Merge pull request #16109 from sethalves/fix-saccade-override

apply fake eye saccades if eye joints aren't overridden
This commit is contained in:
Shannon Romano 2019-09-03 11:34:02 -07:00 committed by GitHub
commit 5f4b2a0080
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
2 changed files with 2 additions and 5 deletions

View file

@ -337,10 +337,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
eyeParams.modelTranslation = getTranslation();
eyeParams.leftEyeJointIndex = _rig.indexOfJoint("LeftEye");
eyeParams.rightEyeJointIndex = _rig.indexOfJoint("RightEye");
if (_owningAvatar->getHasProceduralEyeFaceMovement()) {
_rig.updateFromEyeParameters(eyeParams);
}
_rig.updateFromEyeParameters(eyeParams);
updateFingers();
}

View file

@ -1973,7 +1973,7 @@ void Rig::updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm
// TODO: does not properly handle avatar scale.
if (isIndexValid(index)) {
if (isIndexValid(index) && !_internalPoseSet._overrideFlags[index]) {
const glm::mat4 rigToWorld = createMatFromQuatAndPos(modelRotation, modelTranslation);
const glm::mat4 worldToRig = glm::inverse(rigToWorld);
const glm::vec3 lookAtVector = glm::normalize(transformPoint(worldToRig, lookAtSpot) - _internalPoseSet._absolutePoses[index].trans());