void StencilSlider::refresh() {
		_bar->stopAllActions();
		_bar->setPosition(getBarPosition());
		if (_head != nullptr) {
			_head->setPosition(getHeadPosition());
		}
	}
	void StencilSlider::refreshWithScroll(float duration, const EaseBuilder& easeBuilder) {
		_bar->stopAllActions();
		_bar->runAction(easeBuilder.build(MoveTo::create(duration, getBarPosition())));
		if (_head != nullptr) {
			_head->stopAllActions();
			_head->runAction(easeBuilder.build(MoveTo::create(duration, getHeadPosition())));
		}
	}
Transform MyAvatarHeadTransformNode::getTransform() {
    auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();

    glm::vec3 pos = myAvatar->getHeadPosition();
    glm::vec3 scale = glm::vec3(myAvatar->scaleForChildren());
    glm::quat headOri = myAvatar->getHeadOrientation();
    glm::quat ori = headOri * glm::angleAxis(-PI / 2.0f, Vectors::RIGHT);

    return Transform(ori, scale, pos);
}
Beispiel #4
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void CDeviceTypeDirectory::removeUnusedDeviceTypes()
{
   for (POSITION pos = getHeadPosition();pos != NULL;)
   {
      POSITION oldPos = pos;
      TypeStruct* typeStruct = getNext(pos);

      if (typeStruct->getBlockNumber() < 0)
      {
         deleteAt(oldPos);
      }
   }
}
Beispiel #5
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void SceneGraphViewer::display(GLContextData& contextData) const
	{
	/* Save OpenGL state: */
	glPushAttrib(GL_ENABLE_BIT|GL_LIGHTING_BIT|GL_TEXTURE_BIT);
	
	/* Go to navigational coordinates: */
	glPushMatrix();
	glLoadIdentity();
	glMultMatrix(getDisplayState(contextData).modelviewNavigational);
	
	/* Create a render state to traverse the scene graph: */
	SceneGraph::GLRenderState renderState(contextData,getHeadPosition(),getNavigationTransformation().inverseTransform(getUpDirection()));
	
	/* Traverse the scene graph: */
	root->glRenderAction(renderState);
	
	/* Restore OpenGL state: */
	glPopMatrix();
	glPopAttrib();
	}