Merge pull request #173 from birarda/master

move constants for Avatar to cpp
This commit is contained in:
birarda 2013-05-01 11:05:28 -07:00
commit 55261ab047
2 changed files with 23 additions and 24 deletions

View file

@ -19,7 +19,29 @@
using namespace std;
const bool BALLS_ON = false;
const bool AVATAR_GRAVITY = true;
const float DECAY = 0.1;
const float THRUST_MAG = 1200.0;
const float YAW_MAG = 500.0; //JJV - changed from 300.0;
const float TEST_YAW_DECAY = 5.0;
const float LIN_VEL_DECAY = 5.0;
const float MY_HAND_HOLDING_PULL = 0.2;
const float YOUR_HAND_HOLDING_PULL = 1.0;
const float BODY_SPRING_FORCE = 6.0f;
const float BODY_SPRING_DECAY = 16.0f;
//const float COLLISION_FRICTION = 0.5;
//const float COLLISION_RADIUS_SCALAR = 1.8;
//const float COLLISION_BALL_FORCE = 0.1;
//const float COLLISION_BODY_FORCE = 3.0;
const float COLLISION_RADIUS_SCALAR = 1.8;
const float COLLISION_BALL_FORCE = 0.6;
const float COLLISION_BODY_FORCE = 6.0;
const float COLLISION_BALL_FRICTION = 200.0;
const float COLLISION_BODY_FRICTION = 0.5;
const bool BALLS_ON = false;
float skinColor[] = {1.0, 0.84, 0.66};
float lightBlue[] = { 0.7, 0.8, 1.0 };

View file

@ -148,29 +148,6 @@ public:
const bool getHeadReturnToCenter() const { return _returnHeadToCenter; };
private:
const bool AVATAR_GRAVITY = true;
const float DECAY = 0.1;
const float THRUST_MAG = 1200.0;
const float YAW_MAG = 500.0; //JJV - changed from 300.0;
const float TEST_YAW_DECAY = 5.0;
const float LIN_VEL_DECAY = 5.0;
const float MY_HAND_HOLDING_PULL = 0.2;
const float YOUR_HAND_HOLDING_PULL = 1.0;
const float BODY_SPRING_FORCE = 6.0f;
const float BODY_SPRING_DECAY = 16.0f;
//const float COLLISION_FRICTION = 0.5;
//const float COLLISION_RADIUS_SCALAR = 1.8;
//const float COLLISION_BALL_FORCE = 0.1;
//const float COLLISION_BODY_FORCE = 3.0;
const float COLLISION_RADIUS_SCALAR = 1.8;
const float COLLISION_BALL_FORCE = 0.6;
const float COLLISION_BODY_FORCE = 6.0;
const float COLLISION_BALL_FRICTION = 200.0;
const float COLLISION_BODY_FRICTION = 0.5;
struct AvatarBone
{
AvatarBoneID parent; // which bone is this bone connected to?