Fix style mistakes according to code review for eyecontact code.

This commit is contained in:
Mark Peng 2013-07-11 10:40:57 -07:00
parent 29d1e08f48
commit 24d32bcdc8
5 changed files with 10 additions and 9 deletions

View file

@ -1734,6 +1734,7 @@ void Application::init() {
const float MAX_AVATAR_EDIT_VELOCITY = 1.0f;
const float MAX_VOXEL_EDIT_DISTANCE = 20.0f;
const float HEAD_SPHERE_RADIUS = 0.07;
bool Application::isLookingAtOtherAvatar(glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection, glm::vec3& eyePosition) {
NodeList* nodeList = NodeList::getInstance();
@ -1741,7 +1742,7 @@ bool Application::isLookingAtOtherAvatar(glm::vec3 &mouseRayOrigin, glm::vec3 &m
if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) {
Avatar* avatar = (Avatar *) node->getLinkedData();
glm::vec3 headPosition = avatar->getHead().getPosition();
if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition, 0.07)) {
if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition, HEAD_SPHERE_RADIUS)) {
eyePosition = avatar->getHead().getEyeLevelPosition();
return true;
}

View file

@ -54,7 +54,7 @@ public:
glm::quat getCameraOrientation () const;
glm::vec3 getPosition() const { return _position; }
glm::vec3 getEyeLevelPosition() const { return _eyeLevelPosition; }
const glm::vec3& getEyeLevelPosition() const { return _eyeLevelPosition; }
glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
glm::vec3 getUpDirection () const { return getOrientation() * IDENTITY_UP; }
glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }