fix up avatar.h and floats

This commit is contained in:
Brad Hefta-Gaub 2014-01-11 21:48:35 -08:00
parent a34d4acb71
commit 776f0e4585

View file

@ -28,30 +28,30 @@ static const float SCALING_RATIO = .05f;
static const float SMOOTHING_RATIO = .05f; // 0 < ratio < 1
static const float RESCALING_TOLERANCE = .02f;
const float BODY_BALL_RADIUS_PELVIS = 0.07;
const float BODY_BALL_RADIUS_TORSO = 0.065;
const float BODY_BALL_RADIUS_CHEST = 0.08;
const float BODY_BALL_RADIUS_NECK_BASE = 0.03;
const float BODY_BALL_RADIUS_HEAD_BASE = 0.07;
const float BODY_BALL_RADIUS_LEFT_COLLAR = 0.04;
const float BODY_BALL_RADIUS_LEFT_SHOULDER = 0.03;
const float BODY_BALL_RADIUS_LEFT_ELBOW = 0.02;
const float BODY_BALL_RADIUS_LEFT_WRIST = 0.02;
const float BODY_BALL_RADIUS_LEFT_FINGERTIPS = 0.01;
const float BODY_BALL_RADIUS_RIGHT_COLLAR = 0.04;
const float BODY_BALL_RADIUS_RIGHT_SHOULDER = 0.03;
const float BODY_BALL_RADIUS_RIGHT_ELBOW = 0.02;
const float BODY_BALL_RADIUS_RIGHT_WRIST = 0.02;
const float BODY_BALL_RADIUS_RIGHT_FINGERTIPS = 0.01;
const float BODY_BALL_RADIUS_LEFT_HIP = 0.04;
const float BODY_BALL_RADIUS_LEFT_MID_THIGH = 0.03;
const float BODY_BALL_RADIUS_LEFT_KNEE = 0.025;
const float BODY_BALL_RADIUS_LEFT_HEEL = 0.025;
const float BODY_BALL_RADIUS_LEFT_TOES = 0.025;
const float BODY_BALL_RADIUS_RIGHT_HIP = 0.04;
const float BODY_BALL_RADIUS_RIGHT_KNEE = 0.025;
const float BODY_BALL_RADIUS_RIGHT_HEEL = 0.025;
const float BODY_BALL_RADIUS_RIGHT_TOES = 0.025;
const float BODY_BALL_RADIUS_PELVIS = 0.07f;
const float BODY_BALL_RADIUS_TORSO = 0.065f;
const float BODY_BALL_RADIUS_CHEST = 0.08f;
const float BODY_BALL_RADIUS_NECK_BASE = 0.03f;
const float BODY_BALL_RADIUS_HEAD_BASE = 0.07f;
const float BODY_BALL_RADIUS_LEFT_COLLAR = 0.04f;
const float BODY_BALL_RADIUS_LEFT_SHOULDER = 0.03f;
const float BODY_BALL_RADIUS_LEFT_ELBOW = 0.02f;
const float BODY_BALL_RADIUS_LEFT_WRIST = 0.02f;
const float BODY_BALL_RADIUS_LEFT_FINGERTIPS = 0.01f;
const float BODY_BALL_RADIUS_RIGHT_COLLAR = 0.04f;
const float BODY_BALL_RADIUS_RIGHT_SHOULDER = 0.03f;
const float BODY_BALL_RADIUS_RIGHT_ELBOW = 0.02f;
const float BODY_BALL_RADIUS_RIGHT_WRIST = 0.02f;
const float BODY_BALL_RADIUS_RIGHT_FINGERTIPS = 0.01f;
const float BODY_BALL_RADIUS_LEFT_HIP = 0.04f;
const float BODY_BALL_RADIUS_LEFT_MID_THIGH = 0.03f;
const float BODY_BALL_RADIUS_LEFT_KNEE = 0.025f;
const float BODY_BALL_RADIUS_LEFT_HEEL = 0.025f;
const float BODY_BALL_RADIUS_LEFT_TOES = 0.025f;
const float BODY_BALL_RADIUS_RIGHT_HIP = 0.04f;
const float BODY_BALL_RADIUS_RIGHT_KNEE = 0.025f;
const float BODY_BALL_RADIUS_RIGHT_HEEL = 0.025f;
const float BODY_BALL_RADIUS_RIGHT_TOES = 0.025f;
extern const bool usingBigSphereCollisionTest;
@ -60,12 +60,12 @@ extern const float CHAT_MESSAGE_HEIGHT;
enum AvatarBodyBallID {
BODY_BALL_NULL = -1,
BODY_BALL_PELVIS,
BODY_BALL_TORSO,
BODY_BALL_CHEST,
BODY_BALL_NECK_BASE,
BODY_BALL_HEAD_BASE,
BODY_BALL_HEAD_TOP,
BODY_BALL_PELVIS,
BODY_BALL_TORSO,
BODY_BALL_CHEST,
BODY_BALL_NECK_BASE,
BODY_BALL_HEAD_BASE,
BODY_BALL_HEAD_TOP,
BODY_BALL_LEFT_COLLAR,
BODY_BALL_LEFT_SHOULDER,
BODY_BALL_LEFT_ELBOW,
@ -90,11 +90,11 @@ enum AvatarBodyBallID {
enum DriveKeys {
FWD = 0,
BACK,
LEFT,
RIGHT,
LEFT,
RIGHT,
UP,
DOWN,
ROT_LEFT,
ROT_LEFT,
ROT_RIGHT,
ROT_UP,
ROT_DOWN,
@ -125,14 +125,14 @@ const glm::vec3 START_LOCATION(0.485f * TREE_SCALE, 0.f, 0.5f * TREE_SCALE);
class Avatar : public AvatarData {
Q_OBJECT
public:
static void sendAvatarURLsMessage(const QUrl& voxelURL);
Avatar(Node* owningNode = NULL);
~Avatar();
void deleteOrDeleteLater();
void init();
void simulate(float deltaTime, Transmitter* transmitter);
void follow(Avatar* leadingAvatar);
@ -172,7 +172,7 @@ public:
virtual int parseData(unsigned char* sourceBuffer, int numBytes);
static void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
public slots:
void setWantCollisionsOn(bool wantCollisionsOn) { _isCollisionsOn = wantCollisionsOn; }
void goHome();
@ -187,14 +187,14 @@ protected:
struct AvatarBall {
AvatarJointID parentJoint; /// the skeletal joint that serves as a reference for determining the position
glm::vec3 parentOffset; /// a 3D vector in the frame of reference of the parent skeletal joint
AvatarBodyBallID parentBall; /// the ball to which this ball is constrained for spring forces
AvatarBodyBallID parentBall; /// the ball to which this ball is constrained for spring forces
glm::vec3 position; /// the actual dynamic position of the ball at any given time
glm::quat rotation; /// the rotation of the ball
glm::quat rotation; /// the rotation of the ball
glm::vec3 velocity; /// the velocity of the ball
float springLength; /// the ideal length of the spring between this ball and its parentBall
float springLength; /// the ideal length of the spring between this ball and its parentBall
float jointTightness; /// how tightly the ball position attempts to stay at its ideal position (determined by parentOffset)
float radius; /// the radius of the ball
bool isCollidable; /// whether or not the ball responds to collisions
bool isCollidable; /// whether or not the ball responds to collisions
float touchForce; /// a scalar determining the amount that the cursor (or hand) is penetrating the ball
};
@ -234,13 +234,13 @@ private:
// privatize copy constructor and assignment operator to avoid copying
Avatar(const Avatar&);
Avatar& operator= (const Avatar&);
bool _initialized;
glm::vec3 _handHoldingPosition;
float _maxArmLength;
float _pelvisStandingHeight;
// private methods...
glm::vec3 calculateAverageEyePosition() { return _head.calculateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
float getBallRenderAlpha(int ball, bool forceRenderHead) const;