Fixes from brad's review

This commit is contained in:
Philip Rosedale 2013-04-23 11:59:43 -07:00
parent 7aea9d1e61
commit 5556686875
4 changed files with 33 additions and 33 deletions

View file

@ -495,11 +495,11 @@ void Head::simulate(float deltaTime) {
// Move toward new target
_headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
_headYaw += (_head.yawTarget - _headYaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime);
_headRoll *= (1.f - DECAY*deltaTime);
_headRoll *= 1.f - (DECAY * deltaTime);
}
_head.leanForward *= (1.f - DECAY*30.f*deltaTime);
_head.leanSideways *= (1.f - DECAY*30.f*deltaTime);
_head.leanForward *= (1.f - DECAY * 30 * deltaTime);
_head.leanSideways *= (1.f - DECAY * 30 * deltaTime);
// Update where the avatar's eyes are
//
@ -623,7 +623,7 @@ void Head::updateBigSphereCollisionTest( float deltaTime ) {
void Head::render(int lookingInMirror) {
void Head::render(bool lookingInMirror) {
//---------------------------------------------------
// show avatar position
@ -695,7 +695,7 @@ void Head::render(int lookingInMirror) {
void Head::renderHead(int lookingInMirror) {
void Head::renderHead(bool lookingInMirror) {
int side = 0;
glEnable(GL_DEPTH_TEST);

View file

@ -168,9 +168,9 @@ class Head : public AvatarData {
AvatarMode getMode();
void setMousePressed( bool pressed );
void render(int faceToFace);
void render(bool lookingInMirror);
void renderBody();
void renderHead( int faceToFace);
void renderHead(bool lookingInMirror);
void simulate(float);
void startHandMovement();
void stopHandMovement();

View file

@ -161,7 +161,7 @@ int noiseOn = 0; // Whether to add random noise
float noise = 1.0; // Overall magnitude scaling for random noise levels
int displayLevels = 0;
int lookingInMirror = 0; // Are we currently rendering one's own head as if in mirror?
bool lookingInMirror = 0; // Are we currently rendering one's own head as if in mirror?
int displayField = 0;
int displayHeadMouse = 1; // Display sample mouse pointer controlled by head movement

View file

@ -39,20 +39,20 @@ public:
void setHeadPitch(float p) {_headPitch = p; }
void setHeadYaw(float y) {_headYaw = y; }
void setHeadRoll(float r) {_headRoll = r; };
float getHeadPitch() { return _headPitch; };
float getHeadYaw() { return _headYaw; };
float getHeadRoll() { return _headRoll; };
const float getHeadPitch() const { return _headPitch; };
const float getHeadYaw() const { return _headYaw; };
const float getHeadRoll() const { return _headRoll; };
void addHeadPitch(float p) {_headPitch -= p; }
void addHeadYaw(float y){_headYaw -= y; }
void addHeadRoll(float r){_headRoll += r; }
// Hand State
void setHandState(char s) { _handState = s; };
float getHandState() {return _handState; };
const float getHandState() const {return _handState; };
// Instantaneous audio loudness to drive mouth/facial animation
void setLoudness(float l) { _audioLoudness = l; };
float getLoudness() {return _audioLoudness; };
const float getLoudness() const {return _audioLoudness; };
// getters for camera details
const glm::vec3& getCameraPosition() const { return _cameraPosition; };