FreeCAD-VR: Proper light handling
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@ -96,34 +96,28 @@ CoinRiftWidget::CoinRiftWidget() : QGLWidget()
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m_sceneManager->setBackgroundColor(SbColor(.0f, .0f, .8f));
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#endif
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basePosition = SbVec3f(0.0f, 0.0f, -2.0f);
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// light handling
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SoGroup *lightGroup = new SoGroup;
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SoTranslation *lightTranslation1 = new SoTranslation;
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lightTranslation1->translation.setValue(0,1,1);
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lightGroup->addChild (lightTranslation1);
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// light handling
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SoDirectionalLight *light = new SoDirectionalLight();
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light->direction.setValue(1,-1,-1);
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SoDirectionalLight *light = new SoDirectionalLight();
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lightGroup->addChild (light);
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SoDirectionalLight *light2 = new SoDirectionalLight();
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light2->direction.setValue(-1,-1,-1);
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light2->intensity.setValue(0.6);
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light2->color.setValue(0.8,0.8,1);
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SoTranslation *lightTranslation2 = new SoTranslation;
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lightTranslation2->translation.setValue(0,-1,-1);
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lightGroup->addChild (lightTranslation2);
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//translation->translation.setValue(0,-1,0);
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//workplace->addChild(translation);
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scene = new SoSeparator(0); // Placeholder.
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for (int eye = 0; eye < 2; eye++) {
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rootScene[eye] = new SoSeparator(3);
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rootScene[eye] = new SoSeparator();
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rootScene[eye]->ref();
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camera[eye] = new SoFrustumCamera();
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camera[eye]->position.setValue(basePosition);
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camera[eye]->focalDistance.setValue(5.0f);
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camera[eye]->viewportMapping.setValue(SoCamera::LEAVE_ALONE);
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rootScene[eye]->addChild(camera[eye]);
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rootScene[eye]->addChild(lightGroup); // TODO Connect direction to camera.
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rootScene[eye]->addChild(light);
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rootScene[eye]->addChild(light2);
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rootScene[eye]->addChild(scene);
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}
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@ -358,7 +352,6 @@ void CoinRiftWidget::paintGL()
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riftOrientation.multVec(viewAdjust,viewAdjust);
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camera[eye]->position.setValue(basePosition - viewAdjust + riftPosition);
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//camera[eye]->position.setValue(basePosition - riftPosition);
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//Base::Console().Log("Eye(%d) Pos: %f, %f, %f ViewAdjust: %f, %f, %f \n",eye, eyePose[eye].Position.x,
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// eyePose[eye].Position.y,
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@ -67,7 +67,7 @@ View3DInventorRiftViewer::View3DInventorRiftViewer() : CoinRiftWidget()
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setBackgroundColor(SbColor(51,51,101));
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basePosition = SbVec3f(0.0f, 0.5f, 0.5f);
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basePosition = SbVec3f(0.0f, 0.5f, 0.8f);
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}
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//void saveWinPostion(void)
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