rename fronts to forwards

This commit is contained in:
Triplelexx 2017-03-22 18:49:34 +00:00
parent 31ec9b832f
commit fd312f6bf8
2 changed files with 5 additions and 3 deletions

View file

@ -236,7 +236,9 @@ protected:
glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FORWARD; }
// redundant, calls getBodyForwardDirection which better describes the returned vector as a direction
glm::vec3 getBodyFrontDirection() const { return getBodyForwardDirection(); }
glm::vec3 getBodyForwardDirection() const { return getOrientation() * IDENTITY_FORWARD; }
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
void measureMotionDerivatives(float deltaTime);

View file

@ -1770,10 +1770,10 @@ void MyAvatar::updateActionMotor(float deltaTime) {
}
// compute action input
glm::vec3 front = (getDriveKey(TRANSLATE_Z)) * IDENTITY_FORWARD;
glm::vec3 forward = (getDriveKey(TRANSLATE_Z)) * IDENTITY_FORWARD;
glm::vec3 right = (getDriveKey(TRANSLATE_X)) * IDENTITY_RIGHT;
glm::vec3 direction = front + right;
glm::vec3 direction = forward + right;
CharacterController::State state = _characterController.getState();
if (state == CharacterController::State::Hover) {
// we're flying --> support vertical motion