Force eyeball update even when not looking at me.

This commit is contained in:
Howard Stearns 2015-08-17 11:57:08 -07:00
parent eeeaa8050d
commit 941b966dc7

View file

@ -123,9 +123,15 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
params.rightEyeJointIndex = geometry.rightEyeJointIndex;
_rig->updateFromHeadParameters(params);
} else if (_owningAvatar->getHead()->isLookingAtMe()) {
// Other avatars joint, including their eyes, will already be set just like any other joints
} else {
// This is a little more work than we really want.
//
// Other avatars joint, including their eyes, should already be set just like any other joints
// from the wire data. But when looking at me, we want the eyes to use the corrected lookAt.
//
// Thus this should really only be ... else if (_owningAvatar->getHead()->isLookingAtMe()) {...
// However, in the !isLookingAtMe case, the eyes aren't rotating the way they should right now.
// (They latch their looking at me position.) We will revisit that as priorities allow.
const FBXGeometry& geometry = _geometry->getFBXGeometry();
Head* head = _owningAvatar->getHead();
_rig->updateEyeJoints(geometry.leftEyeJointIndex, geometry.rightEyeJointIndex,