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Fix style mistakes according to code review for eyecontact code.
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29d1e08f48
commit
24d32bcdc8
5 changed files with 10 additions and 9 deletions
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@ -1734,14 +1734,15 @@ void Application::init() {
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const float MAX_AVATAR_EDIT_VELOCITY = 1.0f;
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const float MAX_VOXEL_EDIT_DISTANCE = 20.0f;
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const float HEAD_SPHERE_RADIUS = 0.07;
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bool Application::isLookingAtOtherAvatar(glm::vec3 &mouseRayOrigin, glm::vec3 &mouseRayDirection, glm::vec3 &eyePosition) {
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bool Application::isLookingAtOtherAvatar(glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection, glm::vec3& eyePosition) {
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NodeList* nodeList = NodeList::getInstance();
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for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) {
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Avatar *avatar = (Avatar *)node->getLinkedData();
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Avatar* avatar = (Avatar *) node->getLinkedData();
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glm::vec3 headPosition = avatar->getHead().getPosition();
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if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition, 0.07)) {
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if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition, HEAD_SPHERE_RADIUS)) {
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eyePosition = avatar->getHead().getEyeLevelPosition();
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return true;
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}
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@ -181,7 +181,7 @@ private:
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void init();
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void update(float deltaTime);
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bool isLookingAtOtherAvatar(glm::vec3 &mouseRayOrigin, glm::vec3 &mouseRayDirection, glm::vec3 &eyePosition);
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bool isLookingAtOtherAvatar(glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection, glm::vec3& eyePosition);
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void updateAvatar(float deltaTime);
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void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
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@ -53,8 +53,8 @@ public:
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glm::quat getOrientation() const;
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glm::quat getCameraOrientation () const;
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glm::vec3 getPosition() const { return _position; }
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glm::vec3 getEyeLevelPosition() const { return _eyeLevelPosition; }
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glm::vec3 getPosition() const { return _position; }
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const glm::vec3& getEyeLevelPosition() const { return _eyeLevelPosition; }
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glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getUpDirection () const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
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@ -538,10 +538,10 @@ float loadSetting(QSettings* settings, const char* name, float defaultValue) {
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return value;
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}
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bool rayIntersectsSphere(glm::vec3 &rayStarting, glm::vec3 &rayNormalizedDirection, glm::vec3 &sphereCenter, double sphereRadius) {
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bool rayIntersectsSphere(glm::vec3& rayStarting, glm::vec3& rayNormalizedDirection, glm::vec3& sphereCenter, double sphereRadius) {
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glm::vec3 vecFromRayToSphereCenter = sphereCenter - rayStarting;
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double projection = glm::dot(vecFromRayToSphereCenter, rayNormalizedDirection);
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double shortestDistance = sqrt(glm::dot(vecFromRayToSphereCenter, vecFromRayToSphereCenter) - projection*projection);
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double shortestDistance = sqrt(glm::dot(vecFromRayToSphereCenter, vecFromRayToSphereCenter) - projection * projection);
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if (shortestDistance <= sphereRadius) {
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return true;
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}
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@ -71,6 +71,6 @@ void runTimingTests();
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float loadSetting(QSettings* settings, const char* name, float defaultValue);
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bool rayIntersectsSphere(glm::vec3 &rayStarting, glm::vec3 &rayNormalizedDirection, glm::vec3 &sphereCenter, double sphereRadius);
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bool rayIntersectsSphere(glm::vec3& rayStarting, glm::vec3& rayNormalizedDirection, glm::vec3& sphereCenter, double sphereRadius);
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#endif
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