Merge pull request #1234 from ey6es/master

Don't decay head roll/pitch when moving if Faceshift is active.  This should fix https://basecamp.com/2151194/projects/2058851-avatar/todos/69596930-avatar-body-still.
This commit is contained in:
Philip Rosedale 2013-11-09 13:04:31 -08:00
commit e47abf2f4c

View file

@ -269,6 +269,7 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
const float OCULUS_ACCELERATION_PULL_THRESHOLD = 1.0f;
const int OCULUS_YAW_OFFSET_THRESHOLD = 10;
if (!Application::getInstance()->getFaceshift()->isActive()) {
// Decay HeadPitch as a function of acceleration, so that you look straight ahead when
// you start moving, but don't do this with an HMD like the Oculus.
if (!OculusManager::isConnected()) {
@ -291,6 +292,7 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
// correct the oculus yaw offset
OculusManager::updateYawOffset();
}
}
//apply the head lean values to the ball positions...
if (USING_HEAD_LEAN) {