a few small formatting and glitch fixes

This commit is contained in:
Jeffrey Ventrella 2013-05-06 11:29:18 -07:00
parent f8762c5e37
commit 5c7fd0fe7d
2 changed files with 18 additions and 37 deletions

View file

@ -47,7 +47,7 @@ const float COLLISION_BALL_FRICTION = 60.0;
const float COLLISION_BODY_FRICTION = 0.5;
float skinColor [] = {1.0, 0.84, 0.66};
float lightBlue [] = { 0.7, 0.8, 1.0 };
float lightBlue [] = {0.7, 0.8, 1.0};
float browColor [] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
float mouthColor[] = {1, 0, 0};
@ -75,9 +75,9 @@ Avatar::Avatar(bool isMine) {
_orientation.setToIdentity();
_velocity = glm::vec3( 0.0, 0.0, 0.0 );
_thrust = glm::vec3( 0.0, 0.0, 0.0 );
_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
_velocity = glm::vec3(0.0f, 0.0f, 0.0f);
_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
_rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
_bodyYaw = -90.0;
_bodyPitch = 0.0;
_bodyRoll = 0.0;
@ -91,12 +91,12 @@ Avatar::Avatar(bool isMine) {
_transmitterHz = 0.0;
_transmitterPackets = 0;
_transmitterIsFirstData = true;
_transmitterInitialReading = glm::vec3( 0.f, 0.f, 0.f );
_transmitterInitialReading = glm::vec3(0.f, 0.f, 0.f);
_speed = 0.0;
_pelvisStandingHeight = 0.0f;
_displayingHead = true;
_TEST_bigSphereRadius = 0.4f;
_TEST_bigSpherePosition = glm::vec3( 5.0f, _TEST_bigSphereRadius, 5.0f );
_TEST_bigSpherePosition = glm::vec3(5.0f, _TEST_bigSphereRadius, 5.0f);
for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = false;
@ -137,13 +137,13 @@ Avatar::Avatar(bool isMine) {
_head.browAudioLift = 0.0;
_head.noise = 0;
_head.returnSpringScale = 1.0;
_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
_movedHandOffset = glm::vec3(0.0f, 0.0f, 0.0f);
_usingBodySprings = true;
_renderYaw = 0.0;
_renderPitch = 0.0;
_sphere = NULL;
_interactingOther = NULL;
_handHoldingPosition = glm::vec3( 0.0, 0.0, 0.0 );
_handHoldingPosition = glm::vec3(0.0f, 0.0f, 0.0f);
_distanceToNearestAvatar = std::numeric_limits<float>::max();
initializeSkeleton();
@ -188,7 +188,7 @@ Avatar::Avatar(const Avatar &otherAvatar) {
_movedHandOffset = otherAvatar._movedHandOffset;
_usingBodySprings = otherAvatar._usingBodySprings;
_orientation.set( otherAvatar._orientation );
_orientation.set(otherAvatar._orientation);
_sphere = NULL;
@ -319,7 +319,7 @@ void Avatar::setLeanSideways(float dist){
_head.leanSideways = dist;
}
void Avatar::setMousePressed( bool d ) {
void Avatar::setMousePressed(bool d) {
_mousePressed = d;
}
@ -343,27 +343,27 @@ void Avatar::simulate(float deltaTime) {
// apply gravity and collision wiht the ground/floor
if ( AVATAR_GRAVITY ) {
if ( _position.y > _pelvisStandingHeight + 0.01 ) {
_velocity += glm::dvec3(getGravity(getPosition())) * ( 6.0 * deltaTime );
} else if ( _position.y < _pelvisStandingHeight ) {
if (AVATAR_GRAVITY) {
if ( _position.y > _pelvisStandingHeight + 0.01f) {
_velocity += glm::dvec3(getGravity(getPosition())) * (6.0 * deltaTime );
} else if (_position.y < _pelvisStandingHeight) {
_position.y = _pelvisStandingHeight;
_velocity.y = 0.0;
}
}
// update body springs
updateBodySprings( deltaTime );
updateBodySprings(deltaTime);
// test for avatar collision response with the big sphere
if (usingBigSphereCollisionTest) {
updateCollisionWithSphere( _TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime );
updateCollisionWithSphere(_TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime);
}
// driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
if ( _isMine ) {
if (_isMine) {
_thrust = glm::vec3( 0.0, 0.0, 0.0 );
_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
if (_driveKeys[FWD ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getFront();}
if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getFront();}
@ -766,19 +766,6 @@ static TextRenderer* textRenderer() {
}
struct TriangleArray
{
float v0x,v0y,v0z; // x,y,z coordinate of vertex 0
float r0,g0,b0,a0; // r,g,b color of vertex 0
float v1x,v1y,v1z; // x,y,z coordinate of vertex 1
float r1,g1,b1,a1; // r,g,b color of vertex 1
float v2x,v2y,v2z; // x,y,z coordinate of vertex 2
float r2,g2,b2,a2; // r,g,b color of vertex 2
};
void Avatar::render(bool lookingInMirror) {
// render a simple round on the ground projected down from the avatar's position

View file

@ -69,7 +69,6 @@
#include "Camera.h"
#include "Avatar.h"
#include "AvatarRenderer.h"
#include "Texture.h"
#include <AgentList.h>
#include <AgentTypes.h>
@ -120,9 +119,6 @@ Avatar myAvatar(true); // The rendered avatar of oneself
Camera myCamera; // My view onto the world (sometimes on myself :)
Camera viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
AvatarRenderer avatarRenderer;
// Starfield information
char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
char starCacheFile[] = "cachedStars.txt";
@ -720,7 +716,6 @@ void displaySide(Camera& whichCamera) {
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
Avatar *avatar = (Avatar *)agent->getLinkedData();
avatar->render(0);
avatarRenderer.render(avatar, 0); // this will replace the above call
}
}
agentList->unlock();
@ -733,7 +728,6 @@ void displaySide(Camera& whichCamera) {
//Render my own avatar
myAvatar.render(::lookingInMirror);
avatarRenderer.render(&myAvatar, lookingInMirror); // this will replace the above call
glPopMatrix();
}