diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 20d904497b..dee9fb210d 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -406,7 +406,7 @@ void Application::paintGL() { } else if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) { _myCamera.setTightness(0.0f); // In first person, camera follows head exactly without delay - _myCamera.setTargetPosition(_myAvatar.getUprightEyeLevelPosition()); + _myCamera.setTargetPosition(_myAvatar.getEyePosition()); _myCamera.setTargetRotation(_myAvatar.getHead().getCameraOrientation()); } else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) { @@ -2191,7 +2191,7 @@ Avatar* Application::isLookingAtOtherAvatar(glm::vec3& mouseRayOrigin, glm::vec3 Avatar* avatar = (Avatar *) node->getLinkedData(); glm::vec3 headPosition = avatar->getHead().getPosition(); if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition, HEAD_SPHERE_RADIUS)) { - eyePosition = avatar->getHead().getEyeLevelPosition(); + eyePosition = avatar->getHead().getEyePosition(); _lookatIndicatorScale = avatar->getScale(); _lookatOtherPosition = headPosition; nodeID = avatar->getOwningNode()->getNodeID(); @@ -2240,22 +2240,21 @@ void Application::update(float deltaTime) { _myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection); // Set where I am looking based on my mouse ray (so that other people can see) - glm::vec3 eyePosition; + glm::vec3 lookAtSpot; - _isLookingAtOtherAvatar = isLookingAtOtherAvatar(mouseRayOrigin, mouseRayDirection, eyePosition); + _isLookingAtOtherAvatar = isLookingAtOtherAvatar(mouseRayOrigin, mouseRayDirection, lookAtSpot); if (_isLookingAtOtherAvatar) { // If the mouse is over another avatar's head... - glm::vec3 myLookAtFromMouse(eyePosition); - _myAvatar.getHead().setLookAtPosition(myLookAtFromMouse); + _myAvatar.getHead().setLookAtPosition(lookAtSpot); } else if (_isHoverVoxel) { // Look at the hovered voxel - glm::vec3 lookAtSpot = getMouseVoxelWorldCoordinates(_hoverVoxel); + lookAtSpot = getMouseVoxelWorldCoordinates(_hoverVoxel); _myAvatar.getHead().setLookAtPosition(lookAtSpot); } else { // Just look in direction of the mouse ray const float FAR_AWAY_STARE = TREE_SCALE; - glm::vec3 myLookAtFromMouse(mouseRayOrigin + mouseRayDirection * FAR_AWAY_STARE); - _myAvatar.getHead().setLookAtPosition(myLookAtFromMouse); + lookAtSpot = mouseRayOrigin + mouseRayDirection * FAR_AWAY_STARE; + _myAvatar.getHead().setLookAtPosition(lookAtSpot); } // Find the voxel we are hovering over, and respond if clicked @@ -2830,7 +2829,7 @@ void Application::displaySide(Camera& whichCamera) { glRotatef(-glm::angle(rotation), axis.x, axis.y, axis.z); glTranslatef(-whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z); - + // Setup 3D lights (after the camera transform, so that they are positioned in world space) glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index b4fef89d94..6e245b21a3 100755 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -368,10 +368,17 @@ glm::vec3 Avatar::getUprightHeadPosition() const { return _position + getWorldAlignedOrientation() * glm::vec3(0.0f, _pelvisToHeadLength, 0.0f); } -glm::vec3 Avatar::getUprightEyeLevelPosition() const { +glm::vec3 Avatar::getEyePosition() { const float EYE_UP_OFFSET = 0.36f; - glm::vec3 up = getWorldAlignedOrientation() * IDENTITY_UP; - return _position + up * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_UP_OFFSET + glm::vec3(0.0f, _pelvisToHeadLength, 0.0f); + const float EYE_FRONT_OFFSET = 0.8f; + + glm::quat orientation = getWorldAlignedOrientation(); + glm::vec3 up = orientation * IDENTITY_UP; + glm::vec3 front = orientation * IDENTITY_FRONT; + + float scale = _scale * BODY_BALL_RADIUS_HEAD_BASE; + + return getHead().getPosition() + up * scale * EYE_UP_OFFSET + front * scale * EYE_FRONT_OFFSET; } void Avatar::updateThrust(float deltaTime, Transmitter * transmitter) { diff --git a/interface/src/avatar/Avatar.h b/interface/src/avatar/Avatar.h index 80d5b463bf..f8aa5f3179 100755 --- a/interface/src/avatar/Avatar.h +++ b/interface/src/avatar/Avatar.h @@ -170,7 +170,7 @@ public: glm::vec3 getGravity () const { return _gravity; } glm::vec3 getUprightHeadPosition() const; - glm::vec3 getUprightEyeLevelPosition() const; + glm::vec3 getEyePosition(); AvatarVoxelSystem* getVoxels() { return &_voxels; } diff --git a/interface/src/avatar/Head.cpp b/interface/src/avatar/Head.cpp index 6f6afb550c..76db8dbca0 100644 --- a/interface/src/avatar/Head.cpp +++ b/interface/src/avatar/Head.cpp @@ -59,7 +59,7 @@ Head::Head(Avatar* owningAvatar) : _rotation(0.0f, 0.0f, 0.0f), _leftEyePosition(0.0f, 0.0f, 0.0f), _rightEyePosition(0.0f, 0.0f, 0.0f), - _eyeLevelPosition(0.0f, 0.0f, 0.0f), + _eyePosition(0.0f, 0.0f, 0.0f), _leftEyeBrowPosition(0.0f, 0.0f, 0.0f), _rightEyeBrowPosition(0.0f, 0.0f, 0.0f), _leftEarPosition(0.0f, 0.0f, 0.0f), @@ -279,7 +279,7 @@ void Head::calculateGeometry() { + up * scale * EYE_UP_OFFSET + front * scale * EYE_FRONT_OFFSET; - _eyeLevelPosition = _rightEyePosition - right * scale * EYE_RIGHT_OFFSET; + _eyePosition = _rightEyePosition - right * scale * EYE_RIGHT_OFFSET; //calculate the eyebrow positions _leftEyeBrowPosition = _leftEyePosition; diff --git a/interface/src/avatar/Head.h b/interface/src/avatar/Head.h index 58414fd8be..3efa742465 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -61,7 +61,7 @@ public: float getScale() const { return _scale; } glm::vec3 getPosition() const { return _position; } - const glm::vec3& getEyeLevelPosition() const { return _eyeLevelPosition; } + const glm::vec3& getEyePosition() const { return _eyePosition; } glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; } glm::vec3 getUpDirection () const { return getOrientation() * IDENTITY_UP; } glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; } @@ -107,7 +107,7 @@ private: glm::vec3 _rotation; glm::vec3 _leftEyePosition; glm::vec3 _rightEyePosition; - glm::vec3 _eyeLevelPosition; + glm::vec3 _eyePosition; glm::vec3 _leftEyeBrowPosition; glm::vec3 _rightEyeBrowPosition; glm::vec3 _leftEarPosition;