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Hooked up seated version of aim offset animation
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3 changed files with 1878 additions and 1682 deletions
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@ -100,7 +100,7 @@ static const QString USER_RECENTER_MODEL_DISABLE_HMD_LEAN = QStringLiteral("Disa
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const QString HEAD_BLEND_DIRECTIONAL_ALPHA_NAME = "lookAroundAlpha";
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const QString HEAD_BLEND_DIRECTIONAL_ALPHA_NAME = "lookAroundAlpha";
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const QString HEAD_BLEND_LINEAR_ALPHA_NAME = "lookBlendAlpha";
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const QString HEAD_BLEND_LINEAR_ALPHA_NAME = "lookBlendAlpha";
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const float HEAD_ALPHA_BLENDING = 1.0f;
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const QString SEATED_HEAD_BLEND_LINEAR_ALPHA_NAME = "seatedLookBlendAlpha";
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const QString POINT_REACTION_NAME = "point";
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const QString POINT_REACTION_NAME = "point";
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const QString POINT_BLEND_DIRECTIONAL_ALPHA_NAME = "pointAroundAlpha";
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const QString POINT_BLEND_DIRECTIONAL_ALPHA_NAME = "pointAroundAlpha";
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@ -6672,8 +6672,17 @@ glm::vec3 MyAvatar::aimToBlendValues(const glm::vec3& aimVector, const glm::quat
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void MyAvatar::resetHeadLookAt() {
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void MyAvatar::resetHeadLookAt() {
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if (_skeletonModel->isLoaded()) {
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if (_skeletonModel->isLoaded()) {
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_skeletonModel->getRig().setDirectionalBlending(HEAD_BLEND_DIRECTIONAL_ALPHA_NAME, glm::vec3(),
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if (isSeated()) {
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HEAD_BLEND_LINEAR_ALPHA_NAME, HEAD_ALPHA_BLENDING);
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_skeletonModel->getRig().setDirectionalBlending(HEAD_BLEND_DIRECTIONAL_ALPHA_NAME, glm::vec3(),
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HEAD_BLEND_LINEAR_ALPHA_NAME, 0.0f);
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_skeletonModel->getRig().setDirectionalBlending(HEAD_BLEND_DIRECTIONAL_ALPHA_NAME, glm::vec3(),
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SEATED_HEAD_BLEND_LINEAR_ALPHA_NAME, 1.0f);
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} else {
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_skeletonModel->getRig().setDirectionalBlending(HEAD_BLEND_DIRECTIONAL_ALPHA_NAME, glm::vec3(),
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HEAD_BLEND_LINEAR_ALPHA_NAME, 1.0f);
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_skeletonModel->getRig().setDirectionalBlending(HEAD_BLEND_DIRECTIONAL_ALPHA_NAME, glm::vec3(),
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SEATED_HEAD_BLEND_LINEAR_ALPHA_NAME, 0.0f);
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}
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}
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}
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}
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}
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@ -6686,13 +6695,22 @@ void MyAvatar::resetLookAtRotation(const glm::vec3& avatarPosition, const glm::q
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resetHeadLookAt();
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resetHeadLookAt();
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}
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}
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void MyAvatar::updateHeadLookAt(float deltaTime) {
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void MyAvatar::updateHeadLookAt(float deltaTime) {
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if (_skeletonModel->isLoaded()) {
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if (_skeletonModel->isLoaded()) {
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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 = MyAvatar::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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if (isSeated()) {
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HEAD_BLEND_LINEAR_ALPHA_NAME, HEAD_ALPHA_BLENDING);
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_skeletonModel->getRig().setDirectionalBlending(HEAD_BLEND_DIRECTIONAL_ALPHA_NAME, lookAtBlend,
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HEAD_BLEND_LINEAR_ALPHA_NAME, 0.0f);
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_skeletonModel->getRig().setDirectionalBlending(HEAD_BLEND_DIRECTIONAL_ALPHA_NAME, lookAtBlend,
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SEATED_HEAD_BLEND_LINEAR_ALPHA_NAME, 1.0f);
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} else {
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_skeletonModel->getRig().setDirectionalBlending(HEAD_BLEND_DIRECTIONAL_ALPHA_NAME, lookAtBlend,
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HEAD_BLEND_LINEAR_ALPHA_NAME, 1.0f);
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_skeletonModel->getRig().setDirectionalBlending(HEAD_BLEND_DIRECTIONAL_ALPHA_NAME, lookAtBlend,
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SEATED_HEAD_BLEND_LINEAR_ALPHA_NAME, 0.0f);
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}
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if (_scriptControlsHeadLookAt) {
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if (_scriptControlsHeadLookAt) {
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_scriptHeadControlTimer += deltaTime;
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_scriptHeadControlTimer += deltaTime;
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