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rename fronts to forwards
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2 changed files with 5 additions and 3 deletions
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@ -236,7 +236,9 @@ protected:
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glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FORWARD; }
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// redundant, calls getBodyForwardDirection which better describes the returned vector as a direction
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glm::vec3 getBodyFrontDirection() const { return getBodyForwardDirection(); }
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glm::vec3 getBodyForwardDirection() const { return getOrientation() * IDENTITY_FORWARD; }
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glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
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void measureMotionDerivatives(float deltaTime);
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@ -1770,10 +1770,10 @@ void MyAvatar::updateActionMotor(float deltaTime) {
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}
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// compute action input
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glm::vec3 front = (getDriveKey(TRANSLATE_Z)) * IDENTITY_FORWARD;
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glm::vec3 forward = (getDriveKey(TRANSLATE_Z)) * IDENTITY_FORWARD;
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glm::vec3 right = (getDriveKey(TRANSLATE_X)) * IDENTITY_RIGHT;
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glm::vec3 direction = front + right;
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glm::vec3 direction = forward + right;
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CharacterController::State state = _characterController.getState();
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if (state == CharacterController::State::Hover) {
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// we're flying --> support vertical motion
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