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Code style: made some little things more conformant with the coding standards and the rest of the codebase.
https://github.com/vircadia/vircadia/blob/master/CODING_STANDARD.md
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8b839fe71b
commit
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3 changed files with 13 additions and 16 deletions
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@ -5562,8 +5562,8 @@ MyAvatar::FollowHelper::FollowHelper() {
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}
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void MyAvatar::FollowHelper::deactivate() {
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for (uint i = 0, e = static_cast<uint>(CharacterController::FollowType::Count); i < e; ++i) {
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deactivate((CharacterController::FollowType)i);
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for (uint i = 0; i < static_cast<uint>(CharacterController::FollowType::Count); i++) {
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deactivate(static_cast<CharacterController::FollowType>(i));
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}
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}
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@ -5588,8 +5588,8 @@ bool MyAvatar::FollowHelper::isActive(CharacterController::FollowType type) cons
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}
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bool MyAvatar::FollowHelper::isActive() const {
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for (uint i = 0, e = static_cast<uint>(CharacterController::FollowType::Count); i < e; ++i) {
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if (isActive((CharacterController::FollowType)i)) {
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for (uint i = 0; i < static_cast<uint>(CharacterController::FollowType::Count); i++) {
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if (isActive(static_cast<CharacterController::FollowType>(i))) {
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return true;
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}
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}
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@ -5597,12 +5597,12 @@ bool MyAvatar::FollowHelper::isActive() const {
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}
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void MyAvatar::FollowHelper::decrementTimeRemaining(float dt) {
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for (uint i = 0, e = static_cast<uint>(CharacterController::FollowType::Count); i < e; ++i) {
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if (_timeRemaining[i] == CharacterController::FOLLOW_TIME_IMMEDIATE_SNAP) {
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_timeRemaining[i] = 0.f;
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for (auto& time : _timeRemaining) {
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if (time == CharacterController::FOLLOW_TIME_IMMEDIATE_SNAP) {
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time = 0.0f;
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}
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else {
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_timeRemaining[i] -= dt;
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time -= dt;
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}
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}
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}
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@ -5612,13 +5612,14 @@ bool MyAvatar::FollowHelper::shouldActivateRotation(const MyAvatar& myAvatar,
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const glm::mat4& desiredBodyMatrix,
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const glm::mat4& currentBodyMatrix,
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bool& shouldSnapOut) const {
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shouldSnapOut = false;
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// If hips are under direct control (tracked), they give our desired body rotation and we snap to it every frame.
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if (myAvatar.areHipsTracked()) {
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shouldSnapOut = true;
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return true;
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}
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else {
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shouldSnapOut = false;
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}
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const float FOLLOW_ROTATION_THRESHOLD = cosf(myAvatar.getRotationThreshold());
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glm::vec2 bodyFacing = getFacingDir2D(currentBodyMatrix);
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@ -5875,7 +5876,6 @@ glm::mat4 MyAvatar::FollowHelper::postPhysicsUpdate(MyAvatar& myAvatar, const gl
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setTranslation(newBodyMat, extractTranslation(myAvatar.deriveBodyFromHMDSensor()));
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}
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}
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return newBodyMat;
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} else {
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return currentBodyMatrix;
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@ -2716,7 +2716,7 @@ void Rig::computeAvatarBoundingCapsule(
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// HACK by convention our Avatars are always modeled such that y=0 (GEOMETRY_GROUND_Y) is the ground plane.
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// add the ground point so that our avatars will always have bounding volumes that are flush with the ground
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// even if they do not have legs (default robot)
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totalExtents.addPoint(glm::vec3(0.f, GEOMETRY_GROUND_Y, 0.f));
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totalExtents.addPoint(glm::vec3(0.0f, GEOMETRY_GROUND_Y, 0.0f));
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// To reduce the radius of the bounding capsule to be tight with the torso, we only consider joints
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// from the head to the hips when computing the rest of the bounding capsule.
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@ -368,10 +368,8 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
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btVector3 startPos = bodyTransform.getOrigin();
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btVector3 deltaPos = _followDesiredBodyTransform.getOrigin() - startPos;
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btVector3 linearDisplacement(0, 0, 0);
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btVector3 linearDisplacement(0.0f, 0.0f, 0.0f);
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{
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linearDisplacement.setZero();
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const float horizontalTime = _followTimeRemainingPerType[static_cast<uint>(FollowType::Horizontal)];
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const float verticalTime = _followTimeRemainingPerType[static_cast<uint>(FollowType::Vertical)];
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@ -452,7 +450,6 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
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}
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_rigidBody->setWorldTransform(btTransform(endRot, endPos));
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}
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_followTime += dt;
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if (_steppingUp) {
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