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Fix for head offset for models with no eyes
This was causing in correct body poses while wearing an HMD.
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11bfed4185
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e2d9e37eb8
1 changed files with 4 additions and 11 deletions
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@ -46,18 +46,11 @@ static bool isEqual(const glm::quat& p, const glm::quat& q) {
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} while (0)
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#endif
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/*
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const glm::vec3 DEFAULT_RIGHT_EYE_POS(-0.3f, 1.6f, 0.0f);
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const glm::vec3 DEFAULT_LEFT_EYE_POS(0.3f, 1.6f, 0.0f);
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const glm::vec3 DEFAULT_HEAD_POS(0.0f, 1.55f, 0.0f);
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const glm::vec3 DEFAULT_NECK_POS(0.0f, 1.5f, 0.0f);
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*/
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// 2 meter tall dude
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const glm::vec3 DEFAULT_RIGHT_EYE_POS(-0.3f, 1.9f, 0.0f);
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const glm::vec3 DEFAULT_LEFT_EYE_POS(0.3f, 1.9f, 0.0f);
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const glm::vec3 DEFAULT_HEAD_POS(0.0f, 1.75f, 0.0f);
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const glm::vec3 DEFAULT_NECK_POS(0.0f, 1.70f, 0.0f);
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const glm::vec3 DEFAULT_RIGHT_EYE_POS(-0.3f, 0.9f, 0.0f);
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const glm::vec3 DEFAULT_LEFT_EYE_POS(0.3f, 0.9f, 0.0f);
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const glm::vec3 DEFAULT_HEAD_POS(0.0f, 0.75f, 0.0f);
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const glm::vec3 DEFAULT_NECK_POS(0.0f, 0.70f, 0.0f);
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void Rig::overrideAnimation(const QString& url, float fps, bool loop, float firstFrame, float lastFrame) {
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