diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index fc715eebe9..1b04fa4fa4 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -849,7 +849,7 @@ void MyAvatar::updateLookAtTargetAvatar() { avatar->setIsLookAtTarget(false); if (!avatar->isMyAvatar() && avatar->isInitialized() && (distanceTo < GREATEST_LOOKING_AT_DISTANCE * getUniformScale())) { - float angleTo = glm::angle(lookForward, glm::normalize(avatar->getHead()->getEyePosition() - cameraPosition)); + float angleTo = glm::angle(lookForward, glm::normalize(avatar->getHead()->getEyePosition() - getHead()->getEyePosition())); if (angleTo < (smallestAngleTo * (isCurrentTarget ? KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR : 1.0f))) { _lookAtTargetAvatar = avatarPointer; _targetAvatarPosition = avatarPointer->getPosition(); @@ -864,36 +864,26 @@ void MyAvatar::updateLookAtTargetAvatar() { // Let's get everything to world space: glm::vec3 avatarLeftEye = getHead()->getLeftEyePosition(); glm::vec3 avatarRightEye = getHead()->getRightEyePosition(); - // When not in HMD, these might both answer identity (i.e., the bridge of the nose). That's ok. - // By my inpsection of the code and live testing, getEyeOffset and getEyePose are the same. (Application hands identity as offset matrix.) - // This might be more work than needed for any given use, but as we explore different formulations, we go mad if we don't work in world space. - glm::mat4 leftEye = qApp->getEyeOffset(Eye::Left); - glm::mat4 rightEye = qApp->getEyeOffset(Eye::Right); - glm::vec3 leftEyeHeadLocal = glm::vec3(leftEye[3]); - glm::vec3 rightEyeHeadLocal = glm::vec3(rightEye[3]); - auto humanSystem = qApp->getViewFrustum(); - glm::vec3 humanLeftEye = humanSystem->getPosition() + (humanSystem->getOrientation() * leftEyeHeadLocal); - glm::vec3 humanRightEye = humanSystem->getPosition() + (humanSystem->getOrientation() * rightEyeHeadLocal); // First find out where (in world space) the person is looking relative to that bridge-of-the-avatar point. // (We will be adding that offset to the camera position, after making some other adjustments.) glm::vec3 gazeOffset = lookAtPosition - getHead()->getEyePosition(); - // Scale by proportional differences between avatar and human. - float humanEyeSeparationInModelSpace = glm::length(humanLeftEye - humanRightEye); - float avatarEyeSeparation = glm::length(avatarLeftEye - avatarRightEye); - gazeOffset = gazeOffset * humanEyeSeparationInModelSpace / avatarEyeSeparation; + // scale gazeOffset by IPD, if wearing an HMD. + if (qApp->isHMDMode()) { + glm::mat4 leftEye = qApp->getEyeOffset(Eye::Left); + glm::mat4 rightEye = qApp->getEyeOffset(Eye::Right); + glm::vec3 leftEyeHeadLocal = glm::vec3(leftEye[3]); + glm::vec3 rightEyeHeadLocal = glm::vec3(rightEye[3]); + auto humanSystem = qApp->getViewFrustum(); + glm::vec3 humanLeftEye = humanSystem->getPosition() + (humanSystem->getOrientation() * leftEyeHeadLocal); + glm::vec3 humanRightEye = humanSystem->getPosition() + (humanSystem->getOrientation() * rightEyeHeadLocal); - // If the camera is also not oriented with the head, adjust by getting the offset in head-space... - /* Not needed (i.e., code is a no-op), but I'm leaving the example code here in case something like this is needed someday. - glm::quat avatarHeadOrientation = getHead()->getOrientation(); - glm::vec3 gazeOffsetLocalToHead = glm::inverse(avatarHeadOrientation) * gazeOffset; - // ... and treat that as though it were in camera space, bringing it back to world space. - // But camera is fudged to make the picture feel like the avatar's orientation. - glm::quat humanOrientation = humanSystem->getOrientation(); // or just avatar getOrienation() ? - gazeOffset = humanOrientation * gazeOffsetLocalToHead; - glm::vec3 corrected = humanSystem->getPosition() + gazeOffset; - */ + // Scale by proportional differences between avatar and human. + float humanEyeSeparationInModelSpace = glm::length(humanLeftEye - humanRightEye); + float avatarEyeSeparation = glm::length(avatarLeftEye - avatarRightEye); + gazeOffset = gazeOffset * humanEyeSeparationInModelSpace / avatarEyeSeparation; + } // And now we can finally add that offset to the camera. glm::vec3 corrected = qApp->getViewFrustum()->getPosition() + gazeOffset;