diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 4fba110547..f81da0b633 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -6589,6 +6589,7 @@ void MyAvatar::updateEyesLookAtPosition(float deltaTime) { int rightEyeJointIndex = getJointIndex("RightEye"); bool eyesAreOverridden = getIsJointOverridden(leftEyeJointIndex) || getIsJointOverridden(rightEyeJointIndex); + const float DEFAULT_GAZE_DISTANCE = 20.0f; // meters if (eyesAreOverridden) { // A script has set the eye rotations, so use these to set lookAtSpot glm::quat leftEyeRotation = getAbsoluteJointRotationInObjectFrame(leftEyeJointIndex); @@ -6604,7 +6605,7 @@ void MyAvatar::updateEyesLookAtPosition(float deltaTime) { glm::vec3 rightFocus = rightEyePosition + rightVec * t2; lookAtSpot = (leftFocus + rightFocus) / 2.0f; // average } else { - lookAtSpot = myHead->getEyePosition() + glm::normalize(leftVec) * 20.0f; + lookAtSpot = myHead->getEyePosition() + glm::normalize(leftVec) * DEFAULT_GAZE_DISTANCE; } } else if (_scriptControlsEyesLookAt) { if (_scriptEyesControlTimer < MAX_LOOK_AT_TIME_SCRIPT_CONTROL) { @@ -6629,7 +6630,7 @@ void MyAvatar::updateEyesLookAtPosition(float deltaTime) { glm::vec3 rightFocus = rightEyePosition + rightVec * t2; lookAtSpot = (leftFocus + rightFocus) / 2.0f; // average } else { - lookAtSpot = myHead->getEyePosition() + glm::normalize(leftVec) * 20.0f; + lookAtSpot = myHead->getEyePosition() + glm::normalize(leftVec) * DEFAULT_GAZE_DISTANCE; } } else { // no script override, no eye tracker, so do procedural eye motion