some spacing cleanup in Avatar header

This commit is contained in:
Stephen Birarda 2013-08-15 16:04:42 -07:00
parent 4a13f3b75a
commit 6cbe0ca3d0

View file

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