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added _isMine check for my _bodyYaw update
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parent
de3de7b878
commit
4e12f26467
3 changed files with 11 additions and 13 deletions
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@ -388,6 +388,7 @@ void Head::simulate(float deltaTime) {
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}
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}
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//----------------------------------------------------------
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float translationalSpeed = glm::length( _avatar.velocity );
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float rotationalSpeed = fabs( _bodyYawDelta );
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@ -403,8 +404,10 @@ void Head::simulate(float deltaTime) {
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//----------------------------------------------------------
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// update body yaw by body yaw delta
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//----------------------------------------------------------
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if (_isMine) {
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_bodyYaw += _bodyYawDelta * deltaTime;
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}
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//----------------------------------------------------------
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// (for now) set head yaw to body yaw
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//----------------------------------------------------------
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@ -414,12 +417,12 @@ void Head::simulate(float deltaTime) {
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// decay body yaw delta
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//----------------------------------------------------------
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const float TEST_YAW_DECAY = 5.0;
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_bodyYawDelta *= ( 1.0 - TEST_YAW_DECAY * deltaTime );
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_bodyYawDelta *= (1.0 - TEST_YAW_DECAY * deltaTime);
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//----------------------------------------------------------
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// add thrust to velocity
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//----------------------------------------------------------
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_avatar.velocity += glm::dvec3( _avatar.thrust * deltaTime );
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_avatar.velocity += glm::dvec3(_avatar.thrust * deltaTime);
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//----------------------------------------------------------
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// update position by velocity
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@ -432,8 +435,6 @@ void Head::simulate(float deltaTime) {
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const float LIN_VEL_DECAY = 5.0;
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_avatar.velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
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if (!noise) {
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// Decay back toward center
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Pitch *= (1.f - DECAY*2*deltaTime);
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@ -450,8 +451,6 @@ void Head::simulate(float deltaTime) {
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leanForward *= (1.f - DECAY*30.f*deltaTime);
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leanSideways *= (1.f - DECAY*30.f*deltaTime);
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// Update where the avatar's eyes are
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//
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// First, decide if we are making eye contact or not
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@ -1365,10 +1365,9 @@ void idle(void) {
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//
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updateAvatar( 1.f/FPS );
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//test
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/*
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for(std::vector<Agent>::iterator agent = agentList.getAgents().begin(); agent != agentList.getAgents().end(); agent++)
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//loop through all the other avatars and simulate them.
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AgentList * agentList = AgentList::getInstance();
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for(std::vector<Agent>::iterator agent = agentList->getAgents().begin(); agent != agentList->getAgents().end(); agent++)
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{
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if (agent->getLinkedData() != NULL)
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{
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@ -1376,7 +1375,7 @@ void idle(void) {
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agentHead->simulate(1.f/FPS);
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}
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}
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*/
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updateAvatarHand(1.f/FPS);
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@ -58,7 +58,7 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch);
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll);
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//printf( "_bodyYaw = %f\n", _bodyYaw );
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//printf( "_bodyYaw = %f", _bodyYaw );
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memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
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destinationBuffer += sizeof(float) * 3;
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