From 9816e1d9a8d3ddcab625b8dacb96080ead3a7a3c Mon Sep 17 00:00:00 2001 From: Stephen Birarda Date: Thu, 15 Aug 2013 16:09:00 -0700 Subject: [PATCH] some spacing cleanup in Head --- interface/src/avatar/Head.h | 88 ++++++++++++++++++------------------- 1 file changed, 43 insertions(+), 45 deletions(-) diff --git a/interface/src/avatar/Head.h b/interface/src/avatar/Head.h index 97c92ba9c0..c6fcac0bd7 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -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;