From 9fa170494c7274f074f2d38a8e4db78d0bb320de Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Fri, 10 Jan 2014 14:04:46 -0800 Subject: [PATCH] I believe what we really want to decay is the mouse pitch. --- interface/src/avatar/MyAvatar.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index e7dba4a4c7..490dd5febb 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -210,8 +210,8 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) { // you start moving, but don't do this with an HMD like the Oculus. if (!OculusManager::isConnected()) { if (forwardAcceleration > ACCELERATION_PULL_THRESHOLD) { - _head.setPitch(_head.getPitch() * (1.f - forwardAcceleration * ACCELERATION_PITCH_DECAY * deltaTime)); - _head.setYaw(_head.getYaw() * (1.f - forwardAcceleration * ACCELERATION_YAW_DECAY * deltaTime)); + _head.setMousePitch(_head.getMousePitch() * qMax(0.0f, + (1.f - forwardAcceleration * ACCELERATION_PITCH_DECAY * deltaTime))); } } else if (fabsf(forwardAcceleration) > OCULUS_ACCELERATION_PULL_THRESHOLD && fabs(_head.getYaw()) > OCULUS_YAW_OFFSET_THRESHOLD) {