re-work AvatarData to handle body position and rotation

This commit is contained in:
Stephen Birarda 2013-04-15 18:05:22 -07:00
parent ed3f308a0e
commit a5a93443c6
9 changed files with 164 additions and 243 deletions

View file

@ -35,7 +35,6 @@
#include "AvatarData.h"
const int AVATAR_LISTEN_PORT = 55444;
const unsigned short BROADCAST_INTERVAL_USECS = 20 * 1000 * 1000;
unsigned char *addAgentToBroadcastPacket(unsigned char *currentPosition, Agent *agentToAdd) {
currentPosition += packAgentId(currentPosition, agentToAdd->getAgentId());

View file

@ -156,7 +156,7 @@ int audioCallback (const void *inputBuffer,
// memcpy the three float positions
for (int p = 0; p < 3; p++) {
memcpy(currentPacketPtr, &data->linkedHead->getPos()[p], sizeof(float));
memcpy(currentPacketPtr, &data->linkedHead->getBodyPosition()[p], sizeof(float));
currentPacketPtr += sizeof(float);
}

View file

@ -17,6 +17,7 @@
#include "Head.h"
#include <AgentList.h>
#include <AgentTypes.h>
#include <PacketHeaders.h>
using namespace std;
@ -125,7 +126,6 @@ Head::Head() {
Head::Head(const Head &otherHead) {
initializeAvatar();
position = otherHead.position;
//velocity = otherHead.velocity;
//thrust = otherHead.thrust;
for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = otherHead.driveKeys[i];
@ -375,16 +375,16 @@ void Head::simulate(float deltaTime) {
bodyYawDelta += YAW_MAG * deltaTime;
}
bodyYaw += bodyYawDelta * deltaTime;
_bodyYaw += bodyYawDelta * deltaTime;
Yaw = bodyYaw;
Yaw = _bodyYaw;
const float TEST_YAW_DECAY = 5.0;
bodyYawDelta *= ( 1.0 - TEST_YAW_DECAY * deltaTime );
avatar.velocity += glm::dvec3( avatar.thrust * deltaTime );
position += (glm::vec3)avatar.velocity * deltaTime;
_bodyPosition += (glm::vec3)avatar.velocity * deltaTime;
//avatar.position += (glm::vec3)avatar.velocity * deltaTime;
//position = avatar.position;
@ -515,7 +515,7 @@ void Head::render(int faceToFace, int isMine) {
// show avatar position
//---------------------------------------------------
glPushMatrix();
glTranslatef( position.x, position.y, position.z );
glTranslatef(_bodyPosition.x, _bodyPosition.y, _bodyPosition.z);
glScalef( 0.03, 0.03, 0.03 );
glutSolidSphere( 1, 10, 10 );
glPopMatrix();
@ -624,7 +624,7 @@ void Head::renderHead( int faceToFace, int isMine ) {
//glRotatef(Yaw, 0, 1, 0);
glRotatef( bodyYaw, 0, 1, 0);
glRotatef( _bodyYaw, 0, 1, 0);
//hand->render(1);
@ -780,9 +780,9 @@ void Head::initializeAvatar() {
closestOtherAvatar = 0;
bodyYaw = -90.0;
bodyPitch = 0.0;
bodyRoll = 0.0;
_bodyYaw = -90.0;
_bodyPitch = 0.0;
_bodyRoll = 0.0;
bodyYawDelta = 0.0;
@ -899,7 +899,7 @@ void Head::updateAvatarSkeleton() {
// rotate...
//----------------------------------
avatar.orientation.setToIdentity();
avatar.orientation.yaw( bodyYaw );
avatar.orientation.yaw( _bodyYaw );
//------------------------------------------------------------------------
// calculate positions of all bones by traversing the skeleton tree:
@ -907,7 +907,7 @@ void Head::updateAvatarSkeleton() {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
if ( avatar.bone[b].parent == AVATAR_BONE_NULL ) {
avatar.bone[b].orientation.set( avatar.orientation );
avatar.bone[b].position = position;
avatar.bone[b].position = _bodyPosition;
}
else {
avatar.bone[b].orientation.set( avatar.bone[ avatar.bone[b].parent ].orientation );
@ -937,7 +937,7 @@ void Head::updateAvatarSprings( float deltaTime ) {
glm::vec3 springVector( avatar.bone[b].springyPosition );
if ( avatar.bone[b].parent == AVATAR_BONE_NULL ) {
springVector -= position;
springVector -= _bodyPosition;
}
else {
springVector -= avatar.bone[ avatar.bone[b].parent ].springyPosition;
@ -970,7 +970,7 @@ void Head::updateAvatarSprings( float deltaTime ) {
}
float Head::getBodyYaw() {
return bodyYaw;
return _bodyYaw;
}
glm::vec3 Head::getHeadLookatDirection() {
@ -1009,17 +1009,6 @@ glm::vec3 Head::getHeadPosition() {
);
}
glm::vec3 Head::getBodyPosition() {
return glm::vec3
(
avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].position.x,
avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].position.y,
avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].position.z
);
}
void Head::updateHandMovement() {
glm::vec3 transformedHandMovement;
@ -1137,42 +1126,6 @@ void Head::renderBody()
}
}
// Transmit data to agents requesting it
// called on me just prior to sending data to others (continuasly called)
int Head::getBroadcastData(char* data) {
// Copy data for transmission to the buffer, return length of data
sprintf(data, "H%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f",
getRenderPitch() + Pitch, -getRenderYaw() + 180 -Yaw, Roll,
//avatar.yaw, avatar.pitch, avatar.roll,
position.x + leanSideways, position.y, position.z + leanForward,
loudness, averageLoudness,
//hand->getPos().x, hand->getPos().y, hand->getPos().z); //previous to Ventrella change
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.x,
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.y,
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.z );
return strlen(data);
}
//called on the other agents - assigns it to my views of the others
void Head::parseData(void *data, int size) {
sscanf
(
(char *)data, "H%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f",
&Pitch, &Yaw, &Roll,
//&avatar.yaw, &avatar.pitch, &avatar.roll,
&position.x, &position.y, &position.z,
&loudness, &averageLoudness,
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.x,
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.y,
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.z
);
handBeingMoved = true;
}
void Head::SetNewHeadTarget(float pitch, float yaw) {
PitchTarget = pitch;
YawTarget = yaw;

View file

@ -34,6 +34,60 @@ enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
#define NUM_OTHER_AVATARS 5
enum AvatarBones
{
AVATAR_BONE_NULL = -1,
AVATAR_BONE_PELVIS_SPINE, // connects pelvis joint with torso joint (not supposed to be rotated)
AVATAR_BONE_MID_SPINE, // connects torso joint with chest joint
AVATAR_BONE_CHEST_SPINE, // connects chest joint with neckBase joint (not supposed to be rotated)
AVATAR_BONE_NECK, // connects neckBase joint with headBase joint
AVATAR_BONE_HEAD, // connects headBase joint with headTop joint
AVATAR_BONE_LEFT_CHEST, // connects chest joint with left clavicle joint (not supposed to be rotated)
AVATAR_BONE_LEFT_SHOULDER, // connects left clavicle joint with left shoulder joint
AVATAR_BONE_LEFT_UPPER_ARM, // connects left shoulder joint with left elbow joint
AVATAR_BONE_LEFT_FOREARM, // connects left elbow joint with left wrist joint
AVATAR_BONE_LEFT_HAND, // connects left wrist joint with left fingertips joint
AVATAR_BONE_RIGHT_CHEST, // connects chest joint with right clavicle joint (not supposed to be rotated)
AVATAR_BONE_RIGHT_SHOULDER, // connects right clavicle joint with right shoulder joint
AVATAR_BONE_RIGHT_UPPER_ARM, // connects right shoulder joint with right elbow joint
AVATAR_BONE_RIGHT_FOREARM, // connects right elbow joint with right wrist joint
AVATAR_BONE_RIGHT_HAND, // connects right wrist joint with right fingertips joint
AVATAR_BONE_LEFT_PELVIS, // connects pelvis joint with left hip joint (not supposed to be rotated)
AVATAR_BONE_LEFT_THIGH, // connects left hip joint with left knee joint
AVATAR_BONE_LEFT_SHIN, // connects left knee joint with left heel joint
AVATAR_BONE_LEFT_FOOT, // connects left heel joint with left toes joint
AVATAR_BONE_RIGHT_PELVIS, // connects pelvis joint with right hip joint (not supposed to be rotated)
AVATAR_BONE_RIGHT_THIGH, // connects right hip joint with right knee joint
AVATAR_BONE_RIGHT_SHIN, // connects right knee joint with right heel joint
AVATAR_BONE_RIGHT_FOOT, // connects right heel joint with right toes joint
NUM_AVATAR_BONES
};
struct AvatarBone
{
AvatarBones parent; // which bone is this bone connected to?
glm::vec3 position; // the position at the "end" of the bone
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
glm::dvec3 springyVelocity; // used for special effects ( the velocity of the springy position)
float springBodyTightness; // how tightly (0 to 1) the springy position tries to stay on the position
float yaw; // the yaw Euler angle of the bone rotation off the parent
float pitch; // the pitch Euler angle of the bone rotation off the parent
float roll; // the roll Euler angle of the bone rotation off the parent
Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll
float length; // the length of the bone
};
struct Avatar
{
glm::dvec3 velocity;
glm::vec3 thrust;
float maxArmLength;
Orientation orientation;
AvatarBone bone[ NUM_AVATAR_BONES ];
};
class Head : public AvatarData {
public:
Head();
@ -69,7 +123,6 @@ class Head : public AvatarData {
glm::vec3 getHeadLookatDirectionRight();
glm::vec3 getHeadPosition();
glm::vec3 getBonePosition( AvatarBones b );
glm::vec3 getBodyPosition();
void render(int faceToFace, int isMine);
@ -82,18 +135,12 @@ class Head : public AvatarData {
void setHandMovement( glm::vec3 movement );
void updateHandMovement();
// Send and receive network data
int getBroadcastData(char * data);
void parseData(void *data, int size);
float getLoudness() {return loudness;};
float getAverageLoudness() {return averageLoudness;};
void setAverageLoudness(float al) {averageLoudness = al;};
void setLoudness(float l) {loudness = l;};
void SetNewHeadTarget(float, float);
glm::vec3 getPos() { return position; };
void setPos(glm::vec3 newpos) { position = newpos; };
// Set what driving keys are being pressed to control thrust levels
void setDriveKeys(int key, bool val) { driveKeys[key] = val; };
@ -145,12 +192,7 @@ class Head : public AvatarData {
float averageLoudness;
float audioAttack;
float browAudioLift;
glm::vec3 position;
float bodyYaw;
float bodyPitch;
float bodyRoll;
float bodyYawDelta;
float closeEnoughToInteract;

View file

@ -184,7 +184,7 @@ int VoxelSystem::treeToArrays(VoxelNode *currentNode, float nodePosition[3]) {
int voxelsAdded = 0;
float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE);
glm::vec3 viewerPosition = viewerHead->getPos();
glm::vec3 viewerPosition = viewerHead->getBodyPosition();
// XXXBHG - Note: It appears as if the X and Z coordinates of Head or Agent are flip-flopped relative to the
// coords of the voxel space. This flip flop causes LOD behavior to be extremely odd. This is my temporary hack

View file

@ -222,7 +222,7 @@ void displayStats(void)
char legend2[] = "* - toggle stars, & - toggle paint mode, '-' - send erase all, '%' - send add scene";
drawtext(10, statsVerticalOffset + 32, 0.10f, 0, 1.0, 0, legend2);
glm::vec3 avatarPos = myAvatar.getPos();
glm::vec3 avatarPos = myAvatar.getBodyPosition();
char stats[200];
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d Head(x,y,z)= %4.2f, %4.2f, %4.2f ",
@ -308,7 +308,7 @@ void init(void)
if (noiseOn) {
myAvatar.setNoise(noise);
}
myAvatar.setPos(start_location );
myAvatar.setBodyPosition(start_location);
myCamera.setPosition( start_location );
@ -350,7 +350,7 @@ void reset_sensors()
yaw = renderYawRate = 0;
pitch = renderPitch = renderPitchRate = 0;
myAvatar.setPos(start_location);
myAvatar.setBodyPosition(start_location);
headMouseX = WIDTH/2;
headMouseY = HEIGHT/2;
@ -461,7 +461,7 @@ void simulateHead(float frametime)
// If I'm in paint mode, send a voxel out to VOXEL server agents.
if (::paintOn) {
glm::vec3 avatarPos = myAvatar.getPos();
glm::vec3 avatarPos = myAvatar.getBodyPosition();
// For some reason, we don't want to flip X and Z here.
::paintingVoxel.x = avatarPos.x/10.0;
@ -687,7 +687,7 @@ void display(void)
//--------------------------------------------------------
// camera settings
//--------------------------------------------------------
myCamera.setTargetPosition( myAvatar.getPos() );
myCamera.setTargetPosition( myAvatar.getBodyPosition() );
if ( displayHead ) {
//-----------------------------------------------
@ -799,7 +799,7 @@ void display(void)
if (agent->getLinkedData() != NULL) {
Head *agentHead = (Head *)agent->getLinkedData();
glPushMatrix();
glm::vec3 pos = agentHead->getPos();
glm::vec3 pos = agentHead->getBodyPosition();
glTranslatef(-pos.x, -pos.y, -pos.z);
agentHead->render(0, 0);
glPopMatrix();
@ -1083,7 +1083,7 @@ void shiftPaintingColor()
}
void setupPaintingVoxel() {
glm::vec3 avatarPos = myAvatar.getPos();
glm::vec3 avatarPos = myAvatar.getBodyPosition();
::paintingVoxel.x = avatarPos.z/-10.0; // voxel space x is negative z head space
::paintingVoxel.y = avatarPos.y/-10.0; // voxel space y is negative y head space

View file

@ -8,9 +8,28 @@
#include <cstdio>
#include <PacketHeaders.h>
#include "AvatarData.h"
AvatarData::AvatarData() {
int packFloatAngleToTwoByte(char* buffer, float angle) {
const float ANGLE_CONVERSION_RATIO = (std::numeric_limits<uint16_t>::max() / 360.0);
uint16_t angleHolder = floorf((angle + 180) * ANGLE_CONVERSION_RATIO);
memcpy(buffer, &angleHolder, sizeof(uint16_t));
return sizeof(uint16_t);
}
int unpackFloatAngleFromTwoByte(uint16_t *byteAnglePointer, float *destinationPointer) {
*destinationPointer = (*byteAnglePointer / std::numeric_limits<uint16_t>::max()) * 360.0 - 180;
return sizeof(uint16_t);
}
AvatarData::AvatarData() :
_bodyYaw(-90.0),
_bodyPitch(0.0),
_bodyRoll(0.0) {
}
@ -22,97 +41,70 @@ AvatarData* AvatarData::clone() const {
return new AvatarData(*this);
}
void AvatarData::parseData(void *data, int size) {
char* packetData = (char *)data + 1;
// transmit data to agents requesting it
// called on me just prior to sending data to others (continuasly called)
int AvatarData::getBroadcastData(char* destinationBuffer) {
char* bufferPointer = destinationBuffer;
*(bufferPointer++) = PACKET_HEADER_HEAD_DATA;
// TODO: DRY this up to a shared method
// that can pack any type given the number of bytes
// and return the number of bytes to push the pointer
memcpy(bufferPointer, &_bodyPosition, sizeof(float) * 3);
bufferPointer += sizeof(float) * 3;
// // Extract data from packet
// sscanf(packetData,
// PACKET_FORMAT,
// &_pitch,
// &_yaw,
// &_roll,
// &_headPositionX,
// &_headPositionY,
// &_headPositionZ,
// &_loudness,
// &_averageLoudness,
// &_handPositionX,
// &_handPositionY,
// &_handPositionZ);
bufferPointer += packFloatAngleToTwoByte(bufferPointer, _bodyYaw);
bufferPointer += packFloatAngleToTwoByte(bufferPointer, _bodyPitch);
bufferPointer += packFloatAngleToTwoByte(bufferPointer, _bodyRoll);
return bufferPointer - destinationBuffer;
}
float AvatarData::getPitch() {
return _pitch;
// called on the other agents - assigns it to my views of the others
void AvatarData::parseData(void *sourceBuffer, int numBytes) {
char* bufferPointer = (char*) sourceBuffer + 1;
memcpy(&_bodyPosition, bufferPointer, sizeof(float) * 3);
bufferPointer += sizeof(float) * 3;
bufferPointer += unpackFloatAngleFromTwoByte((uint16_t*)bufferPointer, &_bodyYaw);
bufferPointer += unpackFloatAngleFromTwoByte((uint16_t*)bufferPointer, &_bodyPitch);
bufferPointer += unpackFloatAngleFromTwoByte((uint16_t*)bufferPointer, &_bodyRoll);
}
float AvatarData::getYaw() {
return _yaw;
glm::vec3 AvatarData::getBodyPosition() {
return glm::vec3(_bodyPosition.x,
_bodyPosition.y,
_bodyPosition.z);
}
float AvatarData::getRoll() {
return _roll;
void AvatarData::setBodyPosition(glm::vec3 bodyPosition) {
_bodyPosition = bodyPosition;
}
float AvatarData::getHeadPositionX() {
return _headPositionX;
float AvatarData::getBodyYaw() {
return _bodyYaw;
}
float AvatarData::getHeadPositionY() {
return _headPositionY;
void AvatarData::setBodyYaw(float bodyYaw) {
_bodyYaw = bodyYaw;
}
float AvatarData::getHeadPositionZ() {
return _headPositionZ;
float AvatarData::getBodyPitch() {
return _bodyPitch;
}
float AvatarData::getLoudness() {
return _loudness;
void AvatarData::setBodyPitch(float bodyPitch) {
_bodyPitch = bodyPitch;
}
float AvatarData::getAverageLoudness() {
return _averageLoudness;
float AvatarData::getBodyRoll() {
return _bodyRoll;
}
float AvatarData::getHandPositionX() {
return _handPositionX;
void AvatarData::setBodyRoll(float bodyRoll) {
_bodyRoll = bodyRoll;
}
float AvatarData::getHandPositionY() {
return _handPositionY;
}
float AvatarData::getHandPositionZ() {
return _handPositionZ;
}
void AvatarData::setPitch(float pitch) {
_pitch = pitch;
}
void AvatarData::setYaw(float yaw) {
_yaw = yaw;
}
void AvatarData::setRoll(float roll) {
_roll = roll;
}
void AvatarData::setHeadPosition(float x, float y, float z) {
_headPositionX = x;
_headPositionY = y;
_headPositionZ = z;
}
void AvatarData::setLoudness(float loudness) {
_loudness = loudness;
}
void AvatarData::setAverageLoudness(float averageLoudness) {
_averageLoudness = averageLoudness;
}
void AvatarData::setHandPosition(float x, float y, float z) {
_handPositionX = x;
_handPositionY = y;
_handPositionZ = z;
}

View file

@ -14,101 +14,35 @@
#include <glm/glm.hpp>
#include <AgentData.h>
#include "Orientation.h"
enum AvatarBones
{
AVATAR_BONE_NULL = -1,
AVATAR_BONE_PELVIS_SPINE, // connects pelvis joint with torso joint (not supposed to be rotated)
AVATAR_BONE_MID_SPINE, // connects torso joint with chest joint
AVATAR_BONE_CHEST_SPINE, // connects chest joint with neckBase joint (not supposed to be rotated)
AVATAR_BONE_NECK, // connects neckBase joint with headBase joint
AVATAR_BONE_HEAD, // connects headBase joint with headTop joint
AVATAR_BONE_LEFT_CHEST, // connects chest joint with left clavicle joint (not supposed to be rotated)
AVATAR_BONE_LEFT_SHOULDER, // connects left clavicle joint with left shoulder joint
AVATAR_BONE_LEFT_UPPER_ARM, // connects left shoulder joint with left elbow joint
AVATAR_BONE_LEFT_FOREARM, // connects left elbow joint with left wrist joint
AVATAR_BONE_LEFT_HAND, // connects left wrist joint with left fingertips joint
AVATAR_BONE_RIGHT_CHEST, // connects chest joint with right clavicle joint (not supposed to be rotated)
AVATAR_BONE_RIGHT_SHOULDER, // connects right clavicle joint with right shoulder joint
AVATAR_BONE_RIGHT_UPPER_ARM, // connects right shoulder joint with right elbow joint
AVATAR_BONE_RIGHT_FOREARM, // connects right elbow joint with right wrist joint
AVATAR_BONE_RIGHT_HAND, // connects right wrist joint with right fingertips joint
AVATAR_BONE_LEFT_PELVIS, // connects pelvis joint with left hip joint (not supposed to be rotated)
AVATAR_BONE_LEFT_THIGH, // connects left hip joint with left knee joint
AVATAR_BONE_LEFT_SHIN, // connects left knee joint with left heel joint
AVATAR_BONE_LEFT_FOOT, // connects left heel joint with left toes joint
AVATAR_BONE_RIGHT_PELVIS, // connects pelvis joint with right hip joint (not supposed to be rotated)
AVATAR_BONE_RIGHT_THIGH, // connects right hip joint with right knee joint
AVATAR_BONE_RIGHT_SHIN, // connects right knee joint with right heel joint
AVATAR_BONE_RIGHT_FOOT, // connects right heel joint with right toes joint
NUM_AVATAR_BONES
};
struct AvatarBone
{
AvatarBones parent; // which bone is this bone connected to?
glm::vec3 position; // the position at the "end" of the bone
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
glm::dvec3 springyVelocity; // used for special effects ( the velocity of the springy position)
float springBodyTightness; // how tightly (0 to 1) the springy position tries to stay on the position
float yaw; // the yaw Euler angle of the bone rotation off the parent
float pitch; // the pitch Euler angle of the bone rotation off the parent
float roll; // the roll Euler angle of the bone rotation off the parent
Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll
float length; // the length of the bone
};
struct Avatar
{
glm::dvec3 velocity;
glm::vec3 thrust;
float maxArmLength;
Orientation orientation;
AvatarBone bone[ NUM_AVATAR_BONES ];
};
class AvatarData : public AgentData {
public:
AvatarData();
~AvatarData();
void parseData(void *data, int size);
AvatarData* clone() const;
float getPitch();
void setPitch(float pitch);
float getYaw();
void setYaw(float yaw);
float getRoll();
void setRoll(float roll);
float getHeadPositionX();
float getHeadPositionY();
float getHeadPositionZ();
void setHeadPosition(float x, float y, float z);
float getLoudness();
void setLoudness(float loudness);
float getAverageLoudness();
void setAverageLoudness(float averageLoudness);
float getHandPositionX();
float getHandPositionY();
float getHandPositionZ();
void setHandPosition(float x, float y, float z);
private:
float _pitch;
float _yaw;
float _roll;
float _headPositionX;
float _headPositionY;
float _headPositionZ;
float _loudness;
float _averageLoudness;
float _handPositionX;
float _handPositionY;
float _handPositionZ;
glm::vec3 getBodyPosition();
void setBodyPosition(glm::vec3 bodyPosition);
int getBroadcastData(char* destinationBuffer);
void parseData(void *sourceBuffer, int numBytes);
float getBodyYaw();
void setBodyYaw(float bodyYaw);
float getBodyPitch();
void setBodyPitch(float bodyPitch);
float getBodyRoll();
void setBodyRoll(float bodyRoll);
protected:
glm::vec3 _bodyPosition;
float _bodyYaw;
float _bodyPitch;
float _bodyRoll;
};
#endif /* defined(__hifi__AvatarData__) */

View file

@ -118,8 +118,9 @@ void AgentList::processBulkAgentData(sockaddr *senderAddress, void *packetData,
while ((currentPosition - startPosition) < numTotalBytes) {
currentPosition += unpackAgentId(currentPosition, &agentID);
memcpy(packetHolder + 1, currentPosition, numBytesPerAgent);
int matchingAgentIndex = indexOfMatchingAgent(agentID);
if (matchingAgentIndex >= 0) {
updateAgentWithData(&agents[matchingAgentIndex], packetHolder, numBytesPerAgent + 1);
}