mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
removed glm::dvec3 and replaced with glm::vec3 in most of avatar code, except for velocity
This commit is contained in:
parent
09af8d153f
commit
3dae70e665
4 changed files with 91 additions and 92 deletions
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@ -30,33 +30,33 @@ public:
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void update();
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void update();
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void setMode ( CameraMode m ) { mode = m; }
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void setMode ( CameraMode m ) { mode = m; }
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void setYaw ( double y ) { yaw = y; }
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void setYaw ( float y ) { yaw = y; }
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void setPitch ( double p ) { pitch = p; }
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void setPitch ( float p ) { pitch = p; }
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void setRoll ( double r ) { roll = r; }
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void setRoll ( float r ) { roll = r; }
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void setUp ( double u ) { up = u; }
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void setUp ( float u ) { up = u; }
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void setDistance ( double d ) { distance = d; }
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void setDistance ( float d ) { distance = d; }
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void setTargetPosition ( glm::dvec3 t ) { targetPosition = t; };
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void setTargetPosition ( glm::vec3 t ) { targetPosition = t; };
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void setPosition ( glm::dvec3 p ) { position = p; };
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void setPosition ( glm::vec3 p ) { position = p; };
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void setOrientation ( Orientation o ) { orientation.set(o); }
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void setOrientation ( Orientation o ) { orientation.set(o); }
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double getYaw () { return yaw; }
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float getYaw () { return yaw; }
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double getPitch () { return pitch; }
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float getPitch () { return pitch; }
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double getRoll () { return roll; }
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float getRoll () { return roll; }
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glm::dvec3 getPosition () { return position; }
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glm::vec3 getPosition () { return position; }
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Orientation getOrientation () { return orientation; }
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Orientation getOrientation () { return orientation; }
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CameraMode getMode () { return mode; }
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CameraMode getMode () { return mode; }
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private:
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private:
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CameraMode mode;
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CameraMode mode;
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glm::dvec3 position;
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glm::vec3 position;
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glm::dvec3 targetPosition;
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glm::vec3 targetPosition;
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double fieldOfView;
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float fieldOfView;
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double yaw;
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float yaw;
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double pitch;
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float pitch;
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double roll;
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float roll;
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double up;
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float up;
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double distance;
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float distance;
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Orientation orientation;
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Orientation orientation;
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};
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};
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@ -239,9 +239,9 @@ void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int hea
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//---------------------------------------------------
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//---------------------------------------------------
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void Head::setAvatarPosition( double x, double y, double z )
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void Head::setAvatarPosition( float x, float y, float z )
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{
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{
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avatar.position = glm::dvec3( x, y, z );
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avatar.position = glm::vec3( x, y, z );
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}
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}
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@ -297,7 +297,7 @@ void Head::simulate(float deltaTime)
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const float THRUST_LATERAL_MAG = 10.0;
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const float THRUST_LATERAL_MAG = 10.0;
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const float THRUST_VERTICAL_MAG = 10.0;
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const float THRUST_VERTICAL_MAG = 10.0;
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avatar.thrust = glm::dvec3( 0.0, 0.0, 0.0 );
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avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
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if (driveKeys[FWD])
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if (driveKeys[FWD])
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{
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{
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@ -362,9 +362,9 @@ void Head::simulate(float deltaTime)
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//avatar.yawDelta *= 0.99;
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//avatar.yawDelta *= 0.99;
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avatar.velocity += avatar.thrust * (double)deltaTime;
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avatar.velocity += glm::dvec3( avatar.thrust * deltaTime );
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position += avatar.velocity * (double)deltaTime;
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position += (glm::vec3)avatar.velocity * deltaTime;
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//avatar.velocity *= 0.9;
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//avatar.velocity *= 0.9;
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@ -673,9 +673,9 @@ void Head::renderHead( int faceToFace, int isMine )
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//---------------------------------------------------------
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//---------------------------------------------------------
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void Head::setHandMovement( glm::dvec3 movement )
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void Head::setHandMovement( glm::vec3 movement )
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{
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{
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handOffset = glm::dvec3( movement.x, -movement.y, movement.z );
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handOffset = glm::vec3( movement.x, -movement.y, movement.z );
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}
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}
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@ -683,9 +683,9 @@ void Head::setHandMovement( glm::dvec3 movement )
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//-----------------------------------------
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//-----------------------------------------
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void Head::initializeAvatar()
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void Head::initializeAvatar()
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{
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{
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avatar.position = glm::dvec3( 0.0, 0.0, 0.0 );
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avatar.position = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.velocity = glm::dvec3( 0.0, 0.0, 0.0 );
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avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.thrust = glm::dvec3( 0.0, 0.0, 0.0 );
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avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.orientation.setToIdentity();
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avatar.orientation.setToIdentity();
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avatar.yaw = 90.0;
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avatar.yaw = 90.0;
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@ -696,9 +696,8 @@ void Head::initializeAvatar()
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for (int b=0; b<NUM_AVATAR_BONES; b++)
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for (int b=0; b<NUM_AVATAR_BONES; b++)
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{
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{
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avatar.bone[b].worldPosition = glm::dvec3( 0.0, 0.0, 0.0 );
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avatar.bone[b].worldPosition = glm::vec3( 0.0, 0.0, 0.0 );
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//avatar.bone[b].offsetPosition = glm::dvec3( 0.0, 0.0, 0.0 );
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avatar.bone[b].velocity = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.bone[b].velocity = glm::dvec3( 0.0, 0.0, 0.0 );
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avatar.bone[b].worldOrientation.setToIdentity();
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avatar.bone[b].worldOrientation.setToIdentity();
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}
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}
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@ -753,29 +752,29 @@ void Head::initializeAvatar()
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//----------------------------------------------------------
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//----------------------------------------------------------
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// specify the default pose position
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// specify the default pose position
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//----------------------------------------------------------
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//----------------------------------------------------------
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avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::dvec3( 0.0, 0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::dvec3( 0.0, 0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::dvec3( 0.0, 0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::dvec3( 0.0, 0.06, 0.0 );
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avatar.bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
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avatar.bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::dvec3( 0.0, 0.06, 0.0 );
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avatar.bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::dvec3( -0.06, 0.06, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.06, 0.06, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::dvec3( -0.03, 0.0, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::dvec3( 0.0, -0.12, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::dvec3( 0.0, -0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::dvec3( 0.0, -0.05, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::dvec3( 0.06, 0.06, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.06, 0.06, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::dvec3( 0.03, 0.0, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::dvec3( 0.0, -0.12, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::dvec3( 0.0, -0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::dvec3( 0.0, -0.05, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::dvec3( -0.05, 0.0, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::dvec3( 0.0, -0.15, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::dvec3( 0.0, -0.15, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::dvec3( 0.0, 0.0, 0.04 );
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avatar.bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
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avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::dvec3( 0.05, 0.0, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::dvec3( 0.0, -0.15, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::dvec3( 0.0, -0.15, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::dvec3( 0.0, 0.0, 0.04 );
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avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// calculate bone length
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// calculate bone length
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avatar.bone[b].worldPosition = avatar.bone[ avatar.bone[b].parent ].worldPosition;
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avatar.bone[b].worldPosition = avatar.bone[ avatar.bone[b].parent ].worldPosition;
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}
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}
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double xx = glm::dot( avatar.bone[b].defaultPosePosition.x, avatar.bone[b].worldOrientation.getRight ().x )
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float xx = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].worldOrientation.getRight ().x )
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+ glm::dot( avatar.bone[b].defaultPosePosition.y, avatar.bone[b].worldOrientation.getRight ().y )
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+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].worldOrientation.getRight ().y )
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+ glm::dot( avatar.bone[b].defaultPosePosition.z, avatar.bone[b].worldOrientation.getRight ().z );
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+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].worldOrientation.getRight ().z );
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double yy = glm::dot( avatar.bone[b].defaultPosePosition.x, avatar.bone[b].worldOrientation.getUp ().x )
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float yy = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].worldOrientation.getUp ().x )
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+ glm::dot( avatar.bone[b].defaultPosePosition.y, avatar.bone[b].worldOrientation.getUp ().y )
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+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].worldOrientation.getUp ().y )
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+ glm::dot( avatar.bone[b].defaultPosePosition.z, avatar.bone[b].worldOrientation.getUp ().z );
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+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].worldOrientation.getUp ().z );
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double zz = glm::dot( avatar.bone[b].defaultPosePosition.x, avatar.bone[b].worldOrientation.getFront ().x )
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float zz = glm::dot( avatar.bone[b].defaultPosePosition.x, (float)avatar.bone[b].worldOrientation.getFront ().x )
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+ glm::dot( avatar.bone[b].defaultPosePosition.y, avatar.bone[b].worldOrientation.getFront ().y )
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+ glm::dot( avatar.bone[b].defaultPosePosition.y, (float)avatar.bone[b].worldOrientation.getFront ().y )
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+ glm::dot( avatar.bone[b].defaultPosePosition.z, avatar.bone[b].worldOrientation.getFront ().z );
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+ glm::dot( avatar.bone[b].defaultPosePosition.z, (float)avatar.bone[b].worldOrientation.getFront ().z );
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glm::dvec3 rotatedBoneVector( xx, yy, zz );
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glm::vec3 rotatedBoneVector( xx, yy, zz );
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//rotatedBonePosition.x = avatar.bone[b].defaultPosePosition.x;// * avatar.bone[b].worldOrientation.getFront().x;
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//rotatedBonePosition.x = avatar.bone[b].defaultPosePosition.x;// * avatar.bone[b].worldOrientation.getFront().x;
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//rotatedBonePosition.y = avatar.bone[b].defaultPosePosition.y;// * avatar.bone[b].worldOrientation.getFront().y;
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//rotatedBonePosition.y = avatar.bone[b].defaultPosePosition.y;// * avatar.bone[b].worldOrientation.getFront().y;
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//-------------------------------
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//-------------------------------
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double Head::getAvatarYaw()
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float Head::getAvatarYaw()
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{
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{
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return avatar.yaw;
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return avatar.yaw;
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
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glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].worldPosition;
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newElbowPosition += armVector * (float)ONE_HALF;
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newElbowPosition += armVector * (float)ONE_HALF;
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glm::dvec3 perpendicular = glm::dvec3( -armVector.y, armVector.x, armVector.z );
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glm::vec3 perpendicular = glm::vec3( -armVector.y, armVector.x, armVector.z );
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newElbowPosition += perpendicular * ( 1.0 - ( avatar.maxArmLength / distance ) ) * ONE_HALF;
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newElbowPosition += perpendicular * (float)( ( 1.0 - ( avatar.maxArmLength / distance ) ) * ONE_HALF );
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avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition = newElbowPosition;
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avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].worldPosition = newElbowPosition;
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -105,25 +105,25 @@ struct AvatarBone
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{
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{
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AvatarBones parent;
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AvatarBones parent;
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glm::vec3 worldPosition;
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glm::vec3 worldPosition;
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glm::dvec3 defaultPosePosition;
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glm::vec3 defaultPosePosition;
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glm::dvec3 velocity;
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glm::dvec3 velocity;
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double yaw;
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float yaw;
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double pitch;
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float pitch;
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double roll;
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float roll;
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Orientation worldOrientation;
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Orientation worldOrientation;
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double length;
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float length;
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};
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};
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struct Avatar
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struct Avatar
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{
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{
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glm::dvec3 position;
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glm::vec3 position;
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glm::dvec3 velocity;
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glm::dvec3 velocity;
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glm::dvec3 thrust;
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glm::vec3 thrust;
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double yaw;
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float yaw;
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double pitch;
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float pitch;
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double roll;
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float roll;
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double yawDelta;
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float yawDelta;
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double maxArmLength;
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float maxArmLength;
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Orientation orientation;
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Orientation orientation;
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AvatarBone bone[ NUM_AVATAR_BONES ];
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AvatarBone bone[ NUM_AVATAR_BONES ];
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};
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};
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@ -157,17 +157,17 @@ class Head : public AgentData {
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float getYaw() {return Yaw;}
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float getYaw() {return Yaw;}
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float getLastMeasuredYaw() {return YawRate;}
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float getLastMeasuredYaw() {return YawRate;}
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double getAvatarYaw();
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float getAvatarYaw();
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void render(int faceToFace, int isMine);
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void render(int faceToFace, int isMine);
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void setAvatarPosition( double, double, double );
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void setAvatarPosition( float, float, float );
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void renderBody();
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void renderBody();
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void renderHead( int faceToFace, int isMine );
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void renderHead( int faceToFace, int isMine );
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void simulate(float);
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void simulate(float);
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void setHandMovement( glm::dvec3 movement );
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void setHandMovement( glm::vec3 movement );
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void updateHandMovement();
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void updateHandMovement();
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// Send and receive network data
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// Send and receive network data
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||||||
|
@ -233,7 +233,7 @@ class Head : public AgentData {
|
||||||
glm::vec3 velocity;
|
glm::vec3 velocity;
|
||||||
glm::vec3 thrust;
|
glm::vec3 thrust;
|
||||||
|
|
||||||
glm::dvec3 handOffset;
|
glm::vec3 handOffset;
|
||||||
|
|
||||||
int driveKeys[MAX_DRIVE_KEYS];
|
int driveKeys[MAX_DRIVE_KEYS];
|
||||||
|
|
||||||
|
|
|
@ -385,7 +385,7 @@ void init(void)
|
||||||
}
|
}
|
||||||
myHead.setPos(start_location );
|
myHead.setPos(start_location );
|
||||||
|
|
||||||
myCamera.setPosition( glm::dvec3( start_location ) );
|
myCamera.setPosition( start_location );
|
||||||
|
|
||||||
#ifdef MARKER_CAPTURE
|
#ifdef MARKER_CAPTURE
|
||||||
if(marker_capture_enabled){
|
if(marker_capture_enabled){
|
||||||
|
@ -599,7 +599,7 @@ void display(void)
|
||||||
//--------------------------------------------------------
|
//--------------------------------------------------------
|
||||||
// camera settings
|
// camera settings
|
||||||
//--------------------------------------------------------
|
//--------------------------------------------------------
|
||||||
myCamera.setTargetPosition( (glm::dvec3)myHead.getPos() );
|
myCamera.setTargetPosition( myHead.getPos() );
|
||||||
|
|
||||||
if ( display_head )
|
if ( display_head )
|
||||||
{
|
{
|
||||||
|
@ -1037,14 +1037,14 @@ void idle(void)
|
||||||
//----------------------------------------------------------------
|
//----------------------------------------------------------------
|
||||||
if ( mouse_pressed == 1 )
|
if ( mouse_pressed == 1 )
|
||||||
{
|
{
|
||||||
double xOffset = ( mouse_x - mouse_start_x ) / (double)WIDTH;
|
float xOffset = ( mouse_x - mouse_start_x ) / (double)WIDTH;
|
||||||
double yOffset = ( mouse_y - mouse_start_y ) / (double)HEIGHT;
|
float yOffset = ( mouse_y - mouse_start_y ) / (double)HEIGHT;
|
||||||
|
|
||||||
double leftRight = xOffset;
|
float leftRight = xOffset;
|
||||||
double downUp = yOffset;
|
float downUp = yOffset;
|
||||||
double backFront = 0.0;
|
float backFront = 0.0;
|
||||||
|
|
||||||
glm::dvec3 handMovement( leftRight, downUp, backFront );
|
glm::vec3 handMovement( leftRight, downUp, backFront );
|
||||||
myHead.setHandMovement( handMovement );
|
myHead.setHandMovement( handMovement );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue