Merge pull request #10649 from sethalves/fix-head-puck-broken-eyes

Fix head puck broken eyes
This commit is contained in:
Seth Alves 2017-06-09 12:50:53 -07:00 committed by GitHub
commit 3f425a5f02
3 changed files with 7 additions and 8 deletions

View file

@ -4126,10 +4126,10 @@ void Application::updateMyAvatarLookAtPosition() {
}
} else {
// I am not looking at anyone else, so just look forward
if (isHMD) {
glm::mat4 worldHeadMat = myAvatar->getSensorToWorldMatrix() *
myAvatar->getHeadControllerPoseInSensorFrame().getMatrix();
lookAtSpot = transformPoint(worldHeadMat, glm::vec3(0.0f, 0.0f, -TREE_SCALE));
auto headPose = myAvatar->getHeadControllerPoseInSensorFrame();
if (headPose.isValid()) {
glm::mat4 worldHeadMat = myAvatar->getSensorToWorldMatrix() * headPose.getMatrix();
lookAtSpot = transformPoint(worldHeadMat, glm::vec3(0.0f, 0.0f, TREE_SCALE));
} else {
lookAtSpot = myAvatar->getHead()->getEyePosition() +
(myAvatar->getHead()->getFinalOrientationInWorldFrame() * glm::vec3(0.0f, 0.0f, -TREE_SCALE));

View file

@ -2664,8 +2664,8 @@ bool MyAvatar::FollowHelper::shouldActivateVertical(const MyAvatar& myAvatar, co
return (offset.y > CYLINDER_TOP) || (offset.y < CYLINDER_BOTTOM);
}
void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix, bool hasDriveInput) {
_desiredBodyMatrix = desiredBodyMatrix;
void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix,
const glm::mat4& currentBodyMatrix, bool hasDriveInput) {
if (myAvatar.getHMDLeanRecenterEnabled()) {
if (!isActive(Rotation) && shouldActivateRotation(myAvatar, desiredBodyMatrix, currentBodyMatrix)) {
@ -2679,7 +2679,7 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
}
}
glm::mat4 desiredWorldMatrix = myAvatar.getSensorToWorldMatrix() * _desiredBodyMatrix;
glm::mat4 desiredWorldMatrix = myAvatar.getSensorToWorldMatrix() * desiredBodyMatrix;
glm::mat4 currentWorldMatrix = myAvatar.getSensorToWorldMatrix() * currentBodyMatrix;
AnimPose followWorldPose(currentWorldMatrix);

View file

@ -702,7 +702,6 @@ private:
Vertical,
NumFollowTypes
};
glm::mat4 _desiredBodyMatrix;
float _timeRemaining[NumFollowTypes];
void deactivate();