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a few small formatting and glitch fixes
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parent
f8762c5e37
commit
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2 changed files with 18 additions and 37 deletions
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@ -47,7 +47,7 @@ const float COLLISION_BALL_FRICTION = 60.0;
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const float COLLISION_BODY_FRICTION = 0.5;
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float skinColor [] = {1.0, 0.84, 0.66};
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float lightBlue [] = { 0.7, 0.8, 1.0 };
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float lightBlue [] = {0.7, 0.8, 1.0};
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float browColor [] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
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float mouthColor[] = {1, 0, 0};
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@ -75,9 +75,9 @@ Avatar::Avatar(bool isMine) {
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_orientation.setToIdentity();
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_velocity = glm::vec3( 0.0, 0.0, 0.0 );
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_thrust = glm::vec3( 0.0, 0.0, 0.0 );
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_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
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_velocity = glm::vec3(0.0f, 0.0f, 0.0f);
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_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
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_rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
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_bodyYaw = -90.0;
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_bodyPitch = 0.0;
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_bodyRoll = 0.0;
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@ -91,12 +91,12 @@ Avatar::Avatar(bool isMine) {
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_transmitterHz = 0.0;
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_transmitterPackets = 0;
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_transmitterIsFirstData = true;
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_transmitterInitialReading = glm::vec3( 0.f, 0.f, 0.f );
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_transmitterInitialReading = glm::vec3(0.f, 0.f, 0.f);
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_speed = 0.0;
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_pelvisStandingHeight = 0.0f;
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_displayingHead = true;
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_TEST_bigSphereRadius = 0.4f;
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_TEST_bigSpherePosition = glm::vec3( 5.0f, _TEST_bigSphereRadius, 5.0f );
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_TEST_bigSpherePosition = glm::vec3(5.0f, _TEST_bigSphereRadius, 5.0f);
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = false;
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@ -137,13 +137,13 @@ Avatar::Avatar(bool isMine) {
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_head.browAudioLift = 0.0;
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_head.noise = 0;
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_head.returnSpringScale = 1.0;
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_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
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_movedHandOffset = glm::vec3(0.0f, 0.0f, 0.0f);
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_usingBodySprings = true;
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_renderYaw = 0.0;
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_renderPitch = 0.0;
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_sphere = NULL;
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_interactingOther = NULL;
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_handHoldingPosition = glm::vec3( 0.0, 0.0, 0.0 );
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_handHoldingPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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initializeSkeleton();
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@ -188,7 +188,7 @@ Avatar::Avatar(const Avatar &otherAvatar) {
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_movedHandOffset = otherAvatar._movedHandOffset;
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_usingBodySprings = otherAvatar._usingBodySprings;
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_orientation.set( otherAvatar._orientation );
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_orientation.set(otherAvatar._orientation);
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_sphere = NULL;
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@ -319,7 +319,7 @@ void Avatar::setLeanSideways(float dist){
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_head.leanSideways = dist;
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}
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void Avatar::setMousePressed( bool d ) {
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void Avatar::setMousePressed(bool d) {
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_mousePressed = d;
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}
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@ -343,27 +343,27 @@ void Avatar::simulate(float deltaTime) {
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// apply gravity and collision wiht the ground/floor
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if ( AVATAR_GRAVITY ) {
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if ( _position.y > _pelvisStandingHeight + 0.01 ) {
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_velocity += glm::dvec3(getGravity(getPosition())) * ( 6.0 * deltaTime );
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} else if ( _position.y < _pelvisStandingHeight ) {
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if (AVATAR_GRAVITY) {
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if ( _position.y > _pelvisStandingHeight + 0.01f) {
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_velocity += glm::dvec3(getGravity(getPosition())) * (6.0 * deltaTime );
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} else if (_position.y < _pelvisStandingHeight) {
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_position.y = _pelvisStandingHeight;
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_velocity.y = 0.0;
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}
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}
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// update body springs
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updateBodySprings( deltaTime );
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updateBodySprings(deltaTime);
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// test for avatar collision response with the big sphere
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if (usingBigSphereCollisionTest) {
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updateCollisionWithSphere( _TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime );
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updateCollisionWithSphere(_TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime);
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}
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// driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
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if ( _isMine ) {
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if (_isMine) {
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_thrust = glm::vec3( 0.0, 0.0, 0.0 );
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_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
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if (_driveKeys[FWD ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getFront();}
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if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getFront();}
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@ -766,19 +766,6 @@ static TextRenderer* textRenderer() {
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}
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struct TriangleArray
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{
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float v0x,v0y,v0z; // x,y,z coordinate of vertex 0
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float r0,g0,b0,a0; // r,g,b color of vertex 0
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float v1x,v1y,v1z; // x,y,z coordinate of vertex 1
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float r1,g1,b1,a1; // r,g,b color of vertex 1
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float v2x,v2y,v2z; // x,y,z coordinate of vertex 2
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float r2,g2,b2,a2; // r,g,b color of vertex 2
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};
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void Avatar::render(bool lookingInMirror) {
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// render a simple round on the ground projected down from the avatar's position
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@ -69,7 +69,6 @@
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#include "Camera.h"
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#include "Avatar.h"
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#include "AvatarRenderer.h"
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#include "Texture.h"
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#include <AgentList.h>
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#include <AgentTypes.h>
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@ -120,9 +119,6 @@ Avatar myAvatar(true); // The rendered avatar of oneself
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Camera myCamera; // My view onto the world (sometimes on myself :)
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Camera viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
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AvatarRenderer avatarRenderer;
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// Starfield information
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char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
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char starCacheFile[] = "cachedStars.txt";
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@ -720,7 +716,6 @@ void displaySide(Camera& whichCamera) {
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if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
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Avatar *avatar = (Avatar *)agent->getLinkedData();
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avatar->render(0);
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avatarRenderer.render(avatar, 0); // this will replace the above call
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}
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}
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agentList->unlock();
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@ -733,7 +728,6 @@ void displaySide(Camera& whichCamera) {
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//Render my own avatar
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myAvatar.render(::lookingInMirror);
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avatarRenderer.render(&myAvatar, lookingInMirror); // this will replace the above call
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glPopMatrix();
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}
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