diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 8a7a5c610a..0bbd2b1c17 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -3064,7 +3064,6 @@ void Application::updateCamera(RenderArgs& renderArgs, float deltaTime) { auto myAvatar = getMyAvatar(); boomOffset = myAvatar->getModelScale() * myAvatar->getBoomLength() * -IDENTITY_FORWARD; - //qCDebug(interfaceapp) << "boom offset" << boomOffset; // The render mode is default or mirror if the camera is in mirror mode, assigned further below renderArgs._renderMode = RenderArgs::DEFAULT_RENDER_MODE; @@ -3075,12 +3074,10 @@ void Application::updateCamera(RenderArgs& renderArgs, float deltaTime) { _thirdPersonHMDCameraBoomValid= false; if (isHMDMode()) { mat4 camMat = myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix(); - //qCDebug(interfaceapp) << "camera 1rst translation hmd " << extractTranslation(camMat); _myCamera.setPosition(extractTranslation(camMat)); _myCamera.setOrientation(glmExtractRotation(camMat)); } else { - //qCDebug(interfaceapp) << "camera 1rst translation desktop " << myAvatar->getDefaultEyePosition(); _myCamera.setPosition(myAvatar->getDefaultEyePosition()); _myCamera.setOrientation(myAvatar->getMyHead()->getHeadOrientation()); } @@ -3102,7 +3099,6 @@ void Application::updateCamera(RenderArgs& renderArgs, float deltaTime) { _myCamera.setOrientation(glm::normalize(glmExtractRotation(worldCameraMat))); _myCamera.setPosition(extractTranslation(worldCameraMat)); - //qCDebug(interfaceapp) << "camera translation 3rd hmd " << extractTranslation(worldCameraMat); } else { _thirdPersonHMDCameraBoomValid = false; @@ -3116,7 +3112,6 @@ void Application::updateCamera(RenderArgs& renderArgs, float deltaTime) { _myCamera.setPosition(myAvatar->getDefaultEyePosition() + myAvatar->getWorldOrientation() * boomOffset); } - qCDebug(interfaceapp) << "camera translation 3rd desktop " << (myAvatar->getDefaultEyePosition() + _myCamera.getOrientation() * boomOffset); } } else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) { diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 9971f90bd6..8ba0841196 100755 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -1704,10 +1704,8 @@ glm::vec3 MyAvatar::getSkeletonPosition() const { // The avatar is rotated PI about the yAxis, so we have to correct for it // to get the skeleton offset contribution in the world-frame. const glm::quat FLIP = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)); - //qCDebug(interfaceapp) << "position third person " << getWorldPosition(); return getWorldPosition() + getWorldOrientation() * FLIP * _skeletonOffset; } - //qCDebug(interfaceapp) << "position first person " << Avatar::getWorldPosition(); return Avatar::getWorldPosition(); } @@ -1992,7 +1990,11 @@ void MyAvatar::initHeadBones() { neckJointIndex = _skeletonModel->getFBXGeometry().neckJointIndex; } if (neckJointIndex == -1) { - return; + neckJointIndex = (_skeletonModel->getFBXGeometry().headJointIndex - 1); + if (neckJointIndex < 0) { + //return if the head is not even there. can't cauterize!! + return; + } } _headBoneSet.clear(); std::queue q; diff --git a/interface/src/avatar/MySkeletonModel.cpp b/interface/src/avatar/MySkeletonModel.cpp index 86085798ab..0fc5e7521e 100644 --- a/interface/src/avatar/MySkeletonModel.cpp +++ b/interface/src/avatar/MySkeletonModel.cpp @@ -95,9 +95,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { // make sure lookAt is not too close to face (avoid crosseyes) glm::vec3 lookAt = head->getLookAtPosition(); - //qCDebug(interfaceapp) << "look at " << lookAt; glm::vec3 focusOffset = lookAt - _owningAvatar->getHead()->getEyePosition(); - //qCDebug(interfaceapp) << "focus offset " << focusOffset; float focusDistance = glm::length(focusOffset); const float MIN_LOOK_AT_FOCUS_DISTANCE = 1.0f; if (focusDistance < MIN_LOOK_AT_FOCUS_DISTANCE && focusDistance > EPSILON) { @@ -115,8 +113,6 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { glm::mat4 avatarToWorldMatrix = createMatFromQuatAndPos(myAvatar->getWorldOrientation(), myAvatar->getWorldPosition()); glm::mat4 sensorToWorldMatrix = myAvatar->getSensorToWorldMatrix(); params.rigToSensorMatrix = glm::inverse(sensorToWorldMatrix) * avatarToWorldMatrix * rigToAvatarMatrix; - //qCDebug(interfaceapp) << "AVATAR: " << avatarToWorldMatrix; - //qCDebug(interfaceapp) << "SENSOR " << sensorToWorldMatrix; // input action is the highest priority source for head orientation. auto avatarHeadPose = myAvatar->getControllerPoseInAvatarFrame(controller::Action::HEAD); @@ -286,7 +282,6 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { eyeParams.leftEyeJointIndex = geometry.leftEyeJointIndex; eyeParams.rightEyeJointIndex = geometry.rightEyeJointIndex; - //qCDebug(interfaceapp) << "right eye index is " << geometry.leftEyeJointIndex; _rig.updateFromEyeParameters(eyeParams); updateFingers(); diff --git a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp index 07d1edcabb..69356cdfaa 100644 --- a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp +++ b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp @@ -169,8 +169,6 @@ AABox Avatar::getBounds() const { // approximately 2m tall, scaled to user request. return AABox(getWorldPosition() - glm::vec3(getModelScale()), getModelScale() * 2.0f); } - //float temp = _skeletonModel->getRenderableMeshBound().getLargestDimension(); - //qCDebug(animation) << " largest bounding box dimension " << temp; return _skeletonModel->getRenderableMeshBound(); } @@ -1777,7 +1775,6 @@ void Avatar::buildUnscaledEyeHeightCache() { // Sanity check by looking at the model extents. Extents meshExtents = _skeletonModel->getUnscaledMeshExtents(); float meshHeight = meshExtents.size().y; - //qCDebug(animation) << "mesh height " << meshHeight << " skeleton height " << skeletonHeight; // if we determine the mesh is much larger then the skeleton, then we use the mesh height instead. // This helps prevent absurdly large avatars from exceeding the domain height limit. diff --git a/libraries/render-utils/src/CauterizedModel.cpp b/libraries/render-utils/src/CauterizedModel.cpp index 80a9c5ccae..b5b8c039a1 100644 --- a/libraries/render-utils/src/CauterizedModel.cpp +++ b/libraries/render-utils/src/CauterizedModel.cpp @@ -139,6 +139,8 @@ void CauterizedModel::updateClusterMatrices() { glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)); auto cauterizeMatrix = _rig.getJointTransform(geometry.neckJointIndex) * zeroScale; + // qCDebug(renderutils) << "cauterize matrix: " << cauterizeMatrix; + for (int i = 0; i < _cauterizeMeshStates.size(); i++) { Model::MeshState& state = _cauterizeMeshStates[i]; const FBXMesh& mesh = geometry.meshes.at(i); diff --git a/libraries/shared/src/shared/Camera.cpp b/libraries/shared/src/shared/Camera.cpp index c80e14d87c..787b7bfb1a 100644 --- a/libraries/shared/src/shared/Camera.cpp +++ b/libraries/shared/src/shared/Camera.cpp @@ -9,7 +9,6 @@ // #include "Camera.h" -//#include "../SharedLogging.h" /**jsdoc *

Camera modes affect the position of the camera and the controls for camera movement. The camera can be in one of the