diff --git a/examples/sit.js b/examples/sit.js index 32d2eebf4d..77a626c63f 100644 --- a/examples/sit.js +++ b/examples/sit.js @@ -19,7 +19,7 @@ var buttonHeight = 46; var buttonPadding = 10; var buttonPositionX = windowDimensions.x - buttonPadding - buttonWidth; -var buttonPositionY = (windowDimensions.y - buttonHeight) / 2 ; +var buttonPositionY = (windowDimensions.y - buttonHeight) / 2 - (buttonHeight + buttonPadding); var sitDownButton = Overlays.addOverlay("image", { x: buttonPositionX, y: buttonPositionY, width: buttonWidth, height: buttonHeight, diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index b853f3ff8f..7367f64d73 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -911,11 +911,19 @@ void MyAvatar::updateOrientation(float deltaTime) { float yaw, pitch, roll; OculusManager::getEulerAngles(yaw, pitch, roll); // ... so they need to be converted to degrees before we do math... - + yaw *= DEGREES_PER_RADIAN; + pitch *= DEGREES_PER_RADIAN; + roll *= DEGREES_PER_RADIAN; + + // Record the angular velocity Head* head = getHead(); - head->setBaseYaw(yaw * DEGREES_PER_RADIAN); - head->setBasePitch(pitch * DEGREES_PER_RADIAN); - head->setBaseRoll(roll * DEGREES_PER_RADIAN); + glm::vec3 angularVelocity(yaw - head->getBaseYaw(), pitch - head->getBasePitch(), roll - head->getBaseRoll()); + head->setAngularVelocity(angularVelocity); + + head->setBaseYaw(yaw); + head->setBasePitch(pitch); + head->setBaseRoll(roll); + } // update the euler angles