bunch of const changes for glm::vec3 in Avatar and Orientation

This commit is contained in:
Stephen Birarda 2013-04-25 16:10:55 -07:00
parent 8370fd2d19
commit 215efe3b78
4 changed files with 18 additions and 57 deletions

View file

@ -557,11 +557,6 @@ float Avatar::getHeight() {
return COLLISION_HEIGHT;
}
glm::vec3 Avatar::getBodyUpDirection() {
return _orientation.getUp();
}
// This is a workspace for testing avatar body collision detection and response
void Avatar::updateAvatarCollisionDetectionAndResponse(glm::vec3 collisionPosition,
float collisionGirth,
@ -1028,49 +1023,15 @@ void Avatar::updateBodySprings( float deltaTime ) {
}
}
glm::vec3 Avatar::getHeadLookatDirection() {
return glm::vec3
(
_orientation.getFront().x,
_orientation.getFront().y,
_orientation.getFront().z
);
}
glm::vec3 Avatar::getHeadLookatDirectionUp() {
return glm::vec3
(
_orientation.getUp().x,
_orientation.getUp().y,
_orientation.getUp().z
);
}
glm::vec3 Avatar::getHeadLookatDirectionRight() {
return glm::vec3
(
_orientation.getRight().x,
_orientation.getRight().y,
_orientation.getRight().z
);
}
glm::vec3 Avatar::getHeadPosition() {
const glm::vec3& Avatar::getHeadPosition() const {
if ( _usingBodySprings ) {
if (_usingBodySprings) {
return _bone[ AVATAR_BONE_HEAD ].springyPosition;
}
return _bone[ AVATAR_BONE_HEAD ].position;
}
glm::vec3 Avatar::getBonePosition( AvatarBoneID b ) {
return _bone[b].position;
}
void Avatar::updateHandMovement( float deltaTime ) {
glm::vec3 transformedHandMovement;

View file

@ -178,12 +178,12 @@ class Avatar : public AvatarData {
float getBodyYaw() {return _bodyYaw;};
void addBodyYaw(float y) {_bodyYaw += y;};
glm::vec3 getHeadLookatDirection();
glm::vec3 getHeadLookatDirectionUp();
glm::vec3 getHeadLookatDirectionRight();
glm::vec3 getHeadPosition();
glm::vec3 getBonePosition( AvatarBoneID b );
glm::vec3 getBodyUpDirection();
const glm::vec3& getHeadLookatDirection() const { return _orientation.getFront(); };
const glm::vec3& getHeadLookatDirectionUp() const { return _orientation.getUp(); };
const glm::vec3& getHeadLookatDirectionRight() const { return _orientation.getRight(); };
const glm::vec3& getHeadPosition() const ;
const glm::vec3& getBonePosition(AvatarBoneID b) const { return _bone[b].position; };
const glm::vec3& getBodyUpDirection() const { return _orientation.getUp(); };
float getGirth();
float getHeight();

View file

@ -278,9 +278,9 @@ void drawGroundPlaneGrid( float size, int resolution )
void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size ) {
glm::vec3 pRight = position + orientation.right * size;
glm::vec3 pUp = position + orientation.up * size;
glm::vec3 pFront = position + orientation.front * size;
glm::vec3 pRight = position + orientation.getRight() * size;
glm::vec3 pUp = position + orientation.getUp() * size;
glm::vec3 pFront = position + orientation.getFront() * size;
glColor3f( 1.0f, 0.0f, 0.0f );
glBegin( GL_LINE_STRIP );

View file

@ -25,6 +25,10 @@ private:
float _pitch;
float _roll;
glm::vec3 right;
glm::vec3 up;
glm::vec3 front;
void update(); // actually updates the vectors from yaw, pitch, roll
public:
@ -41,13 +45,9 @@ public:
void set( Orientation );
void setToIdentity();
glm::vec3 right;
glm::vec3 up;
glm::vec3 front;
glm::vec3 getRight() { return right; }
glm::vec3 getUp() { return up; }
glm::vec3 getFront() { return front; }
const glm::vec3& getRight() const { return right; }
const glm::vec3& getUp() const { return up; }
const glm::vec3& getFront() const { return front; }
void setRightUpFront( const glm::vec3 &, const glm::vec3 &, const glm::vec3 & );