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https://github.com/Armored-Dragon/overte.git
synced 2025-03-11 16:13:16 +01:00
fixed formatting things
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parent
da09dd3259
commit
cee2244364
3 changed files with 18 additions and 22 deletions
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@ -50,7 +50,7 @@
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using namespace std;
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const bool TESTING_AVATAR_TOUCH = true;
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const bool TESTING_AVATAR_TOUCH = false;
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// Starfield information
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static char STAR_FILE[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
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@ -1093,14 +1093,12 @@ void Application::idle() {
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_myCamera.setModeShiftRate(1.0f);
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}
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} else {
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if (_myAvatar.getIsNearInteractingOther()) {
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if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
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_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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}
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else {
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} else {
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if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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@ -121,7 +121,7 @@ void Avatar::initializeBodyBalls() {
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_ballSpringsInitialized = false; //this gets set to true on the first update pass...
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for (int b=0; b<NUM_AVATAR_BODY_BALLS; b++) {
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for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
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_bodyBall[b].parentJoint = AVATAR_JOINT_NULL;
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_bodyBall[b].parentOffset = glm::vec3(0.0, 0.0, 0.0);
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_bodyBall[b].position = glm::vec3(0.0, 0.0, 0.0);
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@ -834,7 +834,7 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
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// Reset detector for nearest avatar
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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//loop through all the other avatars for potential interactions...
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// loop through all the other avatars for potential interactions...
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AgentList* agentList = AgentList::getInstance();
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
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@ -844,7 +844,7 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
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glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
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if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) {
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//apply forces from collision
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// apply forces from collision
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applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
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}
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@ -860,16 +860,16 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
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}
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}
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//detect collisions with other avatars and respond
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// detect collisions with other avatars and respond
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void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) {
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glm::vec3 bodyPushForce = glm::vec3(0.0f, 0.0f, 0.0f);
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// loop through the body balls of each avatar to check for every possible collision
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for (int b=1; b<NUM_AVATAR_BODY_BALLS; b++) {
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for (int b = 1; b < NUM_AVATAR_BODY_BALLS; b++) {
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if (_bodyBall[b].isCollidable) {
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for (int o=b+1; o<NUM_AVATAR_BODY_BALLS; o++) {
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for (int o = b+1; o < NUM_AVATAR_BODY_BALLS; o++) {
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if (otherAvatar->_bodyBall[o].isCollidable) {
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glm::vec3 vectorBetweenBalls(_bodyBall[b].position - otherAvatar->_bodyBall[o].position);
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@ -898,7 +898,7 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
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} // b loop
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} // collidable
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//apply force on the whole body
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// apply force on the whole body
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_velocity += bodyPushForce;
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}
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@ -938,7 +938,7 @@ void Avatar::render(bool lookingInMirror) {
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// render a simple round on the ground projected down from the avatar's position
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renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
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//render body
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// render body
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renderBody(lookingInMirror);
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// if this is my avatar, then render my interactions with the other avatar
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@ -1010,7 +1010,7 @@ void Avatar::resetBodyBalls() {
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}
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void Avatar::updateBodyBalls(float deltaTime) {
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// Check for a large repositioning, and re-initialize balls if this has happened
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// Check for a large repositioning, and re-initialize balls if this has happened
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const float BEYOND_BODY_SPRING_RANGE = 2.f;
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if (glm::length(_position - _bodyBall[BODY_BALL_PELVIS].position) > BEYOND_BODY_SPRING_RANGE) {
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resetBodyBalls();
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@ -1019,13 +1019,12 @@ void Avatar::updateBodyBalls(float deltaTime) {
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if (_ballSpringsInitialized) {
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//apply spring forces
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// apply spring forces
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glm::vec3 springVector(_bodyBall[b].position);
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if (b == BODY_BALL_PELVIS) {
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springVector -= _position;
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}
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else {
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} else {
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springVector -= _bodyBall[_bodyBall[b].parentBall].position;
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}
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@ -1054,19 +1053,18 @@ void Avatar::updateBodyBalls(float deltaTime) {
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float decay = 1.0 - BODY_SPRING_DECAY * deltaTime;
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if (decay > 0.0) {
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_bodyBall[b].velocity *= decay;
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}
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else {
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} else {
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_bodyBall[b].velocity = glm::vec3(0.0f, 0.0f, 0.0f);
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}
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/*
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//apply forces from touch...
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// apply forces from touch...
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if (_bodyBall[b].touchForce > 0.0) {
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_bodyBall[b].velocity += _mouseRayDirection * _bodyBall[b].touchForce * 0.7f;
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}
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*/
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//update position by velocity...
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// update position by velocity...
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_bodyBall[b].position += _bodyBall[b].velocity * deltaTime;
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}
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}
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@ -1229,7 +1227,7 @@ void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity
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_head.setYaw (angles.x);
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_head.setPitch(angles.y);
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_head.setRoll (angles.z);
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//printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z);
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// printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z);
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}
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}
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@ -14,7 +14,7 @@ Skeleton::Skeleton() {
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void Skeleton::initialize() {
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for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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joint[b].parent = AVATAR_JOINT_NULL;
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joint[b].position = glm::vec3(0.0, 0.0, 0.0);
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joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0);
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