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Head look at should update before rig
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parent
99aeb4aa2f
commit
f6aa4a2dd4
1 changed files with 15 additions and 12 deletions
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@ -906,6 +906,21 @@ void MyAvatar::simulate(float deltaTime, bool inView) {
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updateViewBoom();
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}
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// Head's look at blending needs updating
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// before we perform rig animations and IK.
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CameraMode mode = qApp->getCamera().getMode();
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if (_scriptControlsHeadLookAt || mode == CAMERA_MODE_FIRST_PERSON_LOOK_AT || mode == CAMERA_MODE_FIRST_PERSON ||
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mode == CAMERA_MODE_LOOK_AT || mode == CAMERA_MODE_SELFIE) {
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if (!_pointAtActive || !_isPointTargetValid) {
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updateHeadLookAt(deltaTime);
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} else {
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resetHeadLookAt();
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}
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} else if (_headLookAtActive) {
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resetHeadLookAt();
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_headLookAtActive = false;
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}
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// update sensorToWorldMatrix for camera and hand controllers
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// before we perform rig animations and IK.
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updateSensorToWorldMatrix();
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@ -957,18 +972,6 @@ void MyAvatar::simulate(float deltaTime, bool inView) {
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head->setPosition(headPosition);
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head->setScale(getModelScale());
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head->simulate(deltaTime);
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CameraMode mode = qApp->getCamera().getMode();
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if (_scriptControlsHeadLookAt || mode == CAMERA_MODE_FIRST_PERSON_LOOK_AT || mode == CAMERA_MODE_FIRST_PERSON ||
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mode == CAMERA_MODE_LOOK_AT || mode == CAMERA_MODE_SELFIE) {
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if (!_pointAtActive || !_isPointTargetValid) {
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updateHeadLookAt(deltaTime);
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} else {
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resetHeadLookAt();
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}
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} else if (_headLookAtActive){
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resetHeadLookAt();
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_headLookAtActive = false;
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}
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}
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// Record avatars movements.
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