Fix #1862 camera should not follow head orientation when using faceshift

This commit is contained in:
Andrew Meadows 2014-02-04 15:23:10 -08:00
parent 29af3d7833
commit 1ad2171952
2 changed files with 1 additions and 4 deletions

View file

@ -37,7 +37,6 @@ Head::Head(Avatar* owningAvatar) :
_leftEyeBlinkVelocity(0.0f),
_rightEyeBlinkVelocity(0.0f),
_timeWithoutTalking(0.0f),
_cameraYaw(_yaw),
_isCameraMoving(false),
_faceModel(this)
{
@ -189,8 +188,7 @@ glm::quat Head::getOrientation() const {
glm::quat Head::getCameraOrientation () const {
Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
return owningAvatar->getWorldAlignedOrientation()
* glm::quat(glm::radians(glm::vec3(_pitch, _cameraYaw, 0.0f)));
return owningAvatar->getWorldAlignedOrientation();
}
glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const {

View file

@ -96,7 +96,6 @@ private:
float _leftEyeBlinkVelocity;
float _rightEyeBlinkVelocity;
float _timeWithoutTalking;
float _cameraYaw;
bool _isCameraMoving;
FaceModel _faceModel;