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final

Howard Stearns committed 11 years ago

Commit 476ca361 parent 57e4ff11 file · +7 −2Browse files

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

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interface/src/avatar/SkeletonModel.cpp+7−2
@@ -41,7 +41,7 @@ SkeletonModel::~SkeletonModel() { · 40 unmodified lines
4141
4242 void SkeletonModel::initJointStates(QVector<JointState> states) {
4343 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;
4545
4646 int rootJointIndex = geometry.rootJointIndex;
4747 int leftHandJointIndex = geometry.leftHandJointIndex;
@@ -123,10 +123,15 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { · 75 unmodified lines
123123 params.rightEyeJointIndex = geometry.rightEyeJointIndex;
124124
125125 _rig->updateFromHeadParameters(params);
126− } else if (true/*_owningAvatar->getHead()->isLookingAtMe()*/) {
126+ } else {
127+ // This is a little more work than we really want.
128+ //
127129 // Other avatars joint, including their eyes, should already be set just like any other joints
128130 // from the wire data. But when looking at me, we want the eyes to use the corrected lookAt.
129131 //
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.
130135 const FBXGeometry& geometry = _geometry->getFBXGeometry();
131136 Head* head = _owningAvatar->getHead();
132137 // If the head is not positioned, updateEyeJoints won't get the math right

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