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remove unused setHeadFromGyros() routine - confusing.
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3 changed files with 3 additions and 32 deletions
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@ -1220,37 +1220,6 @@ void Avatar::renderBody(bool lookingInMirror) {
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void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity, float deltaTime, float smoothingTime) {
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//
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// Given absolute position and angular velocity information, update the avatar's head angles
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// with the goal of fast instantaneous updates that gradually follow the absolute data.
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//
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// Euler Angle format is (Yaw, Pitch, Roll) in degrees
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//
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// Angular Velocity is (Yaw, Pitch, Roll) in degrees per second
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//
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// SMOOTHING_TIME is the time is seconds over which the head should average to the
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// absolute eulerAngles passed.
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//
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//
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if (deltaTime == 0.f) {
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// On first sample, set head to absolute position
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_head.setYaw (eulerAngles->x);
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_head.setPitch(eulerAngles->y);
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_head.setRoll (eulerAngles->z);
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} else {
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glm::vec3 angles(_head.getYaw(), _head.getPitch(), _head.getRoll());
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// Increment by detected velocity
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angles += (*angularVelocity) * deltaTime;
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// Smooth to slowly follow absolute values
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angles = ((1.f - deltaTime / smoothingTime) * angles) + (deltaTime / smoothingTime) * (*eulerAngles);
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_head.setYaw (angles.x);
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_head.setPitch(angles.y);
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_head.setRoll (angles.z);
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// printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z);
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}
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}
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void Avatar::loadData(QSettings* set) {
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set->beginGroup("Avatar");
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@ -216,7 +216,6 @@ private:
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void updateCollisionWithVoxels();
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void applyCollisionWithScene(const glm::vec3& penetration);
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void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
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void setHeadFromGyros(glm::vec3 * eulerAngles, glm::vec3 * angularVelocity, float deltaTime, float smoothingTime);
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void checkForMouseRayTouching();
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void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
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};
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@ -104,6 +104,7 @@ void Head::simulate(float deltaTime, bool isMine) {
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const float HEAD_MOTION_DECAY = 0.00;
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/*
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// Decay head back to center if turned on
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if (isMine && _returnHeadToCenter) {
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@ -121,6 +122,7 @@ void Head::simulate(float deltaTime, bool isMine) {
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if (fabs(_yaw ) < RETURN_RANGE) { _yaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
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if (fabs(_roll ) < RETURN_RANGE) { _roll *= (1.0f - RETURN_STRENGTH * deltaTime); }
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}
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*/
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// decay lean
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_leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
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@ -151,6 +153,7 @@ void Head::simulate(float deltaTime, bool isMine) {
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if (USING_PHYSICAL_MOHAWK) {
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updateHairPhysics(deltaTime);
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}
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}
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void Head::determineIfLookingAtSomething() {
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