =
glm::inverse(invNeutralRotation) * unroll * _camera->lookUpVectorCameraSpace();