mirror of
https://github.com/AleziaKurdis/overte.git
synced 2025-04-19 08:18:05 +02:00
cleanup bit field positions
This commit is contained in:
parent
f2229ae708
commit
0368e8c75e
3 changed files with 5 additions and 11 deletions
|
@ -118,11 +118,8 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
setSemiNibbleAt(bitItems,KEY_STATE_START_BIT,_keyState);
|
||||
// hand state
|
||||
setSemiNibbleAt(bitItems,HAND_STATE_START_BIT,_handState);
|
||||
*destinationBuffer++ = bitItems;
|
||||
|
||||
bitItems = 0;
|
||||
// faceshift state
|
||||
if (_headData->_isFaceshiftConnected) { setAtBit(bitItems, IS_FACESHIFT_CONNECTED); }
|
||||
|
||||
*destinationBuffer++ = bitItems;
|
||||
|
||||
// If it is connected, pack up the data
|
||||
|
@ -249,7 +246,6 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
// hand state, stored as a semi-nibble in the bitItems
|
||||
_handState = getSemiNibbleAt(bitItems,HAND_STATE_START_BIT);
|
||||
|
||||
bitItems = (unsigned char)*sourceBuffer++;
|
||||
_headData->_isFaceshiftConnected = oneAtBit(bitItems, IS_FACESHIFT_CONNECTED);
|
||||
|
||||
// If it is connected, pack up the data
|
||||
|
|
|
@ -27,11 +27,9 @@
|
|||
#include "HandData.h"
|
||||
|
||||
// First bitset
|
||||
const int KEY_STATE_START_BIT = 3; // 4th and 5th bits
|
||||
const int HAND_STATE_START_BIT = 5; // 6th and 7th bits
|
||||
|
||||
// Second bitset
|
||||
const int IS_FACESHIFT_CONNECTED = 0;
|
||||
const int KEY_STATE_START_BIT = 0; // 1st and 2nd bits
|
||||
const int HAND_STATE_START_BIT = 2; // 3rd and 4th bits
|
||||
const int IS_FACESHIFT_CONNECTED = 4; // 5th bit
|
||||
|
||||
const float MAX_AUDIO_LOUDNESS = 1000.0; // close enough for mouth animation
|
||||
|
||||
|
|
|
@ -28,7 +28,7 @@
|
|||
const int WANT_LOW_RES_MOVING_BIT = 0;
|
||||
const int WANT_COLOR_AT_BIT = 1;
|
||||
const int WANT_DELTA_AT_BIT = 2;
|
||||
const int WANT_OCCLUSION_CULLING_BIT = 7; // 8th bit
|
||||
const int WANT_OCCLUSION_CULLING_BIT = 3; // 4th bit
|
||||
|
||||
class VoxelQuery : public NodeData {
|
||||
Q_OBJECT
|
||||
|
|
Loading…
Reference in a new issue