Showing the changes to interface/src/avatar/SkeletonModel.cpp (1 of 1 file). Show all
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| @@ -41,7 +41,7 @@ SkeletonModel::~SkeletonModel() { · 40 unmodified lines | |||
| 41 | 41 | ||
| 42 | void SkeletonModel::initJointStates(QVector<JointState> states) { | 42 | void SkeletonModel::initJointStates(QVector<JointState> states) { |
| 43 | const FBXGeometry& geometry = _geometry->getFBXGeometry(); | 43 | const FBXGeometry& geometry = _geometry->getFBXGeometry(); |
| 44 | glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset/* * glm::mat4_cast(getRotation())*/; | 44 | glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset; |
| 45 | 45 | ||
| 46 | int rootJointIndex = geometry.rootJointIndex; | 46 | int rootJointIndex = geometry.rootJointIndex; |
| 47 | int leftHandJointIndex = geometry.leftHandJointIndex; | 47 | int leftHandJointIndex = geometry.leftHandJointIndex; |
| @@ -123,10 +123,15 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { · 75 unmodified lines | |||
| 123 | params.rightEyeJointIndex = geometry.rightEyeJointIndex; | 123 | params.rightEyeJointIndex = geometry.rightEyeJointIndex; |
| 124 | 124 | ||
| 125 | _rig->updateFromHeadParameters(params); | 125 | _rig->updateFromHeadParameters(params); |
| 126 | } else if (true/*_owningAvatar->getHead()->isLookingAtMe()*/) { | 126 | } else { |
| 127 | // This is a little more work than we really want. | ||
| 128 | // | ||
| 127 | // Other avatars joint, including their eyes, should already be set just like any other joints | 129 | // Other avatars joint, including their eyes, should already be set just like any other joints |
| 128 | // from the wire data. But when looking at me, we want the eyes to use the corrected lookAt. | 130 | // from the wire data. But when looking at me, we want the eyes to use the corrected lookAt. |
| 129 | // | 131 | // |
| 132 | // Thus this should really only be ... else if (_owningAvatar->getHead()->isLookingAtMe()) {... | ||
| 133 | // However, in the !isLookingAtMe case, the eyes aren't rotating the way they should right now. | ||
| 134 | // We will revisit that as priorities allow, and particularly after the new rig/animation/joints. | ||
| 130 | const FBXGeometry& geometry = _geometry->getFBXGeometry(); | 135 | const FBXGeometry& geometry = _geometry->getFBXGeometry(); |
| 131 | Head* head = _owningAvatar->getHead(); | 136 | Head* head = _owningAvatar->getHead(); |
| 132 | // If the head is not positioned, updateEyeJoints won't get the math right | 137 | // If the head is not positioned, updateEyeJoints won't get the math right |