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Merge pull request #3349 from AndrewMeadows/inertia
fix for bad avatar bounding shape on resize
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02af53c8e8
1 changed files with 3 additions and 1 deletions
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@ -759,7 +759,9 @@ void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
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float capsuleRadius = 0.5f * sqrtf(0.5f * (diagonal.x * diagonal.x + diagonal.z * diagonal.z));
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_boundingShape.setRadius(capsuleRadius);
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_boundingShape.setHalfHeight(0.5f * diagonal.y - capsuleRadius);
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_boundingShapeLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum);
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glm::vec3 rootPosition = _jointStates[geometry.rootJointIndex].getPosition();
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_boundingShapeLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition;
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_boundingRadius = 0.5f * glm::length(diagonal);
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}
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