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removed Vector3D class and fixed bug in avatar springs
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0564aa1a1b
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1 changed files with 3 additions and 13 deletions
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@ -855,19 +855,9 @@ void Head::updateAvatarSkeleton()
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+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].orientation.getFront ().z );
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*/
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float xx = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].orientation.getRight ().x )
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+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].orientation.getRight ().y )
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+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].orientation.getRight ().z );
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float yy = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].orientation.getUp ().x )
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+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].orientation.getUp ().y )
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+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].orientation.getUp ().z );
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float zz = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].orientation.getFront ().x )
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+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].orientation.getFront ().y )
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+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].orientation.getFront ().z );
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float xx = glm::dot( avatar.bone[b].defaultPosePosition, avatar.bone[b].orientation.getRight () );
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float yy = glm::dot( avatar.bone[b].defaultPosePosition, avatar.bone[b].orientation.getUp () );
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float zz = -glm::dot( avatar.bone[b].defaultPosePosition, avatar.bone[b].orientation.getFront () );
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//float xx = avatar.bone[b].defaultPosePosition.x;
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//float yy = avatar.bone[b].defaultPosePosition.y;
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