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some spacing cleanup in AvatarData
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1 changed files with 16 additions and 16 deletions
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@ -56,8 +56,8 @@ public:
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const glm::vec3& getPosition() const { return _position; }
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void setPosition (const glm::vec3 position ) { _position = position; }
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void setHandPosition (const glm::vec3 handPosition ) { _handPosition = handPosition; }
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void setPosition(const glm::vec3 position) { _position = position; }
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void setHandPosition(const glm::vec3 handPosition) { _handPosition = handPosition; }
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void setPositionFromVariantMap(QVariantMap positionMap);
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QVariantMap getPositionVariantMap();
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@ -82,22 +82,22 @@ public:
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char getHandState() const {return _handState; };
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// getters for camera details
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const glm::vec3& getCameraPosition() const { return _cameraPosition; };
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const glm::vec3& getCameraPosition() const { return _cameraPosition; };
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const glm::quat& getCameraOrientation() const { return _cameraOrientation; }
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float getCameraFov() const { return _cameraFov; }
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float getCameraAspectRatio() const { return _cameraAspectRatio; }
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float getCameraNearClip() const { return _cameraNearClip; }
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float getCameraFarClip() const { return _cameraFarClip; }
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float getCameraFov() const { return _cameraFov; }
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float getCameraAspectRatio() const { return _cameraAspectRatio; }
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float getCameraNearClip() const { return _cameraNearClip; }
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float getCameraFarClip() const { return _cameraFarClip; }
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glm::vec3 calculateCameraDirection() const;
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// setters for camera details
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void setCameraPosition(const glm::vec3& position) { _cameraPosition = position; }
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void setCameraPosition(const glm::vec3& position) { _cameraPosition = position; }
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void setCameraOrientation(const glm::quat& orientation) { _cameraOrientation = orientation; }
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void setCameraFov(float fov) { _cameraFov = fov; }
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void setCameraAspectRatio(float aspectRatio) { _cameraAspectRatio = aspectRatio; }
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void setCameraNearClip(float nearClip) { _cameraNearClip = nearClip; }
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void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
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void setCameraFov(float fov) { _cameraFov = fov; }
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void setCameraAspectRatio(float aspectRatio) { _cameraAspectRatio = aspectRatio; }
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void setCameraNearClip(float nearClip) { _cameraNearClip = nearClip; }
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void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
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// key state
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void setKeyState(KeyState s) { _keyState = s; }
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@ -110,11 +110,11 @@ public:
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QString getQStringChatMessage() { return QString(_chatMessage.data()); }
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// related to Voxel Sending strategies
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bool getWantColor() const { return _wantColor; }
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bool getWantDelta() const { return _wantDelta; }
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bool getWantLowResMoving() const { return _wantLowResMoving; }
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bool getWantColor() const { return _wantColor; }
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bool getWantDelta() const { return _wantDelta; }
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bool getWantLowResMoving() const { return _wantLowResMoving; }
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bool getWantOcclusionCulling() const { return _wantOcclusionCulling; }
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uint16_t getLeaderID() const { return _leaderID; }
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uint16_t getLeaderID() const { return _leaderID; }
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void setHeadData(HeadData* headData) { _headData = headData; }
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void setHandData(HandData* handData) { _handData = handData; }
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