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https://github.com/overte-org/overte.git
synced 2025-08-05 00:29:40 +02:00
changed some spacing formatting things
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parent
ef76c6ba0a
commit
65181cb4e0
5 changed files with 54 additions and 88 deletions
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@ -312,7 +312,7 @@ void Avatar::setLeanSideways(float dist){
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_head.leanSideways = dist;
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}
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void Avatar::setMousePressed( bool mousePressed ) {
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void Avatar::setMousePressed(bool mousePressed) {
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_mousePressed = mousePressed;
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}
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@ -445,7 +445,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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_avatarTouch.setMyBodyPosition(_position);
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Avatar * _interactingOther = NULL;
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float closestDistance = std::numeric_limits<float>::max();;
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float closestDistance = std::numeric_limits<float>::max();
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//loop through all the other avatars for potential interactions...
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AgentList* agentList = AgentList::getInstance();
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@ -479,7 +479,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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//Set the vector we send for hand position to other people to be our right hand
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setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
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if ( _mousePressed ) {
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if (_mousePressed) {
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_handState = 1;
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} else {
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_handState = 0;
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@ -11,31 +11,9 @@
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#include "AvatarRenderer.h"
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#include "InterfaceConfig.h"
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#include <glm/glm.hpp>
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#include <vector>
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#include <lodepng.h>
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#include <SharedUtil.h>
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#include "Avatar.h"
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#include "Log.h"
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#include "ui/TextRenderer.h"
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#include <AgentList.h>
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#include <AgentTypes.h>
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#include <PacketHeaders.h>
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AvatarRenderer::AvatarRenderer() {
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}
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// this method renders the avatar
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void AvatarRenderer::render(Avatar *avatar, bool lookingInMirror) {
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/*
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// show avatar position
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glColor4f( 0.5f, 0.5f, 0.5f, 0.6 );
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glPushMatrix();
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glTranslatef(avatar->_position.x, avatar->_position.y, avatar->_position.z);
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glScalef( 0.03, 0.03, 0.03 );
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glutSolidSphere( 1, 10, 10 );
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glPopMatrix();
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*/
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}
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@ -32,31 +32,31 @@ AvatarTouch::AvatarTouch() {
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}
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}
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void AvatarTouch::setMyHandPosition( glm::vec3 position ) {
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void AvatarTouch::setMyHandPosition(glm::vec3 position) {
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_myHandPosition = position;
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}
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void AvatarTouch::setYourHandPosition( glm::vec3 position ) {
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void AvatarTouch::setYourHandPosition(glm::vec3 position) {
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_yourHandPosition = position;
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}
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void AvatarTouch::setMyBodyPosition( glm::vec3 position ) {
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void AvatarTouch::setMyBodyPosition(glm::vec3 position) {
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_myBodyPosition = position;
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}
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void AvatarTouch::setYourBodyPosition( glm::vec3 position ) {
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void AvatarTouch::setYourBodyPosition(glm::vec3 position) {
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_yourBodyPosition = position;
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}
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void AvatarTouch::setMyHandState( int state ) {
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void AvatarTouch::setMyHandState(int state) {
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_myHandState = state;
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}
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void AvatarTouch::setYourHandState( int state ) {
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void AvatarTouch::setYourHandState(int state) {
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_yourHandState = state;
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}
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void AvatarTouch::setReachableRadius( float r ) {
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void AvatarTouch::setReachableRadius(float r) {
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_reachableRadius = r;
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}
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@ -71,7 +71,7 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
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renderCircle(p, _reachableRadius, glm::vec3(0.0f, 1.0f, 0.0f), 30);
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// if your hand is grasping, show it...
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if ( _yourHandState == 1 ) {
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if (_yourHandState == 1) {
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glPushMatrix();
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glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z);
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glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
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@ -81,13 +81,13 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
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}
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//show beam
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glm::vec3 v1( _myHandPosition );
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glm::vec3 v2( _yourHandPosition );
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glm::vec3 v1(_myHandPosition);
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glm::vec3 v2(_yourHandPosition);
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if (_handsCloseEnoughToGrasp) {
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glLineWidth( 2.0 );
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glLineWidth(2.0);
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glColor4f( 0.7f, 0.4f, 0.1f, 0.3 );
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glBegin( GL_LINE_STRIP );
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glBegin(GL_LINE_STRIP);
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glVertex3f( v1.x, v1.y, v1.z );
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glVertex3f( v2.x, v2.y, v2.z );
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glEnd();
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@ -103,7 +103,7 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
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}
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// if my hand is grasping, show it...
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if ( _myHandState == 1 ) {
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if (_myHandState == 1) {
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glPushMatrix();
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glTranslatef(_myHandPosition.x, _myHandPosition.y, _myHandPosition.z);
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glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
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@ -30,9 +30,9 @@ public:
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void setReachableRadius (float r);
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void setAbleToReachOtherAvatar (bool a) {_canReachToOtherAvatar = a;}
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void setHandsCloseEnoughToGrasp(bool h) {_handsCloseEnoughToGrasp = h;}
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bool getAbleToReachOtherAvatar () {return _canReachToOtherAvatar;}
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bool getHandsCloseEnoughToGrasp() {return _handsCloseEnoughToGrasp;}
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bool getAbleToReachOtherAvatar () const {return _canReachToOtherAvatar;}
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bool getHandsCloseEnoughToGrasp() const {return _handsCloseEnoughToGrasp;}
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private:
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@ -692,14 +692,14 @@ void displaySide(Camera& whichCamera) {
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float sphereRadius = 0.25f;
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glColor3f(1,0,0);
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glPushMatrix();
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glutSolidSphere( sphereRadius, 15, 15 );
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glutSolidSphere(sphereRadius, 15, 15);
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glPopMatrix();
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//draw a grid ground plane....
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drawGroundPlaneGrid(10.f);
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// Draw voxels
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if ( showingVoxels )
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if (showingVoxels)
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{
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voxels.render();
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}
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@ -984,15 +984,15 @@ void display(void)
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glMateriali(GL_FRONT, GL_SHININESS, 96);
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// camera settings
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if ( ::lookingInMirror ) {
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if (::lookingInMirror) {
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// set the camera to looking at my own face
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myCamera.setTargetPosition ( myAvatar.getHeadPosition() );
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myCamera.setTargetYaw ( myAvatar.getBodyYaw() - 180.0f ); // 180 degrees from body yaw
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myCamera.setPitch ( 0.0 );
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myCamera.setRoll ( 0.0 );
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myCamera.setUpShift ( 0.0 );
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myCamera.setDistance ( 0.2 );
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myCamera.setTightness ( 100.0f );
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myCamera.setTargetPosition (myAvatar.getHeadPosition());
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myCamera.setTargetYaw (myAvatar.getBodyYaw() - 180.0f); // 180 degrees from body yaw
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myCamera.setPitch (0.0);
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myCamera.setRoll (0.0);
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myCamera.setUpShift (0.0);
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myCamera.setDistance (0.2);
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myCamera.setTightness (100.0f);
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} else {
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//float firstPersonPitch = 20.0f;
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@ -1010,36 +1010,24 @@ void display(void)
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float thirdPersonDistance = 1.2f;
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float thirdPersonTightness = 8.0f;
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if ( USING_FIRST_PERSON_EFFECT ) {
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if (USING_FIRST_PERSON_EFFECT) {
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float ff = 0.0;
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float min = 0.1;
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float max = 0.5;
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if ( myAvatar.getIsNearInteractingOther()){
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if ( myAvatar.getSpeed() < max ) {
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if (myAvatar.getIsNearInteractingOther()){
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if (myAvatar.getSpeed() < max) {
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float s = (myAvatar.getSpeed()- min)/max ;
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ff = 1.0 - s;
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}
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}
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/*
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if ( ff < 0.8 ) {
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myAvatar.setDisplayingHead( true );
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} else {
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myAvatar.setDisplayingHead( false );
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}
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*/
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//printf( "ff = %f\n", ff );
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myCamera.setPitch ( thirdPersonPitch + ff * ( firstPersonPitch - thirdPersonPitch ));
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myCamera.setUpShift ( thirdPersonUpShift + ff * ( firstPersonUpShift - thirdPersonUpShift ));
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myCamera.setDistance ( thirdPersonDistance + ff * ( firstPersonDistance - thirdPersonDistance ));
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myCamera.setTightness ( thirdPersonTightness + ff * ( firstPersonTightness - thirdPersonTightness ));
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myCamera.setPitch (thirdPersonPitch + ff * (firstPersonPitch - thirdPersonPitch ));
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myCamera.setUpShift (thirdPersonUpShift + ff * (firstPersonUpShift - thirdPersonUpShift ));
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myCamera.setDistance (thirdPersonDistance + ff * (firstPersonDistance - thirdPersonDistance ));
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myCamera.setTightness (thirdPersonTightness + ff * (firstPersonTightness - thirdPersonTightness));
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// this version uses a ramp-up/ramp-down timer in the camera to determine shift between first and thirs-person view
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/*
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if ( myAvatar.getSpeed() < 0.02 ) {
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@ -1073,13 +1061,13 @@ void display(void)
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myCamera.setTightness(thirdPersonTightness);
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}
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myCamera.setTargetPosition( myAvatar.getHeadPosition() );
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myCamera.setTargetYaw ( myAvatar.getBodyYaw() );
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myCamera.setRoll ( 0.0 );
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myCamera.setTargetPosition(myAvatar.getHeadPosition());
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myCamera.setTargetYaw (myAvatar.getBodyYaw());
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myCamera.setRoll (0.0);
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}
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// important...
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myCamera.update( 1.f/FPS );
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myCamera.update(1.f/FPS);
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// Note: whichCamera is used to pick between the normal camera myCamera for our
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// main camera, vs, an alternate camera. The alternate camera we support right now
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@ -1095,11 +1083,11 @@ void display(void)
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if (::viewFrustumFromOffset && ::frustumOn) {
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// set the camera to third-person view but offset so we can see the frustum
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viewFrustumOffsetCamera.setTargetYaw( ::viewFrustumOffsetYaw + myAvatar.getBodyYaw() );
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viewFrustumOffsetCamera.setPitch ( ::viewFrustumOffsetPitch );
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viewFrustumOffsetCamera.setRoll ( ::viewFrustumOffsetRoll );
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viewFrustumOffsetCamera.setUpShift ( ::viewFrustumOffsetUp );
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viewFrustumOffsetCamera.setDistance ( ::viewFrustumOffsetDistance );
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viewFrustumOffsetCamera.setTargetYaw(::viewFrustumOffsetYaw + myAvatar.getBodyYaw() );
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viewFrustumOffsetCamera.setPitch (::viewFrustumOffsetPitch );
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viewFrustumOffsetCamera.setRoll (::viewFrustumOffsetRoll );
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viewFrustumOffsetCamera.setUpShift (::viewFrustumOffsetUp );
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viewFrustumOffsetCamera.setDistance (::viewFrustumOffsetDistance);
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viewFrustumOffsetCamera.update(1.f/FPS);
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whichCamera = viewFrustumOffsetCamera;
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}
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@ -1109,11 +1097,11 @@ void display(void)
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// or could be viewFrustumOffsetCamera if in offset mode
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// I changed the ordering here - roll is FIRST (JJV)
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glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z );
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glRotatef ( whichCamera.getPitch(), IDENTITY_RIGHT.x, IDENTITY_RIGHT.y, IDENTITY_RIGHT.z );
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glRotatef ( 180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z );
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glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z);
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glRotatef ( whichCamera.getPitch(), IDENTITY_RIGHT.x, IDENTITY_RIGHT.y, IDENTITY_RIGHT.z);
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glRotatef (180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z );
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glTranslatef( -whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z );
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glTranslatef(-whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z);
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if (::oculusOn) {
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displayOculus(whichCamera);
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@ -1666,16 +1654,16 @@ void idle(void) {
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// update behaviors for avatar hand movement: handControl takes mouse values as input,
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// and gives back 3D values modulated for smooth transitioning between interaction modes.
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handControl.update( mouseX, mouseY );
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myAvatar.setHandMovementValues( handControl.getValues() );
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handControl.update(mouseX, mouseY);
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myAvatar.setHandMovementValues(handControl.getValues());
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// tell my avatar if the mouse is being pressed...
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if ( mousePressed) {
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if (mousePressed) {
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myAvatar.setMousePressed(mousePressed);
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}
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// walking triggers the handControl to stop
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if ( myAvatar.getMode() == AVATAR_MODE_WALKING ) {
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if (myAvatar.getMode() == AVATAR_MODE_WALKING) {
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handControl.stop();
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}
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@ -1868,7 +1856,7 @@ int main(int argc, const char * argv[])
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#ifdef _WIN32
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WSADATA WsaData;
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int wsaresult = WSAStartup( MAKEWORD(2,2), &WsaData );
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int wsaresult = WSAStartup(MAKEWORD(2,2), &WsaData);
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#endif
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// start the agentList threads
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