fixed some things based on recent code review

This commit is contained in:
Jeffrey Ventrella 2013-05-27 18:54:44 -07:00
parent 096e465d36
commit 75b57d17a7
3 changed files with 11 additions and 39 deletions

View file

@ -208,7 +208,7 @@ int audioCallback (const void* inputBuffer,
// if we haven't fired off the flange effect, check if we should
// TODO: lastMeasuredHeadYaw is now relative to body - check if this still works.
int lastYawMeasured = fabsf(interfaceAvatar->getLastMeasuredHeadYaw());
int lastYawMeasured = fabsf(interfaceAvatar->getHeadYawRate());
if (!::samplesLeftForFlange && lastYawMeasured > MIN_FLANGE_EFFECT_THRESHOLD) {
// we should flange for one second

View file

@ -60,6 +60,8 @@ const float LEAN_AVERAGING = 10.0;
const float HEAD_RATE_MAX = 50.f;
const float SKIN_COLOR[] = {1.0, 0.84, 0.66};
const float DARK_SKIN_COLOR[] = {0.9, 0.78, 0.63};
const int NUM_BODY_CONE_SIDES = 9;
bool usingBigSphereCollisionTest = true;
@ -1238,9 +1240,7 @@ void Avatar::readAvatarDataFromFile() {
void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2) {
glBegin(GL_TRIANGLES);
int num = 9;
glm::vec3 axis = position2 - position1;
float length = glm::length(axis);
@ -1255,10 +1255,12 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
float anglea = 0.0;
float angleb = 0.0;
for (int i = 0; i < num; i ++) {
for (int i = 0; i < NUM_BODY_CONE_SIDES; i ++) {
// the rectangles that comprise the sides of the cone section are
// referenced by "a" and "b" in one dimension, and "1", and "2" in the other dimension.
anglea = angleb;
angleb = ((float)(i+1) / (float)num) * PI * 2.0f;
angleb = ((float)(i+1) / (float)NUM_BODY_CONE_SIDES) * PI * 2.0f;
float sa = sinf(anglea);
float sb = sinf(angleb);

View file

@ -18,6 +18,7 @@
#include "SerialInterface.h"
#include "Balls.h"
#include "Head.h"
#include "Skeleton.h"
#include "Transmitter.h"
enum DriveKeys
@ -41,38 +42,6 @@ enum AvatarMode
NUM_AVATAR_MODES
};
enum AvatarJointID
{
AVATAR_JOINT_NULL = -1,
AVATAR_JOINT_PELVIS,
AVATAR_JOINT_TORSO,
AVATAR_JOINT_CHEST,
AVATAR_JOINT_NECK_BASE,
AVATAR_JOINT_HEAD_BASE,
AVATAR_JOINT_HEAD_TOP,
AVATAR_JOINT_LEFT_COLLAR,
AVATAR_JOINT_LEFT_SHOULDER,
AVATAR_JOINT_LEFT_ELBOW,
AVATAR_JOINT_LEFT_WRIST,
AVATAR_JOINT_LEFT_FINGERTIPS,
AVATAR_JOINT_RIGHT_COLLAR,
AVATAR_JOINT_RIGHT_SHOULDER,
AVATAR_JOINT_RIGHT_ELBOW,
AVATAR_JOINT_RIGHT_WRIST,
AVATAR_JOINT_RIGHT_FINGERTIPS,
AVATAR_JOINT_LEFT_HIP,
AVATAR_JOINT_LEFT_KNEE,
AVATAR_JOINT_LEFT_HEEL,
AVATAR_JOINT_LEFT_TOES,
AVATAR_JOINT_RIGHT_HIP,
AVATAR_JOINT_RIGHT_KNEE,
AVATAR_JOINT_RIGHT_HEEL,
AVATAR_JOINT_RIGHT_TOES,
NUM_AVATAR_JOINTS
};
class Avatar : public AvatarData {
public:
Avatar(Agent* owningAgent = NULL);
@ -95,7 +64,7 @@ public:
void setMouseRay (const glm::vec3 &origin, const glm::vec3 &direction);
//getters
float getLastMeasuredHeadYaw () const { return _head.yawRate;}
float getHeadYawRate () const { return _head.yawRate;}
float getBodyYaw () const { return _bodyYaw;}
bool getIsNearInteractingOther() const { return _avatarTouch.getAbleToReachOtherAvatar();}
const glm::vec3& getHeadPosition () const { return _joint[ AVATAR_JOINT_HEAD_BASE ].position;}
@ -147,6 +116,7 @@ private:
};
Head _head;
Skeleton _skeleton;
float _TEST_bigSphereRadius;
glm::vec3 _TEST_bigSpherePosition;
bool _mousePressed;