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fix collision shape of avatars

Andrew Meadows committed 11 years ago

Commit 16dfc391 parent 41daea72 files · +22 −35Browse files

Showing the changes to interface/src/avatar/SkeletonModel.cpp (1 of 2 files). Show all

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interface/src/avatar/SkeletonModel.cpp+5−8
@@ -547,14 +547,11 @@ void SkeletonModel::computeBoundingShape() { · 546 unmodified lines
547547 // compute the default transform of this joint
548548 const JointState& state = _rig->getJointState(i);
549549
550− // HACK WORKAROUND: ignore joints that may have bad translation (e.g. have been flagged as such with zero radius)
551− if (state.getBoneRadius() > 0.0f) {
552− // Each joint contributes a sphere at its position
553− glm::vec3 axis(state.getBoneRadius());
554− glm::vec3 jointPosition = state.getPosition();
555− totalExtents.addPoint(jointPosition + axis);
556− totalExtents.addPoint(jointPosition - axis);
557− }
550+ // Each joint contributes a sphere at its position
551+ glm::vec3 axis(state.getBoneRadius());
552+ glm::vec3 jointPosition = state.getPosition();
553+ totalExtents.addPoint(jointPosition + axis);
554+ totalExtents.addPoint(jointPosition - axis);
558555 }
559556
560557 // compute bounding shape parameters

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