removed Vector3D class and fixed bug in avatar springs

This commit is contained in:
Jeffrey Ventrella 2013-04-10 21:34:54 -07:00
parent 0564aa1a1b
commit 6b4486c8c9

View file

@ -855,19 +855,9 @@ void Head::updateAvatarSkeleton()
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].orientation.getFront ().z );
*/
float xx = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].orientation.getRight ().x )
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].orientation.getRight ().y )
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].orientation.getRight ().z );
float yy = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].orientation.getUp ().x )
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].orientation.getUp ().y )
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].orientation.getUp ().z );
float zz = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].orientation.getFront ().x )
+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].orientation.getFront ().y )
+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].orientation.getFront ().z );
float xx = glm::dot( avatar.bone[b].defaultPosePosition, avatar.bone[b].orientation.getRight () );
float yy = glm::dot( avatar.bone[b].defaultPosePosition, avatar.bone[b].orientation.getUp () );
float zz = -glm::dot( avatar.bone[b].defaultPosePosition, avatar.bone[b].orientation.getFront () );
//float xx = avatar.bone[b].defaultPosePosition.x;
//float yy = avatar.bone[b].defaultPosePosition.y;