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formatting changes
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4 changed files with 13 additions and 22 deletions
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@ -122,15 +122,6 @@ void Camera::updateFollowMode(float deltaTime) {
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_upShift = _attributes[_mode].upShift * _modeShift + _previousAttributes[_mode].upShift * inverseModeShift;
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_distance = _attributes[_mode].distance * _modeShift + _previousAttributes[_mode].distance * inverseModeShift;
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_upShift = _attributes[_mode].upShift * _modeShift + _previousAttributes[_mode].upShift * inverseModeShift;
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/*
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//transition to the attributes of the current mode
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_upShift += (_attributes[_mode].upShift - _upShift ) * deltaTime * MODE_SHIFT_RATE;
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_distance += (_attributes[_mode].distance - _distance ) * deltaTime * MODE_SHIFT_RATE;
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_tightness += (_attributes[_mode].tightness - _tightness) * deltaTime * MODE_SHIFT_RATE;
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*/
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}
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@ -40,7 +40,7 @@ public:
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glm::vec3 getApproximateEyePosition();
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// Do you want head to try to return to center (depends on interface detected)
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void setReturnToCenter(bool r) { _returnHeadToCenter = r; }
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void setReturnToCenter(bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; }
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const bool getReturnToCenter() const { return _returnHeadToCenter; }
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float getAverageLoudness() {return _averageLoudness;};
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@ -25,12 +25,12 @@ void Orientation::setToIdentity() {
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front = glm::vec3(IDENTITY_FRONT);
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}
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void Orientation::setToPitchYawRoll(float p, float y, float r) {
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void Orientation::setToPitchYawRoll(float pitch_change, float yaw_change, float roll_change) {
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setToIdentity();
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pitch(p);
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yaw (y);
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roll (r);
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pitch(pitch_change);
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yaw (yaw_change);
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roll (roll_change);
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}
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@ -102,10 +102,10 @@ void Orientation::roll(float angle) {
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}
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}
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void Orientation::rotate(float p, float y, float r) {
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pitch(p);
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yaw (y);
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roll (r);
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void Orientation::rotate(float pitch_change, float yaw_change, float roll_change) {
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pitch(pitch_change);
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yaw (yaw_change);
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roll (roll_change);
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}
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void Orientation::rotate(glm::vec3 eulerAngles) {
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@ -22,12 +22,12 @@ public:
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Orientation();
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void set(Orientation);
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void setToPitchYawRoll(float p, float y, float r);
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void setToPitchYawRoll(float pitch_change, float yaw_change, float roll_change);
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void setToIdentity();
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void pitch(float p);
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void yaw (float y);
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void roll (float r);
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void pitch(float pitch_change);
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void yaw (float yaw_change);
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void roll (float roll_change);
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void rotate(float pitch, float yaw, float roll);
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void rotate(glm::vec3 EulerAngles);
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