some spacing cleanup in Head

This commit is contained in:
Stephen Birarda 2013-08-15 16:09:00 -07:00
parent 50e062edf2
commit 9816e1d9a8

View file

@ -23,8 +23,7 @@
#include "SerialInterface.h"
#include "world.h"
enum eyeContactTargets
{
enum eyeContactTargets {
LEFT_EYE,
RIGHT_EYE,
MOUTH
@ -66,7 +65,7 @@ public:
glm::vec3 getPosition() const { return _position; }
const glm::vec3& getEyePosition() const { return _eyePosition; }
glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
glm::vec3 getUpDirection () const { return getOrientation() * IDENTITY_UP; }
glm::vec3 getUpDirection() const { return getOrientation() * IDENTITY_UP; }
glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
Face& getFace() { return _face; }
@ -82,54 +81,53 @@ private:
Head(const Head&);
Head& operator= (const Head&);
struct Nose
{
struct Nose {
glm::vec3 top;
glm::vec3 left;
glm::vec3 right;
glm::vec3 front;
};
float _renderAlpha;
bool _returnHeadToCenter;
glm::vec3 _skinColor;
glm::vec3 _position;
glm::vec3 _rotation;
glm::vec3 _leftEyePosition;
glm::vec3 _rightEyePosition;
glm::vec3 _eyePosition;
glm::vec3 _leftEyeBrowPosition;
glm::vec3 _rightEyeBrowPosition;
glm::vec3 _leftEarPosition;
glm::vec3 _rightEarPosition;
glm::vec3 _mouthPosition;
Nose _nose;
float _scale;
float _browAudioLift;
glm::vec3 _gravity;
float _lastLoudness;
float _averageLoudness;
float _audioAttack;
float _returnSpringScale; //strength of return springs
glm::vec3 _bodyRotation;
bool _renderLookatVectors;
BendyLine _hairTuft[NUM_HAIR_TUFTS];
glm::vec3* _mohawkTriangleFan;
glm::vec3* _mohawkColors;
glm::vec3 _saccade;
glm::vec3 _saccadeTarget;
float _leftEyeBlink;
float _rightEyeBlink;
float _leftEyeBlinkVelocity;
float _rightEyeBlinkVelocity;
float _timeWithoutTalking;
float _cameraPitch; // Used to position the camera differently from the head
float _mousePitch;
float _cameraYaw;
bool _isCameraMoving;
bool _cameraFollowsHead;
float _cameraFollowHeadRate;
Face _face;
float _renderAlpha;
bool _returnHeadToCenter;
glm::vec3 _skinColor;
glm::vec3 _position;
glm::vec3 _rotation;
glm::vec3 _leftEyePosition;
glm::vec3 _rightEyePosition;
glm::vec3 _eyePosition;
glm::vec3 _leftEyeBrowPosition;
glm::vec3 _rightEyeBrowPosition;
glm::vec3 _leftEarPosition;
glm::vec3 _rightEarPosition;
glm::vec3 _mouthPosition;
Nose _nose;
float _scale;
float _browAudioLift;
glm::vec3 _gravity;
float _lastLoudness;
float _averageLoudness;
float _audioAttack;
float _returnSpringScale; //strength of return springs
glm::vec3 _bodyRotation;
bool _renderLookatVectors;
BendyLine _hairTuft[NUM_HAIR_TUFTS];
glm::vec3* _mohawkTriangleFan;
glm::vec3* _mohawkColors;
glm::vec3 _saccade;
glm::vec3 _saccadeTarget;
float _leftEyeBlink;
float _rightEyeBlink;
float _leftEyeBlinkVelocity;
float _rightEyeBlinkVelocity;
float _timeWithoutTalking;
float _cameraPitch; // Used to position the camera differently from the head
float _mousePitch;
float _cameraYaw;
bool _isCameraMoving;
bool _cameraFollowsHead;
float _cameraFollowHeadRate;
Face _face;
static ProgramObject* _irisProgram;
static GLuint _irisTextureID;