Fix for head offset for models with no eyes

This was causing in correct body poses while wearing an HMD.
This commit is contained in:
Anthony J. Thibault 2015-11-30 14:08:21 -08:00
parent 11bfed4185
commit e2d9e37eb8

View file

@ -46,18 +46,11 @@ static bool isEqual(const glm::quat& p, const glm::quat& q) {
} while (0) } while (0)
#endif #endif
/*
const glm::vec3 DEFAULT_RIGHT_EYE_POS(-0.3f, 1.6f, 0.0f);
const glm::vec3 DEFAULT_LEFT_EYE_POS(0.3f, 1.6f, 0.0f);
const glm::vec3 DEFAULT_HEAD_POS(0.0f, 1.55f, 0.0f);
const glm::vec3 DEFAULT_NECK_POS(0.0f, 1.5f, 0.0f);
*/
// 2 meter tall dude // 2 meter tall dude
const glm::vec3 DEFAULT_RIGHT_EYE_POS(-0.3f, 1.9f, 0.0f); const glm::vec3 DEFAULT_RIGHT_EYE_POS(-0.3f, 0.9f, 0.0f);
const glm::vec3 DEFAULT_LEFT_EYE_POS(0.3f, 1.9f, 0.0f); const glm::vec3 DEFAULT_LEFT_EYE_POS(0.3f, 0.9f, 0.0f);
const glm::vec3 DEFAULT_HEAD_POS(0.0f, 1.75f, 0.0f); const glm::vec3 DEFAULT_HEAD_POS(0.0f, 0.75f, 0.0f);
const glm::vec3 DEFAULT_NECK_POS(0.0f, 1.70f, 0.0f); const glm::vec3 DEFAULT_NECK_POS(0.0f, 0.70f, 0.0f);
void Rig::overrideAnimation(const QString& url, float fps, bool loop, float firstFrame, float lastFrame) { void Rig::overrideAnimation(const QString& url, float fps, bool loop, float firstFrame, float lastFrame) {