def update(self): RiftApp.update(self) pressed = pygame.key.get_pressed() if pressed[pgl.K_r]: self.reset_camera() rotation = 0.0 if pressed[pgl.K_q]: rotation = +1.0 if pressed[pgl.K_e]: rotation = -1.0 if (rotation != 0.0): self.camera = self.camera * \ mat4.rotation(rotation * 0.01, vec3(0, 1, 0)) self.recompose_camera() # Modify direction vectors for key presses translation = vec3() if pressed[pgl.K_r]: self.rift.recenter_pose() if pressed[pgl.K_w]: translation.z = -1.0 elif pressed[pgl.K_s]: translation.z = +1.0 if pressed[pgl.K_a]: translation.x = -1.0 elif pressed[pgl.K_d]: translation.x = +1.0 if (vec3.length(translation) > 0.1): translation = self.camera.getMat3() * (translation * 0.005) self.camera.translate(translation) self.recompose_camera()
def init_gl(self): RiftApp.init_gl(self) glEnable(GL_DEPTH_TEST) glDisable(GL_CULL_FACE) glClearColor(0.1, 0.1, 0.1, 1) self.cube = ColorCube()
def __init__(self): RiftApp.__init__(self) self.cube_size = 0.2 self.reset_camera()
def __init__(self): RiftApp.__init__(self) self.cube_size = self.rift.get_float(ovr.KEY_IPD, ovr.DEFAULT_IPD) self.reset_camera()
def init_gl(self): RiftApp.init_gl(self) glEnable(GL_DEPTH_TEST) glClearColor(0.1, 0.1, 0.1, 1)
def __init__(self): RiftApp.__init__(self) self.cube_size = self.hmd.get_float( ovr.OVR_KEY_IPD, ovr.OVR_DEFAULT_IPD) self.reset_camera()