remove cruft: Head::applyCollision()

This commit is contained in:
Andrew Meadows 2014-03-26 14:10:43 -07:00
parent 7a649084bd
commit 63c4af8950
2 changed files with 0 additions and 24 deletions

View file

@ -212,27 +212,6 @@ float Head::getTweakedRoll() const {
return glm::clamp(_roll + _rollTweak, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
}
void Head::applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration) {
// compute lean angles
Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
glm::quat bodyRotation = owningAvatar->getOrientation();
glm::vec3 neckPosition;
if (owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
glm::vec3 yAxis = bodyRotation * glm::vec3(0.f, 1.f, 0.f);
glm::vec3 leverArm = _position - neckPosition;
if (glm::dot(leverArm, yAxis) > 0.f) {
float neckLength = glm::length(_position - neckPosition);
if (neckLength > 0.f) {
glm::vec3 xAxis = bodyRotation * glm::vec3(1.f, 0.f, 0.f);
glm::vec3 zAxis = bodyRotation * glm::vec3(0.f, 0.f, 1.f);
float forward = DEGREES_PER_RADIAN * glm::dot(penetration, zAxis) / neckLength;
float sideways = DEGREES_PER_RADIAN * glm::dot(penetration, xAxis) / neckLength;
addLean(sideways, forward);
}
}
}
}
void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
Application::getInstance()->getGlowEffect()->begin();

View file

@ -82,9 +82,6 @@ public:
virtual float getTweakedPitch() const;
virtual float getTweakedYaw() const;
virtual float getTweakedRoll() const;
// move the head to avoid given collision info
void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration);
private:
// disallow copies of the Head, copy of owning Avatar is disallowed too