turned off look at behavior - until it is finished and working correctly

This commit is contained in:
Jeffrey Ventrella 2013-05-16 12:14:36 -07:00
parent 04828c8224
commit aafb557b02
2 changed files with 8 additions and 4 deletions

View file

@ -443,12 +443,16 @@ void Avatar::simulate(float deltaTime) {
_joint[ AVATAR_JOINT_HEAD_BASE ].radius
);
//the following is still being prototyped (making the eyes look at a specific location), it should be finished by 5/20/13
_head.setLooking(false);
/*
if (_interactingOther) {
_head.setLooking(true);
_head.setLookatPosition(_interactingOther->getSpringyHeadPosition());
} else {
_head.setLooking(false);
}
}
*/
_head.setAudioLoudness(_audioLoudness);
_head.setSkinColor(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));

View file

@ -14,8 +14,6 @@ using namespace std;
const float HEAD_MOTION_DECAY = 0.1;
//const bool TESTING_LOOKAT = true;
float _browColor [] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
float _mouthColor[] = {1, 0, 0};
@ -412,10 +410,10 @@ void Head::renderEyeBalls() {
// the code below is still in the prototyping stages....
//---------------------------------------------------------
void Head::renderIrises(float yaw) {
Orientation orientation;
orientation.setToPitchYawRoll( pitch, yaw, roll);
// Render lines originating from the eyes and converging on the lookatPosition
float rightShift = scale * 0.22f;
float upShift = scale * 0.38f;
float frontShift = scale * 0.9f;
@ -427,10 +425,12 @@ void Head::renderIrises(float yaw) {
+ orientation.getUp () * upShift
+ orientation.getFront() * frontShift;
// Render lines originating from the eyes and converging on the lookatPosition
debugRenderLookatVectors(leftEyePosition, rightEyePosition, lookatPosition);
glColor3fv(_eyeColor);
//make the texture for the iris sphere...
if (sphere == NULL) {
sphere = gluNewQuadric();
gluQuadricTexture(sphere, GL_TRUE);