From 6ddebd523cf2eeca02963ac2d122119fffa9b387 Mon Sep 17 00:00:00 2001 From: Jeffrey Ventrella Date: Fri, 12 Apr 2013 16:52:31 -0700 Subject: [PATCH] cleaned up Orientation calls to right, up, front --- interface/src/Head.cpp | 40 +++++++++++++++++------------------ interface/src/Orientation.cpp | 13 +++++++++--- interface/src/Orientation.h | 16 ++++++-------- 3 files changed, 36 insertions(+), 33 deletions(-) diff --git a/interface/src/Head.cpp b/interface/src/Head.cpp index 1a70ba9a13..37185d6442 100644 --- a/interface/src/Head.cpp +++ b/interface/src/Head.cpp @@ -353,27 +353,27 @@ void Head::simulate(float deltaTime) { //notice that the z values from avatar.orientation are flipped to accommodate different coordinate system if (driveKeys[FWD]) { - glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z ); + glm::vec3 front( avatar.orientation.front.x, avatar.orientation.front.y, avatar.orientation.front.z ); avatar.thrust += front * THRUST_MAG; } if (driveKeys[BACK]) { - glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z ); + glm::vec3 front( avatar.orientation.front.x, avatar.orientation.front.y, avatar.orientation.front.z ); avatar.thrust -= front * THRUST_MAG; } if (driveKeys[RIGHT]) { - glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z ); + glm::vec3 right( avatar.orientation.right.x, avatar.orientation.right.y, avatar.orientation.right.z ); avatar.thrust -= right * THRUST_MAG; } if (driveKeys[LEFT]) { - glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z ); + glm::vec3 right( avatar.orientation.right.x, avatar.orientation.right.y, avatar.orientation.right.z ); avatar.thrust += right * THRUST_MAG; } if (driveKeys[UP]) { - glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z ); + glm::vec3 up( avatar.orientation.up.x, avatar.orientation.up.y, avatar.orientation.up.z ); avatar.thrust += up * THRUST_MAG; } if (driveKeys[DOWN]) { - glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z ); + glm::vec3 up( avatar.orientation.up.x, avatar.orientation.up.y, avatar.orientation.up.z ); avatar.thrust -= up * THRUST_MAG; } if (driveKeys[ROT_RIGHT]) { @@ -573,7 +573,7 @@ void Head::render(int faceToFace, int isMine) { void Head::renderOrientationDirections( glm::vec3 position, Orientation orientation, float size ) { - glm::vec3 pRight = position + orientation.getRight () * size; + glm::vec3 pRight = position + orientation.right * size; glm::vec3 pUp = position + orientation.getUp () * size; glm::vec3 pFront = position + orientation.getFront () * size; @@ -1024,18 +1024,18 @@ float Head::getBodyYaw() { glm::vec3 Head::getHeadLookatDirection() { return glm::vec3 ( - avatar.orientation.getFront().x, - avatar.orientation.getFront().y, - avatar.orientation.getFront().z + avatar.orientation.front.x, + avatar.orientation.front.y, + avatar.orientation.front.z ); } glm::vec3 Head::getHeadLookatDirectionUp() { return glm::vec3 ( - avatar.orientation.getUp().x, - avatar.orientation.getUp().y, - avatar.orientation.getUp().z + avatar.orientation.up.x, + avatar.orientation.up.y, + avatar.orientation.up.z ); } @@ -1047,9 +1047,9 @@ glm::vec3 Head::getBonePosition( AvatarBones b ) glm::vec3 Head::getHeadLookatDirectionRight() { return glm::vec3 ( - avatar.orientation.getRight().x, - avatar.orientation.getRight().y, - avatar.orientation.getRight().z + avatar.orientation.right.x, + avatar.orientation.right.y, + avatar.orientation.right.z ); } @@ -1077,9 +1077,9 @@ void Head::updateHandMovement() { glm::vec3 transformedHandMovement; transformedHandMovement - = avatar.orientation.getRight() * -movedHandOffset.x - + avatar.orientation.getUp() * -movedHandOffset.y - + avatar.orientation.getFront() * -movedHandOffset.y * 0.4; + = avatar.orientation.right * -movedHandOffset.x + + avatar.orientation.up * -movedHandOffset.y + + avatar.orientation.front * -movedHandOffset.y * 0.4; //if holding hands, add a pull to the hand... if ( usingSprings ) { @@ -1123,7 +1123,7 @@ void Head::updateHandMovement() { //----------------------------------------------------------------------------- glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position; newElbowPosition += armVector * (float)ONE_HALF; - glm::vec3 perpendicular = glm::cross( avatar.orientation.getFront(), armVector ); + glm::vec3 perpendicular = glm::cross( avatar.orientation.front, armVector ); newElbowPosition += perpendicular * ( 1.0 - ( avatar.maxArmLength / distance ) ) * ONE_HALF; avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition; diff --git a/interface/src/Orientation.cpp b/interface/src/Orientation.cpp index 439538ce8a..6545c2b806 100755 --- a/interface/src/Orientation.cpp +++ b/interface/src/Orientation.cpp @@ -1,3 +1,10 @@ +//----------------------------------------------------------- +// +// Created by Jeffrey Ventrella +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// +//----------------------------------------------------------- + #include "Orientation.h" #include "Util.h" @@ -16,9 +23,9 @@ void Orientation::setToIdentity() { void Orientation::set( Orientation o ) { - right = o.getRight(); - up = o.getUp(); - front = o.getFront(); + right = o.right; + up = o.up; + front = o.front; } diff --git a/interface/src/Orientation.h b/interface/src/Orientation.h index 77771b785c..ae209a5f47 100755 --- a/interface/src/Orientation.h +++ b/interface/src/Orientation.h @@ -1,7 +1,7 @@ //----------------------------------------------------------- // -// Created by Jeffrey Ventrella and added as a utility -// class for High Fidelity Code base, April 2013 +// Created by Jeffrey Ventrella +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // //----------------------------------------------------------- @@ -20,14 +20,6 @@ enum Axis class Orientation { -private: - - glm::vec3 right; - glm::vec3 up; - glm::vec3 front; - - //void verifyValidOrientation(); - public: Orientation(); @@ -38,6 +30,10 @@ public: void set( Orientation ); void setToIdentity(); + glm::vec3 right; + glm::vec3 up; + glm::vec3 front; + glm::vec3 getRight() { return right; } glm::vec3 getUp() { return up; } glm::vec3 getFront() { return front; }