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coding standards clean up
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parent
5504d87212
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5a8c5ff011
4 changed files with 69 additions and 59 deletions
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@ -1080,7 +1080,9 @@ void Head::updateHandMovement() {
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glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
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glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
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newElbowPosition += armVector * (float)ONE_HALF;
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newElbowPosition += armVector * (float)ONE_HALF;
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glm::vec3 perpendicular = glm::cross( avatar.orientation.getFront(), armVector );
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glm::vec3 perpendicular = glm::cross( avatar.orientation.getFront(), armVector );
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newElbowPosition += perpendicular * (float)(( 1.0f - ( avatar.maxArmLength / distance ) ) * ONE_HALF); // XXXBHG - Jeffery, you should clean this up. You can't multiple glm::vec3's by doubles, only floats
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// XXXBHG - Jeffery, you should clean this up. You can't multiple glm::vec3's by doubles, only floats
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newElbowPosition += perpendicular * (float)(( 1.0f - ( avatar.maxArmLength / distance ) ) * ONE_HALF);
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avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
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avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -534,7 +534,6 @@ void render_view_frustum() {
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right = headRight;
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right = headRight;
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}
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}
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////////////////////////////////////////
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// Ask the ViewFrustum class to calculate our corners
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// Ask the ViewFrustum class to calculate our corners
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ViewFrustum vf(position,direction,up,right,::WIDTH,::HEIGHT);
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ViewFrustum vf(position,direction,up,right,::WIDTH,::HEIGHT);
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@ -544,7 +543,6 @@ void render_view_frustum() {
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glLineWidth(1.0);
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glLineWidth(1.0);
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glBegin(GL_LINES);
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glBegin(GL_LINES);
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////////////////////////////////////////
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// Drawing the head direction vectors
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// Drawing the head direction vectors
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glm::vec3 headLookingAt = headPosition + (headDirection * 0.2f);
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glm::vec3 headLookingAt = headPosition + (headDirection * 0.2f);
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glm::vec3 headLookingAtUp = headPosition + (headUp * 0.2f);
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glm::vec3 headLookingAtUp = headPosition + (headUp * 0.2f);
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@ -565,7 +563,6 @@ void render_view_frustum() {
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glVertex3f(headPosition.x, headPosition.y, headPosition.z);
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glVertex3f(headPosition.x, headPosition.y, headPosition.z);
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glVertex3f(headLookingAtRight.x, headLookingAtRight.y, headLookingAtRight.z);
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glVertex3f(headLookingAtRight.x, headLookingAtRight.y, headLookingAtRight.z);
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////////////////////////////////////////
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// Drawing the camera direction vectors
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// Drawing the camera direction vectors
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glm::vec3 cameraLookingAt = cameraPosition + (cameraDirection * 0.2f);
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glm::vec3 cameraLookingAt = cameraPosition + (cameraDirection * 0.2f);
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glm::vec3 cameraLookingAtUp = cameraPosition + (cameraUp * 0.2f);
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glm::vec3 cameraLookingAtUp = cameraPosition + (cameraUp * 0.2f);
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@ -587,7 +584,6 @@ void render_view_frustum() {
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glVertex3f(cameraLookingAtRight.x,cameraLookingAtRight.y,cameraLookingAtRight.z);
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glVertex3f(cameraLookingAtRight.x,cameraLookingAtRight.y,cameraLookingAtRight.z);
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////////////////////////////////////////
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// Drawing the bounds of the frustum
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// Drawing the bounds of the frustum
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// vf.getNear plane - bottom edge
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// vf.getNear plane - bottom edge
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glColor3f(1,0,0);
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glColor3f(1,0,0);
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@ -10,7 +10,8 @@
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#include "ViewFrustum.h"
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#include "ViewFrustum.h"
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ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction, glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
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ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction,
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glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
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this->calculateViewFrustum(position, direction, up, right, screenWidth, screenHeight);
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this->calculateViewFrustum(position, direction, up, right, screenWidth, screenHeight);
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}
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}
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@ -23,7 +24,8 @@ ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction, glm::vec3 up,
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// Notes on how/why this works:
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// Notes on how/why this works:
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// http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/
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// http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/
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//
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//
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void ViewFrustum::calculateViewFrustum(glm::vec3 position, glm::vec3 direction, glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
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void ViewFrustum::calculateViewFrustum(glm::vec3 position, glm::vec3 direction,
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glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
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// Save the values we were passed...
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// Save the values we were passed...
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this->_position=position;
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this->_position=position;
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@ -73,17 +75,27 @@ void ViewFrustum::dump() {
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printf("nearHeight=%f\n",this->_nearHeight);
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printf("nearHeight=%f\n",this->_nearHeight);
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printf("nearWidth=%f\n",this->_nearWidth);
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printf("nearWidth=%f\n",this->_nearWidth);
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printf("farCenter.x=%f, farCenter.y=%f, farCenter.z=%f\n",this->_farCenter.x,this->_farCenter.y,this->_farCenter.z);
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printf("farCenter.x=%f, farCenter.y=%f, farCenter.z=%f\n",
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printf("farTopLeft.x=%f, farTopLeft.y=%f, farTopLeft.z=%f\n",this->_farTopLeft.x,this->_farTopLeft.y,this->_farTopLeft.z);
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this->_farCenter.x,this->_farCenter.y,this->_farCenter.z);
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printf("farTopRight.x=%f, farTopRight.y=%f, farTopRight.z=%f\n",this->_farTopRight.x,this->_farTopRight.y,this->_farTopRight.z);
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printf("farTopLeft.x=%f, farTopLeft.y=%f, farTopLeft.z=%f\n",
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printf("farBottomLeft.x=%f, farBottomLeft.y=%f, farBottomLeft.z=%f\n",this->_farBottomLeft.x,this->_farBottomLeft.y,this->_farBottomLeft.z);
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this->_farTopLeft.x,this->_farTopLeft.y,this->_farTopLeft.z);
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printf("farBottomRight.x=%f, farBottomRight.y=%f, farBottomRight.z=%f\n",this->_farBottomRight.x,this->_farBottomRight.y,this->_farBottomRight.z);
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printf("farTopRight.x=%f, farTopRight.y=%f, farTopRight.z=%f\n",
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this->_farTopRight.x,this->_farTopRight.y,this->_farTopRight.z);
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printf("farBottomLeft.x=%f, farBottomLeft.y=%f, farBottomLeft.z=%f\n",
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this->_farBottomLeft.x,this->_farBottomLeft.y,this->_farBottomLeft.z);
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printf("farBottomRight.x=%f, farBottomRight.y=%f, farBottomRight.z=%f\n",
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this->_farBottomRight.x,this->_farBottomRight.y,this->_farBottomRight.z);
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printf("nearCenter.x=%f, nearCenter.y=%f, nearCenter.z=%f\n",this->_nearCenter.x,this->_nearCenter.y,this->_nearCenter.z);
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printf("nearCenter.x=%f, nearCenter.y=%f, nearCenter.z=%f\n",
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printf("nearTopLeft.x=%f, nearTopLeft.y=%f, nearTopLeft.z=%f\n",this->_nearTopLeft.x,this->_nearTopLeft.y,this->_nearTopLeft.z);
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this->_nearCenter.x,this->_nearCenter.y,this->_nearCenter.z);
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printf("nearTopRight.x=%f, nearTopRight.y=%f, nearTopRight.z=%f\n",this->_nearTopRight.x,this->_nearTopRight.y,this->_nearTopRight.z);
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printf("nearTopLeft.x=%f, nearTopLeft.y=%f, nearTopLeft.z=%f\n",
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printf("nearBottomLeft.x=%f, nearBottomLeft.y=%f, nearBottomLeft.z=%f\n",this->_nearBottomLeft.x,this->_nearBottomLeft.y,this->_nearBottomLeft.z);
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this->_nearTopLeft.x,this->_nearTopLeft.y,this->_nearTopLeft.z);
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printf("nearBottomRight.x=%f, nearBottomRight.y=%f, nearBottomRight.z=%f\n",this->_nearBottomRight.x,this->_nearBottomRight.y,this->_nearBottomRight.z);
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printf("nearTopRight.x=%f, nearTopRight.y=%f, nearTopRight.z=%f\n",
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this->_nearTopRight.x,this->_nearTopRight.y,this->_nearTopRight.z);
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printf("nearBottomLeft.x=%f, nearBottomLeft.y=%f, nearBottomLeft.z=%f\n",
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this->_nearBottomLeft.x,this->_nearBottomLeft.y,this->_nearBottomLeft.z);
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printf("nearBottomRight.x=%f, nearBottomRight.y=%f, nearBottomRight.z=%f\n",
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this->_nearBottomRight.x,this->_nearBottomRight.y,this->_nearBottomRight.z);
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}
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}
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