Merge pull request #3349 from AndrewMeadows/inertia

fix for bad avatar bounding shape on resize
This commit is contained in:
Brad Hefta-Gaub 2014-09-04 10:25:27 -07:00
commit 02af53c8e8

View file

@ -759,7 +759,9 @@ void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
float capsuleRadius = 0.5f * sqrtf(0.5f * (diagonal.x * diagonal.x + diagonal.z * diagonal.z));
_boundingShape.setRadius(capsuleRadius);
_boundingShape.setHalfHeight(0.5f * diagonal.y - capsuleRadius);
_boundingShapeLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum);
glm::vec3 rootPosition = _jointStates[geometry.rootJointIndex].getPosition();
_boundingShapeLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition;
_boundingRadius = 0.5f * glm::length(diagonal);
}