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fixes
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0e35458f9e
commit
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1 changed files with 3 additions and 3 deletions
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@ -718,7 +718,7 @@ RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const Pic
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if (rayAvatarResult._intersect && pickAgainstMesh) {
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if (rayAvatarResult._intersect && pickAgainstMesh) {
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glm::vec3 localRayOrigin = avatar->worldToJointPoint(ray.origin, rayAvatarResult._intersectWithJoint);
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glm::vec3 localRayOrigin = avatar->worldToJointPoint(ray.origin, rayAvatarResult._intersectWithJoint);
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glm::vec3 localRayPoint = avatar->worldToJointPoint(ray.origin + rayDirection, rayAvatarResult._intersectWithJoint);
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glm::vec3 localRayPoint = avatar->worldToJointPoint(ray.origin + rayAvatarResult._distance * rayDirection, rayAvatarResult._intersectWithJoint);
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auto avatarOrientation = avatar->getWorldOrientation();
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auto avatarOrientation = avatar->getWorldOrientation();
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auto avatarPosition = avatar->getWorldPosition();
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auto avatarPosition = avatar->getWorldPosition();
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@ -728,7 +728,7 @@ RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const Pic
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auto defaultFrameRayOrigin = jointPosition + jointOrientation * localRayOrigin;
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auto defaultFrameRayOrigin = jointPosition + jointOrientation * localRayOrigin;
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auto defaultFrameRayPoint = jointPosition + jointOrientation * localRayPoint;
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auto defaultFrameRayPoint = jointPosition + jointOrientation * localRayPoint;
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auto defaultFrameRayDirection = defaultFrameRayPoint - defaultFrameRayOrigin;
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auto defaultFrameRayDirection = glm::normalize(defaultFrameRayPoint - defaultFrameRayOrigin);
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float subMeshDistance = FLT_MAX;
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float subMeshDistance = FLT_MAX;
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BoxFace subMeshFace = BoxFace::UNKNOWN_FACE;
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BoxFace subMeshFace = BoxFace::UNKNOWN_FACE;
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@ -750,7 +750,7 @@ RayToAvatarIntersectionResult AvatarManager::findRayIntersectionVector(const Pic
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result.avatarID = rayAvatarResult._intersectWithAvatar;
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result.avatarID = rayAvatarResult._intersectWithAvatar;
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result.distance = rayAvatarResult._distance;
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result.distance = rayAvatarResult._distance;
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result.face = face;
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result.face = face;
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result.intersection = rayAvatarResult._intersectionPoint;
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result.intersection = ray.origin + rayAvatarResult._distance * rayDirection;
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result.surfaceNormal = rayAvatarResult._intersectionNormal;
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result.surfaceNormal = rayAvatarResult._intersectionNormal;
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result.jointIndex = rayAvatarResult._intersectWithJoint;
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result.jointIndex = rayAvatarResult._intersectWithJoint;
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result.extraInfo = extraInfo;
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result.extraInfo = extraInfo;
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