Fix vector transformation when calculating flying hip position

This commit is contained in:
luiscuenca 2018-05-15 14:19:17 -07:00
parent 4129664368
commit 4b09f1dc30

View file

@ -60,7 +60,7 @@ static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
// rotate the hips back to match the flying animation.
const float TILT_ANGLE = 0.523f;
const glm::quat tiltRot = glm::angleAxis(TILT_ANGLE, transformVectorFast(avatarToSensorMat, -Vectors::UNIT_X));
const glm::quat tiltRot = glm::angleAxis(TILT_ANGLE, transformVectorFull(avatarToSensorMat, -Vectors::UNIT_X));
glm::vec3 headPos;
int headIndex = myAvatar->getJointIndex("Head");