Alignment fixes.

This commit is contained in:
Andrzej Kapolka 2013-07-05 22:44:47 -07:00
parent 7a65ebbba3
commit 9c6e5b23e0

View file

@ -195,7 +195,7 @@ void Avatar::initializeBodyBalls() {
_bodyBall[ BODY_BALL_RIGHT_HEEL ].parentJoint = AVATAR_JOINT_RIGHT_HEEL; _bodyBall[ BODY_BALL_RIGHT_HEEL ].parentJoint = AVATAR_JOINT_RIGHT_HEEL;
_bodyBall[ BODY_BALL_RIGHT_TOES ].parentJoint = AVATAR_JOINT_RIGHT_TOES; _bodyBall[ BODY_BALL_RIGHT_TOES ].parentJoint = AVATAR_JOINT_RIGHT_TOES;
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH].parentJoint = AVATAR_JOINT_LEFT_HIP; //_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].parentJoint = AVATAR_JOINT_LEFT_HIP;
// specify the parent offset for each ball // specify the parent offset for each ball
_bodyBall[ BODY_BALL_PELVIS ].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[ BODY_BALL_PELVIS ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
@ -224,7 +224,7 @@ void Avatar::initializeBodyBalls() {
_bodyBall[ BODY_BALL_RIGHT_TOES ].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[ BODY_BALL_RIGHT_TOES ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH].parentOffset = glm::vec3(-0.1, -0.1, 0.0); //_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].parentOffset = glm::vec3(-0.1, -0.1, 0.0);
// specify the parent BALL for each ball // specify the parent BALL for each ball
@ -248,7 +248,7 @@ void Avatar::initializeBodyBalls() {
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].parentBall = BODY_BALL_LEFT_HIP; //_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].parentBall = BODY_BALL_LEFT_HIP;
// _bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_MID_THIGH; //_bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_MID_THIGH;
_bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_HIP; _bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_HIP;
_bodyBall[ BODY_BALL_LEFT_HEEL ].parentBall = BODY_BALL_LEFT_KNEE; _bodyBall[ BODY_BALL_LEFT_HEEL ].parentBall = BODY_BALL_LEFT_KNEE;
@ -262,7 +262,7 @@ void Avatar::initializeBodyBalls() {
// to aid in hand-shaking and hand-holding, the right hand is not collidable // to aid in hand-shaking and hand-holding, the right hand is not collidable
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].isCollidable = false; _bodyBall[ BODY_BALL_RIGHT_ELBOW ].isCollidable = false;
_bodyBall[ BODY_BALL_RIGHT_WRIST ].isCollidable = false; _bodyBall[ BODY_BALL_RIGHT_WRIST ].isCollidable = false;
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS].isCollidable = false; _bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].isCollidable = false;
*/ */
} }