mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 03:24:00 +02:00
Merge pull request #3800 from ey6es/master
Eliminate wacky scales in favor of newfangled "meters."
This commit is contained in:
commit
553a9f489e
5 changed files with 6 additions and 10 deletions
|
@ -3164,8 +3164,7 @@ void StaticModelRenderer::applyRotation(const glm::quat& rotation) {
|
|||
}
|
||||
|
||||
void StaticModelRenderer::applyScale(float scale) {
|
||||
const float SCALE_MULTIPLIER = 0.0006f;
|
||||
_model->setScale(glm::vec3(scale, scale, scale) * SCALE_MULTIPLIER);
|
||||
_model->setScale(glm::vec3(scale, scale, scale));
|
||||
}
|
||||
|
||||
void StaticModelRenderer::applyURL(const QUrl& url) {
|
||||
|
|
|
@ -157,7 +157,7 @@ bool ModelUploader::zip() {
|
|||
|
||||
// mixamo/autodesk defaults
|
||||
if (!mapping.contains(SCALE_FIELD)) {
|
||||
mapping.insert(SCALE_FIELD, 15.0);
|
||||
mapping.insert(SCALE_FIELD, 1.0);
|
||||
}
|
||||
QVariantHash joints = mapping.value(JOINT_FIELD).toHash();
|
||||
if (!joints.contains("jointEyeLeft")) {
|
||||
|
|
|
@ -34,8 +34,7 @@ void FaceModel::simulate(float deltaTime, bool fullUpdate) {
|
|||
neckParentRotation = owningAvatar->getOrientation();
|
||||
}
|
||||
setRotation(neckParentRotation);
|
||||
const float MODEL_SCALE = 0.0006f;
|
||||
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale() * MODEL_SCALE);
|
||||
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale());
|
||||
|
||||
setPupilDilation(_owningHead->getPupilDilation());
|
||||
setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());
|
||||
|
|
|
@ -36,8 +36,6 @@ SkeletonModel::~SkeletonModel() {
|
|||
_ragdoll = NULL;
|
||||
}
|
||||
|
||||
const float MODEL_SCALE = 0.0006f;
|
||||
|
||||
void SkeletonModel::setJointStates(QVector<JointState> states) {
|
||||
Model::setJointStates(states);
|
||||
|
||||
|
@ -57,7 +55,7 @@ void SkeletonModel::setJointStates(QVector<JointState> states) {
|
|||
_defaultEyeModelPosition.z = -_defaultEyeModelPosition.z;
|
||||
|
||||
// Skeleton may have already been scaled so unscale it
|
||||
_defaultEyeModelPosition = MODEL_SCALE * _defaultEyeModelPosition / _scale;
|
||||
_defaultEyeModelPosition = _defaultEyeModelPosition / _scale;
|
||||
}
|
||||
|
||||
// the SkeletonModel override of updateJointState() will clear the translation part
|
||||
|
@ -80,7 +78,7 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
|
|||
setTranslation(_owningAvatar->getSkeletonPosition());
|
||||
static const glm::quat refOrientation = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
setRotation(_owningAvatar->getOrientation() * refOrientation);
|
||||
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale() * MODEL_SCALE);
|
||||
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale());
|
||||
setBlendshapeCoefficients(_owningAvatar->getHead()->getBlendshapeCoefficients());
|
||||
|
||||
Model::simulate(deltaTime, fullUpdate);
|
||||
|
|
|
@ -1456,7 +1456,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
}
|
||||
|
||||
// get offset transform from mapping
|
||||
float offsetScale = mapping.value("scale", 1.0f).toFloat() * unitScaleFactor;
|
||||
float offsetScale = mapping.value("scale", 1.0f).toFloat() * unitScaleFactor * METERS_PER_CENTIMETER;
|
||||
glm::quat offsetRotation = glm::quat(glm::radians(glm::vec3(mapping.value("rx").toFloat(),
|
||||
mapping.value("ry").toFloat(), mapping.value("rz").toFloat())));
|
||||
geometry.offset = glm::translate(glm::vec3(mapping.value("tx").toFloat(), mapping.value("ty").toFloat(),
|
||||
|
|
Loading…
Reference in a new issue