spacing fixes in Avatar class

This commit is contained in:
Stephen Birarda 2013-04-25 16:18:17 -07:00
parent 507f39a052
commit 7e0dab6224
2 changed files with 107 additions and 118 deletions

View file

@ -357,28 +357,21 @@ void Avatar::simulate(float deltaTime) {
_interactingOther = NULL;
}
if ( usingBigSphereCollisionTest ) {
if (usingBigSphereCollisionTest) {
// test for avatar collision response (using a big sphere :)
updateAvatarCollisionDetectionAndResponse
(
_TEST_bigSpherePosition,
_TEST_bigSphereRadius,
_TEST_bigSphereRadius,
glm::vec3( 0.0, 1.0, 0.0 ),
deltaTime
);
updateAvatarCollisionDetectionAndResponse(_TEST_bigSpherePosition,
_TEST_bigSphereRadius,
_TEST_bigSphereRadius,
glm::vec3( 0.0, 1.0, 0.0 ),
deltaTime);
}
if ( AVATAR_GRAVITY ) {
if ( _position.y > _bone[ AVATAR_BONE_RIGHT_FOOT ].radius * 2.0 ) {
_velocity += glm::dvec3( 0.0, -1.0, 0.0 ) * ( 6.0 * deltaTime );
}
else {
if ( _position.y < _bone[ AVATAR_BONE_RIGHT_FOOT ].radius ) {
_position.y = _bone[ AVATAR_BONE_RIGHT_FOOT ].radius;
_velocity.y = 0.0;
}
} else if ( _position.y < _bone[ AVATAR_BONE_RIGHT_FOOT ].radius ) {
_position.y = _bone[ AVATAR_BONE_RIGHT_FOOT ].radius;
_velocity.y = 0.0;
}
}

View file

@ -157,112 +157,108 @@ struct AvatarHead
class Avatar : public AvatarData {
public:
Avatar(bool isMine);
~Avatar();
Avatar(const Avatar &otherAvatar);
Avatar* clone() const;
public:
Avatar(bool isMine);
~Avatar();
Avatar(const Avatar &otherAvatar);
Avatar* clone() const;
void reset();
void UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
void setNoise (float mag) { _head.noise = mag; }
void setScale(float s) {_head.scale = s; };
void setRenderYaw(float y) {_renderYaw = y;}
void setRenderPitch(float p) {_renderPitch = p;}
float getRenderYaw() {return _renderYaw;}
float getRenderPitch() {return _renderPitch;}
void setLeanForward(float dist);
void setLeanSideways(float dist);
void addLean(float x, float z);
float getLastMeasuredHeadYaw() const {return _head.yawRate;}
float getBodyYaw() {return _bodyYaw;};
void addBodyYaw(float y) {_bodyYaw += y;};
const glm::vec3& getHeadLookatDirection() const { return _orientation.getFront(); };
const glm::vec3& getHeadLookatDirectionUp() const { return _orientation.getUp(); };
const glm::vec3& getHeadLookatDirectionRight() const { return _orientation.getRight(); };
const glm::vec3& getHeadPosition() const ;
const glm::vec3& getBonePosition(AvatarBoneID b) const { return _bone[b].position; };
const glm::vec3& getBodyUpDirection() const { return _orientation.getUp(); };
float getGirth();
float getHeight();
void reset();
void UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
void setNoise (float mag) { _head.noise = mag; }
void setScale(float s) {_head.scale = s; };
void setRenderYaw(float y) {_renderYaw = y;}
void setRenderPitch(float p) {_renderPitch = p;}
float getRenderYaw() {return _renderYaw;}
float getRenderPitch() {return _renderPitch;}
void setLeanForward(float dist);
void setLeanSideways(float dist);
void addLean(float x, float z);
float getLastMeasuredHeadYaw() const {return _head.yawRate;}
float getBodyYaw() {return _bodyYaw;};
void addBodyYaw(float y) {_bodyYaw += y;};
AvatarMode getMode();
const glm::vec3& getHeadLookatDirection() const { return _orientation.getFront(); };
const glm::vec3& getHeadLookatDirectionUp() const { return _orientation.getUp(); };
const glm::vec3& getHeadLookatDirectionRight() const { return _orientation.getRight(); };
const glm::vec3& getHeadPosition() const ;
const glm::vec3& getBonePosition(AvatarBoneID b) const { return _bone[b].position; };
const glm::vec3& getBodyUpDirection() const { return _orientation.getUp(); };
float getGirth();
float getHeight();
AvatarMode getMode();
void setMousePressed( bool pressed );
void render(bool lookingInMirror);
void renderBody();
void renderHead(bool lookingInMirror);
void simulate(float);
void startHandMovement();
void stopHandMovement();
void setHandMovementValues( glm::vec3 movement );
void updateHandMovement( float deltaTime );
void updateArmIKAndConstraints( float deltaTime );
float getAverageLoudness() {return _head.averageLoudness;};
void setAverageLoudness(float al) {_head.averageLoudness = al;};
void SetNewHeadTarget(float, float);
void setMousePressed( bool pressed );
void render(bool lookingInMirror);
void renderBody();
void renderHead(bool lookingInMirror);
void simulate(float);
void startHandMovement();
void stopHandMovement();
void setHandMovementValues( glm::vec3 movement );
void updateHandMovement( float deltaTime );
void updateArmIKAndConstraints( float deltaTime );
// Set what driving keys are being pressed to control thrust levels
void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };
bool getDriveKeys(int key) { return _driveKeys[key]; };
float getAverageLoudness() {return _head.averageLoudness;};
void setAverageLoudness(float al) {_head.averageLoudness = al;};
void SetNewHeadTarget(float, float);
// Set what driving keys are being pressed to control thrust levels
void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };
bool getDriveKeys(int key) { return _driveKeys[key]; };
// Set/Get update the thrust that will move the avatar around
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; };
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
glm::vec3 getThrust() { return _thrust; };
// Related to getting transmitter UDP data used to animate the avatar hand
void processTransmitterData(unsigned char * packetData, int numBytes);
float getTransmitterHz() { return _transmitterHz; };
private:
AvatarHead _head;
bool _isMine;
glm::vec3 _TEST_bigSpherePosition;
float _TEST_bigSphereRadius;
bool _mousePressed;
float _bodyYawDelta;
bool _usingBodySprings;
glm::vec3 _movedHandOffset;
float _springVelocityDecay;
float _springForce;
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
AvatarBone _bone[ NUM_AVATAR_BONES ];
AvatarMode _mode;
AvatarHandHolding _handHolding;
glm::dvec3 _velocity;
glm::vec3 _thrust;
float _maxArmLength;
Orientation _orientation;
int _driveKeys[MAX_DRIVE_KEYS];
GLUquadric* _sphere;
float _renderYaw;
float _renderPitch; // Pitch from view frustum when this is own head
timeval _transmitterTimer;
float _transmitterHz;
int _transmitterPackets;
Avatar* _interactingOther;
bool _interactingOtherIsNearby;
// Set/Get update the thrust that will move the avatar around
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; };
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
glm::vec3 getThrust() { return _thrust; };
// Related to getting transmitter UDP data used to animate the avatar hand
void processTransmitterData(unsigned char * packetData, int numBytes);
float getTransmitterHz() { return _transmitterHz; };
private:
AvatarHead _head;
bool _isMine;
glm::vec3 _TEST_bigSpherePosition;
float _TEST_bigSphereRadius;
bool _mousePressed;
float _bodyYawDelta;
bool _usingBodySprings;
glm::vec3 _movedHandOffset;
float _springVelocityDecay;
float _springForce;
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
AvatarBone _bone[ NUM_AVATAR_BONES ];
AvatarMode _mode;
AvatarHandHolding _handHolding;
glm::dvec3 _velocity;
glm::vec3 _thrust;
float _maxArmLength;
Orientation _orientation;
int _driveKeys[MAX_DRIVE_KEYS];
GLUquadric* _sphere;
float _renderYaw;
float _renderPitch; // Pitch from view frustum when this is own head
timeval _transmitterTimer;
float _transmitterHz;
int _transmitterPackets;
Avatar* _interactingOther;
bool _interactingOtherIsNearby;
// private methods...
void initializeSkeleton();
void updateSkeleton();
void initializeBodySprings();
void updateBodySprings( float deltaTime );
void calculateBoneLengths();
void readSensors();
void renderBoneAsBlock( AvatarBoneID b );
void updateAvatarCollisionDetectionAndResponse
(
glm::vec3 collisionPosition,
float collisionGirth,
float collisionHeight,
glm::vec3 collisionUpVector,
float deltaTime
);
void initializeSkeleton();
void updateSkeleton();
void initializeBodySprings();
void updateBodySprings( float deltaTime );
void calculateBoneLengths();
void readSensors();
void renderBoneAsBlock( AvatarBoneID b );
void updateAvatarCollisionDetectionAndResponse(glm::vec3 collisionPosition,
float collisionGirth,
float collisionHeight,
glm::vec3 collisionUpVector,
float deltaTime);
};
#endif