spacing fixes in Avatar class

This commit is contained in:
Stephen Birarda 2013-04-25 16:04:08 -07:00
parent be37237b84
commit 8370fd2d19

View file

@ -563,26 +563,26 @@ glm::vec3 Avatar::getBodyUpDirection() {
}
// This is a workspace for testing avatar body collision detection and response
void Avatar::updateAvatarCollisionDetectionAndResponse
( glm::vec3 collisionPosition, float collisionGirth, float collisionHeight, glm::vec3 collisionUpVector, float deltaTime ) {
void Avatar::updateAvatarCollisionDetectionAndResponse(glm::vec3 collisionPosition,
float collisionGirth,
float collisionHeight,
glm::vec3 collisionUpVector,
float deltaTime) {
float myBodyApproximateBoundingRadius = 1.0f;
glm::vec3 vectorFromMyBodyToBigSphere(_position - collisionPosition);
bool jointCollision = false;
float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
if ( distanceToBigSphere < myBodyApproximateBoundingRadius + collisionGirth )
{
for (int b=0; b<NUM_AVATAR_BONES; b++)
{
if ( distanceToBigSphere < myBodyApproximateBoundingRadius + collisionGirth ) {
for (int b = 0; b < NUM_AVATAR_BONES; b++) {
glm::vec3 vectorFromJointToBigSphereCenter(_bone[b].springyPosition - collisionPosition);
float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
float combinedRadius = _bone[b].radius + collisionGirth;
if ( distanceToBigSphereCenter < combinedRadius )
{
if ( distanceToBigSphereCenter < combinedRadius ) {
jointCollision = true;
if (distanceToBigSphereCenter > 0.0)
{
if (distanceToBigSphereCenter > 0.0) {
glm::vec3 directionVector = vectorFromJointToBigSphereCenter / distanceToBigSphereCenter;
float penetration = 1.0 - (distanceToBigSphereCenter / combinedRadius);
@ -1182,12 +1182,9 @@ void Avatar::renderBody() {
// if the hand is grasping, show it...
if (( _usingBodySprings ) && ( _handState == 1 )) {
glPushMatrix();
glTranslatef
(
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.x,
glTranslatef(_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.x,
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.y,
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.z
);
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.z);
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.4, 0.2 ); glutSolidSphere( 0.025f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.2, 0.1 ); glutSolidSphere( 0.030f, 10.0f, 10.0f );