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Add 180 degrees rotation so that pad faces the avatar
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1 changed files with 1 additions and 1 deletions
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@ -152,7 +152,7 @@ void LaserPointer::updateRenderState(const RenderState& renderState, const Inter
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if (_faceAvatar) {
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if (_faceAvatar) {
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glm::quat rotation = glm::inverse(glm::quat_cast(glm::lookAt(endVec, DependencyManager::get<AvatarManager>()->getMyAvatar()->getPosition(), DependencyManager::get<AvatarManager>()->getMyAvatar()->getOrientation()*Vectors::UP)));
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glm::quat rotation = glm::inverse(glm::quat_cast(glm::lookAt(endVec, DependencyManager::get<AvatarManager>()->getMyAvatar()->getPosition(), DependencyManager::get<AvatarManager>()->getMyAvatar()->getOrientation()*Vectors::UP)));
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//endProps.insert("rotation", quatToVariant(glm::quat(glm::radians(glm::vec3(glm::degrees(safeEulerAngles(rotation)).x, glm::degrees(safeEulerAngles(rotation)).y, glm::degrees(safeEulerAngles(rotation)).z)))));
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//endProps.insert("rotation", quatToVariant(glm::quat(glm::radians(glm::vec3(glm::degrees(safeEulerAngles(rotation)).x, glm::degrees(safeEulerAngles(rotation)).y, glm::degrees(safeEulerAngles(rotation)).z)))));
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endProps.insert("rotation", quatToVariant(DependencyManager::get<AvatarManager>()->getMyAvatar()->getOrientation()));
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endProps.insert("rotation", quatToVariant(DependencyManager::get<AvatarManager>()->getMyAvatar()->getOrientation() * glm::quat(glm::radians(glm::vec3(0.0f, 180.0f, 0.0f)))));
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}
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}
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endProps.insert("visible", true);
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endProps.insert("visible", true);
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endProps.insert("ignoreRayIntersection", renderState.doesEndIgnoreRays());
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endProps.insert("ignoreRayIntersection", renderState.doesEndIgnoreRays());
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