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added isAway property to MyAvatar
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2 changed files with 20 additions and 0 deletions
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@ -88,6 +88,7 @@ MyAvatar::MyAvatar(RigPointer rig) :
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_isPushing(false),
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_isBeingPushed(false),
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_isBraking(false),
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_isAway(false),
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_boomLength(ZOOM_DEFAULT),
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_yawSpeed(YAW_SPEED_DEFAULT),
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_pitchSpeed(PITCH_SPEED_DEFAULT),
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@ -2359,6 +2360,19 @@ bool MyAvatar::hasDriveInput() const {
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return fabsf(_driveKeys[TRANSLATE_X]) > 0.0f || fabsf(_driveKeys[TRANSLATE_Y]) > 0.0f || fabsf(_driveKeys[TRANSLATE_Z]) > 0.0f;
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}
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void MyAvatar::setAway(bool value) {
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_isAway = value;
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if (_isAway) {
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emit wentAway();
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} else {
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emit wentActive();
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}
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}
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bool MyAvatar::getIsAway() {
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return _isAway;
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}
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// The resulting matrix is used to render the hand controllers, even if the camera is decoupled from the avatar.
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// Specificly, if we are rendering using a third person camera. We would like to render the hand controllers in front of the camera,
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// not in front of the avatar.
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@ -82,6 +82,7 @@ class MyAvatar : public Avatar {
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Q_PROPERTY(controller::Pose rightHandTipPose READ getRightHandTipPose)
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Q_PROPERTY(float energy READ getEnergy WRITE setEnergy)
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Q_PROPERTY(float isAway READ getIsAway WRITE setAway)
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Q_PROPERTY(bool hmdLeanRecenterEnabled READ getHMDLeanRecenterEnabled WRITE setHMDLeanRecenterEnabled)
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Q_PROPERTY(bool characterControllerEnabled READ getCharacterControllerEnabled WRITE setCharacterControllerEnabled)
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@ -328,6 +329,8 @@ signals:
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void energyChanged(float newEnergy);
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void positionGoneTo();
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void onLoadComplete();
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void wentAway();
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void wentActive();
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private:
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@ -385,6 +388,7 @@ private:
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bool _isPushing;
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bool _isBeingPushed;
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bool _isBraking;
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bool _isAway;
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float _boomLength;
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float _yawSpeed; // degrees/sec
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@ -519,6 +523,8 @@ private:
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float getEnergy();
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void setEnergy(float value);
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bool didTeleport();
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void setAway(bool value);
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bool getIsAway();
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};
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QScriptValue audioListenModeToScriptValue(QScriptEngine* engine, const AudioListenerMode& audioListenerMode);
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