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Look harder for head, log if not found, and compute what we need regardless.

howard-stearns committed 10 years ago

Commit ceed5711 parent 064d5f22 files · +13 −13Browse 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+12−12
@@ -46,21 +46,21 @@ void SkeletonModel::initJointStates() { · 45 unmodified lines
4646
4747 // Determine the default eye position for avatar scale = 1.0
4848 int headJointIndex = _geometry->getFBXGeometry().headJointIndex;
49− if (0 <= headJointIndex && headJointIndex < _rig->getJointStateCount()) {
50−
51− glm::vec3 leftEyePosition, rightEyePosition;
52− getEyeModelPositions(leftEyePosition, rightEyePosition);
53− glm::vec3 midEyePosition = (leftEyePosition + rightEyePosition) / 2.0f;
49+ if (0 > headJointIndex || headJointIndex >= _rig->getJointStateCount()) {
50+ qCWarning(interfaceapp) << "Bad head joint! Got:" << headJointIndex << "jointCount:" << _rig->getJointStateCount();
51+ }
52+ glm::vec3 leftEyePosition, rightEyePosition;
53+ getEyeModelPositions(leftEyePosition, rightEyePosition);
54+ glm::vec3 midEyePosition = (leftEyePosition + rightEyePosition) / 2.0f;
5455
55− int rootJointIndex = _geometry->getFBXGeometry().rootJointIndex;
56− glm::vec3 rootModelPosition;
57− getJointPosition(rootJointIndex, rootModelPosition);
56+ int rootJointIndex = _geometry->getFBXGeometry().rootJointIndex;
57+ glm::vec3 rootModelPosition;
58+ getJointPosition(rootJointIndex, rootModelPosition);
5859
59− _defaultEyeModelPosition = midEyePosition - rootModelPosition;
60+ _defaultEyeModelPosition = midEyePosition - rootModelPosition;
6061
61− // Skeleton may have already been scaled so unscale it
62− _defaultEyeModelPosition = _defaultEyeModelPosition / _scale;
63− }
62+ // Skeleton may have already been scaled so unscale it
63+ _defaultEyeModelPosition = _defaultEyeModelPosition / _scale;
6464
6565 computeBoundingShape();
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