changed some spacing formatting things

This commit is contained in:
Jeffrey Ventrella 2013-05-06 22:23:16 -07:00
parent ef76c6ba0a
commit 65181cb4e0
5 changed files with 54 additions and 88 deletions

View file

@ -312,7 +312,7 @@ void Avatar::setLeanSideways(float dist){
_head.leanSideways = dist;
}
void Avatar::setMousePressed( bool mousePressed ) {
void Avatar::setMousePressed(bool mousePressed) {
_mousePressed = mousePressed;
}
@ -445,7 +445,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
_avatarTouch.setMyBodyPosition(_position);
Avatar * _interactingOther = NULL;
float closestDistance = std::numeric_limits<float>::max();;
float closestDistance = std::numeric_limits<float>::max();
//loop through all the other avatars for potential interactions...
AgentList* agentList = AgentList::getInstance();
@ -479,7 +479,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
//Set the vector we send for hand position to other people to be our right hand
setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
if ( _mousePressed ) {
if (_mousePressed) {
_handState = 1;
} else {
_handState = 0;

View file

@ -11,31 +11,9 @@
#include "AvatarRenderer.h"
#include "InterfaceConfig.h"
#include <glm/glm.hpp>
#include <vector>
#include <lodepng.h>
#include <SharedUtil.h>
#include "Avatar.h"
#include "Log.h"
#include "ui/TextRenderer.h"
#include <AgentList.h>
#include <AgentTypes.h>
#include <PacketHeaders.h>
AvatarRenderer::AvatarRenderer() {
}
// this method renders the avatar
void AvatarRenderer::render(Avatar *avatar, bool lookingInMirror) {
/*
// show avatar position
glColor4f( 0.5f, 0.5f, 0.5f, 0.6 );
glPushMatrix();
glTranslatef(avatar->_position.x, avatar->_position.y, avatar->_position.z);
glScalef( 0.03, 0.03, 0.03 );
glutSolidSphere( 1, 10, 10 );
glPopMatrix();
*/
}

View file

@ -32,31 +32,31 @@ AvatarTouch::AvatarTouch() {
}
}
void AvatarTouch::setMyHandPosition( glm::vec3 position ) {
void AvatarTouch::setMyHandPosition(glm::vec3 position) {
_myHandPosition = position;
}
void AvatarTouch::setYourHandPosition( glm::vec3 position ) {
void AvatarTouch::setYourHandPosition(glm::vec3 position) {
_yourHandPosition = position;
}
void AvatarTouch::setMyBodyPosition( glm::vec3 position ) {
void AvatarTouch::setMyBodyPosition(glm::vec3 position) {
_myBodyPosition = position;
}
void AvatarTouch::setYourBodyPosition( glm::vec3 position ) {
void AvatarTouch::setYourBodyPosition(glm::vec3 position) {
_yourBodyPosition = position;
}
void AvatarTouch::setMyHandState( int state ) {
void AvatarTouch::setMyHandState(int state) {
_myHandState = state;
}
void AvatarTouch::setYourHandState( int state ) {
void AvatarTouch::setYourHandState(int state) {
_yourHandState = state;
}
void AvatarTouch::setReachableRadius( float r ) {
void AvatarTouch::setReachableRadius(float r) {
_reachableRadius = r;
}
@ -71,7 +71,7 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
renderCircle(p, _reachableRadius, glm::vec3(0.0f, 1.0f, 0.0f), 30);
// if your hand is grasping, show it...
if ( _yourHandState == 1 ) {
if (_yourHandState == 1) {
glPushMatrix();
glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z);
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
@ -81,13 +81,13 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
}
//show beam
glm::vec3 v1( _myHandPosition );
glm::vec3 v2( _yourHandPosition );
glm::vec3 v1(_myHandPosition);
glm::vec3 v2(_yourHandPosition);
if (_handsCloseEnoughToGrasp) {
glLineWidth( 2.0 );
glLineWidth(2.0);
glColor4f( 0.7f, 0.4f, 0.1f, 0.3 );
glBegin( GL_LINE_STRIP );
glBegin(GL_LINE_STRIP);
glVertex3f( v1.x, v1.y, v1.z );
glVertex3f( v2.x, v2.y, v2.z );
glEnd();
@ -103,7 +103,7 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
}
// if my hand is grasping, show it...
if ( _myHandState == 1 ) {
if (_myHandState == 1) {
glPushMatrix();
glTranslatef(_myHandPosition.x, _myHandPosition.y, _myHandPosition.z);
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );

View file

@ -30,9 +30,9 @@ public:
void setReachableRadius (float r);
void setAbleToReachOtherAvatar (bool a) {_canReachToOtherAvatar = a;}
void setHandsCloseEnoughToGrasp(bool h) {_handsCloseEnoughToGrasp = h;}
bool getAbleToReachOtherAvatar () {return _canReachToOtherAvatar;}
bool getHandsCloseEnoughToGrasp() {return _handsCloseEnoughToGrasp;}
bool getAbleToReachOtherAvatar () const {return _canReachToOtherAvatar;}
bool getHandsCloseEnoughToGrasp() const {return _handsCloseEnoughToGrasp;}
private:

View file

@ -692,14 +692,14 @@ void displaySide(Camera& whichCamera) {
float sphereRadius = 0.25f;
glColor3f(1,0,0);
glPushMatrix();
glutSolidSphere( sphereRadius, 15, 15 );
glutSolidSphere(sphereRadius, 15, 15);
glPopMatrix();
//draw a grid ground plane....
drawGroundPlaneGrid(10.f);
// Draw voxels
if ( showingVoxels )
if (showingVoxels)
{
voxels.render();
}
@ -984,15 +984,15 @@ void display(void)
glMateriali(GL_FRONT, GL_SHININESS, 96);
// camera settings
if ( ::lookingInMirror ) {
if (::lookingInMirror) {
// set the camera to looking at my own face
myCamera.setTargetPosition ( myAvatar.getHeadPosition() );
myCamera.setTargetYaw ( myAvatar.getBodyYaw() - 180.0f ); // 180 degrees from body yaw
myCamera.setPitch ( 0.0 );
myCamera.setRoll ( 0.0 );
myCamera.setUpShift ( 0.0 );
myCamera.setDistance ( 0.2 );
myCamera.setTightness ( 100.0f );
myCamera.setTargetPosition (myAvatar.getHeadPosition());
myCamera.setTargetYaw (myAvatar.getBodyYaw() - 180.0f); // 180 degrees from body yaw
myCamera.setPitch (0.0);
myCamera.setRoll (0.0);
myCamera.setUpShift (0.0);
myCamera.setDistance (0.2);
myCamera.setTightness (100.0f);
} else {
//float firstPersonPitch = 20.0f;
@ -1010,36 +1010,24 @@ void display(void)
float thirdPersonDistance = 1.2f;
float thirdPersonTightness = 8.0f;
if ( USING_FIRST_PERSON_EFFECT ) {
if (USING_FIRST_PERSON_EFFECT) {
float ff = 0.0;
float min = 0.1;
float max = 0.5;
if ( myAvatar.getIsNearInteractingOther()){
if ( myAvatar.getSpeed() < max ) {
if (myAvatar.getIsNearInteractingOther()){
if (myAvatar.getSpeed() < max) {
float s = (myAvatar.getSpeed()- min)/max ;
ff = 1.0 - s;
}
}
/*
if ( ff < 0.8 ) {
myAvatar.setDisplayingHead( true );
} else {
myAvatar.setDisplayingHead( false );
}
*/
//printf( "ff = %f\n", ff );
myCamera.setPitch ( thirdPersonPitch + ff * ( firstPersonPitch - thirdPersonPitch ));
myCamera.setUpShift ( thirdPersonUpShift + ff * ( firstPersonUpShift - thirdPersonUpShift ));
myCamera.setDistance ( thirdPersonDistance + ff * ( firstPersonDistance - thirdPersonDistance ));
myCamera.setTightness ( thirdPersonTightness + ff * ( firstPersonTightness - thirdPersonTightness ));
myCamera.setPitch (thirdPersonPitch + ff * (firstPersonPitch - thirdPersonPitch ));
myCamera.setUpShift (thirdPersonUpShift + ff * (firstPersonUpShift - thirdPersonUpShift ));
myCamera.setDistance (thirdPersonDistance + ff * (firstPersonDistance - thirdPersonDistance ));
myCamera.setTightness (thirdPersonTightness + ff * (firstPersonTightness - thirdPersonTightness));
// this version uses a ramp-up/ramp-down timer in the camera to determine shift between first and thirs-person view
/*
if ( myAvatar.getSpeed() < 0.02 ) {
@ -1073,13 +1061,13 @@ void display(void)
myCamera.setTightness(thirdPersonTightness);
}
myCamera.setTargetPosition( myAvatar.getHeadPosition() );
myCamera.setTargetYaw ( myAvatar.getBodyYaw() );
myCamera.setRoll ( 0.0 );
myCamera.setTargetPosition(myAvatar.getHeadPosition());
myCamera.setTargetYaw (myAvatar.getBodyYaw());
myCamera.setRoll (0.0);
}
// important...
myCamera.update( 1.f/FPS );
myCamera.update(1.f/FPS);
// Note: whichCamera is used to pick between the normal camera myCamera for our
// main camera, vs, an alternate camera. The alternate camera we support right now
@ -1095,11 +1083,11 @@ void display(void)
if (::viewFrustumFromOffset && ::frustumOn) {
// set the camera to third-person view but offset so we can see the frustum
viewFrustumOffsetCamera.setTargetYaw( ::viewFrustumOffsetYaw + myAvatar.getBodyYaw() );
viewFrustumOffsetCamera.setPitch ( ::viewFrustumOffsetPitch );
viewFrustumOffsetCamera.setRoll ( ::viewFrustumOffsetRoll );
viewFrustumOffsetCamera.setUpShift ( ::viewFrustumOffsetUp );
viewFrustumOffsetCamera.setDistance ( ::viewFrustumOffsetDistance );
viewFrustumOffsetCamera.setTargetYaw(::viewFrustumOffsetYaw + myAvatar.getBodyYaw() );
viewFrustumOffsetCamera.setPitch (::viewFrustumOffsetPitch );
viewFrustumOffsetCamera.setRoll (::viewFrustumOffsetRoll );
viewFrustumOffsetCamera.setUpShift (::viewFrustumOffsetUp );
viewFrustumOffsetCamera.setDistance (::viewFrustumOffsetDistance);
viewFrustumOffsetCamera.update(1.f/FPS);
whichCamera = viewFrustumOffsetCamera;
}
@ -1109,11 +1097,11 @@ void display(void)
// or could be viewFrustumOffsetCamera if in offset mode
// I changed the ordering here - roll is FIRST (JJV)
glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z );
glRotatef ( whichCamera.getPitch(), IDENTITY_RIGHT.x, IDENTITY_RIGHT.y, IDENTITY_RIGHT.z );
glRotatef ( 180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z );
glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z);
glRotatef ( whichCamera.getPitch(), IDENTITY_RIGHT.x, IDENTITY_RIGHT.y, IDENTITY_RIGHT.z);
glRotatef (180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z );
glTranslatef( -whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z );
glTranslatef(-whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z);
if (::oculusOn) {
displayOculus(whichCamera);
@ -1666,16 +1654,16 @@ void idle(void) {
// update behaviors for avatar hand movement: handControl takes mouse values as input,
// and gives back 3D values modulated for smooth transitioning between interaction modes.
handControl.update( mouseX, mouseY );
myAvatar.setHandMovementValues( handControl.getValues() );
handControl.update(mouseX, mouseY);
myAvatar.setHandMovementValues(handControl.getValues());
// tell my avatar if the mouse is being pressed...
if ( mousePressed) {
if (mousePressed) {
myAvatar.setMousePressed(mousePressed);
}
// walking triggers the handControl to stop
if ( myAvatar.getMode() == AVATAR_MODE_WALKING ) {
if (myAvatar.getMode() == AVATAR_MODE_WALKING) {
handControl.stop();
}
@ -1868,7 +1856,7 @@ int main(int argc, const char * argv[])
#ifdef _WIN32
WSADATA WsaData;
int wsaresult = WSAStartup( MAKEWORD(2,2), &WsaData );
int wsaresult = WSAStartup(MAKEWORD(2,2), &WsaData);
#endif
// start the agentList threads