fixed some small formatting things

This commit is contained in:
Jeffrey Ventrella 2013-05-09 14:00:40 -07:00
parent 14d47d87d8
commit 8ecfbce15e
3 changed files with 20 additions and 22 deletions

View file

@ -488,8 +488,8 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
_avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
_avatarTouch.setYourHandState (_interactingOther->_handState);
//_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition =
//_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position =
_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition;
//_handHoldingPosition
@ -530,8 +530,7 @@ void Avatar::updateHead(float deltaTime) {
*/
//apply the head lean values to the springy position...
if (fabs(_head.leanSideways + _head.leanForward) > 0.0f)
{
if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
glm::vec3 headLean =
_orientation.getRight() * _head.leanSideways +
_orientation.getFront() * _head.leanForward;

View file

@ -63,8 +63,7 @@ void AvatarTouch::setReachableRadius(float r) {
void AvatarTouch::render(glm::vec3 cameraPosition) {
if (_canReachToOtherAvatar)
{
if (_canReachToOtherAvatar) {
glColor4f(0.3, 0.4, 0.5, 0.5);
glm::vec3 p(_yourBodyPosition);
p.y = 0.0005f;

View file

@ -13,23 +13,23 @@
Camera::Camera() {
_frustumNeedsReshape = false;
_mode = CAMERA_MODE_THIRD_PERSON;
_tightness = 10.0; // default
_fieldOfView = 60.0; // default
_nearClip = 0.08; // default
_farClip = 50.0 * TREE_SCALE; // default
_mode = CAMERA_MODE_THIRD_PERSON;
_tightness = 10.0; // default
_fieldOfView = 60.0; // default
_nearClip = 0.08; // default
_farClip = 50.0 * TREE_SCALE; // default
_modeShift = 0.0;
_yaw = 0.0;
_pitch = 0.0;
_roll = 0.0;
_upShift = 0.0;
_rightShift = 0.0;
_distance = 0.0;
_idealYaw = 0.0;
_targetPosition = glm::vec3(0.0, 0.0, 0.0);
_position = glm::vec3(0.0, 0.0, 0.0);
_idealPosition = glm::vec3(0.0, 0.0, 0.0);
_orientation.setToIdentity();
_yaw = 0.0;
_pitch = 0.0;
_roll = 0.0;
_upShift = 0.0;
_rightShift = 0.0;
_distance = 0.0;
_idealYaw = 0.0;
_targetPosition = glm::vec3(0.0, 0.0, 0.0);
_position = glm::vec3(0.0, 0.0, 0.0);
_idealPosition = glm::vec3(0.0, 0.0, 0.0);
_orientation.setToIdentity();
}