From 442da665830d90acf6e7ce859569c7023c698af1 Mon Sep 17 00:00:00 2001 From: amantley Date: Tue, 5 Mar 2019 17:44:36 -0800 Subject: [PATCH] debugging tiny hulk problems --- libraries/animation/src/AnimClip.cpp | 3 ++- libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp | 1 + 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/libraries/animation/src/AnimClip.cpp b/libraries/animation/src/AnimClip.cpp index 4fe02e9307..e014deca2a 100644 --- a/libraries/animation/src/AnimClip.cpp +++ b/libraries/animation/src/AnimClip.cpp @@ -134,6 +134,7 @@ void AnimClip::copyFromNetworkAnim() { const float animationUnitScale = extractScale(animModel.offset).y; const float avatarHeightInMeters = avatarUnitScale * avatarHipsAbsoluteDefaultPose.trans().y; const float animHeightInMeters = animationUnitScale * animHipsAbsoluteDefaultPose.trans().y; + qCDebug(animation) << "meters per unit, avatar: " << avatarUnitScale << " and height of avatar " << avatarHeightInMeters; // get the parent scales for the avatar and the animation float avatarHipsParentScale = 1.0f; @@ -154,7 +155,7 @@ void AnimClip::copyFromNetworkAnim() { const float avatarToAnimationHeightRatio = avatarHeightInMeters / animHeightInMeters; const float unitsRatio = 1.0f / (avatarUnitScale / animationUnitScale); const float parentScaleRatio = 1.0f / (avatarHipsParentScale / animHipsParentScale); - + qCDebug(animation) << "height ratio: " << avatarToAnimationHeightRatio << " units ratio " << unitsRatio << " parent Scale Ratio " << parentScaleRatio; boneLengthScale = avatarToAnimationHeightRatio * unitsRatio * parentScaleRatio; } diff --git a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp index d3ae030296..29fc98734e 100644 --- a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp +++ b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp @@ -1983,6 +1983,7 @@ float Avatar::getUnscaledEyeHeight() const { void Avatar::buildUnscaledEyeHeightCache() { float skeletonHeight = getUnscaledEyeHeightFromSkeleton(); + qCDebug(avatars_renderer) << "unscaled eye height " << skeletonHeight; // Sanity check by looking at the model extents. Extents meshExtents = _skeletonModel->getUnscaledMeshExtents();