fix AvatarActionHold's idea of where the controllers are when the avatar has been scaled

This commit is contained in:
Seth Alves 2016-09-01 12:17:34 -07:00
parent a35e527128
commit 1a9f43cb67
2 changed files with 3 additions and 1 deletions

View file

@ -137,7 +137,7 @@ bool AvatarActionHold::getTarget(float deltaTimeStep, glm::quat& rotation, glm::
Transform avatarTransform;
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
avatarTransform = myAvatar->getTransform();
palmPosition = avatarTransform.transform(pose.getTranslation());
palmPosition = avatarTransform.transform(pose.getTranslation() / myAvatar->getTargetScale());
palmRotation = avatarTransform.getRotation() * pose.getRotation();
} else {
glm::vec3 avatarRigidBodyPosition;

View file

@ -373,6 +373,8 @@ public slots:
virtual bool setAbsoluteJointRotationInObjectFrame(int index, const glm::quat& rotation) override { return false; }
virtual bool setAbsoluteJointTranslationInObjectFrame(int index, const glm::vec3& translation) override { return false; }
float getTargetScale() { return _targetScale; }
protected:
glm::vec3 _handPosition;