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Fix for head appearing at wrong position for a single frame.
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2 changed files with 8 additions and 0 deletions
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@ -19,6 +19,10 @@ FaceModel::FaceModel(Head* owningHead) :
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}
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}
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void FaceModel::simulate(float deltaTime) {
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void FaceModel::simulate(float deltaTime) {
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if (!isActive()) {
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Model::simulate(deltaTime);
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return;
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}
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Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
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Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
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glm::vec3 neckPosition;
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glm::vec3 neckPosition;
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if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
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if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
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@ -20,6 +20,10 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
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}
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}
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void SkeletonModel::simulate(float deltaTime) {
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void SkeletonModel::simulate(float deltaTime) {
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if (!isActive()) {
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Model::simulate(deltaTime);
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return;
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}
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setTranslation(_owningAvatar->getPosition());
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setTranslation(_owningAvatar->getPosition());
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setRotation(_owningAvatar->getOrientation() * glm::angleAxis(180.0f, 0.0f, 1.0f, 0.0f));
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setRotation(_owningAvatar->getOrientation() * glm::angleAxis(180.0f, 0.0f, 1.0f, 0.0f));
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const float MODEL_SCALE = 0.0006f;
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const float MODEL_SCALE = 0.0006f;
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