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reversed x value in hand movement
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de6f33efa6
commit
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1 changed files with 8 additions and 8 deletions
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@ -866,9 +866,9 @@ void Head::renderHead(int faceToFace) {
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void Head::setHandMovement( glm::vec3 movement ) {
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void Head::setHandMovement( glm::vec3 handOffset ) {
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_handBeingMoved = true;
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_movedHandOffset = movement;
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_movedHandOffset = handOffset;
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}
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AvatarMode Head::getMode() {
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@ -1024,9 +1024,9 @@ void Head::updateSkeleton() {
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_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handPosition;
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}
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float xx = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getRight () );
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float yy = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getUp () );
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float zz = -glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getFront () );
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float xx = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getRight() );
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float yy = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getUp () );
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float zz = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getFront() );
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glm::vec3 rotatedBoneVector( xx, yy, zz );
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@ -1125,9 +1125,9 @@ void Head::updateHandMovement() {
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glm::vec3 transformedHandMovement;
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transformedHandMovement
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= _avatar.orientation.getRight() * -_movedHandOffset.x
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+ _avatar.orientation.getUp() * -_movedHandOffset.y * 0.5f
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+ _avatar.orientation.getFront() * -_movedHandOffset.y;
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= _avatar.orientation.getRight() * _movedHandOffset.x
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+ _avatar.orientation.getUp() * -_movedHandOffset.y * 0.5f
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+ _avatar.orientation.getFront() * -_movedHandOffset.y;
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_bone[ AVATAR_BONE_RIGHT_HAND ].position += transformedHandMovement;
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