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Merge pull request #1125 from ey6es/master
Fix for eyes' rotating into sockets, fisheye distortion on inset mirror.
This commit is contained in:
commit
018bf2b438
2 changed files with 7 additions and 5 deletions
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@ -435,9 +435,8 @@ void Application::paintGL() {
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_glowEffect.render();
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if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
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glm::vec3 targetPosition = _myAvatar.getUprightHeadPosition();
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_mirrorCamera.setDistance(0.2f);
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_mirrorCamera.setTargetPosition(targetPosition);
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_mirrorCamera.setDistance(0.3f);
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_mirrorCamera.setTargetPosition(_myAvatar.getHead().calculateAverageEyePosition());
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_mirrorCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f)));
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_mirrorCamera.update(1.0f/_fps);
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@ -1674,7 +1673,7 @@ void Application::init() {
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_mirrorCamera.setMode(CAMERA_MODE_MIRROR);
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_mirrorCamera.setAspectRatio((float)MIRROR_VIEW_WIDTH / (float)MIRROR_VIEW_HEIGHT);
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_mirrorCamera.setFieldOfView(70);
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_mirrorCamera.setFieldOfView(30);
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_mirrorViewRect = QRect(MIRROR_VIEW_LEFT_PADDING, MIRROR_VIEW_TOP_PADDING, MIRROR_VIEW_WIDTH, MIRROR_VIEW_HEIGHT);
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switchToResourcesParentIfRequired();
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@ -62,5 +62,8 @@ void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJ
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glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getOrientation() * IDENTITY_FRONT, 0.0f));
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glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
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_owningHead->getSaccade(), 1.0f));
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state.rotation = rotationBetween(front, lookAt) * joint.rotation;
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glm::quat between = rotationBetween(front, lookAt);
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const float MAX_ANGLE = 22.5f;
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state.rotation = glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
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joint.rotation;
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}
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