getTweakedOrientation() to getFinalOrientation()

This commit is contained in:
Andrew Meadows 2014-03-27 11:03:42 -07:00
parent b6f2150d2e
commit c354e980a8
4 changed files with 8 additions and 4 deletions

View file

@ -522,7 +522,7 @@ void Audio::handleAudioInput() {
if (audioMixer && audioMixer->getActiveSocket()) {
MyAvatar* interfaceAvatar = Application::getInstance()->getAvatar();
glm::vec3 headPosition = interfaceAvatar->getHead()->getPosition();
glm::quat headOrientation = interfaceAvatar->getHead()->getTweakedOrientation();
glm::quat headOrientation = interfaceAvatar->getHead()->getFinalOrientation();
// we need the amount of bytes in the buffer + 1 for type
// + 12 for 3 floats for position + float for bearing + 1 attenuation byte

View file

@ -60,7 +60,7 @@ void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJ
// likewise with the eye joints
glm::mat4 inverse = glm::inverse(parentState.transform * glm::translate(state.translation) *
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getTweakedOrientation() * IDENTITY_FRONT, 0.0f));
glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientation() * IDENTITY_FRONT, 0.0f));
glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
_owningHead->getSaccade() - _translation, 1.0f));
glm::quat between = rotationBetween(front, lookAt);

View file

@ -178,7 +178,7 @@ void Head::setScale (float scale) {
_scale = scale;
}
glm::quat Head::getTweakedOrientation() const {
glm::quat Head::getFinalOrientation() const {
return _owningAvatar->getOrientation() * glm::quat(glm::radians(
glm::vec3(getTweakedPitch(), getTweakedYaw(), getTweakedRoll() )));
}

View file

@ -45,8 +45,12 @@ public:
void setReturnToCenter (bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; }
void setRenderLookatVectors(bool onOff) { _renderLookatVectors = onOff; }
glm::quat getTweakedOrientation() const;
/// \return orientationBody * orientationBase+Delta
glm::quat getFinalOrientation() const;
/// \return orientationBody * orientationBasePitch
glm::quat getCameraOrientation () const;
const glm::vec3& getAngularVelocity() const { return _angularVelocity; }
void setAngularVelocity(glm::vec3 angularVelocity) { _angularVelocity = angularVelocity; }