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fixed some small formatting things
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parent
14d47d87d8
commit
8ecfbce15e
3 changed files with 20 additions and 22 deletions
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@ -488,8 +488,8 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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_avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
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_avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
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_avatarTouch.setYourHandState (_interactingOther->_handState);
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_avatarTouch.setYourHandState (_interactingOther->_handState);
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//_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition =
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position =
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//_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition;
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_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition;
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//_handHoldingPosition
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//_handHoldingPosition
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@ -530,8 +530,7 @@ void Avatar::updateHead(float deltaTime) {
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*/
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*/
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//apply the head lean values to the springy position...
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//apply the head lean values to the springy position...
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if (fabs(_head.leanSideways + _head.leanForward) > 0.0f)
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if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
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{
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glm::vec3 headLean =
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glm::vec3 headLean =
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_orientation.getRight() * _head.leanSideways +
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_orientation.getRight() * _head.leanSideways +
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_orientation.getFront() * _head.leanForward;
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_orientation.getFront() * _head.leanForward;
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@ -63,8 +63,7 @@ void AvatarTouch::setReachableRadius(float r) {
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void AvatarTouch::render(glm::vec3 cameraPosition) {
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void AvatarTouch::render(glm::vec3 cameraPosition) {
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if (_canReachToOtherAvatar)
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if (_canReachToOtherAvatar) {
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{
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glColor4f(0.3, 0.4, 0.5, 0.5);
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glColor4f(0.3, 0.4, 0.5, 0.5);
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glm::vec3 p(_yourBodyPosition);
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glm::vec3 p(_yourBodyPosition);
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p.y = 0.0005f;
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p.y = 0.0005f;
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@ -13,23 +13,23 @@
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Camera::Camera() {
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Camera::Camera() {
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_frustumNeedsReshape = false;
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_frustumNeedsReshape = false;
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_mode = CAMERA_MODE_THIRD_PERSON;
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_mode = CAMERA_MODE_THIRD_PERSON;
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_tightness = 10.0; // default
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_tightness = 10.0; // default
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_fieldOfView = 60.0; // default
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_fieldOfView = 60.0; // default
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_nearClip = 0.08; // default
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_nearClip = 0.08; // default
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_farClip = 50.0 * TREE_SCALE; // default
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_farClip = 50.0 * TREE_SCALE; // default
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_modeShift = 0.0;
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_modeShift = 0.0;
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_yaw = 0.0;
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_yaw = 0.0;
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_pitch = 0.0;
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_pitch = 0.0;
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_roll = 0.0;
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_roll = 0.0;
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_upShift = 0.0;
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_upShift = 0.0;
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_rightShift = 0.0;
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_rightShift = 0.0;
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_distance = 0.0;
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_distance = 0.0;
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_idealYaw = 0.0;
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_idealYaw = 0.0;
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_targetPosition = glm::vec3(0.0, 0.0, 0.0);
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_targetPosition = glm::vec3(0.0, 0.0, 0.0);
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_position = glm::vec3(0.0, 0.0, 0.0);
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_position = glm::vec3(0.0, 0.0, 0.0);
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_idealPosition = glm::vec3(0.0, 0.0, 0.0);
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_idealPosition = glm::vec3(0.0, 0.0, 0.0);
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_orientation.setToIdentity();
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_orientation.setToIdentity();
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}
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}
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