From 63c4af895049dac5bb652f6c36833271373b3d6b Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Wed, 26 Mar 2014 14:10:43 -0700 Subject: [PATCH] remove cruft: Head::applyCollision() --- interface/src/avatar/Head.cpp | 21 --------------------- interface/src/avatar/Head.h | 3 --- 2 files changed, 24 deletions(-) diff --git a/interface/src/avatar/Head.cpp b/interface/src/avatar/Head.cpp index b844c08e9a..b1265a1e51 100644 --- a/interface/src/avatar/Head.cpp +++ b/interface/src/avatar/Head.cpp @@ -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(_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(); diff --git a/interface/src/avatar/Head.h b/interface/src/avatar/Head.h index ef38ae3ed0..733323abc5 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -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