Only use hacky model translation with the old skeleton.

This commit is contained in:
Andrzej Kapolka 2013-11-01 13:33:50 -07:00
parent da1383ef7b
commit 62381e19b5

View file

@ -21,11 +21,13 @@ void FaceModel::simulate(float deltaTime) {
if (!isActive()) {
return;
}
Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
glm::vec3 neckPosition;
glm::vec3 modelTranslation;
if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
neckPosition = owningAvatar->getSkeleton().joint[AVATAR_JOINT_NECK_BASE].position;
const glm::vec3 OLD_SKELETON_MODEL_TRANSLATION(0.0f, -60.0f, 40.0f);
modelTranslation = OLD_SKELETON_MODEL_TRANSLATION;
}
setTranslation(neckPosition);
glm::quat neckRotation;
@ -36,8 +38,7 @@ void FaceModel::simulate(float deltaTime) {
setRotation(neckRotation);
const float MODEL_SCALE = 0.0006f;
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale() * MODEL_SCALE);
const glm::vec3 MODEL_TRANSLATION(0.0f, -60.0f, 40.0f); // temporary fudge factor
setOffset(MODEL_TRANSLATION - _geometry->getFBXGeometry().neckPivot);
setOffset(modelTranslation - _geometry->getFBXGeometry().neckPivot);
setPupilDilation(_owningHead->getPupilDilation());
setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());