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Tuned smooth gyro look values to feel better.
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1 changed files with 5 additions and 5 deletions
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@ -223,11 +223,11 @@ void Head::simulate(float deltaTime, bool isMine) {
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if (isMine && _cameraFollowsHead) {
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// If we are using gyros and using gyroLook, have the camera follow head but with a null region
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// to create stable rendering view with small head movements.
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const float CAMERA_FOLLOW_HEAD_RATE_START = 0.05f;
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const float CAMERA_FOLLOW_HEAD_RATE_MAX = 0.25f;
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const float CAMERA_FOLLOW_HEAD_RATE_RAMP_RATE = 1.5f;
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const float CAMERA_STOP_TOLERANCE_DEGREES = 0.25f;
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const float CAMERA_START_TOLERANCE_DEGREES = 15.0f;
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const float CAMERA_FOLLOW_HEAD_RATE_START = 0.01f;
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const float CAMERA_FOLLOW_HEAD_RATE_MAX = 0.5f;
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const float CAMERA_FOLLOW_HEAD_RATE_RAMP_RATE = 1.05f;
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const float CAMERA_STOP_TOLERANCE_DEGREES = 0.1f;
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const float CAMERA_START_TOLERANCE_DEGREES = 2.0f;
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float cameraHeadAngleDifference = glm::length(glm::vec2(_pitch - _cameraPitch, _yaw - _cameraYaw));
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//if (cameraHeadAngleDifference > 0.1f) {
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// printLog("angleDiff = %0.2f\n", cameraHeadAngleDifference);
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