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some spacing cleanup in Avatar header
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1 changed files with 44 additions and 44 deletions
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@ -143,50 +143,51 @@ public:
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void renderScreenTint(ScreenTintLayer layer, Camera& whichCamera);
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//setters
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void setMousePressed (bool mousePressed ) { _mousePressed = mousePressed;}
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void setMovedHandOffset (glm::vec3 movedHandOffset ) { _movedHandOffset = movedHandOffset;}
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void setThrust (glm::vec3 newThrust ) { _thrust = newThrust; };
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void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors);}
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void setVelocity (const glm::vec3 velocity ) { _velocity = velocity; };
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void setLeanScale (float scale ) { _leanScale = scale;}
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void setGravity (glm::vec3 gravity);
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void setMouseRay (const glm::vec3 &origin, const glm::vec3 &direction);
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void setOrientation (const glm::quat& orientation);
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void setNewScale (const float scale);
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void setMousePressed(bool mousePressed) { _mousePressed = mousePressed; }
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void setMovedHandOffset(glm::vec3 movedHandOffset) { _movedHandOffset = movedHandOffset;}
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void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
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void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors); }
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void setVelocity(const glm::vec3 velocity) { _velocity = velocity; };
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void setLeanScale(float scale) { _leanScale = scale;}
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void setGravity(glm::vec3 gravity);
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void setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction);
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void setOrientation(const glm::quat& orientation);
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void setNewScale(const float scale);
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//getters
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bool isInitialized () const { return _initialized;}
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bool isMyAvatar () const { return _owningNode == NULL; }
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const Skeleton& getSkeleton () const { return _skeleton;}
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float getHeadYawRate () const { return _head.yawRate;}
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float getBodyYaw () const { return _bodyYaw;}
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bool getIsNearInteractingOther () const { return _avatarTouch.getAbleToReachOtherAvatar();}
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const glm::vec3& getHeadJointPosition () const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position;}
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const glm::vec3& getBallPosition (AvatarJointID j) const { return _bodyBall[j].position;}
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glm::vec3 getBodyRightDirection () const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getBodyUpDirection () const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getBodyFrontDirection () const { return getOrientation() * IDENTITY_FRONT; }
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float getScale () const { return _scale;}
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float getNewScale () const { return _newScale;}
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const glm::vec3& getVelocity () const { return _velocity;}
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float getSpeed () const { return _speed;}
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float getHeight () const { return _height;}
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AvatarMode getMode () const { return _mode;}
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float getLeanScale () const { return _leanScale;}
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float getElapsedTimeStopped () const { return _elapsedTimeStopped;}
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float getElapsedTimeMoving () const { return _elapsedTimeMoving;}
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float getElapsedTimeSinceCollision() const { return _elapsedTimeSinceCollision;}
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const glm::vec3& getLastCollisionPosition () const { return _lastCollisionPosition;}
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float getAbsoluteHeadYaw () const;
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float getAbsoluteHeadPitch () const;
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Head& getHead () {return _head; }
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Hand& getHand () {return _hand; }
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glm::quat getOrientation () const;
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glm::quat getWorldAlignedOrientation() const;
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const glm::vec3& getMouseRayOrigin () const { return _mouseRayOrigin; }
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const glm::vec3& getMouseRayDirection () const { return _mouseRayDirection; }
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Avatar* getLeadingAvatar () const { return _leadingAvatar; }
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glm::vec3 getGravity () const { return _gravity; }
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bool isInitialized() const { return _initialized;}
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bool isMyAvatar() const { return _owningNode == NULL; }
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const Skeleton& getSkeleton() const { return _skeleton;}
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float getHeadYawRate() const { return _head.yawRate;}
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float getBodyYaw() const { return _bodyYaw;}
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bool getIsNearInteractingOther() const { return _avatarTouch.getAbleToReachOtherAvatar();}
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const glm::vec3& getHeadJointPosition() const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position;}
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const glm::vec3& getBallPosition(AvatarJointID j) const { return _bodyBall[j].position;}
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glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
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float getScale() const { return _scale;}
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float getNewScale() const { return _newScale;}
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const glm::vec3& getVelocity() const { return _velocity;}
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float getSpeed() const { return _speed;}
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float getHeight() const { return _height;}
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AvatarMode getMode() const { return _mode;}
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float getLeanScale() const { return _leanScale;}
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float getElapsedTimeStopped() const { return _elapsedTimeStopped;}
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float getElapsedTimeMoving() const { return _elapsedTimeMoving;}
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float getElapsedTimeSinceCollision() const { return _elapsedTimeSinceCollision;}
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const glm::vec3& getLastCollisionPosition() const { return _lastCollisionPosition;}
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float getAbsoluteHeadYaw() const;
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float getAbsoluteHeadPitch() const;
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Head& getHead() const {return _head; }
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Hand& getHand() const {return _hand; }
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glm::quat getOrientation() const;
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glm::quat getWorldAlignedOrientation() const;
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const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; }
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const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; }
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Avatar* getLeadingAvatar() const { return _leadingAvatar; }
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glm::vec3 getGravity() const { return _gravity; }
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glm::vec3 getUprightHeadPosition() const;
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glm::vec3 getUprightEyeLevelPosition() const;
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@ -224,8 +225,7 @@ private:
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Avatar(const Avatar&);
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Avatar& operator= (const Avatar&);
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struct AvatarBall
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{
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struct AvatarBall {
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AvatarJointID parentJoint; // the skeletal joint that serves as a reference for determining the position
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glm::vec3 parentOffset; // a 3D vector in the frame of reference of the parent skeletal joint
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AvatarBodyBallID parentBall; // the ball to which this ball is constrained for spring forces
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