Remove filtered eye position from head

This commit is contained in:
Philip Rosedale 2014-08-12 14:31:40 -07:00
parent a68af15b82
commit 9933c011d7
3 changed files with 2 additions and 7 deletions

View file

@ -599,7 +599,7 @@ void Application::paintGL() {
if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
_myCamera.setTightness(0.0f); // In first person, camera follows (untweaked) head exactly without delay
_myCamera.setTargetPosition(_myAvatar->getHead()->getFilteredEyePosition());
_myCamera.setTargetPosition(_myAvatar->getHead()->getEyePosition());
_myCamera.setTargetRotation(_myAvatar->getHead()->getCameraOrientation());
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
@ -621,7 +621,7 @@ void Application::paintGL() {
_myCamera.setTargetPosition(_myAvatar->getHead()->getEyePosition() + glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0));
} else {
_myCamera.setTightness(0.0f);
glm::vec3 eyePosition = _myAvatar->getHead()->getFilteredEyePosition();
glm::vec3 eyePosition = _myAvatar->getHead()->getEyePosition();
float headHeight = eyePosition.y - _myAvatar->getPosition().y;
_myCamera.setDistance(MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
_myCamera.setTargetPosition(_myAvatar->getPosition() + glm::vec3(0, headHeight + (_raiseMirror * _myAvatar->getScale()), 0));

View file

@ -163,9 +163,6 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
}
_eyePosition = calculateAverageEyePosition();
float velocityFilter = glm::clamp(1.0f - glm::length(_filteredEyePosition - _eyePosition), 0.0f, 1.0f);
_filteredEyePosition = velocityFilter * _filteredEyePosition + (1.0f - velocityFilter) * _eyePosition;
}
void Head::relaxLean(float deltaTime) {

View file

@ -88,7 +88,6 @@ public:
const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
float getAverageLoudness() const { return _averageLoudness; }
glm::vec3 getFilteredEyePosition() const { return _filteredEyePosition; }
/// \return the point about which scaling occurs.
glm::vec3 getScalePivot() const;
@ -121,7 +120,6 @@ private:
glm::vec3 _leftEyePosition;
glm::vec3 _rightEyePosition;
glm::vec3 _eyePosition;
glm::vec3 _filteredEyePosition; // velocity filtered world space eye position
float _scale;
float _lastLoudness;