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synced 2025-08-16 19:54:05 +02:00
Fixed formatting concerns as well as a benign order-of-constructor warning.
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parent
76d3e6d598
commit
21f810e040
2 changed files with 34 additions and 24 deletions
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@ -97,15 +97,15 @@ Avatar::Avatar(RigPointer rig) :
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_worldUpDirection(DEFAULT_UP_DIRECTION),
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_moving(false),
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_initialized(false),
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_voiceSphereID(GeometryCache::UNKNOWN_ID),
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_smoothPositionTime(SMOOTH_TIME_POSITION),
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_smoothPositionTime(SMOOTH_TIME_POSITION),
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_smoothPositionTimer(std::numeric_limits<float>::max()),
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_smoothOrientationTime(SMOOTH_TIME_ORIENTATION),
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_smoothOrientationTime(SMOOTH_TIME_ORIENTATION),
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_smoothOrientationTimer(std::numeric_limits<float>::max()),
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_smoothPositionInitial(),
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_smoothPositionTarget(),
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_smoothOrientationInitial(),
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_smoothOrientationTarget()
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_smoothOrientationTarget(),
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_voiceSphereID(GeometryCache::UNKNOWN_ID)
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{
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// we may have been created in the network thread, but we live in the main thread
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moveToThread(qApp->thread());
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@ -355,7 +355,11 @@ void Avatar::simulate(float deltaTime, bool inView) {
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// Smooth the remote avatar movement.
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_smoothPositionTimer += deltaTime;
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if (_smoothPositionTimer < _smoothPositionTime) {
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AvatarData::setPosition(lerp(_smoothPositionInitial, _smoothPositionTarget, easeInOutQuad(glm::clamp(_smoothPositionTimer / _smoothPositionTime, 0.0f, 1.0f))));
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AvatarData::setPosition(
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lerp(_smoothPositionInitial,
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_smoothPositionTarget,
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easeInOutQuad(glm::clamp(_smoothPositionTimer / _smoothPositionTime, 0.0f, 1.0f)))
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);
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updateAttitude();
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}
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}
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@ -364,8 +368,12 @@ void Avatar::simulate(float deltaTime, bool inView) {
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// Smooth the remote avatar movement.
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_smoothOrientationTimer += deltaTime;
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if (_smoothOrientationTimer < _smoothOrientationTime) {
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AvatarData::setOrientation(slerp(_smoothOrientationInitial, _smoothOrientationTarget, easeInOutQuad(glm::clamp(_smoothOrientationTimer / _smoothOrientationTime, 0.0f, 1.0f))));
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updateAttitude();
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AvatarData::setOrientation(
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slerp(_smoothOrientationInitial,
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_smoothOrientationTarget,
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easeInOutQuad(glm::clamp(_smoothOrientationTimer / _smoothOrientationTime, 0.0f, 1.0f)))
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);
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updateAttitude();
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}
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}
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}
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@ -1374,7 +1382,6 @@ void Avatar::setPosition(const glm::vec3& position) {
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// This is the local avatar, no need to handle any position smoothing.
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AvatarData::setPosition(position);
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updateAttitude();
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return;
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}
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@ -1389,7 +1396,6 @@ void Avatar::setOrientation(const glm::quat& orientation) {
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// This is the local avatar, no need to handle any position smoothing.
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AvatarData::setOrientation(orientation);
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updateAttitude();
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return;
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}
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@ -210,11 +210,15 @@ public:
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bool hasNewJointData() const { return _hasNewJointData; }
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inline float easeInOutQuad(float t) {
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assert(!((t < 0.0f) || (t > 1.0f)));
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inline float easeInOutQuad(float lerpValue) {
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assert(!((lerpValue < 0.0f) || (lerpValue > 1.0f)));
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return((t < 0.5f) ? (2.0f*t*t) : (t*(4.0f - 2.0f*t) - 1.0f));
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}
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if (lerpValue < 0.5f) {
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return (2.0f * lerpValue * lerpValue);
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}
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return (lerpValue*(4.0f - 2.0f * lerpValue) - 1.0f);
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}
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public slots:
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@ -230,8 +234,8 @@ public slots:
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protected:
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friend class AvatarManager;
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const float SMOOTH_TIME_POSITION = 0.125f;
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const float SMOOTH_TIME_ORIENTATION = 0.075f;
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const float SMOOTH_TIME_POSITION = 0.125f;
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const float SMOOTH_TIME_ORIENTATION = 0.075f;
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virtual const QString& getSessionDisplayNameForTransport() const override { return _empty; } // Save a tiny bit of bandwidth. Mixer won't look at what we send.
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QString _empty{};
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@ -301,15 +305,15 @@ protected:
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RateCounter<> _skeletonModelSimulationRate;
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RateCounter<> _jointDataSimulationRate;
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// Smoothing data for blending from one position/orientation to another on remote agents.
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float _smoothPositionTime;
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float _smoothPositionTimer;
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float _smoothOrientationTime;
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float _smoothOrientationTimer;
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glm::vec3 _smoothPositionInitial;
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glm::vec3 _smoothPositionTarget;
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glm::quat _smoothOrientationInitial;
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glm::quat _smoothOrientationTarget;
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// Smoothing data for blending from one position/orientation to another on remote agents.
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float _smoothPositionTime;
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float _smoothPositionTimer;
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float _smoothOrientationTime;
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float _smoothOrientationTimer;
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glm::vec3 _smoothPositionInitial;
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glm::vec3 _smoothPositionTarget;
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glm::quat _smoothOrientationInitial;
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glm::quat _smoothOrientationTarget;
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private:
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class AvatarEntityDataHash {
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