diff --git a/interface/src/Avatar.cpp b/interface/src/Avatar.cpp index 1ff183e245..49378c43d6 100644 --- a/interface/src/Avatar.cpp +++ b/interface/src/Avatar.cpp @@ -404,7 +404,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) { // set head lookat position if (_isMine) { if (_interactingOther) { - _head.setLookAtPosition(_interactingOther->getApproximateEyePosition()); + _head.setLookAtPosition(_interactingOther->getAverageEyePosition()); } else { _head.setLookAtPosition(glm::vec3(0.0f, 0.0f, 0.0f)); } @@ -425,9 +425,9 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) { } } -glm::vec3 Avatar::getApproximateEyePosition() { +glm::vec3 Avatar::getAverageEyePosition() { - return _head.getApproximateEyePosition(); + return _head.getAverageEyePosition(); } void Avatar::checkForMouseRayTouching() { diff --git a/interface/src/Avatar.h b/interface/src/Avatar.h index cc2192ad52..5bb4638cdf 100644 --- a/interface/src/Avatar.h +++ b/interface/src/Avatar.h @@ -94,7 +94,7 @@ public: float getAbsoluteHeadYaw() const; float getAbsoluteHeadPitch() const; - glm::vec3 getApproximateEyePosition(); + glm::vec3 getAverageEyePosition(); // get the position smack-dab between the eyes (for lookat) const glm::vec3& getHeadPosition() const ; // get the position of the avatar's rigid body head const glm::vec3& getSpringyHeadPosition() const ; // get the springy position of the avatar's head const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].springyPosition; }; diff --git a/interface/src/Head.cpp b/interface/src/Head.cpp index b7101e8539..961b06c734 100644 --- a/interface/src/Head.cpp +++ b/interface/src/Head.cpp @@ -135,8 +135,7 @@ void Head::processLookat() { if ( fabs(_lookAtPosition.x + _lookAtPosition.y + _lookAtPosition.z) == 0.0 ) { // a lookatPosition of 0,0,0 signifies NOT looking _lookingAtSomething = false; } else { - glm::vec3 averageEyePosition = _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; - glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - averageEyePosition); + glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - getAverageEyePosition()); float dot = glm::dot(targetLookatAxis, _orientation.getFront()); if (dot < MINIMUM_EYE_ROTATION) { _lookingAtSomething = false; @@ -146,7 +145,7 @@ void Head::processLookat() { } } -glm::vec3 Head::getApproximateEyePosition() { +glm::vec3 Head::getAverageEyePosition() { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; } diff --git a/interface/src/Head.h b/interface/src/Head.h index 28230701f3..7f602877c1 100644 --- a/interface/src/Head.h +++ b/interface/src/Head.h @@ -48,7 +48,7 @@ public: const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected) float getAverageLoudness() {return _averageLoudness;}; - glm::vec3 getApproximateEyePosition(); + glm::vec3 getAverageEyePosition(); float yawRate; float noise;