diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 50dbf1b51a..8fcc49cdf1 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -1680,7 +1680,7 @@ void Application::updateMyAvatarLookAtPosition() { } else { // look in direction of the mouse ray, but use distance from intersection, if any float distance = TREE_SCALE; - if (_myAvatar->getLookAtTargetAvatar()) { + if (_myAvatar->getLookAtTargetAvatar() && _myAvatar != _myAvatar->getLookAtTargetAvatar()) { distance = glm::distance(_mouseRayOrigin, static_cast(_myAvatar->getLookAtTargetAvatar())->getHead()->calculateAverageEyePosition()); } diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 6c51026097..f1c8c6eedf 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -587,16 +587,15 @@ void MyAvatar::updateLookAtTargetAvatar() { foreach (const AvatarSharedPointer& avatarPointer, Application::getInstance()->getAvatarManager().getAvatarHash()) { Avatar* avatar = static_cast(avatarPointer.data()); - if (avatar == static_cast(this)) { - continue; - } float distance; if (avatar->findRayIntersection(mouseOrigin, mouseDirection, distance)) { _lookAtTargetAvatar = avatarPointer; + _targetAvatarPosition = avatarPointer->getPosition(); return; } } _lookAtTargetAvatar.clear(); + _targetAvatarPosition = glm::vec3(0, 0, 0); } } diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index 3544fb1a61..d958103fa6 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -76,6 +76,7 @@ public: void orbit(const glm::vec3& position, int deltaX, int deltaY); + Q_INVOKABLE glm::vec3 getTargetAvatarPosition() const { return _targetAvatarPosition; } AvatarData* getLookAtTargetAvatar() const { return _lookAtTargetAvatar.data(); } void updateLookAtTargetAvatar(); void clearLookAtTargetAvatar(); @@ -116,6 +117,7 @@ private: glm::vec3 _moveTarget; int _moveTargetStepCounter; QWeakPointer _lookAtTargetAvatar; + glm::vec3 _targetAvatarPosition; bool _shouldRender; bool _billboardValid;