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made inline
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b98d03337d
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2 changed files with 11 additions and 17 deletions
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@ -37,12 +37,6 @@ AvatarTouch::AvatarTouch() {
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}
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}
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void AvatarTouch::setHasInteractingOther(bool hasInteractingOther) {
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_hasInteractingOther = hasInteractingOther;
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}
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void AvatarTouch::simulate (float deltaTime) {
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_canReachToOtherAvatar = false; // default
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@ -28,17 +28,17 @@ public:
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void simulate(float deltaTime);
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void render(glm::vec3 cameraPosition);
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void setHasInteractingOther(bool hasInteractingOther);
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void setMyHandPosition (glm::vec3 position ) { _myHandPosition = position; }
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void setYourHandPosition(glm::vec3 position ) { _yourHandPosition = position; }
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void setMyOrientation (Orientation orientation) { _myOrientation = orientation; }
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void setYourOrientation (Orientation orientation) { _yourOrientation = orientation; }
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void setMyBodyPosition (glm::vec3 position ) { _myBodyPosition = position; }
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void setYourBodyPosition(glm::vec3 position ) { _yourBodyPosition = position; }
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void setMyHandState (int state ) { _myHandState = state; }
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void setYourHandState (int state ) { _yourHandState = state; }
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void setReachableRadius (float radius ) { _reachableRadius = radius; }
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void setHoldingHands (bool holding ) { _weAreHoldingHands = holding; }
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void setHasInteractingOther(bool hasInteractingOther) { _hasInteractingOther = hasInteractingOther;}
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void setMyHandPosition (glm::vec3 position ) { _myHandPosition = position;}
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void setYourHandPosition (glm::vec3 position ) { _yourHandPosition = position;}
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void setMyOrientation (Orientation orientation ) { _myOrientation = orientation;}
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void setYourOrientation (Orientation orientation ) { _yourOrientation = orientation;}
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void setMyBodyPosition (glm::vec3 position ) { _myBodyPosition = position;}
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void setYourBodyPosition (glm::vec3 position ) { _yourBodyPosition = position;}
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void setMyHandState (int state ) { _myHandState = state;}
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void setYourHandState (int state ) { _yourHandState = state;}
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void setReachableRadius (float radius ) { _reachableRadius = radius;}
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void setHoldingHands (bool holding ) { _weAreHoldingHands = holding;}
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bool getAbleToReachOtherAvatar () const {return _canReachToOtherAvatar; }
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bool getHandsCloseEnoughToGrasp() const {return _handsCloseEnoughToGrasp;}
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