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FinalOrientation -> FinalOrientationInWorldFrame
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5 changed files with 16 additions and 8 deletions
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@ -1841,7 +1841,8 @@ void Application::updateMyAvatarLookAtPosition() {
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}
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} else {
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// I am not looking at anyone else, so just look forward
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lookAtSpot = _myAvatar->getHead()->calculateAverageEyePosition() + (_myAvatar->getHead()->getFinalOrientation() * glm::vec3(0.f, 0.f, -TREE_SCALE));
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lookAtSpot = _myAvatar->getHead()->calculateAverageEyePosition() +
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(_myAvatar->getHead()->getFinalOrientationInWorldFrame() * glm::vec3(0.f, 0.f, -TREE_SCALE));
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}
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// TODO: Add saccade to mouse pointer when stable, IF not looking at someone (since we know we are looking at it)
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/*
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@ -603,7 +603,7 @@ void Audio::handleAudioInput() {
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if (audioMixer && audioMixer->getActiveSocket()) {
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MyAvatar* interfaceAvatar = Application::getInstance()->getAvatar();
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glm::vec3 headPosition = interfaceAvatar->getHead()->getPosition();
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glm::quat headOrientation = interfaceAvatar->getHead()->getFinalOrientation();
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glm::quat headOrientation = interfaceAvatar->getHead()->getFinalOrientationInWorldFrame();
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// we need the amount of bytes in the buffer + 1 for type
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// + 12 for 3 floats for position + float for bearing + 1 attenuation byte
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@ -459,7 +459,7 @@ void AudioReflector::calculateAllReflections() {
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// only recalculate when we've moved, or if the attributes have changed
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// TODO: what about case where new voxels are added in front of us???
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bool wantHeadOrientation = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingHeadOriented);
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glm::quat orientation = wantHeadOrientation ? _myAvatar->getHead()->getFinalOrientation() : _myAvatar->getOrientation();
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glm::quat orientation = wantHeadOrientation ? _myAvatar->getHead()->getFinalOrientationInWorldFrame() : _myAvatar->getOrientation();
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glm::vec3 origin = _myAvatar->getHead()->getPosition();
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glm::vec3 listenerPosition = _myAvatar->getHead()->getPosition();
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@ -188,9 +188,12 @@ void Head::setScale (float scale) {
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_scale = scale;
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}
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glm::quat Head::getFinalOrientation() const {
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return _owningAvatar->getOrientation() * glm::quat(glm::radians(
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glm::vec3(getFinalPitch(), getFinalYaw(), getFinalRoll() )));
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glm::quat Head::getFinalOrientationInWorldFrame() const {
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return _owningAvatar->getOrientation() * getFinalOrientationInLocalFrame();
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}
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glm::quat Head::getFinalOrientationInLocalFrame() const {
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return glm::quat(glm::radians(glm::vec3(getFinalPitch(), getFinalYaw(), getFinalRoll() )));
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}
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glm::quat Head::getCameraOrientation () const {
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@ -50,9 +50,13 @@ public:
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void setRenderLookatVectors(bool onOff) { _renderLookatVectors = onOff; }
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void setLeanSideways(float leanSideways) { _leanSideways = leanSideways; }
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void setLeanForward(float leanForward) { _leanForward = leanForward; }
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/// \return orientationBase+Delta
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glm::quat getFinalOrientationInLocalFrame() const;
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/// \return orientationBody * orientationBase+Delta
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glm::quat getFinalOrientation() const;
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/// \return orientationBody * (orientationBase+Delta)
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glm::quat getFinalOrientationInWorldFrame() const;
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/// \return orientationBody * orientationBasePitch
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glm::quat getCameraOrientation () const;
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