Fix avatar rotation rate depending on FPS

This commit is contained in:
David Rowe 2015-11-24 09:42:12 +13:00
parent eecb5b91b2
commit f5d66bbf2e
2 changed files with 2 additions and 2 deletions

View file

@ -2841,7 +2841,7 @@ void Application::update(float deltaTime) {
const float EXPECTED_FRAME_RATE = 60.0f;
float timeFactor = EXPECTED_FRAME_RATE * deltaTime;
myAvatar->setDriveKeys(PITCH, -1.0f * userInputMapper->getActionState(controller::Action::PITCH) / timeFactor);
myAvatar->setDriveKeys(YAW, -1.0f * userInputMapper->getActionState(controller::Action::YAW) / timeFactor);
myAvatar->setDriveKeys(YAW, -1.0f * userInputMapper->getActionState(controller::Action::YAW));
myAvatar->setDriveKeys(STEP_YAW, -1.0f * userInputMapper->getActionState(controller::Action::STEP_YAW));
}
}

View file

@ -173,7 +173,7 @@ protected:
QVector<Model*> _attachmentModels;
QVector<Model*> _attachmentsToRemove;
QVector<Model*> _unusedAttachments;
float _bodyYawDelta;
float _bodyYawDelta; // degrees/sec
// These position histories and derivatives are in the world-frame.
// The derivatives are the MEASURED results of all external and internal forces