From 9c6e5b23e08e21d86a2f70c16d9779d08fa145ff Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Fri, 5 Jul 2013 22:44:47 -0700 Subject: [PATCH] Alignment fixes. --- interface/src/Avatar.cpp | 126 +++++++++++++++++++-------------------- 1 file changed, 63 insertions(+), 63 deletions(-) diff --git a/interface/src/Avatar.cpp b/interface/src/Avatar.cpp index 27ccf0db4b..6fa6f48707 100755 --- a/interface/src/Avatar.cpp +++ b/interface/src/Avatar.cpp @@ -148,121 +148,121 @@ void Avatar::initializeBodyBalls() { _bodyBall[ BODY_BALL_HEAD_BASE ].radius = 0.07; _bodyBall[ BODY_BALL_LEFT_COLLAR ].radius = 0.04; _bodyBall[ BODY_BALL_LEFT_SHOULDER ].radius = 0.03; - _bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = 0.02; + _bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = 0.02; _bodyBall[ BODY_BALL_LEFT_WRIST ].radius = 0.02; _bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].radius = 0.01; _bodyBall[ BODY_BALL_RIGHT_COLLAR ].radius = 0.04; - _bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = 0.03; - _bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = 0.02; + _bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = 0.03; + _bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = 0.02; _bodyBall[ BODY_BALL_RIGHT_WRIST ].radius = 0.02; _bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].radius = 0.01; - _bodyBall[ BODY_BALL_LEFT_HIP ].radius = 0.04; + _bodyBall[ BODY_BALL_LEFT_HIP ].radius = 0.04; //_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].radius = 0.03; - _bodyBall[ BODY_BALL_LEFT_KNEE ].radius = 0.025; - _bodyBall[ BODY_BALL_LEFT_HEEL ].radius = 0.025; - _bodyBall[ BODY_BALL_LEFT_TOES ].radius = 0.025; - _bodyBall[ BODY_BALL_RIGHT_HIP ].radius = 0.04; - _bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = 0.025; - _bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = 0.025; - _bodyBall[ BODY_BALL_RIGHT_TOES ].radius = 0.025; + _bodyBall[ BODY_BALL_LEFT_KNEE ].radius = 0.025; + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius = 0.025; + _bodyBall[ BODY_BALL_LEFT_TOES ].radius = 0.025; + _bodyBall[ BODY_BALL_RIGHT_HIP ].radius = 0.04; + _bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = 0.025; + _bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = 0.025; + _bodyBall[ BODY_BALL_RIGHT_TOES ].radius = 0.025; // specify the parent joint for each ball - _bodyBall[ BODY_BALL_PELVIS ].parentJoint = AVATAR_JOINT_PELVIS; + _bodyBall[ BODY_BALL_PELVIS ].parentJoint = AVATAR_JOINT_PELVIS; _bodyBall[ BODY_BALL_TORSO ].parentJoint = AVATAR_JOINT_TORSO; - _bodyBall[ BODY_BALL_CHEST ].parentJoint = AVATAR_JOINT_CHEST; - _bodyBall[ BODY_BALL_NECK_BASE ].parentJoint = AVATAR_JOINT_NECK_BASE; + _bodyBall[ BODY_BALL_CHEST ].parentJoint = AVATAR_JOINT_CHEST; + _bodyBall[ BODY_BALL_NECK_BASE ].parentJoint = AVATAR_JOINT_NECK_BASE; _bodyBall[ BODY_BALL_HEAD_BASE ].parentJoint = AVATAR_JOINT_HEAD_BASE; _bodyBall[ BODY_BALL_HEAD_TOP ].parentJoint = AVATAR_JOINT_HEAD_TOP; _bodyBall[ BODY_BALL_LEFT_COLLAR ].parentJoint = AVATAR_JOINT_LEFT_COLLAR; _bodyBall[ BODY_BALL_LEFT_SHOULDER ].parentJoint = AVATAR_JOINT_LEFT_SHOULDER; - _bodyBall[ BODY_BALL_LEFT_ELBOW ].parentJoint = AVATAR_JOINT_LEFT_ELBOW; - _bodyBall[ BODY_BALL_LEFT_WRIST ].parentJoint = AVATAR_JOINT_LEFT_WRIST; + _bodyBall[ BODY_BALL_LEFT_ELBOW ].parentJoint = AVATAR_JOINT_LEFT_ELBOW; + _bodyBall[ BODY_BALL_LEFT_WRIST ].parentJoint = AVATAR_JOINT_LEFT_WRIST; _bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].parentJoint = AVATAR_JOINT_LEFT_FINGERTIPS; _bodyBall[ BODY_BALL_RIGHT_COLLAR ].parentJoint = AVATAR_JOINT_RIGHT_COLLAR; - _bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentJoint = AVATAR_JOINT_RIGHT_SHOULDER; - _bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentJoint = AVATAR_JOINT_RIGHT_ELBOW; + _bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentJoint = AVATAR_JOINT_RIGHT_SHOULDER; + _bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentJoint = AVATAR_JOINT_RIGHT_ELBOW; _bodyBall[ BODY_BALL_RIGHT_WRIST ].parentJoint = AVATAR_JOINT_RIGHT_WRIST; _bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].parentJoint = AVATAR_JOINT_RIGHT_FINGERTIPS; - _bodyBall[ BODY_BALL_LEFT_HIP ].parentJoint = AVATAR_JOINT_LEFT_HIP; - _bodyBall[ BODY_BALL_LEFT_KNEE ].parentJoint = AVATAR_JOINT_LEFT_KNEE; - _bodyBall[ BODY_BALL_LEFT_HEEL ].parentJoint = AVATAR_JOINT_LEFT_HEEL; - _bodyBall[ BODY_BALL_LEFT_TOES ].parentJoint = AVATAR_JOINT_LEFT_TOES; - _bodyBall[ BODY_BALL_RIGHT_HIP ].parentJoint = AVATAR_JOINT_RIGHT_HIP; - _bodyBall[ BODY_BALL_RIGHT_KNEE ].parentJoint = AVATAR_JOINT_RIGHT_KNEE; - _bodyBall[ BODY_BALL_RIGHT_HEEL ].parentJoint = AVATAR_JOINT_RIGHT_HEEL; - _bodyBall[ BODY_BALL_RIGHT_TOES ].parentJoint = AVATAR_JOINT_RIGHT_TOES; + _bodyBall[ BODY_BALL_LEFT_HIP ].parentJoint = AVATAR_JOINT_LEFT_HIP; + _bodyBall[ BODY_BALL_LEFT_KNEE ].parentJoint = AVATAR_JOINT_LEFT_KNEE; + _bodyBall[ BODY_BALL_LEFT_HEEL ].parentJoint = AVATAR_JOINT_LEFT_HEEL; + _bodyBall[ BODY_BALL_LEFT_TOES ].parentJoint = AVATAR_JOINT_LEFT_TOES; + _bodyBall[ BODY_BALL_RIGHT_HIP ].parentJoint = AVATAR_JOINT_RIGHT_HIP; + _bodyBall[ BODY_BALL_RIGHT_KNEE ].parentJoint = AVATAR_JOINT_RIGHT_KNEE; + _bodyBall[ BODY_BALL_RIGHT_HEEL ].parentJoint = AVATAR_JOINT_RIGHT_HEEL; + _bodyBall[ BODY_BALL_RIGHT_TOES ].parentJoint = AVATAR_JOINT_RIGHT_TOES; - //_bodyBall[ BODY_BALL_LEFT_MID_THIGH].parentJoint = AVATAR_JOINT_LEFT_HIP; + //_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].parentJoint = AVATAR_JOINT_LEFT_HIP; // specify the parent offset for each ball - _bodyBall[ BODY_BALL_PELVIS ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_PELVIS ].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[ BODY_BALL_TORSO ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_CHEST ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_NECK_BASE ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_CHEST ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_NECK_BASE ].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[ BODY_BALL_HEAD_BASE ].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[ BODY_BALL_HEAD_TOP ].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[ BODY_BALL_LEFT_COLLAR ].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[ BODY_BALL_LEFT_SHOULDER ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_LEFT_ELBOW ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_LEFT_WRIST ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_LEFT_ELBOW ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_LEFT_WRIST ].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[ BODY_BALL_RIGHT_COLLAR ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[ BODY_BALL_RIGHT_WRIST ].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_LEFT_HIP ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_LEFT_KNEE ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_LEFT_HEEL ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_LEFT_TOES ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_RIGHT_HIP ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_RIGHT_KNEE ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_RIGHT_HEEL ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - _bodyBall[ BODY_BALL_RIGHT_TOES ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_LEFT_HIP ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_LEFT_KNEE ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_LEFT_HEEL ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_LEFT_TOES ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_RIGHT_HIP ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_RIGHT_KNEE ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_RIGHT_HEEL ].parentOffset = glm::vec3(0.0, 0.0, 0.0); + _bodyBall[ BODY_BALL_RIGHT_TOES ].parentOffset = glm::vec3(0.0, 0.0, 0.0); - //_bodyBall[ BODY_BALL_LEFT_MID_THIGH].parentOffset = glm::vec3(-0.1, -0.1, 0.0); + //_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].parentOffset = glm::vec3(-0.1, -0.1, 0.0); // specify the parent BALL for each ball - _bodyBall[ BODY_BALL_PELVIS ].parentBall = BODY_BALL_NULL; + _bodyBall[ BODY_BALL_PELVIS ].parentBall = BODY_BALL_NULL; _bodyBall[ BODY_BALL_TORSO ].parentBall = BODY_BALL_PELVIS; - _bodyBall[ BODY_BALL_CHEST ].parentBall = BODY_BALL_TORSO; - _bodyBall[ BODY_BALL_NECK_BASE ].parentBall = BODY_BALL_CHEST; + _bodyBall[ BODY_BALL_CHEST ].parentBall = BODY_BALL_TORSO; + _bodyBall[ BODY_BALL_NECK_BASE ].parentBall = BODY_BALL_CHEST; _bodyBall[ BODY_BALL_HEAD_BASE ].parentBall = BODY_BALL_NECK_BASE; _bodyBall[ BODY_BALL_HEAD_TOP ].parentBall = BODY_BALL_HEAD_BASE; _bodyBall[ BODY_BALL_LEFT_COLLAR ].parentBall = BODY_BALL_CHEST; _bodyBall[ BODY_BALL_LEFT_SHOULDER ].parentBall = BODY_BALL_LEFT_COLLAR; - _bodyBall[ BODY_BALL_LEFT_ELBOW ].parentBall = BODY_BALL_LEFT_SHOULDER; - _bodyBall[ BODY_BALL_LEFT_WRIST ].parentBall = BODY_BALL_LEFT_ELBOW; + _bodyBall[ BODY_BALL_LEFT_ELBOW ].parentBall = BODY_BALL_LEFT_SHOULDER; + _bodyBall[ BODY_BALL_LEFT_WRIST ].parentBall = BODY_BALL_LEFT_ELBOW; _bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].parentBall = BODY_BALL_LEFT_WRIST; _bodyBall[ BODY_BALL_RIGHT_COLLAR ].parentBall = BODY_BALL_CHEST; - _bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentBall = BODY_BALL_RIGHT_COLLAR; - _bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentBall = BODY_BALL_RIGHT_SHOULDER; + _bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentBall = BODY_BALL_RIGHT_COLLAR; + _bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentBall = BODY_BALL_RIGHT_SHOULDER; _bodyBall[ BODY_BALL_RIGHT_WRIST ].parentBall = BODY_BALL_RIGHT_ELBOW; _bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].parentBall = BODY_BALL_RIGHT_WRIST; - _bodyBall[ BODY_BALL_LEFT_HIP ].parentBall = BODY_BALL_PELVIS; + _bodyBall[ BODY_BALL_LEFT_HIP ].parentBall = BODY_BALL_PELVIS; - //_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].parentBall = BODY_BALL_LEFT_HIP; + //_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].parentBall = BODY_BALL_LEFT_HIP; - // _bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_MID_THIGH; - _bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_HIP; + //_bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_MID_THIGH; + _bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_HIP; - _bodyBall[ BODY_BALL_LEFT_HEEL ].parentBall = BODY_BALL_LEFT_KNEE; - _bodyBall[ BODY_BALL_LEFT_TOES ].parentBall = BODY_BALL_LEFT_HEEL; - _bodyBall[ BODY_BALL_RIGHT_HIP ].parentBall = BODY_BALL_PELVIS; - _bodyBall[ BODY_BALL_RIGHT_KNEE ].parentBall = BODY_BALL_RIGHT_HIP; - _bodyBall[ BODY_BALL_RIGHT_HEEL ].parentBall = BODY_BALL_RIGHT_KNEE; - _bodyBall[ BODY_BALL_RIGHT_TOES ].parentBall = BODY_BALL_RIGHT_HEEL; + _bodyBall[ BODY_BALL_LEFT_HEEL ].parentBall = BODY_BALL_LEFT_KNEE; + _bodyBall[ BODY_BALL_LEFT_TOES ].parentBall = BODY_BALL_LEFT_HEEL; + _bodyBall[ BODY_BALL_RIGHT_HIP ].parentBall = BODY_BALL_PELVIS; + _bodyBall[ BODY_BALL_RIGHT_KNEE ].parentBall = BODY_BALL_RIGHT_HIP; + _bodyBall[ BODY_BALL_RIGHT_HEEL ].parentBall = BODY_BALL_RIGHT_KNEE; + _bodyBall[ BODY_BALL_RIGHT_TOES ].parentBall = BODY_BALL_RIGHT_HEEL; /* // to aid in hand-shaking and hand-holding, the right hand is not collidable - _bodyBall[ BODY_BALL_RIGHT_ELBOW ].isCollidable = false; - _bodyBall[ BODY_BALL_RIGHT_WRIST ].isCollidable = false; - _bodyBall[ BODY_BALL_RIGHT_FINGERTIPS].isCollidable = false; + _bodyBall[ BODY_BALL_RIGHT_ELBOW ].isCollidable = false; + _bodyBall[ BODY_BALL_RIGHT_WRIST ].isCollidable = false; + _bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].isCollidable = false; */ }