resolve conflicts on merge with upstream master

This commit is contained in:
Stephen Birarda 2013-04-11 16:48:40 -07:00
commit 7c3f5264b5
6 changed files with 201 additions and 467 deletions

View file

@ -86,9 +86,12 @@ Head::Head()
noise = 0;
handBeingMoved = false;
previousHandBeingMoved = false;
movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
sphere = NULL;
sphere = NULL;
usingSprings = false;
springForce = 6.0f;
springToBodyTightness = 4.0f;
@ -103,6 +106,12 @@ Head::Head()
std::cout << "error " << error << ": " << lodepng_error_text(error) << std::endl;
}
}
for (int o=0; o<NUM_OTHER_AVATARS; o++)
{
DEBUG_otherAvatarListTimer[o] = 0.0f;
DEBUG_otherAvatarListPosition[o] = glm::vec3( 0.0f, 0.0f, 0.0f );
}
}
@ -174,18 +183,12 @@ Head::~Head()
}
}
//---------------------------------------------------
Head* Head::clone() const
{
return new Head(*this);
}
//---------------------------------------------------
void Head::reset()
{
@ -194,8 +197,6 @@ void Head::reset()
}
//this pertains to moving the head with the glasses
//---------------------------------------------------
void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity)
@ -241,7 +242,6 @@ void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int hea
}
}
//---------------------------------------------------
void Head::addLean(float x, float z) {
// Add Body lean as impulse
@ -249,37 +249,90 @@ void Head::addLean(float x, float z) {
leanForward += z;
}
//---------------------------------------------------
//------------------------------------
void Head::setLeanForward(float dist){
leanForward = dist;
}
//---------------------------------------------------
//-------------------------------------
void Head::setLeanSideways(float dist){
leanSideways = dist;
}
//----------------------------------
void Head::simulate(float deltaTime) {
//-------------------------------------
// DEBUG - other avatars...
//-------------------------------------
closeEnoughToInteract = 2.0f;
closestOtherAvatar = -1;
float closestDistance = 10000.0f;
for (int o=0; o<NUM_OTHER_AVATARS; o++) {
//-------------------------------------
// move the debug other avatars around...
//-------------------------------------
DEBUG_otherAvatarListTimer[o] += deltaTime;
float x = 6.0f * sin( DEBUG_otherAvatarListTimer[o] * 0.07 + o * 129.0 );
float z = 6.0f * sin( DEBUG_otherAvatarListTimer[o] * 0.10 + o * 12.0 );
float y = 0.0f;
DEBUG_otherAvatarListPosition[o] = glm::vec3( x, y, z );
//-------------------------------------
// test other avs for proximity...
//-------------------------------------
glm::vec3 v( position );
v -= DEBUG_otherAvatarListPosition[o];
float distance = glm::length( v );
if ( distance < closeEnoughToInteract ) {
if ( distance < closestDistance ) {
closestDistance = distance;
closestOtherAvatar = o;
}
}
}
//printf( "closestOtherAvatar = %d \n", closestOtherAvatar );
// Simulate the avatar over time
//---------------------------------------------------
void Head::simulate(float deltaTime)
{
//------------------------
// update avatar skeleton
//------------------------
updateAvatarSkeleton();
//------------------------------------------------------------------------
// update springy behavior:
// reset hand and elbow position according to hand movement
//------------------------------------------------------------------------
updateAvatarSprings( deltaTime );
if ( handBeingMoved ){
if (! previousHandBeingMoved ){
initializeAvatarSprings();
usingSprings = true;
//printf( "just started moving hand\n" );
}
}
else{
if ( previousHandBeingMoved ){
usingSprings = false;
//printf( "just stopped moving hand\n" );
}
}
if ( handBeingMoved )
{
updateHandMovement();
updateAvatarSprings( deltaTime );
}
previousHandBeingMoved = handBeingMoved;
handBeingMoved = false;
const float THRUST_MAG = 10.0;
const float YAW_MAG = 300.0;
@ -467,16 +520,57 @@ void Head::simulate(float deltaTime)
//---------------------------------------------------
void Head::render(int faceToFace, int isMine)
{
//---------------------------------------------------
// show avatar position
//---------------------------------------------------
glPushMatrix();
glTranslatef( position.x, position.y, position.z );
glScalef( 0.03, 0.03, 0.03 );
glutSolidSphere( 1, 10, 10 );
glPopMatrix();
//---------------------------------------------------
// show avatar orientation
//---------------------------------------------------
renderOrientationDirections(avatar.bone[ AVATAR_BONE_HEAD ].position, avatar.bone[ AVATAR_BONE_HEAD ].orientation, 0.2f );
//---------------------------------------------------
// render body
//---------------------------------------------------
renderBody();
//---------------------------------------------------
// render head
//---------------------------------------------------
renderHead( faceToFace, isMine );
//---------------------------------------------------
// render other avatars (DEBUG TEST)
//---------------------------------------------------
for (int o=0; o<NUM_OTHER_AVATARS; o++)
{
glPushMatrix();
glTranslatef( DEBUG_otherAvatarListPosition[o].x, DEBUG_otherAvatarListPosition[o].y, DEBUG_otherAvatarListPosition[o].z );
glScalef( 0.03, 0.03, 0.03 );
glutSolidSphere( 1, 10, 10 );
glPopMatrix();
}
if ( usingSprings ) {
if ( closestOtherAvatar != -1 ) {
glm::vec3 v1( avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position );
glm::vec3 v2( DEBUG_otherAvatarListPosition[ closestOtherAvatar ] );
glLineWidth( 5.0 );
glColor4f( 0.9f, 0.5f, 0.2f, 0.6 );
glBegin( GL_LINE_STRIP );
glVertex3f( v1.x, v1.y, v1.z );
glVertex3f( v2.x, v2.y, v2.z );
glEnd();
}
}
}
@ -697,6 +791,8 @@ void Head::initializeAvatar()
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
avatar.orientation.setToIdentity();
closestOtherAvatar = 0;
avatar.yaw = -90.0;
avatar.pitch = 0.0;
avatar.roll = 0.0;
@ -847,19 +943,19 @@ void Head::updateAvatarSkeleton()
glm::vec3 rotatedBoneVector( xx, yy, zz );
avatar.bone[b].position += rotatedBoneVector;
}
//------------------------------------------------------------------------
// reset hand and elbow position according to hand movement
//------------------------------------------------------------------------
if ( handBeingMoved )
{
updateHandMovement();
handBeingMoved = false;
}
}
//-----------------------------------------------
void Head::initializeAvatarSprings() {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
avatar.bone[b].springyPosition = avatar.bone[b].position;
avatar.bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
}
}
//-----------------------------------------------
void Head::updateAvatarSprings( float deltaTime )
@ -1057,87 +1153,57 @@ void Head::renderBody()
//-----------------------------------------
for (int b=0; b<NUM_AVATAR_BONES; b++)
{
glColor3fv( skinColor );
//glColor4f( 1.0f, 0.8f, 0.6f, 0.4f );
glPushMatrix();
glTranslatef( avatar.bone[b].position.x, avatar.bone[b].position.y, avatar.bone[b].position.z );
glutSolidSphere( 0.02f, 10.0f, 5.0f );
glPopMatrix();
glColor4fv( lightBlue );
glPushMatrix();
glTranslatef( avatar.bone[b].springyPosition.x, avatar.bone[b].springyPosition.y, avatar.bone[b].springyPosition.z );
glutSolidSphere( 0.01f, 10.0f, 5.0f );
glPopMatrix();
if ( usingSprings )
{
glColor3fv( lightBlue );
glPushMatrix();
glTranslatef( avatar.bone[b].springyPosition.x, avatar.bone[b].springyPosition.y, avatar.bone[b].springyPosition.z );
glutSolidSphere( 0.02f, 10.0f, 5.0f );
glPopMatrix();
}
else
{
glColor3fv( skinColor );
glPushMatrix();
glTranslatef( avatar.bone[b].position.x, avatar.bone[b].position.y, avatar.bone[b].position.z );
glutSolidSphere( 0.02f, 10.0f, 5.0f );
glPopMatrix();
}
}
//-----------------------------------------------------
// Render lines connecting the bone positions
//-----------------------------------------------------
//glColor3f(1,1,1);
glColor3fv( skinColor );
//glColor4f( 1.0f, 0.8f, 0.6f, 0.4f );
glLineWidth(3.0);
for (int b=1; b<NUM_AVATAR_BONES; b++)
if ( usingSprings )
{
glBegin( GL_LINE_STRIP );
glVertex3fv( &avatar.bone[ avatar.bone[ b ].parent ].position.x );
glVertex3fv( &avatar.bone[ b ].position.x);
glEnd();
glColor3f( 0.2f, 0.3f, 0.4f );
glLineWidth(3.0);
for (int b=1; b<NUM_AVATAR_BONES; b++)
{
glBegin( GL_LINE_STRIP );
glVertex3fv( &avatar.bone[ avatar.bone[ b ].parent ].springyPosition.x );
glVertex3fv( &avatar.bone[ b ].springyPosition.x );
glEnd();
}
}
else
{
glColor3fv( skinColor );
glLineWidth(3.0);
for (int b=1; b<NUM_AVATAR_BONES; b++)
{
glBegin( GL_LINE_STRIP );
glVertex3fv( &avatar.bone[ avatar.bone[ b ].parent ].position.x );
glVertex3fv( &avatar.bone[ b ].position.x);
glEnd();
}
}
//-----------------------------------------------------
// Render lines connecting the springy positions
//-----------------------------------------------------
glColor3f( 0.2f, 0.3f, 0.4f );
glLineWidth(3.0);
for (int b=1; b<NUM_AVATAR_BONES; b++)
{
glBegin( GL_LINE_STRIP );
glVertex3fv( &avatar.bone[ avatar.bone[ b ].parent ].springyPosition.x );
glVertex3fv( &avatar.bone[ b ].springyPosition.x );
glEnd();
}
/*
glBegin(GL_LINE_STRIP);
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_NECK].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_SHOULDER].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_UPPER_ARM].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_FOREARM].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_HAND].position.x);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_SHOULDER].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_UPPER_ARM].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_FOREARM].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_HAND].position.x);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(&avatar.bone[AVATAR_BONE_CHEST_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_MID_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_PELVIS_SPINE].position.x);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(&avatar.bone[AVATAR_BONE_PELVIS_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_PELVIS].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_THIGH].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_SHIN].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_LEFT_FOOT].position.x);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(&avatar.bone[AVATAR_BONE_PELVIS_SPINE].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_PELVIS].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_THIGH].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_SHIN].position.x);
glVertex3fv(&avatar.bone[AVATAR_BONE_RIGHT_FOOT].position.x);
glEnd();
*/
}
@ -1152,6 +1218,7 @@ int Head::getBroadcastData(char* data)
// Copy data for transmission to the buffer, return length of data
sprintf(data, "H%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f",
getRenderPitch() + Pitch, -getRenderYaw() + 180 -Yaw, Roll,
//avatar.yaw, avatar.pitch, avatar.roll,
position.x + leanSideways, position.y, position.z + leanForward,
loudness, averageLoudness,
//hand->getPos().x, hand->getPos().y, hand->getPos().z); //previous to Ventrella change
@ -1170,6 +1237,7 @@ void Head::parseData(void *data, int size)
(
(char *)data, "H%f,%f,%f,%f,%f,%f,%f,%f,%f,%f,%f",
&Pitch, &Yaw, &Roll,
//&avatar.yaw, &avatar.pitch, &avatar.roll,
&position.x, &position.y, &position.z,
&loudness, &averageLoudness,
&avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.x,

View file

@ -30,6 +30,8 @@ enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
#define ROT_RIGHT 7
#define MAX_DRIVE_KEYS 8
#define NUM_OTHER_AVATARS 5
/*
enum AvatarJoints
{
@ -237,7 +239,15 @@ class Head : public AgentData {
//glm::vec3 velocity;
//glm::vec3 thrust;
float closeEnoughToInteract;
int closestOtherAvatar;
glm::vec3 DEBUG_otherAvatarListPosition [ NUM_OTHER_AVATARS ];
float DEBUG_otherAvatarListTimer [ NUM_OTHER_AVATARS ];
bool usingSprings;
bool handBeingMoved;
bool previousHandBeingMoved;
glm::vec3 movedHandOffset;
//glm::vec3 movedHandPosition;
@ -255,6 +265,7 @@ class Head : public AgentData {
void initializeAvatar();
void updateAvatarSkeleton();
void initializeAvatarSprings();
void updateAvatarSprings( float deltaTime );
void calculateBoneLengths();

View file

@ -1,33 +1,28 @@
#include "Orientation.h"
#include "Util.h"
//------------------------
Orientation::Orientation()
{
Orientation::Orientation() {
right = glm::vec3( 1.0, 0.0, 0.0 );
up = glm::vec3( 0.0, 1.0, 0.0 );
front = glm::vec3( 0.0, 0.0, 1.0 );
}
//-------------------------------
void Orientation::setToIdentity()
{
void Orientation::setToIdentity() {
right = glm::vec3( 1.0, 0.0, 0.0 );
up = glm::vec3( 0.0, 1.0, 0.0 );
front = glm::vec3( 0.0, 0.0, 1.0 );
}
//------------------------------------
void Orientation::set( Orientation o )
{
void Orientation::set( Orientation o ) {
right = o.getRight();
up = o.getUp();
front = o.getFront();
}
//---------------------------------------
void Orientation::yaw( float angle )
{
void Orientation::yaw( float angle ) {
float r = angle * PI_OVER_180;
float s = sin( r );
float c = cos( r );
@ -41,9 +36,8 @@ void Orientation::yaw( float angle )
right = cosineRight - sineFront;
}
//---------------------------------------
void Orientation::pitch( float angle )
{
void Orientation::pitch( float angle ) {
float r = angle * PI_OVER_180;
float s = sin( r );
float c = cos( r );
@ -57,9 +51,8 @@ void Orientation::pitch( float angle )
front = cosineFront - sineUp;
}
//---------------------------------------
void Orientation::roll( float angle )
{
void Orientation::roll( float angle ) {
double r = angle * PI_OVER_180;
double s = sin( r );
double c = cos( r );
@ -73,9 +66,8 @@ void Orientation::roll( float angle )
right = cosineRight - sineUp;
}
//---------------------------------------------------------------------------------------------
void Orientation::setRightUpFront( const glm::vec3 &r, const glm::vec3 &u, const glm::vec3 &f )
{
void Orientation::setRightUpFront( const glm::vec3 &r, const glm::vec3 &u, const glm::vec3 &f ) {
right = r;
up = u;
front = f;

View file

@ -1,267 +0,0 @@
//-----------------------------------------------------------
//
// Created by Jeffrey Ventrella and added as a utility
// class for High Fidelity Code base, April 2013
//
//-----------------------------------------------------------
#include "Vector3D.h"
#include <cmath> // "Math.h"
//---------------------------------------
Vector3D::Vector3D()
{
x = 0.0;
y = 0.0;
z = 0.0;
}
//---------------------------------------
Vector3D::Vector3D( double x_, double y_, double z_ )
{
x = x_;
y = y_;
z = z_;
}
//---------------------------------------
Vector3D::Vector3D( const Vector3D & v )
{
x = v.x;
y = v.y;
z = v.z;
}
//-----------------------------------------------------
void Vector3D::setXYZ( double x_, double y_, double z_ )
{
x = x_;
y = y_;
z = z_;
}
//---------------------
void Vector3D::clear()
{
x = 0.0;
y = 0.0;
z = 0.0;
}
//-----------------------------------------------------
void Vector3D::addXYZ( double x_, double y_, double z_ )
{
x += x_;
y += y_;
z += z_;
}
//---------------------------------------
void Vector3D::set( const Vector3D &v )
{
x = v.x;
y = v.y;
z = v.z;
}
//-------------------------------------
void Vector3D::add( const Vector3D &v )
{
x += v.x;
y += v.y;
z += v.z;
}
//--------------------------------------------
void Vector3D::subtract ( const Vector3D &v )
{
x -= v.x;
y -= v.y;
z -= v.z;
}
//-----------------------------------------------------
void Vector3D::addScaled( const Vector3D &v, double s )
{
x += v.x * s;
y += v.y * s;
z += v.z * s;
}
//-----------------------------------------------------
void Vector3D::subtractScaled( const Vector3D &v, double s )
{
x -= v.x * s;
y -= v.y * s;
z -= v.z * s;
}
//-------------------------
void Vector3D::normalize()
{
double d = sqrt( x * x + y * y + z * z );
if ( d > 0.0 )
{
x /= d;
y /= d;
z /= d;
}
}
//--------------------------------------------
void Vector3D::setX ( double x_ ) { x = x_; }
void Vector3D::setY ( double y_ ) { y = y_; }
void Vector3D::setZ ( double z_ ) { z = z_; }
void Vector3D::addX ( double x_ ) { x += x_; }
void Vector3D::addY ( double y_ ) { y += y_; }
void Vector3D::addZ ( double z_ ) { z += z_; }
double Vector3D::getX () { return x; }
double Vector3D::getY () { return y; }
double Vector3D::getZ () { return z; }
void Vector3D::scaleX ( double s ) { x *= s; }
void Vector3D::scaleY ( double s ) { y *= s; }
void Vector3D::scaleZ ( double s ) { z *= s; }
//-----------------------------------------------------
void Vector3D::setToScaled( const Vector3D &v, double s )
{
Vector3D c;
x = v.x * s;
y = v.y * s;
z = v.z * s;
}
//--------------------------------------------------------------------
void Vector3D::setToAverage( const Vector3D &v1, const Vector3D &v2 )
{
x = v1.x + ( v2.x - v1.x ) * 0.5;
y = v1.y + ( v2.y - v1.y ) * 0.5;
z = v1.z + ( v2.z - v1.z ) * 0.5;
}
//-----------------------------------------------------
void Vector3D::setToDifference( const Vector3D &v1, const Vector3D &v2 )
{
x = v1.x - v2.x;
y = v1.y - v2.y;
z = v1.z - v2.z;
}
//-----------------------------------------------------
void Vector3D::scale( double s )
{
x *= s;
y *= s;
z *= s;
}
//-----------------------------------------------------
double Vector3D::getMagnitude()
{
return sqrt( x * x + y * y + z * z );
}
//-----------------------------------------------------
double Vector3D::getMagnitudeSquared()
{
return x * x + y * y + z * z ;
}
//-----------------------------------------------------
double Vector3D::getDistanceTo( const Vector3D &v )
{
double xx = v.x - x;
double yy = v.y - y;
double zz = v.z - z;
return sqrt( xx * xx + yy * yy + zz * zz );
}
//-----------------------------------------------------
double Vector3D::getDistanceSquaredTo( const Vector3D &v )
{
double xx = v.x - x;
double yy = v.y - y;
double zz = v.z - z;
return xx * xx + yy * yy + zz * zz;
}
//-------------------------------------------------------------------
double Vector3D::getDistance( const Vector3D &v1, const Vector3D &v2 )
{
double xx = v2.x - v1.x;
double yy = v2.y - v1.y;
double zz = v2.z - v1.z;
return sqrt( xx * xx + yy * yy + zz * zz );
}
//---------------------------------------------------------------------------
double Vector3D::getDistanceSquared( const Vector3D &v1, const Vector3D &v2 )
{
double xx = v2.x - v1.x;
double yy = v2.y - v1.y;
double zz = v2.z - v1.z;
return xx * xx + yy * yy + zz * zz;
}
//-----------------------------------------------------
double Vector3D::dotWith( const Vector3D &v )
{
return
x * v.x +
y * v.y +
z * v.z;
}
//-----------------------------------------------------------------
void Vector3D::setToCross( const Vector3D &v1, const Vector3D &v2 )
{
x = v1.z * v2.y - v1.y * v2.z;
y = v1.x * v2.z - v1.z * v2.x;
z = v1.y * v2.x - v1.x * v2.y;
}
//---------------------------------------------------------------
void Vector3D::setToSum( const Vector3D &v1, const Vector3D &v2 )
{
x = v1.x + v2.x;
y = v1.y + v2.y;
z = v1.z + v2.z;
}
//-----------------------------------------------------
void Vector3D::halve()
{
x *= 0.5;
y *= 0.5;
z *= 0.5;
}

View file

@ -1,66 +0,0 @@
//-----------------------------------------------------------
//
// Created by Jeffrey Ventrella and added as a utility
// class for High Fidelity Code base, April 2013
//
//-----------------------------------------------------------
#ifndef __interface__vector3D__
#define __interface__vector3D__
class Vector3D
{
public:
//------------------
// members
//------------------
double x;
double y;
double z;
//------------------
// methods
//------------------
Vector3D();
Vector3D( double, double, double );
Vector3D( const Vector3D & );
void clear();
void set ( const Vector3D & );
void setToScaled ( const Vector3D &, double );
void add ( const Vector3D & );
void subtract ( const Vector3D & );
void addScaled ( const Vector3D &, double );
void subtractScaled ( const Vector3D &, double );
void normalize ();
void setToCross ( const Vector3D &, const Vector3D & );
void setToAverage ( const Vector3D &, const Vector3D & );
void setToSum ( const Vector3D &, const Vector3D & );
void setXYZ ( double, double, double );
void addXYZ ( double, double, double );
void setX ( double );
void setY ( double );
void setZ ( double );
void addX ( double );
void addY ( double );
void addZ ( double );
void scaleX ( double );
void scaleY ( double );
void scaleZ ( double );
void halve ();
double getX ();
double getY ();
double getZ ();
double getMagnitude ();
double getMagnitudeSquared ();
double getDistance ( const Vector3D &, const Vector3D & );
double getDistanceSquared ( const Vector3D &, const Vector3D & );
double getDistanceTo ( const Vector3D & );
double getDistanceSquaredTo( const Vector3D & );
double dotWith ( const Vector3D & );
void scale ( double );
void setToDifference ( const Vector3D &, const Vector3D & );
};
#endif

View file

@ -829,10 +829,8 @@ void display(void)
AgentList *agentList = AgentList::getInstance();
for(std::vector<Agent>::iterator agent = agentList->getAgents().begin();
agent != agentList->getAgents().end();
agent++)
{
if (agent->getLinkedData() != NULL)
{
agent++) {
if (agent->getLinkedData() != NULL) {
Head *agentHead = (Head *)agent->getLinkedData();
glPushMatrix();
glm::vec3 pos = agentHead->getPos();
@ -872,8 +870,7 @@ void display(void)
if (audioScope.getState()) audioScope.render();
#endif
if (displayHeadMouse && !displayHead && statsOn)
{
if (displayHeadMouse && !displayHead && statsOn) {
// Display small target box at center or head mouse target that can also be used to measure LOD
glColor3f(1.0, 1.0, 1.0);
glDisable(GL_LINE_SMOOTH);
@ -1028,8 +1025,7 @@ void shiftPaintingColor()
::paintingVoxel.blue = (::dominantColor==2)?randIntInRange(200,255):randIntInRange(40,100);
}
void setupPaintingVoxel()
{
void setupPaintingVoxel() {
glm::vec3 avatarPos = myAvatar.getPos();
::paintingVoxel.x = avatarPos.z/-10.0; // voxel space x is negative z head space