From 941b966dc745fa1c0175feb2a25c4ab4387aa18b Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Mon, 17 Aug 2015 11:57:08 -0700 Subject: [PATCH] Force eyeball update even when not looking at me. --- interface/src/avatar/SkeletonModel.cpp | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp index 831fb26abb..d58cd8d7c4 100644 --- a/interface/src/avatar/SkeletonModel.cpp +++ b/interface/src/avatar/SkeletonModel.cpp @@ -123,9 +123,15 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { params.rightEyeJointIndex = geometry.rightEyeJointIndex; _rig->updateFromHeadParameters(params); - } else if (_owningAvatar->getHead()->isLookingAtMe()) { - // Other avatars joint, including their eyes, will already be set just like any other joints + } else { + // This is a little more work than we really want. + // + // Other avatars joint, including their eyes, should already be set just like any other joints // from the wire data. But when looking at me, we want the eyes to use the corrected lookAt. + // + // Thus this should really only be ... else if (_owningAvatar->getHead()->isLookingAtMe()) {... + // However, in the !isLookingAtMe case, the eyes aren't rotating the way they should right now. + // (They latch their looking at me position.) We will revisit that as priorities allow. const FBXGeometry& geometry = _geometry->getFBXGeometry(); Head* head = _owningAvatar->getHead(); _rig->updateEyeJoints(geometry.leftEyeJointIndex, geometry.rightEyeJointIndex,