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inline getters and setters in Avatar
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parent
fb2f36519d
commit
3e65d5a548
3 changed files with 7 additions and 26 deletions
interface/src
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@ -786,14 +786,14 @@ void Application::idle() {
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if (_myAvatar.isTransmitterV2Connected()) {
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const float HAND_FORCE_SCALING = 0.05f;
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const float* handAcceleration = _myAvatar.getTransmitterHandLastAcceleration();
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_myAvatar.setHandMovementValues(glm::vec3(-handAcceleration[0] * HAND_FORCE_SCALING,
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_myAvatar.setMovedHandOffset(glm::vec3(-handAcceleration[0] * HAND_FORCE_SCALING,
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handAcceleration[1] * HAND_FORCE_SCALING,
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handAcceleration[2] * HAND_FORCE_SCALING));
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} else {
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// update behaviors for avatar hand movement: handControl takes mouse values as input,
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// and gives back 3D values modulated for smooth transitioning between interaction modes.
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_handControl.update(_mouseX, _mouseY);
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_myAvatar.setHandMovementValues(_handControl.getValues());
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_myAvatar.setMovedHandOffset(_handControl.getValues());
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}
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// tell my avatar if the mouse is being pressed...
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@ -551,10 +551,6 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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}
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}
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float Avatar::getHeight() {
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return _height;
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}
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void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float deltaTime) {
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float myBodyApproximateBoundingRadius = 1.0f;
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glm::vec3 vectorFromMyBodyToBigSphere(_position - position);
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@ -780,16 +776,6 @@ void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
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}
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}
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void Avatar::setHandMovementValues(glm::vec3 handOffset) {
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_movedHandOffset = handOffset;
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}
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AvatarMode Avatar::getMode() {
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return _mode;
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}
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void Avatar::initializeSkeleton() {
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for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
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@ -1072,7 +1058,6 @@ const glm::vec3& Avatar::getHeadPosition() const {
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return _joint[ AVATAR_JOINT_HEAD_BASE ].position;
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}
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glm::vec3 Avatar::getApproximateEyePosition() {
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return _head.getApproximateEyePosition();
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}
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@ -1327,7 +1312,6 @@ void Avatar::transmitterV2RenderLevels(int width, int height) {
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glEnd();
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}
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void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity, float deltaTime, float smoothingTime) {
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//
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// Given absolute position and angular velocity information, update the avatar's head angles
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@ -1366,8 +1350,6 @@ void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity
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}
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}
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const char AVATAR_DATA_FILENAME[] = "avatar.ifd";
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void Avatar::writeAvatarDataToFile() {
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@ -1395,5 +1377,4 @@ void Avatar::readAvatarDataFromFile() {
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}
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fclose(avatarFile);
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}
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}
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}
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@ -99,18 +99,18 @@ public:
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const glm::vec3& getSpringyHeadPosition() const ; // get the springy position of the avatar's head
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const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].springyPosition; };
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const glm::vec3& getBodyUpDirection() const { return _orientation.getUp(); };
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float getSpeed() const { return _speed; };
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float getSpeed() const { return _speed; }
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const glm::vec3& getVelocity() const { return _velocity; };
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float getGirth();
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float getHeight();
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float getHeight() const { return _height; }
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AvatarMode getMode();
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AvatarMode getMode() const { return _mode; }
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void setMousePressed(bool pressed);
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void render(bool lookingInMirror, glm::vec3 cameraPosition);
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void renderBody(bool lookingInMirror);
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void simulate(float);
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void setHandMovementValues( glm::vec3 movement );
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void setMovedHandOffset(glm::vec3 movedHandOffset) { _movedHandOffset = movedHandOffset; }
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void updateArmIKAndConstraints( float deltaTime );
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void setDisplayingHead( bool displayingHead );
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