fix rotation frame

This commit is contained in:
luiscuenca 2019-09-11 12:04:23 -07:00
parent b28154235a
commit f0dcfa7f15
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GPG key ID: 2387ECD129A6961D

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@ -3453,7 +3453,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
head->setBaseYaw(0.0f);
head->setBasePitch(0.0f);
head->setBaseRoll(0.0f);
// Attenuate head pitch
glm::vec3 cameraVector = (faceForward ? _lookAtOffsetPitch * getWorldOrientation() : getLookAtOffset()) * Vectors::FRONT;
glm::vec3 cameraYawVector = _lookAtOffsetYaw * Vectors::FRONT;
@ -3462,9 +3462,8 @@ void MyAvatar::updateOrientation(float deltaTime) {
const float START_LOOKING_DOWN_DEGREES = 15.0f;
const float MAX_UP_DOWN_DEGREES = 90.0f;
float upDownDot = glm::dot(cameraVector, Vectors::UP);
float frontBackDot = glm::dot(cameraVector, Vectors::FRONT);
float frontBackSign = frontBackDot / abs(frontBackDot);
glm::vec3 avatarVectorUp = getWorldOrientation() * Vectors::UP;
float upDownDot = glm::dot(cameraVector, avatarVectorUp);
float upDownDegrees = MAX_UP_DOWN_DEGREES - glm::degrees(acosf(abs(upDownDot)));
float lookAttenuation = 0.0f;
@ -3479,6 +3478,10 @@ void MyAvatar::updateOrientation(float deltaTime) {
}
cameraVector = glm::mix(cameraVector, cameraYawVector, 1.0f - lookAttenuation);
// Calculate the camera target point.
glm::vec3 avatarVectorFront = getWorldOrientation() * Vectors::FRONT;
float frontBackDot = glm::dot(cameraVector, avatarVectorFront);
float frontBackSign = frontBackDot / abs(frontBackDot);
const float TARGET_DISTANCE_FROM_HEAD = 2.0f;
glm::vec3 targetPoint = head->getPosition() + frontBackSign * TARGET_DISTANCE_FROM_HEAD * glm::normalize(cameraVector);