From d4a74f798c4496d5460bf48b256ca49e78fa4198 Mon Sep 17 00:00:00 2001 From: luiscuenca Date: Tue, 1 Oct 2019 10:15:16 -0700 Subject: [PATCH] aimToBlendValues to static function --- interface/src/avatar/MyAvatar.cpp | 4 ++-- interface/src/avatar/MyAvatar.h | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 30881aa01c..e6e03fec4b 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -6730,7 +6730,7 @@ void MyAvatar::updateHeadLookAt(float deltaTime) { if (_skeletonModelLoaded) { glm::vec3 lookAtTarget = _scriptControlsHeadLookAt ? _lookAtScriptTarget : _lookAtCameraTarget; glm::vec3 aimVector = lookAtTarget - getDefaultEyePosition(); - glm::vec3 lookAtBlend = aimToBlendValues(aimVector, getWorldOrientation()); + glm::vec3 lookAtBlend = MyAvatar::aimToBlendValues(aimVector, getWorldOrientation()); _skeletonModel->getRig().setDirectionalBlending(HEAD_BLEND_DIRECTIONAL_ALPHA_NAME, lookAtBlend, HEAD_BLEND_LINEAR_ALPHA_NAME, HEAD_ALPHA_BLENDING); @@ -6768,7 +6768,7 @@ bool MyAvatar::setPointAt(const glm::vec3& pointAtTarget) { glm::vec3 aimVector = pointAtTarget - getJointPosition(POINT_REF_JOINT_NAME); _isPointTargetValid = glm::dot(aimVector, getWorldOrientation() * Vectors::FRONT) > 0.0f; if (_isPointTargetValid) { - glm::vec3 pointAtBlend = aimToBlendValues(aimVector, getWorldOrientation()); + glm::vec3 pointAtBlend = MyAvatar::aimToBlendValues(aimVector, getWorldOrientation()); _skeletonModel->getRig().setDirectionalBlending(POINT_BLEND_DIRECTIONAL_ALPHA_NAME, pointAtBlend, POINT_BLEND_LINEAR_ALPHA_NAME, POINT_ALPHA_BLENDING); } diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index 7d1537e30a..6b1344aad2 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -2694,7 +2694,7 @@ private: void resetHeadLookAt(); void resetLookAtRotation(const glm::vec3& avatarPosition, const glm::quat& avatarOrientation); void resetPointAt(); - glm::vec3 aimToBlendValues(const glm::vec3& aimVector, const glm::quat& frameOrientation); + static glm::vec3 aimToBlendValues(const glm::vec3& aimVector, const glm::quat& frameOrientation); // Avatar Preferences QUrl _fullAvatarURLFromPreferences;