diff --git a/interface/src/avatar/Avatar.h b/interface/src/avatar/Avatar.h index 952e9274e0..f350793a17 100755 --- a/interface/src/avatar/Avatar.h +++ b/interface/src/avatar/Avatar.h @@ -143,50 +143,51 @@ public: void renderScreenTint(ScreenTintLayer layer, Camera& whichCamera); //setters - void setMousePressed (bool mousePressed ) { _mousePressed = mousePressed;} - void setMovedHandOffset (glm::vec3 movedHandOffset ) { _movedHandOffset = movedHandOffset;} - void setThrust (glm::vec3 newThrust ) { _thrust = newThrust; }; - void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors);} - void setVelocity (const glm::vec3 velocity ) { _velocity = velocity; }; - void setLeanScale (float scale ) { _leanScale = scale;} - void setGravity (glm::vec3 gravity); - void setMouseRay (const glm::vec3 &origin, const glm::vec3 &direction); - void setOrientation (const glm::quat& orientation); - void setNewScale (const float scale); + void setMousePressed(bool mousePressed) { _mousePressed = mousePressed; } + void setMovedHandOffset(glm::vec3 movedHandOffset) { _movedHandOffset = movedHandOffset;} + void setThrust(glm::vec3 newThrust) { _thrust = newThrust; } + void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors); } + void setVelocity(const glm::vec3 velocity) { _velocity = velocity; }; + void setLeanScale(float scale) { _leanScale = scale;} + + void setGravity(glm::vec3 gravity); + void setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction); + void setOrientation(const glm::quat& orientation); + void setNewScale(const float scale); //getters - bool isInitialized () const { return _initialized;} - bool isMyAvatar () const { return _owningNode == NULL; } - const Skeleton& getSkeleton () const { return _skeleton;} - float getHeadYawRate () const { return _head.yawRate;} - float getBodyYaw () const { return _bodyYaw;} - bool getIsNearInteractingOther () const { return _avatarTouch.getAbleToReachOtherAvatar();} - const glm::vec3& getHeadJointPosition () const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position;} - const glm::vec3& getBallPosition (AvatarJointID j) const { return _bodyBall[j].position;} - glm::vec3 getBodyRightDirection () const { return getOrientation() * IDENTITY_RIGHT; } - glm::vec3 getBodyUpDirection () const { return getOrientation() * IDENTITY_UP; } - glm::vec3 getBodyFrontDirection () const { return getOrientation() * IDENTITY_FRONT; } - float getScale () const { return _scale;} - float getNewScale () const { return _newScale;} - const glm::vec3& getVelocity () const { return _velocity;} - float getSpeed () const { return _speed;} - float getHeight () const { return _height;} - AvatarMode getMode () const { return _mode;} - float getLeanScale () const { return _leanScale;} - float getElapsedTimeStopped () const { return _elapsedTimeStopped;} - float getElapsedTimeMoving () const { return _elapsedTimeMoving;} - float getElapsedTimeSinceCollision() const { return _elapsedTimeSinceCollision;} - const glm::vec3& getLastCollisionPosition () const { return _lastCollisionPosition;} - float getAbsoluteHeadYaw () const; - float getAbsoluteHeadPitch () const; - Head& getHead () {return _head; } - Hand& getHand () {return _hand; } - glm::quat getOrientation () const; - glm::quat getWorldAlignedOrientation() const; - const glm::vec3& getMouseRayOrigin () const { return _mouseRayOrigin; } - const glm::vec3& getMouseRayDirection () const { return _mouseRayDirection; } - Avatar* getLeadingAvatar () const { return _leadingAvatar; } - glm::vec3 getGravity () const { return _gravity; } + bool isInitialized() const { return _initialized;} + bool isMyAvatar() const { return _owningNode == NULL; } + const Skeleton& getSkeleton() const { return _skeleton;} + float getHeadYawRate() const { return _head.yawRate;} + float getBodyYaw() const { return _bodyYaw;} + bool getIsNearInteractingOther() const { return _avatarTouch.getAbleToReachOtherAvatar();} + const glm::vec3& getHeadJointPosition() const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position;} + const glm::vec3& getBallPosition(AvatarJointID j) const { return _bodyBall[j].position;} + glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; } + glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; } + glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FRONT; } + float getScale() const { return _scale;} + float getNewScale() const { return _newScale;} + const glm::vec3& getVelocity() const { return _velocity;} + float getSpeed() const { return _speed;} + float getHeight() const { return _height;} + AvatarMode getMode() const { return _mode;} + float getLeanScale() const { return _leanScale;} + float getElapsedTimeStopped() const { return _elapsedTimeStopped;} + float getElapsedTimeMoving() const { return _elapsedTimeMoving;} + float getElapsedTimeSinceCollision() const { return _elapsedTimeSinceCollision;} + const glm::vec3& getLastCollisionPosition() const { return _lastCollisionPosition;} + float getAbsoluteHeadYaw() const; + float getAbsoluteHeadPitch() const; + Head& getHead() const {return _head; } + Hand& getHand() const {return _hand; } + glm::quat getOrientation() const; + glm::quat getWorldAlignedOrientation() const; + const glm::vec3& getMouseRayOrigin() const { return _mouseRayOrigin; } + const glm::vec3& getMouseRayDirection() const { return _mouseRayDirection; } + Avatar* getLeadingAvatar() const { return _leadingAvatar; } + glm::vec3 getGravity() const { return _gravity; } glm::vec3 getUprightHeadPosition() const; glm::vec3 getUprightEyeLevelPosition() const; @@ -224,8 +225,7 @@ private: Avatar(const Avatar&); Avatar& operator= (const Avatar&); - struct AvatarBall - { + struct AvatarBall { AvatarJointID parentJoint; // the skeletal joint that serves as a reference for determining the position glm::vec3 parentOffset; // a 3D vector in the frame of reference of the parent skeletal joint AvatarBodyBallID parentBall; // the ball to which this ball is constrained for spring forces