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some spacing cleanup in Head
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parent
50e062edf2
commit
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1 changed files with 43 additions and 45 deletions
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@ -23,8 +23,7 @@
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#include "SerialInterface.h"
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#include "SerialInterface.h"
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#include "world.h"
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#include "world.h"
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enum eyeContactTargets
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enum eyeContactTargets {
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{
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LEFT_EYE,
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LEFT_EYE,
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RIGHT_EYE,
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RIGHT_EYE,
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MOUTH
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MOUTH
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@ -66,7 +65,7 @@ public:
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glm::vec3 getPosition() const { return _position; }
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glm::vec3 getPosition() const { return _position; }
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const glm::vec3& getEyePosition() const { return _eyePosition; }
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const glm::vec3& getEyePosition() const { return _eyePosition; }
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glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getUpDirection () const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getUpDirection() const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
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glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
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Face& getFace() { return _face; }
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Face& getFace() { return _face; }
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@ -82,54 +81,53 @@ private:
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Head(const Head&);
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Head(const Head&);
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Head& operator= (const Head&);
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Head& operator= (const Head&);
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struct Nose
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struct Nose {
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{
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glm::vec3 top;
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glm::vec3 top;
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glm::vec3 left;
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glm::vec3 left;
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glm::vec3 right;
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glm::vec3 right;
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glm::vec3 front;
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glm::vec3 front;
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};
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};
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float _renderAlpha;
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float _renderAlpha;
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bool _returnHeadToCenter;
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bool _returnHeadToCenter;
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glm::vec3 _skinColor;
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glm::vec3 _skinColor;
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glm::vec3 _position;
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glm::vec3 _position;
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glm::vec3 _rotation;
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glm::vec3 _rotation;
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glm::vec3 _leftEyePosition;
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glm::vec3 _leftEyePosition;
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glm::vec3 _rightEyePosition;
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glm::vec3 _rightEyePosition;
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glm::vec3 _eyePosition;
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glm::vec3 _eyePosition;
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glm::vec3 _leftEyeBrowPosition;
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glm::vec3 _leftEyeBrowPosition;
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glm::vec3 _rightEyeBrowPosition;
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glm::vec3 _rightEyeBrowPosition;
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glm::vec3 _leftEarPosition;
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glm::vec3 _leftEarPosition;
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glm::vec3 _rightEarPosition;
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glm::vec3 _rightEarPosition;
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glm::vec3 _mouthPosition;
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glm::vec3 _mouthPosition;
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Nose _nose;
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Nose _nose;
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float _scale;
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float _scale;
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float _browAudioLift;
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float _browAudioLift;
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glm::vec3 _gravity;
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glm::vec3 _gravity;
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float _lastLoudness;
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float _lastLoudness;
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float _averageLoudness;
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float _averageLoudness;
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float _audioAttack;
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float _audioAttack;
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float _returnSpringScale; //strength of return springs
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float _returnSpringScale; //strength of return springs
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glm::vec3 _bodyRotation;
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glm::vec3 _bodyRotation;
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bool _renderLookatVectors;
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bool _renderLookatVectors;
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BendyLine _hairTuft[NUM_HAIR_TUFTS];
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BendyLine _hairTuft[NUM_HAIR_TUFTS];
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glm::vec3* _mohawkTriangleFan;
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glm::vec3* _mohawkTriangleFan;
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glm::vec3* _mohawkColors;
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glm::vec3* _mohawkColors;
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glm::vec3 _saccade;
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glm::vec3 _saccade;
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glm::vec3 _saccadeTarget;
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glm::vec3 _saccadeTarget;
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float _leftEyeBlink;
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float _leftEyeBlink;
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float _rightEyeBlink;
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float _rightEyeBlink;
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float _leftEyeBlinkVelocity;
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float _leftEyeBlinkVelocity;
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float _rightEyeBlinkVelocity;
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float _rightEyeBlinkVelocity;
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float _timeWithoutTalking;
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float _timeWithoutTalking;
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float _cameraPitch; // Used to position the camera differently from the head
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float _cameraPitch; // Used to position the camera differently from the head
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float _mousePitch;
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float _mousePitch;
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float _cameraYaw;
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float _cameraYaw;
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bool _isCameraMoving;
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bool _isCameraMoving;
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bool _cameraFollowsHead;
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bool _cameraFollowsHead;
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float _cameraFollowHeadRate;
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float _cameraFollowHeadRate;
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Face _face;
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Face _face;
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static ProgramObject* _irisProgram;
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static ProgramObject* _irisProgram;
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static GLuint _irisTextureID;
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static GLuint _irisTextureID;
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