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turned off look at behavior - until it is finished and working correctly
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parent
04828c8224
commit
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2 changed files with 8 additions and 4 deletions
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@ -443,12 +443,16 @@ void Avatar::simulate(float deltaTime) {
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_joint[ AVATAR_JOINT_HEAD_BASE ].radius
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);
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//the following is still being prototyped (making the eyes look at a specific location), it should be finished by 5/20/13
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_head.setLooking(false);
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/*
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if (_interactingOther) {
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_head.setLooking(true);
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_head.setLookatPosition(_interactingOther->getSpringyHeadPosition());
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} else {
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_head.setLooking(false);
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}
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}
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*/
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_head.setAudioLoudness(_audioLoudness);
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_head.setSkinColor(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));
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@ -14,8 +14,6 @@ using namespace std;
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const float HEAD_MOTION_DECAY = 0.1;
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//const bool TESTING_LOOKAT = true;
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float _browColor [] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
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float _mouthColor[] = {1, 0, 0};
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@ -412,10 +410,10 @@ void Head::renderEyeBalls() {
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// the code below is still in the prototyping stages....
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//---------------------------------------------------------
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void Head::renderIrises(float yaw) {
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Orientation orientation;
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orientation.setToPitchYawRoll( pitch, yaw, roll);
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// Render lines originating from the eyes and converging on the lookatPosition
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float rightShift = scale * 0.22f;
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float upShift = scale * 0.38f;
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float frontShift = scale * 0.9f;
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@ -427,10 +425,12 @@ void Head::renderIrises(float yaw) {
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+ orientation.getUp () * upShift
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+ orientation.getFront() * frontShift;
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// Render lines originating from the eyes and converging on the lookatPosition
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debugRenderLookatVectors(leftEyePosition, rightEyePosition, lookatPosition);
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glColor3fv(_eyeColor);
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//make the texture for the iris sphere...
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if (sphere == NULL) {
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sphere = gluNewQuadric();
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gluQuadricTexture(sphere, GL_TRUE);
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