avoid crossed eyes

This commit is contained in:
Andrew Meadows 2016-04-26 17:50:23 -07:00
parent 9c0aeb9b81
commit 5f98af1898

View file

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