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MyAvatar: fix for laggy avatar attachments
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1 changed files with 4 additions and 3 deletions
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@ -340,6 +340,10 @@ void MyAvatar::simulate(float deltaTime) {
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_skeletonModel->simulate(deltaTime);
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_skeletonModel->simulate(deltaTime);
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}
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}
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// we've achived our final adjusted our position & rotation for the avatar
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// and all joints, we can now update our attachements.
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Avatar::simulateAttachments(deltaTime);
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if (!_skeletonModel->hasSkeleton()) {
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if (!_skeletonModel->hasSkeleton()) {
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// All the simulation that can be done has been done
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// All the simulation that can be done has been done
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return;
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return;
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@ -1160,9 +1164,6 @@ void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
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_bodySensorMatrix = _follow.postPhysicsUpdate(*this, _bodySensorMatrix);
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_bodySensorMatrix = _follow.postPhysicsUpdate(*this, _bodySensorMatrix);
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setVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity());
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setVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity());
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// now that physics has adjusted our position, we can update attachements.
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Avatar::simulateAttachments(deltaTime);
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}
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}
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QString MyAvatar::getScriptedMotorFrame() const {
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QString MyAvatar::getScriptedMotorFrame() const {
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