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Correction to actually pick closest
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parent
03b59055fd
commit
69f0611a06
2 changed files with 5 additions and 6 deletions
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@ -1828,11 +1828,11 @@ void Application::updateMyAvatarLookAtPosition() {
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if (tracker) {
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// If tracker active, look at the eye for the side my gaze is biased toward
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if (tracker->getEstimatedEyeYaw() > _myAvatar->getHead()->getFinalYaw()) {
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// Look at their left eye
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lookAtSpot = static_cast<Avatar*>(_myAvatar->getLookAtTargetAvatar())->getHead()->getLeftEyePosition();
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} else {
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// Look at their right eye
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lookAtSpot = static_cast<Avatar*>(_myAvatar->getLookAtTargetAvatar())->getHead()->getRightEyePosition();
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} else {
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// Look at their left eye
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lookAtSpot = static_cast<Avatar*>(_myAvatar->getLookAtTargetAvatar())->getHead()->getLeftEyePosition();
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}
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} else {
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// Need to add randomly looking back and forth between left and right eye for case with no tracker
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@ -558,6 +558,8 @@ void MyAvatar::updateLookAtTargetAvatar() {
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//
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// Look at the avatar whose eyes are closest to the ray in direction of my avatar's head
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//
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_lookAtTargetAvatar.clear();
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_targetAvatarPosition = glm::vec3(0, 0, 0);
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const float MIN_LOOKAT_ANGLE = PI / 4.0f; // Smallest angle between face and person where we will look at someone
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float smallestAngleTo = MIN_LOOKAT_ANGLE;
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foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) {
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@ -569,12 +571,9 @@ void MyAvatar::updateLookAtTargetAvatar() {
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_lookAtTargetAvatar = avatarPointer;
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_targetAvatarPosition = avatarPointer->getPosition();
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smallestAngleTo = angleTo;
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return;
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}
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}
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}
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_lookAtTargetAvatar.clear();
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_targetAvatarPosition = glm::vec3(0, 0, 0);
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}
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void MyAvatar::clearLookAtTargetAvatar() {
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