coding standards clean up

This commit is contained in:
ZappoMan 2013-04-12 16:55:57 -07:00
parent 5504d87212
commit 5a8c5ff011
4 changed files with 69 additions and 59 deletions

View file

@ -1080,7 +1080,9 @@ void Head::updateHandMovement() {
glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
newElbowPosition += armVector * (float)ONE_HALF;
glm::vec3 perpendicular = glm::cross( avatar.orientation.getFront(), armVector );
newElbowPosition += perpendicular * (float)(( 1.0f - ( avatar.maxArmLength / distance ) ) * ONE_HALF); // XXXBHG - Jeffery, you should clean this up. You can't multiple glm::vec3's by doubles, only floats
// XXXBHG - Jeffery, you should clean this up. You can't multiple glm::vec3's by doubles, only floats
newElbowPosition += perpendicular * (float)(( 1.0f - ( avatar.maxArmLength / distance ) ) * ONE_HALF);
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
//-----------------------------------------------------------------------------

View file

@ -25,8 +25,8 @@ void Orientation::set( Orientation o ) {
void Orientation::yaw( float angle ) {
float r = angle * PI_OVER_180;
float s = sin( r );
float c = cos( r );
float s = sin(r);
float c = cos(r);
glm::vec3 cosineFront = front * c;
glm::vec3 cosineRight = right * c;
@ -40,8 +40,8 @@ void Orientation::yaw( float angle ) {
void Orientation::pitch( float angle ) {
float r = angle * PI_OVER_180;
float s = sin( r );
float c = cos( r );
float s = sin(r);
float c = cos(r);
glm::vec3 cosineUp = up * c;
glm::vec3 cosineFront = front * c;
@ -55,8 +55,8 @@ void Orientation::pitch( float angle ) {
void Orientation::roll( float angle ) {
float r = angle * PI_OVER_180;
float s = sin( r );
float c = cos( r );
float s = sin(r);
float c = cos(r);
glm::vec3 cosineUp = up * c;
glm::vec3 cosineRight = right * c;

View file

@ -534,7 +534,6 @@ void render_view_frustum() {
right = headRight;
}
////////////////////////////////////////
// Ask the ViewFrustum class to calculate our corners
ViewFrustum vf(position,direction,up,right,::WIDTH,::HEIGHT);
@ -544,32 +543,30 @@ void render_view_frustum() {
glLineWidth(1.0);
glBegin(GL_LINES);
////////////////////////////////////////
// Drawing the head direction vectors
glm::vec3 headLookingAt = headPosition+(headDirection*0.2f);
glm::vec3 headLookingAtUp = headPosition+(headUp*0.2f);
glm::vec3 headLookingAtRight = headPosition+(headRight*0.2f);
glm::vec3 headLookingAt = headPosition + (headDirection * 0.2f);
glm::vec3 headLookingAtUp = headPosition + (headUp * 0.2f);
glm::vec3 headLookingAtRight = headPosition + (headRight * 0.2f);
// Looking At from head = white
glColor3f(1,1,1);
glVertex3f(headPosition.x,headPosition.y,headPosition.z);
glVertex3f(headLookingAt.x,headLookingAt.y,headLookingAt.z);
glVertex3f(headPosition.x, headPosition.y, headPosition.z);
glVertex3f(headLookingAt.x, headLookingAt.y, headLookingAt.z);
// up from head = purple
glColor3f(1,0,1);
glVertex3f(headPosition.x,headPosition.y,headPosition.z);
glVertex3f(headLookingAtUp.x,headLookingAtUp.y,headLookingAtUp.z);
glVertex3f(headPosition.x, headPosition.y, headPosition.z);
glVertex3f(headLookingAtUp.x, headLookingAtUp.y, headLookingAtUp.z);
// right from head = cyan
glColor3f(0,1,1);
glVertex3f(headPosition.x,headPosition.y,headPosition.z);
glVertex3f(headLookingAtRight.x,headLookingAtRight.y,headLookingAtRight.z);
glVertex3f(headPosition.x, headPosition.y, headPosition.z);
glVertex3f(headLookingAtRight.x, headLookingAtRight.y, headLookingAtRight.z);
////////////////////////////////////////
// Drawing the camera direction vectors
glm::vec3 cameraLookingAt = cameraPosition+(cameraDirection*0.2f);
glm::vec3 cameraLookingAtUp = cameraPosition+(cameraUp*0.2f);
glm::vec3 cameraLookingAtRight = cameraPosition+(cameraRight*0.2f);
glm::vec3 cameraLookingAt = cameraPosition + (cameraDirection * 0.2f);
glm::vec3 cameraLookingAtUp = cameraPosition + (cameraUp * 0.2f);
glm::vec3 cameraLookingAtRight = cameraPosition + (cameraRight * 0.2f);
// Looking At from camera = white
glColor3f(1,1,1);
@ -587,61 +584,60 @@ void render_view_frustum() {
glVertex3f(cameraLookingAtRight.x,cameraLookingAtRight.y,cameraLookingAtRight.z);
////////////////////////////////////////
// Drawing the bounds of the frustum
// vf.getNear plane - bottom edge
glColor3f(1,0,0);
glVertex3f(vf.getNearBottomLeft().x,vf.getNearBottomLeft().y,vf.getNearBottomLeft().z);
glVertex3f(vf.getNearBottomRight().x,vf.getNearBottomRight().y,vf.getNearBottomRight().z);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
// vf.getNear plane - top edge
glVertex3f(vf.getNearTopLeft().x,vf.getNearTopLeft().y,vf.getNearTopLeft().z);
glVertex3f(vf.getNearTopRight().x,vf.getNearTopRight().y,vf.getNearTopRight().z);
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// vf.getNear plane - right edge
glVertex3f(vf.getNearBottomRight().x,vf.getNearBottomRight().y,vf.getNearBottomRight().z);
glVertex3f(vf.getNearTopRight().x,vf.getNearTopRight().y,vf.getNearTopRight().z);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// vf.getNear plane - left edge
glVertex3f(vf.getNearBottomLeft().x,vf.getNearBottomLeft().y,vf.getNearBottomLeft().z);
glVertex3f(vf.getNearTopLeft().x,vf.getNearTopLeft().y,vf.getNearTopLeft().z);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
// vf.getFar plane - bottom edge
glColor3f(0,1,0); // GREEN!!!
glVertex3f(vf.getFarBottomLeft().x,vf.getFarBottomLeft().y,vf.getFarBottomLeft().z);
glVertex3f(vf.getFarBottomRight().x,vf.getFarBottomRight().y,vf.getFarBottomRight().z);
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
// vf.getFar plane - top edge
glVertex3f(vf.getFarTopLeft().x,vf.getFarTopLeft().y,vf.getFarTopLeft().z);
glVertex3f(vf.getFarTopRight().x,vf.getFarTopRight().y,vf.getFarTopRight().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// vf.getFar plane - right edge
glVertex3f(vf.getFarBottomRight().x,vf.getFarBottomRight().y,vf.getFarBottomRight().z);
glVertex3f(vf.getFarTopRight().x,vf.getFarTopRight().y,vf.getFarTopRight().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// vf.getFar plane - left edge
glVertex3f(vf.getFarBottomLeft().x,vf.getFarBottomLeft().y,vf.getFarBottomLeft().z);
glVertex3f(vf.getFarTopLeft().x,vf.getFarTopLeft().y,vf.getFarTopLeft().z);
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
// RIGHT PLANE IS CYAN
// right plane - bottom edge - vf.getNear to distant
glColor3f(0,1,1);
glVertex3f(vf.getNearBottomRight().x,vf.getNearBottomRight().y,vf.getNearBottomRight().z);
glVertex3f(vf.getFarBottomRight().x,vf.getFarBottomRight().y,vf.getFarBottomRight().z);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
// right plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopRight().x,vf.getNearTopRight().y,vf.getNearTopRight().z);
glVertex3f(vf.getFarTopRight().x,vf.getFarTopRight().y,vf.getFarTopRight().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - vf.getNear to distant
glColor3f(0,0,1);
glVertex3f(vf.getNearBottomLeft().x,vf.getNearBottomLeft().y,vf.getNearBottomLeft().z);
glVertex3f(vf.getFarBottomLeft().x,vf.getFarBottomLeft().y,vf.getFarBottomLeft().z);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
// left plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopLeft().x,vf.getNearTopLeft().y,vf.getNearTopLeft().z);
glVertex3f(vf.getFarTopLeft().x,vf.getFarTopLeft().y,vf.getFarTopLeft().z);
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
glEnd();
}

View file

@ -10,7 +10,8 @@
#include "ViewFrustum.h"
ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction, glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
this->calculateViewFrustum(position, direction, up, right, screenWidth, screenHeight);
}
@ -23,7 +24,8 @@ ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction, glm::vec3 up,
// Notes on how/why this works:
// http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/
//
void ViewFrustum::calculateViewFrustum(glm::vec3 position, glm::vec3 direction, glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
void ViewFrustum::calculateViewFrustum(glm::vec3 position, glm::vec3 direction,
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
// Save the values we were passed...
this->_position=position;
@ -73,17 +75,27 @@ void ViewFrustum::dump() {
printf("nearHeight=%f\n",this->_nearHeight);
printf("nearWidth=%f\n",this->_nearWidth);
printf("farCenter.x=%f, farCenter.y=%f, farCenter.z=%f\n",this->_farCenter.x,this->_farCenter.y,this->_farCenter.z);
printf("farTopLeft.x=%f, farTopLeft.y=%f, farTopLeft.z=%f\n",this->_farTopLeft.x,this->_farTopLeft.y,this->_farTopLeft.z);
printf("farTopRight.x=%f, farTopRight.y=%f, farTopRight.z=%f\n",this->_farTopRight.x,this->_farTopRight.y,this->_farTopRight.z);
printf("farBottomLeft.x=%f, farBottomLeft.y=%f, farBottomLeft.z=%f\n",this->_farBottomLeft.x,this->_farBottomLeft.y,this->_farBottomLeft.z);
printf("farBottomRight.x=%f, farBottomRight.y=%f, farBottomRight.z=%f\n",this->_farBottomRight.x,this->_farBottomRight.y,this->_farBottomRight.z);
printf("farCenter.x=%f, farCenter.y=%f, farCenter.z=%f\n",
this->_farCenter.x,this->_farCenter.y,this->_farCenter.z);
printf("farTopLeft.x=%f, farTopLeft.y=%f, farTopLeft.z=%f\n",
this->_farTopLeft.x,this->_farTopLeft.y,this->_farTopLeft.z);
printf("farTopRight.x=%f, farTopRight.y=%f, farTopRight.z=%f\n",
this->_farTopRight.x,this->_farTopRight.y,this->_farTopRight.z);
printf("farBottomLeft.x=%f, farBottomLeft.y=%f, farBottomLeft.z=%f\n",
this->_farBottomLeft.x,this->_farBottomLeft.y,this->_farBottomLeft.z);
printf("farBottomRight.x=%f, farBottomRight.y=%f, farBottomRight.z=%f\n",
this->_farBottomRight.x,this->_farBottomRight.y,this->_farBottomRight.z);
printf("nearCenter.x=%f, nearCenter.y=%f, nearCenter.z=%f\n",this->_nearCenter.x,this->_nearCenter.y,this->_nearCenter.z);
printf("nearTopLeft.x=%f, nearTopLeft.y=%f, nearTopLeft.z=%f\n",this->_nearTopLeft.x,this->_nearTopLeft.y,this->_nearTopLeft.z);
printf("nearTopRight.x=%f, nearTopRight.y=%f, nearTopRight.z=%f\n",this->_nearTopRight.x,this->_nearTopRight.y,this->_nearTopRight.z);
printf("nearBottomLeft.x=%f, nearBottomLeft.y=%f, nearBottomLeft.z=%f\n",this->_nearBottomLeft.x,this->_nearBottomLeft.y,this->_nearBottomLeft.z);
printf("nearBottomRight.x=%f, nearBottomRight.y=%f, nearBottomRight.z=%f\n",this->_nearBottomRight.x,this->_nearBottomRight.y,this->_nearBottomRight.z);
printf("nearCenter.x=%f, nearCenter.y=%f, nearCenter.z=%f\n",
this->_nearCenter.x,this->_nearCenter.y,this->_nearCenter.z);
printf("nearTopLeft.x=%f, nearTopLeft.y=%f, nearTopLeft.z=%f\n",
this->_nearTopLeft.x,this->_nearTopLeft.y,this->_nearTopLeft.z);
printf("nearTopRight.x=%f, nearTopRight.y=%f, nearTopRight.z=%f\n",
this->_nearTopRight.x,this->_nearTopRight.y,this->_nearTopRight.z);
printf("nearBottomLeft.x=%f, nearBottomLeft.y=%f, nearBottomLeft.z=%f\n",
this->_nearBottomLeft.x,this->_nearBottomLeft.y,this->_nearBottomLeft.z);
printf("nearBottomRight.x=%f, nearBottomRight.y=%f, nearBottomRight.z=%f\n",
this->_nearBottomRight.x,this->_nearBottomRight.y,this->_nearBottomRight.z);
}