Fix for controller palm movement for scaled avatars
Showing the changes to interface/src/Application.cpp (1 of 1 file). Show all
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| @@ -5006,7 +5006,7 @@ void Application::setPalmData(Hand* hand, const controller::Pose& pose, float de · 5005 unmodified lines | ||
| 5006 | 5006 | palm.setActive(pose.isValid()); |
| 5007 | 5007 | |
| 5008 | 5008 | // transform from sensor space, to world space, to avatar model space. |
| 5009 | − glm::mat4 poseMat = createMatFromQuatAndPos(pose.getRotation(), pose.getTranslation()); | |
| 5009 | + glm::mat4 poseMat = createMatFromQuatAndPos(pose.getRotation(), pose.getTranslation() * myAvatar->getScale()); | |
| 5010 | 5010 | glm::mat4 sensorToWorldMat = myAvatar->getSensorToWorldMatrix(); |
| 5011 | 5011 | glm::mat4 modelMat = createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getPosition()); |
| 5012 | 5012 | glm::mat4 objectPose = glm::inverse(modelMat) * sensorToWorldMat * poseMat; |