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fix AvatarActionHold's idea of where the controllers are when the avatar has been scaled
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2 changed files with 3 additions and 1 deletions
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@ -137,7 +137,7 @@ bool AvatarActionHold::getTarget(float deltaTimeStep, glm::quat& rotation, glm::
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Transform avatarTransform;
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auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
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avatarTransform = myAvatar->getTransform();
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palmPosition = avatarTransform.transform(pose.getTranslation());
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palmPosition = avatarTransform.transform(pose.getTranslation() / myAvatar->getTargetScale());
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palmRotation = avatarTransform.getRotation() * pose.getRotation();
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} else {
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glm::vec3 avatarRigidBodyPosition;
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@ -373,6 +373,8 @@ public slots:
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virtual bool setAbsoluteJointRotationInObjectFrame(int index, const glm::quat& rotation) override { return false; }
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virtual bool setAbsoluteJointTranslationInObjectFrame(int index, const glm::vec3& translation) override { return false; }
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float getTargetScale() { return _targetScale; }
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protected:
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glm::vec3 _handPosition;
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