Fix magic numbers and refactor some code

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luiscuenca 2019-09-05 17:14:35 -07:00
parent ff8f2c5c16
commit ddbd30fac9
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@ -3409,9 +3409,9 @@ void MyAvatar::updateOrientation(float deltaTime) {
_lookAtOffsetYaw = _lookAtOffsetYaw * glm::quat(glm::radians(glm::vec3(0.0f, totalBodyYaw, 0.0f))); _lookAtOffsetYaw = _lookAtOffsetYaw * glm::quat(glm::radians(glm::vec3(0.0f, totalBodyYaw, 0.0f)));
_lookAtOffsetPitch = _lookAtOffsetPitch * glm::quat(glm::radians(glm::vec3(pitchIncrement, 0.0f, 0.0f))); _lookAtOffsetPitch = _lookAtOffsetPitch * glm::quat(glm::radians(glm::vec3(pitchIncrement, 0.0f, 0.0f)));
if (faceForward) { if (faceForward) {
setWorldOrientation(glm::slerp(getWorldOrientation(), _lookAtOffsetYaw, 0.25f)); const float FACE_FORWARD_BLEND = 0.25f;
setWorldOrientation(glm::slerp(getWorldOrientation(), _lookAtOffsetYaw, FACE_FORWARD_BLEND));
} }
} }
if (snapTurn) { if (snapTurn) {
@ -3505,9 +3505,6 @@ glm::vec3 MyAvatar::scaleMotorSpeed(const glm::vec3 forward, const glm::vec3 rig
} else { } else {
// Desktop mode. // Desktop mode.
if (qApp->getCamera().getMode() == CAMERA_MODE_LOOK_AT) { if (qApp->getCamera().getMode() == CAMERA_MODE_LOOK_AT) {
//glm::vec3 frontVector = getWorldOrientation() * IDENTITY_FORWARD;
//glm::vec3 frontVectorXY = glm::normalize(glm::vec3(frontVector.x, frontVector.y, 0.0f));
//direction = (zSpeed * forward) + (1.0f - glm::abs(glm::dot(frontVectorXY, forward))) * right;
direction = (zSpeed * forward); direction = (zSpeed * forward);
} else { } else {
direction = (zSpeed * forward) + (xSpeed * right); direction = (zSpeed * forward) + (xSpeed * right);