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Diffstat (limited to 'FTNoIR_Protocol_MOUSE/FTNoIR_Protocol_MOUSE.cpp')
-rw-r--r--FTNoIR_Protocol_MOUSE/FTNoIR_Protocol_MOUSE.cpp38
1 files changed, 19 insertions, 19 deletions
diff --git a/FTNoIR_Protocol_MOUSE/FTNoIR_Protocol_MOUSE.cpp b/FTNoIR_Protocol_MOUSE/FTNoIR_Protocol_MOUSE.cpp
index 98371eef..e431348d 100644
--- a/FTNoIR_Protocol_MOUSE/FTNoIR_Protocol_MOUSE.cpp
+++ b/FTNoIR_Protocol_MOUSE/FTNoIR_Protocol_MOUSE.cpp
@@ -105,7 +105,7 @@ void FTNoIR_Protocol_MOUSE::loadSettings() {
//
// Update Headpose in Game.
//
-void FTNoIR_Protocol_MOUSE::sendHeadposeToGame( T6DOF *headpose ) {
+void FTNoIR_Protocol_MOUSE::sendHeadposeToGame( THeadPoseData *headpose ) {
float fMouse_X; // The actual value
float fMouse_Y;
float fMouse_Wheel;
@@ -118,27 +118,27 @@ float fMouse_Wheel;
//
switch (Mouse_X) {
case FTN_PITCH:
- fMouse_X = headpose->position.pitch;
+ fMouse_X = headpose->pitch;
break;
case FTN_YAW:
- fMouse_X = headpose->position.yaw;
+ fMouse_X = headpose->yaw;
break;
case FTN_ROLL:
- fMouse_X = headpose->position.roll;
+ fMouse_X = headpose->roll;
break;
case FTN_X:
- fMouse_X = headpose->position.x * 3.0f;
+ fMouse_X = headpose->x * 3.0f;
break;
case FTN_Y:
- fMouse_X = headpose->position.y * 3.0f;
+ fMouse_X = headpose->y * 3.0f;
break;
case FTN_Z:
- fMouse_X = headpose->position.z * 3.0f;
+ fMouse_X = headpose->z * 3.0f;
break;
default:
@@ -152,27 +152,27 @@ float fMouse_Wheel;
//
switch (Mouse_Y) {
case FTN_PITCH:
- fMouse_Y = headpose->position.pitch;
+ fMouse_Y = headpose->pitch;
break;
case FTN_YAW:
- fMouse_Y = headpose->position.yaw;
+ fMouse_Y = headpose->yaw;
break;
case FTN_ROLL:
- fMouse_Y = headpose->position.roll;
+ fMouse_Y = headpose->roll;
break;
case FTN_X:
- fMouse_Y = headpose->position.x * 3.0f;
+ fMouse_Y = headpose->x * 3.0f;
break;
case FTN_Y:
- fMouse_Y = headpose->position.y * 3.0f;
+ fMouse_Y = headpose->y * 3.0f;
break;
case FTN_Z:
- fMouse_Y = headpose->position.z * 3.0f;
+ fMouse_Y = headpose->z * 3.0f;
break;
default:
@@ -186,27 +186,27 @@ float fMouse_Wheel;
//
switch (Mouse_Wheel) {
case FTN_PITCH:
- fMouse_Wheel = headpose->position.pitch;
+ fMouse_Wheel = headpose->pitch;
break;
case FTN_YAW:
- fMouse_Wheel = headpose->position.yaw;
+ fMouse_Wheel = headpose->yaw;
break;
case FTN_ROLL:
- fMouse_Wheel = headpose->position.roll;
+ fMouse_Wheel = headpose->roll;
break;
case FTN_X:
- fMouse_Wheel = headpose->position.x * 3.0f;
+ fMouse_Wheel = headpose->x * 3.0f;
break;
case FTN_Y:
- fMouse_Wheel = headpose->position.y * 3.0f;
+ fMouse_Wheel = headpose->y * 3.0f;
break;
case FTN_Z:
- fMouse_Wheel = headpose->position.z * 3.0f;
+ fMouse_Wheel = headpose->z * 3.0f;
break;
default: