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fix for avatar scale bug, closes #1506
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0e25c85eef
commit
3f2c6504a6
4 changed files with 11 additions and 11 deletions
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@ -2128,8 +2128,8 @@ void Application::updateAvatars(float deltaTime, glm::vec3 mouseRayOrigin, glm::
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Avatar* avatar = *fade;
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const float SHRINK_RATE = 0.9f;
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avatar->setNewScale(avatar->getNewScale() * SHRINK_RATE);
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const float MINIMUM_SCALE = 0.001f;
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if (avatar->getNewScale() < MINIMUM_SCALE) {
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if (avatar->getNewScale() < MIN_AVATAR_SCALE) {
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delete avatar;
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_avatarFades.erase(fade--);
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@ -439,14 +439,14 @@ void Avatar::goHome() {
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}
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void Avatar::increaseSize() {
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if ((1.f + SCALING_RATIO) * _newScale < MAX_SCALE) {
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if ((1.f + SCALING_RATIO) * _newScale < MAX_AVATAR_SCALE) {
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_newScale *= (1.f + SCALING_RATIO);
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qDebug("Changed scale to %f\n", _newScale);
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}
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}
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void Avatar::decreaseSize() {
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if (MIN_SCALE < (1.f - SCALING_RATIO) * _newScale) {
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if (MIN_AVATAR_SCALE < (1.f - SCALING_RATIO) * _newScale) {
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_newScale *= (1.f - SCALING_RATIO);
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qDebug("Changed scale to %f\n", _newScale);
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}
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@ -297,10 +297,10 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
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}
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void AvatarData::setNewScale(float newScale) {
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if (newScale > MAX_SCALE) {
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newScale = MAX_SCALE;
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} else if (newScale < MIN_SCALE) {
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newScale = MIN_SCALE;
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if (newScale > MAX_AVATAR_SCALE) {
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newScale = MAX_AVATAR_SCALE;
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} else if (newScale < MIN_AVATAR_SCALE) {
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newScale = MIN_AVATAR_SCALE;
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}
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_newScale = newScale;
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qDebug() << "Changed scale to " << _newScale << "\n";
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@ -32,8 +32,8 @@ const int HAND_STATE_START_BIT = 2; // 3rd and 4th bits
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const int IS_FACESHIFT_CONNECTED = 4; // 5th bit
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const int IS_CHAT_CIRCLING_ENABLED = 5;
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static const float MAX_SCALE = 1000.f;
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static const float MIN_SCALE = .005f;
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static const float MAX_AVATAR_SCALE = 1000.f;
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static const float MIN_AVATAR_SCALE = .005f;
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const float MAX_AUDIO_LOUDNESS = 1000.0; // close enough for mouth animation
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@ -83,7 +83,7 @@ public:
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// Scale
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float getNewScale() const { return _newScale; }
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void setNewScale(float);
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void setNewScale(float newScale);
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// Hand State
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void setHandState(char s) { _handState = s; }
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