mirror of
https://github.com/overte-org/overte.git
synced 2025-04-25 20:36:38 +02:00
more cleanup on lookat
This commit is contained in:
parent
9de6060d0f
commit
4d95d0a426
4 changed files with 7 additions and 8 deletions
|
@ -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() {
|
||||
|
|
|
@ -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; };
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue