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cleaned up Orientation calls to right, up, front
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parent
5cb0d84990
commit
6ddebd523c
3 changed files with 36 additions and 33 deletions
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@ -353,27 +353,27 @@ void Head::simulate(float deltaTime) {
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//notice that the z values from avatar.orientation are flipped to accommodate different coordinate system
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if (driveKeys[FWD]) {
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glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z );
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glm::vec3 front( avatar.orientation.front.x, avatar.orientation.front.y, avatar.orientation.front.z );
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avatar.thrust += front * THRUST_MAG;
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}
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if (driveKeys[BACK]) {
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glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z );
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glm::vec3 front( avatar.orientation.front.x, avatar.orientation.front.y, avatar.orientation.front.z );
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avatar.thrust -= front * THRUST_MAG;
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}
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if (driveKeys[RIGHT]) {
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glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z );
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glm::vec3 right( avatar.orientation.right.x, avatar.orientation.right.y, avatar.orientation.right.z );
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avatar.thrust -= right * THRUST_MAG;
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}
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if (driveKeys[LEFT]) {
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glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z );
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glm::vec3 right( avatar.orientation.right.x, avatar.orientation.right.y, avatar.orientation.right.z );
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avatar.thrust += right * THRUST_MAG;
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}
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if (driveKeys[UP]) {
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glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z );
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glm::vec3 up( avatar.orientation.up.x, avatar.orientation.up.y, avatar.orientation.up.z );
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avatar.thrust += up * THRUST_MAG;
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}
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if (driveKeys[DOWN]) {
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glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z );
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glm::vec3 up( avatar.orientation.up.x, avatar.orientation.up.y, avatar.orientation.up.z );
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avatar.thrust -= up * THRUST_MAG;
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}
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if (driveKeys[ROT_RIGHT]) {
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@ -573,7 +573,7 @@ void Head::render(int faceToFace, int isMine) {
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void Head::renderOrientationDirections( glm::vec3 position, Orientation orientation, float size ) {
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glm::vec3 pRight = position + orientation.getRight () * size;
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glm::vec3 pRight = position + orientation.right * size;
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glm::vec3 pUp = position + orientation.getUp () * size;
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glm::vec3 pFront = position + orientation.getFront () * size;
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@ -1024,18 +1024,18 @@ float Head::getBodyYaw() {
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glm::vec3 Head::getHeadLookatDirection() {
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return glm::vec3
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(
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avatar.orientation.getFront().x,
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avatar.orientation.getFront().y,
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avatar.orientation.getFront().z
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avatar.orientation.front.x,
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avatar.orientation.front.y,
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avatar.orientation.front.z
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);
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}
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glm::vec3 Head::getHeadLookatDirectionUp() {
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return glm::vec3
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(
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avatar.orientation.getUp().x,
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avatar.orientation.getUp().y,
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avatar.orientation.getUp().z
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avatar.orientation.up.x,
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avatar.orientation.up.y,
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avatar.orientation.up.z
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);
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}
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@ -1047,9 +1047,9 @@ glm::vec3 Head::getBonePosition( AvatarBones b )
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glm::vec3 Head::getHeadLookatDirectionRight() {
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return glm::vec3
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(
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avatar.orientation.getRight().x,
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avatar.orientation.getRight().y,
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avatar.orientation.getRight().z
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avatar.orientation.right.x,
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avatar.orientation.right.y,
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avatar.orientation.right.z
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);
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}
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@ -1077,9 +1077,9 @@ void Head::updateHandMovement() {
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glm::vec3 transformedHandMovement;
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transformedHandMovement
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= avatar.orientation.getRight() * -movedHandOffset.x
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+ avatar.orientation.getUp() * -movedHandOffset.y
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+ avatar.orientation.getFront() * -movedHandOffset.y * 0.4;
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= avatar.orientation.right * -movedHandOffset.x
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+ avatar.orientation.up * -movedHandOffset.y
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+ avatar.orientation.front * -movedHandOffset.y * 0.4;
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//if holding hands, add a pull to the hand...
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if ( usingSprings ) {
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@ -1123,7 +1123,7 @@ void Head::updateHandMovement() {
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//-----------------------------------------------------------------------------
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glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
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newElbowPosition += armVector * (float)ONE_HALF;
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glm::vec3 perpendicular = glm::cross( avatar.orientation.getFront(), armVector );
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glm::vec3 perpendicular = glm::cross( avatar.orientation.front, armVector );
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newElbowPosition += perpendicular * ( 1.0 - ( avatar.maxArmLength / distance ) ) * ONE_HALF;
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avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
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@ -1,3 +1,10 @@
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//-----------------------------------------------------------
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//
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// Created by Jeffrey Ventrella
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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//-----------------------------------------------------------
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#include "Orientation.h"
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#include "Util.h"
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@ -16,9 +23,9 @@ void Orientation::setToIdentity() {
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void Orientation::set( Orientation o ) {
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right = o.getRight();
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up = o.getUp();
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front = o.getFront();
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right = o.right;
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up = o.up;
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front = o.front;
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}
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@ -1,7 +1,7 @@
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//-----------------------------------------------------------
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//
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// Created by Jeffrey Ventrella and added as a utility
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// class for High Fidelity Code base, April 2013
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// Created by Jeffrey Ventrella
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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//-----------------------------------------------------------
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@ -20,14 +20,6 @@ enum Axis
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class Orientation
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{
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private:
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glm::vec3 right;
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glm::vec3 up;
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glm::vec3 front;
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//void verifyValidOrientation();
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public:
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Orientation();
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@ -38,6 +30,10 @@ public:
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void set( Orientation );
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void setToIdentity();
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glm::vec3 right;
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glm::vec3 up;
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glm::vec3 front;
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glm::vec3 getRight() { return right; }
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glm::vec3 getUp() { return up; }
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glm::vec3 getFront() { return front; }
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