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Merge branch 'master' of https://github.com/worklist/hifi into view_frustum_work
Conflicts: interface/src/Head.cpp
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commit
98904d84ff
4 changed files with 20 additions and 15 deletions
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@ -109,6 +109,7 @@ struct AvatarBone
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glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
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glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
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glm::dvec3 springyVelocity; // used for special effects ( the velocity of the springy position)
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float springBodyTightness; // how tightly (0 to 1) the springy position tries to stay on the position
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float yaw; // the yaw Euler angle of the bone rotation off the parent
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float pitch; // the pitch Euler angle of the bone rotation off the parent
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float roll; // the roll Euler angle of the bone rotation off the parent
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@ -159,6 +160,7 @@ class Head : public AgentData {
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glm::vec3 getHeadLookatDirectionUp();
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glm::vec3 getHeadLookatDirectionRight();
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glm::vec3 getHeadPosition();
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glm::vec3 getBonePosition( AvatarBones b );
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glm::vec3 getBodyPosition();
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void render(int faceToFace, int isMine);
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@ -254,7 +256,7 @@ class Head : public AgentData {
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float springVelocityDecay;
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float springForce;
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float springToBodyTightness;
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//float springToBodyTightness;
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int eyeContact;
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eyeContactTargets eyeContactTarget;
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@ -1,3 +1,10 @@
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//-----------------------------------------------------------
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//
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// Created by Jeffrey Ventrella
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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//-----------------------------------------------------------
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#include "Orientation.h"
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#include "Util.h"
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@ -17,9 +24,9 @@ void Orientation::setToIdentity() {
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void Orientation::set( Orientation o ) {
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right = o.getRight();
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up = o.getUp();
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front = o.getFront();
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right = o.right;
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up = o.up;
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front = o.front;
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}
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@ -1,7 +1,7 @@
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//-----------------------------------------------------------
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//
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// Created by Jeffrey Ventrella and added as a utility
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// class for High Fidelity Code base, April 2013
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// Created by Jeffrey Ventrella
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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//-----------------------------------------------------------
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@ -20,14 +20,6 @@ enum Axis
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class Orientation
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{
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private:
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glm::vec3 right;
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glm::vec3 up;
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glm::vec3 front;
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//void verifyValidOrientation();
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public:
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Orientation();
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@ -38,6 +30,10 @@ public:
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void set( Orientation );
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void setToIdentity();
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glm::vec3 right;
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glm::vec3 up;
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glm::vec3 front;
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glm::vec3 getRight() { return right; }
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glm::vec3 getUp() { return up; }
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glm::vec3 getFront() { return front; }
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@ -24,7 +24,7 @@ static const double ONE_THIRD = 0.3333333;
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static const double PIE = 3.14159265359;
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static const double PI_TIMES_TWO = 3.14159265359 * 2.0;
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static const double PI_OVER_180 = 3.14159265359 / 180.0;
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static const double EPSILON = 0.00001; //smallish number - used as margin of error for some values
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static const double EPSILON = 0.00001; //smallish number - used as margin of error for some computations
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static const double SQUARE_ROOT_OF_2 = sqrt(2);
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static const double SQUARE_ROOT_OF_3 = sqrt(3);
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static const double METER = 1.0;
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