cleaned up a bunch of leftover tabs and converted each to 4 spaces

This commit is contained in:
Jeffrey Ventrella 2013-05-03 11:15:49 -07:00
parent 026ee4345c
commit 8457b91fe0

View file

@ -877,12 +877,18 @@ void Avatar::renderHead(bool lookingInMirror) {
if (lookingInMirror) {
glRotatef(_bodyYaw - _headYaw, 0, 1, 0);
glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
glRotatef(_bodyRoll - _headRoll, 0, 0, 1);
//glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
//glRotatef(_bodyRoll - _headRoll, 0, 0, 1);
// don't let body pitch and roll affect the head..
glRotatef( _headPitch, 1, 0, 0);
glRotatef( -_headRoll, 0, 0, 1);
} else {
glRotatef(_bodyYaw + _headYaw, 0, 1, 0);
glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
glRotatef(_bodyRoll + _headRoll, 0, 0, 1);
//glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
//glRotatef(_bodyRoll + _headRoll, 0, 0, 1);
// don't let body pitch and roll affect the head..
glRotatef( _headPitch, 1, 0, 0);
glRotatef( _headRoll, 0, 0, 1);
}
//glScalef(2.0, 2.0, 2.0);
@ -1234,7 +1240,6 @@ void Avatar::initializeBodySprings() {
}
}
void Avatar::updateBodySprings( float deltaTime ) {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
glm::vec3 springVector( _joint[b].springyPosition );
@ -1282,7 +1287,7 @@ const glm::vec3& Avatar::getHeadPosition() const {
// return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition;
//}
return _joint[ AVATAR_JOINT_HEAD_BASE ].position;
return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition;
}
@ -1325,8 +1330,6 @@ void Avatar::updateArmIKAndConstraints( float deltaTime ) {
}
void Avatar::renderBody() {
// Render joint positions as spheres
@ -1360,7 +1363,8 @@ void Avatar::renderBody() {
glLineWidth(3.0);
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
if ( _joint[b].parent != AVATAR_JOINT_NULL ) {
if ( _joint[b].parent != AVATAR_JOINT_NULL )
if ( b != AVATAR_JOINT_HEAD_TOP ) {
glBegin( GL_LINE_STRIP );
glVertex3fv( &_joint[ _joint[ b ].parent ].springyPosition.x );
glVertex3fv( &_joint[ b ].springyPosition.x );
@ -1368,6 +1372,7 @@ void Avatar::renderBody() {
}
}
}
/*
else {
glColor3fv( skinColor );
glLineWidth(3.0);
@ -1381,6 +1386,7 @@ void Avatar::renderBody() {
}
}
}
*/
}
void Avatar::SetNewHeadTarget(float pitch, float yaw) {