diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index ff3cba182c..9acd2b82c6 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -2834,14 +2834,8 @@ void Application::update(float deltaTime) { myAvatar->setDriveKeys(TRANSLATE_Y, userInputMapper->getActionState(controller::Action::TRANSLATE_Y)); myAvatar->setDriveKeys(TRANSLATE_X, userInputMapper->getActionState(controller::Action::TRANSLATE_X)); if (deltaTime > FLT_EPSILON) { - // For rotations what we really want are meausures of "angles per second" (in order to prevent - // fps-dependent spin rates) so we need to scale the units of the controller contribution. - // (TODO?: maybe we should similarly scale ALL action state info, or change the expected behavior - // controllers to provide a delta_per_second value rather than a raw delta.) - const float EXPECTED_FRAME_RATE = 60.0f; - float timeFactor = EXPECTED_FRAME_RATE * deltaTime; - myAvatar->setDriveKeys(PITCH, -1.0f * userInputMapper->getActionState(controller::Action::PITCH) / timeFactor); - myAvatar->setDriveKeys(YAW, -1.0f * userInputMapper->getActionState(controller::Action::YAW) / timeFactor); + myAvatar->setDriveKeys(PITCH, -1.0f * userInputMapper->getActionState(controller::Action::PITCH)); + myAvatar->setDriveKeys(YAW, -1.0f * userInputMapper->getActionState(controller::Action::YAW)); myAvatar->setDriveKeys(STEP_YAW, -1.0f * userInputMapper->getActionState(controller::Action::STEP_YAW)); } } diff --git a/interface/src/avatar/Avatar.h b/interface/src/avatar/Avatar.h index 44b5d91015..dd317fcacd 100644 --- a/interface/src/avatar/Avatar.h +++ b/interface/src/avatar/Avatar.h @@ -173,7 +173,7 @@ protected: QVector _attachmentModels; QVector _attachmentsToRemove; QVector _unusedAttachments; - float _bodyYawDelta; + float _bodyYawDelta; // degrees/sec // These position histories and derivatives are in the world-frame. // The derivatives are the MEASURED results of all external and internal forces