This commit is contained in:
Howard Stearns 2015-08-24 15:01:01 -07:00
parent 57e4ff182d
commit 476ca36460

View file

@ -41,7 +41,7 @@ SkeletonModel::~SkeletonModel() {
void SkeletonModel::initJointStates(QVector<JointState> states) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset/* * glm::mat4_cast(getRotation())*/;
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
int rootJointIndex = geometry.rootJointIndex;
int leftHandJointIndex = geometry.leftHandJointIndex;
@ -123,10 +123,15 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
params.rightEyeJointIndex = geometry.rightEyeJointIndex;
_rig->updateFromHeadParameters(params);
} else if (true/*_owningAvatar->getHead()->isLookingAtMe()*/) {
} else {
// This is a little more work than we really want.
//
// Other avatars joint, including their eyes, should already be set just like any other joints
// from the wire data. But when looking at me, we want the eyes to use the corrected lookAt.
//
// Thus this should really only be ... else if (_owningAvatar->getHead()->isLookingAtMe()) {...
// However, in the !isLookingAtMe case, the eyes aren't rotating the way they should right now.
// We will revisit that as priorities allow, and particularly after the new rig/animation/joints.
const FBXGeometry& geometry = _geometry->getFBXGeometry();
Head* head = _owningAvatar->getHead();
// If the head is not positioned, updateEyeJoints won't get the math right