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avoid crossed eyes
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9c0aeb9b81
commit
5f98af1898
1 changed files with 14 additions and 3 deletions
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@ -85,12 +85,23 @@ Rig::CharacterControllerState convertCharacterControllerState(CharacterControlle
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};
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}
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// Called within Model::simulate call, below.
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void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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const FBXGeometry& geometry = getFBXGeometry();
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Head* head = _owningAvatar->getHead();
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// make sure lookAt is not too close to face (avoid crosseyes)
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glm::vec3 lookAt = _owningAvatar->isMyAvatar() ? head->getLookAtPosition() : head->getCorrectedLookAtPosition();
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glm::vec3 focusOffset = lookAt - _owningAvatar->getHead()->getEyePosition();
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float focusDistance = glm::length(focusOffset);
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const float MIN_LOOK_AT_FOCUS_DISTANCE = 1.0f;
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if (focusDistance < MIN_LOOK_AT_FOCUS_DISTANCE && focusDistance > EPSILON) {
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lookAt = _owningAvatar->getHead()->getEyePosition() + (MIN_LOOK_AT_FOCUS_DISTANCE / focusDistance) * focusOffset;
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}
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if (_owningAvatar->isMyAvatar()) {
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MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
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@ -164,7 +175,7 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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Rig::EyeParameters eyeParams;
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eyeParams.worldHeadOrientation = headParams.worldHeadOrientation;
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eyeParams.eyeLookAt = head->getLookAtPosition();
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eyeParams.eyeLookAt = lookAt;
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eyeParams.eyeSaccade = head->getSaccade();
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eyeParams.modelRotation = getRotation();
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eyeParams.modelTranslation = getTranslation();
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@ -196,8 +207,8 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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Rig::EyeParameters eyeParams;
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eyeParams.worldHeadOrientation = head->getFinalOrientationInWorldFrame();
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eyeParams.eyeLookAt = head->getCorrectedLookAtPosition();
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eyeParams.eyeSaccade = glm::vec3();
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eyeParams.eyeLookAt = lookAt;
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eyeParams.eyeSaccade = glm::vec3(0.0f);
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eyeParams.modelRotation = getRotation();
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eyeParams.modelTranslation = getTranslation();
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eyeParams.leftEyeJointIndex = geometry.leftEyeJointIndex;
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