This commit is contained in:
Jeffrey Ventrella 2013-05-21 16:13:41 -07:00
parent b881507f51
commit 0b7e0ef43d

View file

@ -167,12 +167,10 @@ void Head::render(bool lookingInMirror) {
renderMouth();
renderEyeBrows();
/*
if (_lookingAtSomething) {
// Render lines originating from the eyes and converging on the lookatPosition
debugRenderLookatVectors(_leftEyePosition, _rightEyePosition, _lookatPosition);
debugRenderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
}
*/
}
void Head::renderHeadSphere() {
@ -355,7 +353,7 @@ void Head::renderEyeBalls() {
glPushMatrix();
//if (_lookingAtSomething) {
if (_lookingAtSomething) {
//rotate the eyeball to aim towards the lookat position
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _leftEyePosition); // the lookat direction
@ -363,7 +361,6 @@ void Head::renderEyeBalls() {
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
glRotatef(180.0, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
/*
} else {
//rotate the eyeball to aim straight ahead
@ -377,7 +374,6 @@ void Head::renderEyeBalls() {
if ( dot < 0.0f ) { rollRotation = -rollRotation; }
glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
}
*/
glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
@ -401,7 +397,7 @@ void Head::renderEyeBalls() {
glPushMatrix();
//if (_lookingAtSomething) {
if (_lookingAtSomething) {
//rotate the eyeball to aim towards the lookat position
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _rightEyePosition);
@ -409,7 +405,6 @@ void Head::renderEyeBalls() {
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
glRotatef(180.0f, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
/*
} else {
//rotate the eyeball to aim straight ahead
@ -423,7 +418,6 @@ void Head::renderEyeBalls() {
if ( dot < 0.0f ) { rollRotation = -rollRotation; }
glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
}
*/
glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
@ -441,7 +435,7 @@ void Head::renderEyeBalls() {
void Head::debugRenderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
glColor3f(0.0f, 0.0f, 0.0f);
glLineWidth(3.0);
glLineWidth(2.0);
glBegin(GL_LINE_STRIP);
glVertex3f(leftEyePosition.x, leftEyePosition.y, leftEyePosition.z);
glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z);