Fix teleport pad alignment

This commit is contained in:
Daniela 2017-09-07 17:52:09 +01:00
parent 3ff707f27e
commit 4c302b899d

View file

@ -151,7 +151,8 @@ void LaserPointer::updateRenderState(const RenderState& renderState, const Inter
}
if (_faceAvatar) {
glm::quat rotation = glm::inverse(glm::quat_cast(glm::lookAt(endVec, DependencyManager::get<AvatarManager>()->getMyAvatar()->getPosition(), DependencyManager::get<AvatarManager>()->getMyAvatar()->getOrientation()*Vectors::UP)));
endProps.insert("rotation", quatToVariant(glm::quat(glm::radians(glm::vec3(glm::degrees(safeEulerAngles(rotation)).x, glm::degrees(safeEulerAngles(rotation)).y, glm::degrees(safeEulerAngles(rotation)).z)))));
//endProps.insert("rotation", quatToVariant(glm::quat(glm::radians(glm::vec3(glm::degrees(safeEulerAngles(rotation)).x, glm::degrees(safeEulerAngles(rotation)).y, glm::degrees(safeEulerAngles(rotation)).z)))));
endProps.insert("rotation", quatToVariant(DependencyManager::get<AvatarManager>()->getMyAvatar()->getOrientation()));
}
endProps.insert("visible", true);
endProps.insert("ignoreRayIntersection", renderState.doesEndIgnoreRays());