From 9933c011d7e6a6d48dd5352d8ce84233f4a7081d Mon Sep 17 00:00:00 2001 From: Philip Rosedale Date: Tue, 12 Aug 2014 14:31:40 -0700 Subject: [PATCH] Remove filtered eye position from head --- interface/src/Application.cpp | 4 ++-- interface/src/avatar/Head.cpp | 3 --- interface/src/avatar/Head.h | 2 -- 3 files changed, 2 insertions(+), 7 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 6f7212e68f..3007943643 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -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)); diff --git a/interface/src/avatar/Head.cpp b/interface/src/avatar/Head.cpp index 995f3f2390..b0333b1acf 100644 --- a/interface/src/avatar/Head.cpp +++ b/interface/src/avatar/Head.cpp @@ -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) { diff --git a/interface/src/avatar/Head.h b/interface/src/avatar/Head.h index 6d1e82b97f..1de5ea7dd1 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -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;