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aimToBlendValues to static function
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parent
02d889ba6e
commit
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2 changed files with 3 additions and 3 deletions
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@ -6730,7 +6730,7 @@ void MyAvatar::updateHeadLookAt(float deltaTime) {
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if (_skeletonModelLoaded) {
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if (_skeletonModelLoaded) {
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glm::vec3 lookAtTarget = _scriptControlsHeadLookAt ? _lookAtScriptTarget : _lookAtCameraTarget;
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glm::vec3 lookAtTarget = _scriptControlsHeadLookAt ? _lookAtScriptTarget : _lookAtCameraTarget;
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glm::vec3 aimVector = lookAtTarget - getDefaultEyePosition();
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glm::vec3 aimVector = lookAtTarget - getDefaultEyePosition();
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glm::vec3 lookAtBlend = aimToBlendValues(aimVector, getWorldOrientation());
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glm::vec3 lookAtBlend = MyAvatar::aimToBlendValues(aimVector, getWorldOrientation());
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_skeletonModel->getRig().setDirectionalBlending(HEAD_BLEND_DIRECTIONAL_ALPHA_NAME, lookAtBlend,
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_skeletonModel->getRig().setDirectionalBlending(HEAD_BLEND_DIRECTIONAL_ALPHA_NAME, lookAtBlend,
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HEAD_BLEND_LINEAR_ALPHA_NAME, HEAD_ALPHA_BLENDING);
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HEAD_BLEND_LINEAR_ALPHA_NAME, HEAD_ALPHA_BLENDING);
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@ -6768,7 +6768,7 @@ bool MyAvatar::setPointAt(const glm::vec3& pointAtTarget) {
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glm::vec3 aimVector = pointAtTarget - getJointPosition(POINT_REF_JOINT_NAME);
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glm::vec3 aimVector = pointAtTarget - getJointPosition(POINT_REF_JOINT_NAME);
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_isPointTargetValid = glm::dot(aimVector, getWorldOrientation() * Vectors::FRONT) > 0.0f;
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_isPointTargetValid = glm::dot(aimVector, getWorldOrientation() * Vectors::FRONT) > 0.0f;
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if (_isPointTargetValid) {
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if (_isPointTargetValid) {
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glm::vec3 pointAtBlend = aimToBlendValues(aimVector, getWorldOrientation());
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glm::vec3 pointAtBlend = MyAvatar::aimToBlendValues(aimVector, getWorldOrientation());
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_skeletonModel->getRig().setDirectionalBlending(POINT_BLEND_DIRECTIONAL_ALPHA_NAME, pointAtBlend,
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_skeletonModel->getRig().setDirectionalBlending(POINT_BLEND_DIRECTIONAL_ALPHA_NAME, pointAtBlend,
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POINT_BLEND_LINEAR_ALPHA_NAME, POINT_ALPHA_BLENDING);
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POINT_BLEND_LINEAR_ALPHA_NAME, POINT_ALPHA_BLENDING);
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}
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}
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@ -2694,7 +2694,7 @@ private:
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void resetHeadLookAt();
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void resetHeadLookAt();
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void resetLookAtRotation(const glm::vec3& avatarPosition, const glm::quat& avatarOrientation);
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void resetLookAtRotation(const glm::vec3& avatarPosition, const glm::quat& avatarOrientation);
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void resetPointAt();
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void resetPointAt();
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glm::vec3 aimToBlendValues(const glm::vec3& aimVector, const glm::quat& frameOrientation);
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static glm::vec3 aimToBlendValues(const glm::vec3& aimVector, const glm::quat& frameOrientation);
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// Avatar Preferences
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// Avatar Preferences
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QUrl _fullAvatarURLFromPreferences;
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QUrl _fullAvatarURLFromPreferences;
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