cleaned up some tabbing issues in main.cpp

This commit is contained in:
Jeffrey Ventrella 2013-05-01 17:11:35 -07:00
parent f86a92fef0
commit 4b18a25b7f

View file

@ -113,7 +113,7 @@ bool wantColorRandomizer = true; // for addSphere and load file
Oscilloscope audioScope(256,200,true);
ViewFrustum viewFrustum; // current state of view frustum, perspective, orientation, etc.
ViewFrustum viewFrustum; // current state of view frustum, perspective, orientation, etc.
Avatar myAvatar(true); // The rendered avatar of oneself
Camera myCamera; // My view onto the world (sometimes on myself :)
@ -704,16 +704,16 @@ void display(void)
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
glMateriali(GL_FRONT, GL_SHININESS, 96);
// camera settings
if ( ::lookingInMirror ) {
// set the camera to looking at my own face
myCamera.setTargetPosition ( myAvatar.getHeadPosition() );
// camera settings
if ( ::lookingInMirror ) {
// set the camera to looking at my own face
myCamera.setTargetPosition ( myAvatar.getHeadPosition() );
myCamera.setTargetYaw ( myAvatar.getBodyYaw() - 180.0f ); // 180 degrees from body yaw
myCamera.setPitch ( 0.0 );
myCamera.setRoll ( 0.0 );
myCamera.setUpShift ( 0.0 );
myCamera.setDistance ( 0.2 );
myCamera.setTightness ( 100.0f );
myCamera.setPitch ( 0.0 );
myCamera.setRoll ( 0.0 );
myCamera.setUpShift ( 0.0 );
myCamera.setDistance ( 0.2 );
myCamera.setTightness ( 100.0f );
} else {
//float firstPersonPitch = 20.0f;
@ -788,15 +788,15 @@ void display(void)
*/
} else {
myCamera.setPitch (thirdPersonPitch );
myCamera.setPitch (thirdPersonPitch );
myCamera.setUpShift (thirdPersonUpShift );
myCamera.setDistance (thirdPersonDistance );
myCamera.setTightness(thirdPersonTightness);
}
myCamera.setTargetPosition( myAvatar.getHeadPosition() );
myCamera.setTargetYaw ( myAvatar.getBodyYaw() );
myCamera.setRoll ( 0.0 );
myCamera.setTargetPosition( myAvatar.getHeadPosition() );
myCamera.setTargetYaw ( myAvatar.getBodyYaw() );
myCamera.setRoll ( 0.0 );
}
// important...
@ -815,24 +815,24 @@ void display(void)
if (::viewFrustumFromOffset && ::frustumOn) {
// set the camera to third-person view but offset so we can see the frustum
// set the camera to third-person view but offset so we can see the frustum
viewFrustumOffsetCamera.setTargetYaw( ::viewFrustumOffsetYaw + myAvatar.getBodyYaw() );
viewFrustumOffsetCamera.setPitch ( ::viewFrustumOffsetPitch );
viewFrustumOffsetCamera.setRoll ( ::viewFrustumOffsetRoll );
viewFrustumOffsetCamera.setUpShift ( ::viewFrustumOffsetUp );
viewFrustumOffsetCamera.setDistance ( ::viewFrustumOffsetDistance );
viewFrustumOffsetCamera.update(1.f/FPS);
whichCamera = viewFrustumOffsetCamera;
}
viewFrustumOffsetCamera.setPitch ( ::viewFrustumOffsetPitch );
viewFrustumOffsetCamera.setRoll ( ::viewFrustumOffsetRoll );
viewFrustumOffsetCamera.setUpShift ( ::viewFrustumOffsetUp );
viewFrustumOffsetCamera.setDistance ( ::viewFrustumOffsetDistance );
viewFrustumOffsetCamera.update(1.f/FPS);
whichCamera = viewFrustumOffsetCamera;
}
// transform view according to whichCamera
// could be myCamera (if in normal mode)
// or could be viewFrustumOffsetCamera if in offset mode
// I changed the ordering here - roll is FIRST (JJV)
glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z );
glRotatef ( whichCamera.getPitch(), IDENTITY_RIGHT.x, IDENTITY_RIGHT.y, IDENTITY_RIGHT.z );
glRotatef ( 180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z );
glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z );
glRotatef ( whichCamera.getPitch(), IDENTITY_RIGHT.x, IDENTITY_RIGHT.y, IDENTITY_RIGHT.z );
glRotatef ( 180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z );
glTranslatef( -whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z );
@ -849,18 +849,18 @@ void display(void)
// draw a red sphere
float sphereRadius = 0.25f;
glColor3f(1,0,0);
glPushMatrix();
glutSolidSphere( sphereRadius, 15, 15 );
glPopMatrix();
glPushMatrix();
glutSolidSphere( sphereRadius, 15, 15 );
glPopMatrix();
//draw a grid ground plane....
drawGroundPlaneGrid( 5.0f, 9 );
//draw a grid ground plane....
drawGroundPlaneGrid( 5.0f, 9 );
// Draw voxels
if ( showingVoxels )
{
voxels.render();
}
if ( showingVoxels )
{
voxels.render();
}
// Render avatars of other agents
AgentList* agentList = AgentList::getInstance();