mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-05 21:40:38 +02:00
name change
This commit is contained in:
parent
a1f1e50431
commit
5f278f9024
3 changed files with 32 additions and 32 deletions
|
@ -19,7 +19,7 @@
|
|||
|
||||
#include "Avatar.h"
|
||||
//#include "AtRestDetector.h"
|
||||
#include "MyAvatarController.h"
|
||||
#include "MyCharacterController.h"
|
||||
|
||||
//#define OLD_HMD_TRACKER
|
||||
|
||||
|
@ -158,7 +158,7 @@ public:
|
|||
|
||||
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData) override;
|
||||
|
||||
MyAvatarController* getCharacterController() { return &_characterController; }
|
||||
MyCharacterController* getCharacterController() { return &_characterController; }
|
||||
|
||||
void prepareForPhysicsSimulation();
|
||||
void harvestResultsFromPhysicsSimulation();
|
||||
|
@ -305,7 +305,7 @@ private:
|
|||
quint32 _motionBehaviors;
|
||||
QString _collisionSoundURL;
|
||||
|
||||
MyAvatarController _characterController;
|
||||
MyCharacterController _characterController;
|
||||
|
||||
AvatarWeakPointer _lookAtTargetAvatar;
|
||||
glm::vec3 _targetAvatarPosition;
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "MyAvatarController.h"
|
||||
#include "MyCharacterController.h"
|
||||
|
||||
#include <BulletCollision/CollisionShapes/btMultiSphereShape.h>
|
||||
#include <BulletDynamics/Dynamics/btRigidBody.h>
|
||||
|
@ -50,7 +50,7 @@ protected:
|
|||
btRigidBody* _me;
|
||||
};
|
||||
|
||||
MyAvatarController::MyAvatarController(MyAvatar* avatar) {
|
||||
MyCharacterController::MyCharacterController(MyAvatar* avatar) {
|
||||
_halfHeight = 1.0f;
|
||||
_shape = nullptr;
|
||||
|
||||
|
@ -76,10 +76,10 @@ MyAvatarController::MyAvatarController(MyAvatar* avatar) {
|
|||
updateShapeIfNecessary();
|
||||
}
|
||||
|
||||
MyAvatarController::~MyAvatarController() {
|
||||
MyCharacterController::~MyCharacterController() {
|
||||
}
|
||||
|
||||
void MyAvatarController::preStep(btCollisionWorld* collisionWorld) {
|
||||
void MyCharacterController::preStep(btCollisionWorld* collisionWorld) {
|
||||
// trace a ray straight down to see if we're standing on the ground
|
||||
const btTransform& xform = _rigidBody->getWorldTransform();
|
||||
|
||||
|
@ -100,7 +100,7 @@ void MyAvatarController::preStep(btCollisionWorld* collisionWorld) {
|
|||
}
|
||||
}
|
||||
|
||||
void MyAvatarController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
|
||||
void MyCharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
|
||||
btVector3 actualVelocity = _rigidBody->getLinearVelocity();
|
||||
btScalar actualSpeed = actualVelocity.length();
|
||||
|
||||
|
@ -164,7 +164,7 @@ void MyAvatarController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
|
|||
}
|
||||
}
|
||||
|
||||
void MyAvatarController::jump() {
|
||||
void MyCharacterController::jump() {
|
||||
// check for case where user is holding down "jump" key...
|
||||
// we'll eventually tansition to "hover"
|
||||
if (!_isJumping) {
|
||||
|
@ -182,12 +182,12 @@ void MyAvatarController::jump() {
|
|||
}
|
||||
}
|
||||
|
||||
bool MyAvatarController::onGround() const {
|
||||
bool MyCharacterController::onGround() const {
|
||||
const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
|
||||
return _floorDistance < FLOOR_PROXIMITY_THRESHOLD;
|
||||
}
|
||||
|
||||
void MyAvatarController::setHovering(bool hover) {
|
||||
void MyCharacterController::setHovering(bool hover) {
|
||||
if (hover != _isHovering) {
|
||||
_isHovering = hover;
|
||||
_isJumping = false;
|
||||
|
@ -202,7 +202,7 @@ void MyAvatarController::setHovering(bool hover) {
|
|||
}
|
||||
}
|
||||
|
||||
void MyAvatarController::setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale) {
|
||||
void MyCharacterController::setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale) {
|
||||
_boxScale = scale;
|
||||
|
||||
float x = _boxScale.x;
|
||||
|
@ -236,16 +236,16 @@ void MyAvatarController::setLocalBoundingBox(const glm::vec3& corner, const glm:
|
|||
}
|
||||
|
||||
/* moved to base class
|
||||
bool MyAvatarController::needsRemoval() const {
|
||||
bool MyCharacterController::needsRemoval() const {
|
||||
return (bool)(_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION);
|
||||
}
|
||||
|
||||
bool MyAvatarController::needsAddition() const {
|
||||
bool MyCharacterController::needsAddition() const {
|
||||
return (bool)(_pendingFlags & PENDING_FLAG_ADD_TO_SIMULATION);
|
||||
}
|
||||
*/
|
||||
|
||||
void MyAvatarController::setEnabled(bool enabled) {
|
||||
void MyCharacterController::setEnabled(bool enabled) {
|
||||
if (enabled != _enabled) {
|
||||
if (enabled) {
|
||||
// Don't bother clearing REMOVE bit since it might be paired with an UPDATE_SHAPE bit.
|
||||
|
@ -264,7 +264,7 @@ void MyAvatarController::setEnabled(bool enabled) {
|
|||
}
|
||||
|
||||
/* moved to base class
|
||||
void MyAvatarController::setDynamicsWorld(btDynamicsWorld* world) {
|
||||
void MyCharacterController::setDynamicsWorld(btDynamicsWorld* world) {
|
||||
if (_dynamicsWorld != world) {
|
||||
if (_dynamicsWorld) {
|
||||
if (_rigidBody) {
|
||||
|
@ -293,7 +293,7 @@ void MyAvatarController::setDynamicsWorld(btDynamicsWorld* world) {
|
|||
}
|
||||
}*/
|
||||
|
||||
void MyAvatarController::updateShapeIfNecessary() {
|
||||
void MyCharacterController::updateShapeIfNecessary() {
|
||||
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
|
||||
// make sure there is NO pending removal from simulation at this point
|
||||
// (don't want to delete _rigidBody out from under the simulation)
|
||||
|
@ -342,7 +342,7 @@ void MyAvatarController::updateShapeIfNecessary() {
|
|||
}
|
||||
}
|
||||
|
||||
void MyAvatarController::updateUpAxis(const glm::quat& rotation) {
|
||||
void MyCharacterController::updateUpAxis(const glm::quat& rotation) {
|
||||
btVector3 oldUp = _currentUp;
|
||||
_currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS);
|
||||
if (!_isHovering) {
|
||||
|
@ -353,7 +353,7 @@ void MyAvatarController::updateUpAxis(const glm::quat& rotation) {
|
|||
}
|
||||
}
|
||||
|
||||
void MyAvatarController::setAvatarPositionAndOrientation(
|
||||
void MyCharacterController::setAvatarPositionAndOrientation(
|
||||
const glm::vec3& position,
|
||||
const glm::quat& orientation) {
|
||||
// TODO: update gravity if up has changed
|
||||
|
@ -364,7 +364,7 @@ void MyAvatarController::setAvatarPositionAndOrientation(
|
|||
_avatarBodyTransform = btTransform(bodyOrientation, bodyPosition);
|
||||
}
|
||||
|
||||
void MyAvatarController::getAvatarPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const {
|
||||
void MyCharacterController::getAvatarPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const {
|
||||
if (_enabled && _rigidBody) {
|
||||
const btTransform& avatarTransform = _rigidBody->getWorldTransform();
|
||||
rotation = bulletToGLM(avatarTransform.getRotation());
|
||||
|
@ -372,16 +372,16 @@ void MyAvatarController::getAvatarPositionAndOrientation(glm::vec3& position, gl
|
|||
}
|
||||
}
|
||||
|
||||
void MyAvatarController::setTargetVelocity(const glm::vec3& velocity) {
|
||||
void MyCharacterController::setTargetVelocity(const glm::vec3& velocity) {
|
||||
//_walkVelocity = glmToBullet(_avatarData->getTargetVelocity());
|
||||
_walkVelocity = glmToBullet(velocity);
|
||||
}
|
||||
|
||||
void MyAvatarController::setHMDVelocity(const glm::vec3& velocity) {
|
||||
void MyCharacterController::setHMDVelocity(const glm::vec3& velocity) {
|
||||
_hmdVelocity = glmToBullet(velocity);
|
||||
}
|
||||
|
||||
glm::vec3 MyAvatarController::getLinearVelocity() const {
|
||||
glm::vec3 MyCharacterController::getLinearVelocity() const {
|
||||
glm::vec3 velocity(0.0f);
|
||||
if (_rigidBody) {
|
||||
velocity = bulletToGLM(_rigidBody->getLinearVelocity());
|
||||
|
@ -389,7 +389,7 @@ glm::vec3 MyAvatarController::getLinearVelocity() const {
|
|||
return velocity;
|
||||
}
|
||||
|
||||
void MyAvatarController::preSimulation() {
|
||||
void MyCharacterController::preSimulation() {
|
||||
if (_enabled && _dynamicsWorld) {
|
||||
/*
|
||||
glm::quat rotation = _avatarData->getOrientation();
|
||||
|
@ -440,7 +440,7 @@ void MyAvatarController::preSimulation() {
|
|||
}
|
||||
}
|
||||
|
||||
void MyAvatarController::postSimulation() {
|
||||
void MyCharacterController::postSimulation() {
|
||||
/*
|
||||
_lastStepDuration += timeStep;
|
||||
if (_enabled && _rigidBody) {
|
|
@ -1,5 +1,5 @@
|
|||
//
|
||||
// MyAvatar.h
|
||||
// MyCharacterController.h
|
||||
// interface/src/avatar
|
||||
//
|
||||
// Created by AndrewMeadows 2015.10.21
|
||||
|
@ -10,8 +10,8 @@
|
|||
//
|
||||
|
||||
|
||||
#ifndef hifi_MyAvatarController_h
|
||||
#define hifi_MyAvatarController_h
|
||||
#ifndef hifi_MyCharacterController_h
|
||||
#define hifi_MyCharacterController_h
|
||||
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
@ -22,10 +22,10 @@
|
|||
class btCollisionShape;
|
||||
class MyAvatar;
|
||||
|
||||
class MyAvatarController : public CharacterController {
|
||||
class MyCharacterController : public CharacterController {
|
||||
public:
|
||||
MyAvatarController(MyAvatar* avatar);
|
||||
~MyAvatarController ();
|
||||
MyCharacterController(MyAvatar* avatar);
|
||||
~MyCharacterController ();
|
||||
|
||||
// TODO: implement these when needed
|
||||
virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval) override { assert(false); }
|
||||
|
@ -103,4 +103,4 @@ protected:
|
|||
bool _isPushingUp;
|
||||
};
|
||||
|
||||
#endif // hifi_MyAvatarController_h
|
||||
#endif // hifi_MyCharacterController_h
|
Loading…
Reference in a new issue