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cleanup: remove unused Avatar::_mode
The mode, if it is required, should probably eventually live in AvatarDAta since it will be determined by whatever engine is running the avatar (script or interface) and then broadcast to the rest of the world. When we need it we'll add it back in the right place.
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f46a5dc966
commit
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4 changed files with 3 additions and 29 deletions
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@ -47,7 +47,6 @@ Avatar::Avatar() :
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AvatarData(),
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_skeletonModel(this),
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_bodyYawDelta(0.0f),
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_mode(AVATAR_MODE_STANDING),
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_velocity(0.0f, 0.0f, 0.0f),
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_thrust(0.0f, 0.0f, 0.0f),
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_leanScale(0.5f),
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@ -138,19 +137,11 @@ void Avatar::simulate(float deltaTime) {
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head->simulate(deltaTime, false, _shouldRenderBillboard);
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}
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// use speed and angular velocity to determine walking vs. standing
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float speed = glm::length(_velocity);
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if (speed + fabs(_bodyYawDelta) > 0.2) {
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_mode = AVATAR_MODE_WALKING;
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} else {
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_mode = AVATAR_MODE_INTERACTING;
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}
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// update position by velocity, and subtract the change added earlier for gravity
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_position += _velocity * deltaTime;
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// Zero thrust out now that we've added it to velocity in this frame
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_thrust = glm::vec3(0, 0, 0);
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_thrust = glm::vec3(0.0f);
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// update animation for display name fade in/out
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if ( _displayNameTargetAlpha != _displayNameAlpha) {
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@ -166,7 +157,7 @@ void Avatar::simulate(float deltaTime) {
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// Fading in
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_displayNameAlpha = 1 - (1 - _displayNameAlpha) * coef;
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}
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_displayNameAlpha = abs(_displayNameAlpha - _displayNameTargetAlpha) < 0.01? _displayNameTargetAlpha : _displayNameAlpha;
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_displayNameAlpha = abs(_displayNameAlpha - _displayNameTargetAlpha) < 0.01f ? _displayNameTargetAlpha : _displayNameAlpha;
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}
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}
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@ -46,13 +46,6 @@ enum DriveKeys {
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MAX_DRIVE_KEYS
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};
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enum AvatarMode {
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AVATAR_MODE_STANDING = 0,
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AVATAR_MODE_WALKING,
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AVATAR_MODE_INTERACTING,
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NUM_AVATAR_MODES
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};
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enum ScreenTintLayer {
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SCREEN_TINT_BEFORE_LANDSCAPE = 0,
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SCREEN_TINT_BEFORE_AVATARS,
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@ -164,7 +157,6 @@ signals:
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protected:
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SkeletonModel _skeletonModel;
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float _bodyYawDelta;
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AvatarMode _mode;
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glm::vec3 _velocity;
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glm::vec3 _thrust;
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float _leanScale;
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@ -269,17 +269,9 @@ void MyAvatar::simulate(float deltaTime) {
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// update the euler angles
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setOrientation(orientation);
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const float WALKING_SPEED_THRESHOLD = 0.2f;
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// use speed and angular velocity to determine walking vs. standing
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float speed = glm::length(_velocity);
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if (speed + fabs(_bodyYawDelta) > WALKING_SPEED_THRESHOLD) {
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_mode = AVATAR_MODE_WALKING;
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} else {
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_mode = AVATAR_MODE_INTERACTING;
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}
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// update moving flag based on speed
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const float MOVING_SPEED_THRESHOLD = 0.01f;
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float speed = glm::length(_velocity);
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_moving = speed > MOVING_SPEED_THRESHOLD;
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// If a move target is set, update position explicitly
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@ -54,7 +54,6 @@ public:
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void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
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// getters
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AvatarMode getMode() const { return _mode; }
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float getLeanScale() const { return _leanScale; }
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float getElapsedTimeStopped() const { return _elapsedTimeStopped; }
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float getElapsedTimeMoving() const { return _elapsedTimeMoving; }
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