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Oculus: Bug fix for head offset on large/small scaled avatars.
(cherry picked from commit d8e2cbf871
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a1c52ea638
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1 changed files with 1 additions and 3 deletions
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@ -334,10 +334,8 @@ void OculusControllerManager::TouchDevice::handleHeadPose(float deltaTime,
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glm::mat4 defaultHeadOffset = glm::inverse(inputCalibrationData.defaultCenterEyeMat) *
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glm::mat4 defaultHeadOffset = glm::inverse(inputCalibrationData.defaultCenterEyeMat) *
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inputCalibrationData.defaultHeadMat;
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inputCalibrationData.defaultHeadMat;
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controller::Pose hmdHeadPose = pose.transform(sensorToAvatar);
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pose.valid = true;
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pose.valid = true;
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_poseStateMap[controller::HEAD] = hmdHeadPose.postTransform(defaultHeadOffset);
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_poseStateMap[controller::HEAD] = pose.postTransform(defaultHeadOffset).transform(sensorToAvatar);
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}
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}
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void OculusControllerManager::TouchDevice::handleRotationForUntrackedHand(const controller::InputCalibrationData& inputCalibrationData,
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void OculusControllerManager::TouchDevice::handleRotationForUntrackedHand(const controller::InputCalibrationData& inputCalibrationData,
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