remove unused body delta pitch, roll

This commit is contained in:
Philip Rosedale 2014-12-02 23:24:47 -08:00
parent 3ca20a7eee
commit 57e2f71bb7
2 changed files with 3 additions and 13 deletions

View file

@ -69,8 +69,6 @@ MyAvatar::MyAvatar() :
Avatar(),
_mousePressed(false),
_turningKeyPressTime(0.0f),
_bodyPitchDelta(0.0f),
_bodyRollDelta(0.0f),
_gravity(0.0f, 0.0f, 0.0f),
_distanceToNearestAvatar(std::numeric_limits<float>::max()),
_shouldJump(false),
@ -1193,22 +1191,18 @@ void MyAvatar::updateOrientation(float deltaTime) {
}
getHead()->setBasePitch(getHead()->getBasePitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
// update body yaw by body yaw delta
glm::quat orientation = getOrientation() * glm::quat(glm::radians(
glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
// update body orientation by movement inputs
setOrientation(getOrientation() *
glm::quat(glm::radians(glm::vec3(0.0f, _bodyYawDelta, 0.0f) * deltaTime)));
// decay body rotation momentum
const float BODY_SPIN_FRICTION = 7.5f;
float bodySpinMomentum = 1.0f - BODY_SPIN_FRICTION * deltaTime;
if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
_bodyPitchDelta *= bodySpinMomentum;
_bodyYawDelta *= bodySpinMomentum;
_bodyRollDelta *= bodySpinMomentum;
float MINIMUM_ROTATION_RATE = 2.0f;
if (fabs(_bodyYawDelta) < MINIMUM_ROTATION_RATE) { _bodyYawDelta = 0.0f; }
if (fabs(_bodyRollDelta) < MINIMUM_ROTATION_RATE) { _bodyRollDelta = 0.0f; }
if (fabs(_bodyPitchDelta) < MINIMUM_ROTATION_RATE) { _bodyPitchDelta = 0.0f; }
if (OculusManager::isConnected()) {
// these angles will be in radians
@ -1237,8 +1231,6 @@ void MyAvatar::updateOrientation(float deltaTime) {
}
// update the euler angles
setOrientation(orientation);
}
glm::vec3 MyAvatar::applyKeyboardMotor(float deltaTime, const glm::vec3& localVelocity, bool hasFloor) {

View file

@ -205,8 +205,6 @@ protected:
private:
bool _mousePressed;
float _turningKeyPressTime;
float _bodyPitchDelta; // degrees
float _bodyRollDelta; // degrees
glm::vec3 _gravity;
float _distanceToNearestAvatar; // How close is the nearest avatar?