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Force eyeball update even when not looking at me.
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1 changed files with 8 additions and 2 deletions
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@ -123,9 +123,15 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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params.rightEyeJointIndex = geometry.rightEyeJointIndex;
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_rig->updateFromHeadParameters(params);
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} else if (_owningAvatar->getHead()->isLookingAtMe()) {
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// Other avatars joint, including their eyes, will already be set just like any other joints
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} else {
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// This is a little more work than we really want.
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//
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// Other avatars joint, including their eyes, should already be set just like any other joints
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// from the wire data. But when looking at me, we want the eyes to use the corrected lookAt.
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//
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// Thus this should really only be ... else if (_owningAvatar->getHead()->isLookingAtMe()) {...
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// However, in the !isLookingAtMe case, the eyes aren't rotating the way they should right now.
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// (They latch their looking at me position.) We will revisit that as priorities allow.
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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Head* head = _owningAvatar->getHead();
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_rig->updateEyeJoints(geometry.leftEyeJointIndex, geometry.rightEyeJointIndex,
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