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Fixed problem with springy body repositioning on startup
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1 changed files with 5 additions and 0 deletions
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@ -1249,6 +1249,11 @@ void Avatar::initializeBodySprings() {
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}
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}
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void Avatar::updateBodySprings(float deltaTime) {
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void Avatar::updateBodySprings(float deltaTime) {
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// Check for a large repositioning, and re-initialize body springs if this has happened
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const float BEYOND_BODY_SPRING_RANGE = 2.f;
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if (glm::length(_position - _joint[AVATAR_JOINT_PELVIS].springyPosition) > BEYOND_BODY_SPRING_RANGE) {
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initializeBodySprings();
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}
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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glm::vec3 springVector(_joint[b].springyPosition);
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glm::vec3 springVector(_joint[b].springyPosition);
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