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fix angular velocity from oculus, tweak hair
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57e2f71bb7
commit
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2 changed files with 7 additions and 4 deletions
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@ -18,8 +18,8 @@
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const float HAIR_DAMPING = 0.99f;
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const float CONSTRAINT_RELAXATION = 10.0f;
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const float HAIR_ACCELERATION_COUPLING = 0.045f;
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const float HAIR_ANGULAR_VELOCITY_COUPLING = 0.020f;
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const float HAIR_ANGULAR_ACCELERATION_COUPLING = 0.003f;
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const float HAIR_ANGULAR_VELOCITY_COUPLING = 0.001f;
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const float HAIR_ANGULAR_ACCELERATION_COUPLING = 0.001f;
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const float HAIR_MAX_LINEAR_ACCELERATION = 4.0f;
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const float HAIR_STIFFNESS = 0.00f;
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const glm::vec3 HAIR_COLOR1(0.98f, 0.76f, 0.075f);
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@ -1215,8 +1215,11 @@ void MyAvatar::updateOrientation(float deltaTime) {
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// Record the angular velocity
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Head* head = getHead();
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glm::vec3 angularVelocity(yaw - head->getBaseYaw(), pitch - head->getBasePitch(), roll - head->getBaseRoll());
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head->setAngularVelocity(angularVelocity);
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if (deltaTime > 0.0f) {
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glm::vec3 angularVelocity(pitch - head->getBasePitch(), yaw - head->getBaseYaw(), roll - head->getBaseRoll());
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angularVelocity *= 1.0f / deltaTime;
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head->setAngularVelocity(angularVelocity);
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}
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//Invert yaw and roll when in mirror mode
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if (Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_MIRROR) {
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