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Fixes from brad's review
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7aea9d1e61
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4 changed files with 33 additions and 33 deletions
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@ -495,11 +495,11 @@ void Head::simulate(float deltaTime) {
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// Move toward new target
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_headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
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_headYaw += (_head.yawTarget - _headYaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime);
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_headRoll *= (1.f - DECAY*deltaTime);
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_headRoll *= 1.f - (DECAY * deltaTime);
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}
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_head.leanForward *= (1.f - DECAY*30.f*deltaTime);
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_head.leanSideways *= (1.f - DECAY*30.f*deltaTime);
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_head.leanForward *= (1.f - DECAY * 30 * deltaTime);
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_head.leanSideways *= (1.f - DECAY * 30 * deltaTime);
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// Update where the avatar's eyes are
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//
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@ -623,7 +623,7 @@ void Head::updateBigSphereCollisionTest( float deltaTime ) {
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void Head::render(int lookingInMirror) {
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void Head::render(bool lookingInMirror) {
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//---------------------------------------------------
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// show avatar position
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@ -695,7 +695,7 @@ void Head::render(int lookingInMirror) {
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void Head::renderHead(int lookingInMirror) {
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void Head::renderHead(bool lookingInMirror) {
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int side = 0;
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glEnable(GL_DEPTH_TEST);
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@ -168,9 +168,9 @@ class Head : public AvatarData {
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AvatarMode getMode();
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void setMousePressed( bool pressed );
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void render(int faceToFace);
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void render(bool lookingInMirror);
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void renderBody();
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void renderHead( int faceToFace);
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void renderHead(bool lookingInMirror);
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void simulate(float);
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void startHandMovement();
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void stopHandMovement();
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@ -161,7 +161,7 @@ int noiseOn = 0; // Whether to add random noise
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float noise = 1.0; // Overall magnitude scaling for random noise levels
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int displayLevels = 0;
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int lookingInMirror = 0; // Are we currently rendering one's own head as if in mirror?
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bool lookingInMirror = 0; // Are we currently rendering one's own head as if in mirror?
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int displayField = 0;
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int displayHeadMouse = 1; // Display sample mouse pointer controlled by head movement
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@ -39,20 +39,20 @@ public:
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void setHeadPitch(float p) {_headPitch = p; }
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void setHeadYaw(float y) {_headYaw = y; }
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void setHeadRoll(float r) {_headRoll = r; };
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float getHeadPitch() { return _headPitch; };
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float getHeadYaw() { return _headYaw; };
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float getHeadRoll() { return _headRoll; };
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const float getHeadPitch() const { return _headPitch; };
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const float getHeadYaw() const { return _headYaw; };
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const float getHeadRoll() const { return _headRoll; };
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void addHeadPitch(float p) {_headPitch -= p; }
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void addHeadYaw(float y){_headYaw -= y; }
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void addHeadRoll(float r){_headRoll += r; }
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// Hand State
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void setHandState(char s) { _handState = s; };
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float getHandState() {return _handState; };
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const float getHandState() const {return _handState; };
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// Instantaneous audio loudness to drive mouth/facial animation
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void setLoudness(float l) { _audioLoudness = l; };
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float getLoudness() {return _audioLoudness; };
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const float getLoudness() const {return _audioLoudness; };
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// getters for camera details
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const glm::vec3& getCameraPosition() const { return _cameraPosition; };
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