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Merge pull request #2549 from AndrewMeadows/avatar-interaction
name changes to get rid of "tweaked" angles in Head code
This commit is contained in:
commit
be5888e692
9 changed files with 83 additions and 79 deletions
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@ -522,7 +522,7 @@ void Audio::handleAudioInput() {
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if (audioMixer && audioMixer->getActiveSocket()) {
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MyAvatar* interfaceAvatar = Application::getInstance()->getAvatar();
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glm::vec3 headPosition = interfaceAvatar->getHead()->getPosition();
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glm::quat headOrientation = interfaceAvatar->getHead()->getTweakedOrientation();
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glm::quat headOrientation = interfaceAvatar->getHead()->getFinalOrientation();
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// we need the amount of bytes in the buffer + 1 for type
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// + 12 for 3 floats for position + float for bearing + 1 attenuation byte
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@ -50,9 +50,9 @@ void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBX
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glm::mat3 axes = glm::mat3_cast(_rotation);
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glm::mat3 inverse = glm::mat3(glm::inverse(parentState.transform * glm::translate(state.translation) *
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joint.preTransform * glm::mat4_cast(joint.preRotation)));
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state.rotation = glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getTweakedRoll(), glm::normalize(inverse * axes[2]))
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* glm::angleAxis(RADIANS_PER_DEGREE * _owningHead->getTweakedYaw(), glm::normalize(inverse * axes[1]))
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* glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getTweakedPitch(), glm::normalize(inverse * axes[0]))
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state.rotation = glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalRoll(), glm::normalize(inverse * axes[2]))
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* glm::angleAxis(RADIANS_PER_DEGREE * _owningHead->getFinalYaw(), glm::normalize(inverse * axes[1]))
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* glm::angleAxis(- RADIANS_PER_DEGREE * _owningHead->getFinalPitch(), glm::normalize(inverse * axes[0]))
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* joint.rotation;
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}
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@ -60,7 +60,7 @@ void FaceModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJ
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// likewise with the eye joints
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glm::mat4 inverse = glm::inverse(parentState.transform * glm::translate(state.translation) *
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joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
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glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getTweakedOrientation() * IDENTITY_FRONT, 0.0f));
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glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientation() * IDENTITY_FRONT, 0.0f));
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glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getLookAtPosition() +
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_owningHead->getSaccade() - _translation, 1.0f));
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glm::quat between = rotationBetween(front, lookAt);
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@ -36,9 +36,9 @@ Head::Head(Avatar* owningAvatar) :
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_leftEyeBlinkVelocity(0.0f),
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_rightEyeBlinkVelocity(0.0f),
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_timeWithoutTalking(0.0f),
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_pitchTweak(0.f),
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_yawTweak(0.f),
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_rollTweak(0.f),
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_deltaPitch(0.f),
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_deltaYaw(0.f),
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_deltaRoll(0.f),
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_isCameraMoving(false),
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_faceModel(this)
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{
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@ -50,7 +50,7 @@ void Head::init() {
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}
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void Head::reset() {
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_yaw = _pitch = _roll = 0.0f;
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_baseYaw = _basePitch = _baseRoll = 0.0f;
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_leanForward = _leanSideways = 0.0f;
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_faceModel.reset();
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}
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@ -178,14 +178,14 @@ void Head::setScale (float scale) {
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_scale = scale;
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}
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glm::quat Head::getTweakedOrientation() const {
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glm::quat Head::getFinalOrientation() const {
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return _owningAvatar->getOrientation() * glm::quat(glm::radians(
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glm::vec3(getTweakedPitch(), getTweakedYaw(), getTweakedRoll() )));
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glm::vec3(getFinalPitch(), getFinalYaw(), getFinalRoll() )));
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}
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glm::quat Head::getCameraOrientation () const {
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Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
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return owningAvatar->getWorldAlignedOrientation() * glm::quat(glm::radians(glm::vec3(_pitch, 0.f, 0.0f)));
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return owningAvatar->getWorldAlignedOrientation() * glm::quat(glm::radians(glm::vec3(_basePitch, 0.f, 0.0f)));
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}
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glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const {
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@ -197,16 +197,16 @@ glm::vec3 Head::getScalePivot() const {
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return _faceModel.isActive() ? _faceModel.getTranslation() : _position;
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}
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float Head::getTweakedYaw() const {
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return glm::clamp(_yaw + _yawTweak, MIN_HEAD_YAW, MAX_HEAD_YAW);
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float Head::getFinalYaw() const {
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return glm::clamp(_baseYaw + _deltaYaw, MIN_HEAD_YAW, MAX_HEAD_YAW);
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}
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float Head::getTweakedPitch() const {
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return glm::clamp(_pitch + _pitchTweak, MIN_HEAD_PITCH, MAX_HEAD_PITCH);
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float Head::getFinalPitch() const {
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return glm::clamp(_basePitch + _deltaPitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH);
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}
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float Head::getTweakedRoll() const {
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return glm::clamp(_roll + _rollTweak, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
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float Head::getFinalRoll() const {
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return glm::clamp(_baseRoll + _deltaRoll, MIN_HEAD_ROLL, MAX_HEAD_ROLL);
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}
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void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
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@ -45,8 +45,12 @@ public:
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void setReturnToCenter (bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; }
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void setRenderLookatVectors(bool onOff) { _renderLookatVectors = onOff; }
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glm::quat getTweakedOrientation() const;
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/// \return orientationBody * orientationBase+Delta
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glm::quat getFinalOrientation() const;
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/// \return orientationBody * orientationBasePitch
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glm::quat getCameraOrientation () const;
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const glm::vec3& getAngularVelocity() const { return _angularVelocity; }
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void setAngularVelocity(glm::vec3 angularVelocity) { _angularVelocity = angularVelocity; }
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@ -70,18 +74,18 @@ public:
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/// Returns the point about which scaling occurs.
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glm::vec3 getScalePivot() const;
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void setPitchTweak(float pitch) { _pitchTweak = pitch; }
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float getPitchTweak() const { return _pitchTweak; }
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void setDeltaPitch(float pitch) { _deltaPitch = pitch; }
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float getDeltaPitch() const { return _deltaPitch; }
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void setYawTweak(float yaw) { _yawTweak = yaw; }
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float getYawTweak() const { return _yawTweak; }
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void setDeltaYaw(float yaw) { _deltaYaw = yaw; }
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float getDeltaYaw() const { return _deltaYaw; }
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void setRollTweak(float roll) { _rollTweak = roll; }
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float getRollTweak() const { return _rollTweak; }
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void setDeltaRoll(float roll) { _deltaRoll = roll; }
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float getDeltaRoll() const { return _deltaRoll; }
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virtual float getTweakedPitch() const;
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virtual float getTweakedYaw() const;
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virtual float getTweakedRoll() const;
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virtual float getFinalPitch() const;
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virtual float getFinalYaw() const;
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virtual float getFinalRoll() const;
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private:
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// disallow copies of the Head, copy of owning Avatar is disallowed too
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@ -106,10 +110,10 @@ private:
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float _rightEyeBlinkVelocity;
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float _timeWithoutTalking;
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// tweaked angles affect the rendered head, but not the camera
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float _pitchTweak;
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float _yawTweak;
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float _rollTweak;
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// delta angles for local head rotation
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float _deltaPitch;
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float _deltaYaw;
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float _deltaRoll;
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bool _isCameraMoving;
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FaceModel _faceModel;
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@ -118,9 +118,9 @@ void MyAvatar::update(float deltaTime) {
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OculusManager::getEulerAngles(yaw, pitch, roll);
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// but these euler angles are stored in degrees
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head->setYaw(yaw * DEGREES_PER_RADIAN);
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head->setPitch(pitch * DEGREES_PER_RADIAN);
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head->setRoll(roll * DEGREES_PER_RADIAN);
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head->setBaseYaw(yaw * DEGREES_PER_RADIAN);
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head->setBasePitch(pitch * DEGREES_PER_RADIAN);
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head->setBaseRoll(roll * DEGREES_PER_RADIAN);
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}
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// Get audio loudness data from audio input device
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@ -230,7 +230,7 @@ void MyAvatar::simulate(float deltaTime) {
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if (!Application::getInstance()->getFaceshift()->isActive() && OculusManager::isConnected() &&
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fabsf(forwardAcceleration) > OCULUS_ACCELERATION_PULL_THRESHOLD &&
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fabs(getHead()->getYaw()) > OCULUS_YAW_OFFSET_THRESHOLD) {
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fabs(getHead()->getBaseYaw()) > OCULUS_YAW_OFFSET_THRESHOLD) {
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// if we're wearing the oculus
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// and this acceleration is above the pull threshold
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@ -240,7 +240,7 @@ void MyAvatar::simulate(float deltaTime) {
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_bodyYaw = getAbsoluteHeadYaw();
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// set the head yaw to zero for this draw
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getHead()->setYaw(0);
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getHead()->setBaseYaw(0);
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// correct the oculus yaw offset
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OculusManager::updateYawOffset();
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@ -365,9 +365,9 @@ void MyAvatar::updateFromGyros(float deltaTime) {
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// restore rotation, lean to neutral positions
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const float RESTORE_PERIOD = 0.25f; // seconds
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float restorePercentage = glm::clamp(deltaTime/RESTORE_PERIOD, 0.f, 1.f);
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head->setPitchTweak(glm::mix(head->getPitchTweak(), 0.0f, restorePercentage));
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head->setYawTweak(glm::mix(head->getYawTweak(), 0.0f, restorePercentage));
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head->setRollTweak(glm::mix(head->getRollTweak(), 0.0f, restorePercentage));
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head->setDeltaPitch(glm::mix(head->getDeltaPitch(), 0.0f, restorePercentage));
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head->setDeltaYaw(glm::mix(head->getDeltaYaw(), 0.0f, restorePercentage));
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head->setDeltaRoll(glm::mix(head->getDeltaRoll(), 0.0f, restorePercentage));
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head->setLeanSideways(glm::mix(head->getLeanSideways(), 0.0f, restorePercentage));
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head->setLeanForward(glm::mix(head->getLeanForward(), 0.0f, restorePercentage));
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return;
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@ -378,9 +378,9 @@ void MyAvatar::updateFromGyros(float deltaTime) {
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const float AVATAR_HEAD_PITCH_MAGNIFY = 1.0f;
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const float AVATAR_HEAD_YAW_MAGNIFY = 1.0f;
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const float AVATAR_HEAD_ROLL_MAGNIFY = 1.0f;
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head->setPitchTweak(estimatedRotation.x * AVATAR_HEAD_PITCH_MAGNIFY);
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head->setYawTweak(estimatedRotation.y * AVATAR_HEAD_YAW_MAGNIFY);
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head->setRollTweak(estimatedRotation.z * AVATAR_HEAD_ROLL_MAGNIFY);
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head->setDeltaPitch(estimatedRotation.x * AVATAR_HEAD_PITCH_MAGNIFY);
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head->setDeltaYaw(estimatedRotation.y * AVATAR_HEAD_YAW_MAGNIFY);
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head->setDeltaRoll(estimatedRotation.z * AVATAR_HEAD_ROLL_MAGNIFY);
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// Update torso lean distance based on accelerometer data
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const float TORSO_LENGTH = 0.5f;
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@ -506,7 +506,7 @@ void MyAvatar::saveData(QSettings* settings) {
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settings->setValue("bodyPitch", _bodyPitch);
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settings->setValue("bodyRoll", _bodyRoll);
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settings->setValue("headPitch", getHead()->getPitch());
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settings->setValue("headPitch", getHead()->getBasePitch());
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settings->setValue("position_x", _position.x);
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settings->setValue("position_y", _position.y);
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@ -532,7 +532,7 @@ void MyAvatar::loadData(QSettings* settings) {
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_bodyPitch = loadSetting(settings, "bodyPitch", 0.0f);
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_bodyRoll = loadSetting(settings, "bodyRoll", 0.0f);
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getHead()->setPitch(loadSetting(settings, "headPitch", 0.0f));
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getHead()->setBasePitch(loadSetting(settings, "headPitch", 0.0f));
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_position.x = loadSetting(settings, "position_x", 0.0f);
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_position.y = loadSetting(settings, "position_y", 0.0f);
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@ -575,9 +575,9 @@ void MyAvatar::orbit(const glm::vec3& position, int deltaX, int deltaY) {
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setOrientation(orientation);
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// then vertically
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float oldPitch = getHead()->getPitch();
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getHead()->setPitch(oldPitch - deltaY * ANGULAR_SCALE);
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rotation = glm::angleAxis(glm::radians((getHead()->getPitch() - oldPitch)), orientation * IDENTITY_RIGHT);
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float oldPitch = getHead()->getBasePitch();
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getHead()->setBasePitch(oldPitch - deltaY * ANGULAR_SCALE);
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rotation = glm::angleAxis(glm::radians((getHead()->getBasePitch() - oldPitch)), orientation * IDENTITY_RIGHT);
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setPosition(position + rotation * (getPosition() - position));
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}
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@ -683,7 +683,7 @@ void MyAvatar::updateThrust(float deltaTime) {
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_thrust -= _driveKeys[DOWN] * _scale * THRUST_MAG_DOWN * _thrustMultiplier * deltaTime * up;
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_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
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_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_SPEED * deltaTime;
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getHead()->setPitch(getHead()->getPitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
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getHead()->setBasePitch(getHead()->getBasePitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
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// If thrust keys are being held down, slowly increase thrust to allow reaching great speeds
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if (_driveKeys[FWD] || _driveKeys[BACK] || _driveKeys[RIGHT] || _driveKeys[LEFT] || _driveKeys[UP] || _driveKeys[DOWN]) {
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@ -93,9 +93,9 @@ QByteArray AvatarData::toByteArray() {
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destinationBuffer += packFloatRatioToTwoByte(destinationBuffer, _targetScale);
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// Head rotation (NOTE: This needs to become a quaternion to save two bytes)
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->getTweakedYaw());
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->getTweakedPitch());
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->getTweakedRoll());
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->getFinalYaw());
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->getFinalPitch());
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->getFinalRoll());
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// Head lean X,Z (head lateral and fwd/back motion relative to torso)
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memcpy(destinationBuffer, &_headData->_leanSideways, sizeof(_headData->_leanSideways));
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@ -288,9 +288,9 @@ int AvatarData::parseDataAtOffset(const QByteArray& packet, int offset) {
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}
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return maxAvailableSize;
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}
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_headData->setYaw(headYaw);
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_headData->setPitch(headPitch);
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_headData->setRoll(headRoll);
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_headData->setBaseYaw(headYaw);
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_headData->setBasePitch(headPitch);
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_headData->setBaseRoll(headRoll);
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} // 6 bytes
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// Head lean (relative to pelvis)
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@ -128,8 +128,8 @@ public:
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void setHeadOrientation(const glm::quat& orientation) { _headData->setOrientation(orientation); }
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// access to Head().set/getMousePitch (degrees)
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float getHeadPitch() const { return _headData->getPitch(); }
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void setHeadPitch(float value) { _headData->setPitch(value); };
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float getHeadPitch() const { return _headData->getBasePitch(); }
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void setHeadPitch(float value) { _headData->setBasePitch(value); };
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// access to Head().set/getAverageLoudness
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float getAudioLoudness() const { return _headData->getAudioLoudness(); }
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@ -14,9 +14,9 @@
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#include "HeadData.h"
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HeadData::HeadData(AvatarData* owningAvatar) :
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_yaw(0.0f),
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_pitch(0.0f),
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_roll(0.0f),
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_baseYaw(0.0f),
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_basePitch(0.0f),
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_baseRoll(0.0f),
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_leanSideways(0.0f),
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_leanForward(0.0f),
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_lookAtPosition(0.0f, 0.0f, 0.0f),
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@ -32,7 +32,7 @@ HeadData::HeadData(AvatarData* owningAvatar) :
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}
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glm::quat HeadData::getOrientation() const {
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return _owningAvatar->getOrientation() * glm::quat(glm::radians(glm::vec3(_pitch, _yaw, _roll)));
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return _owningAvatar->getOrientation() * glm::quat(glm::radians(glm::vec3(_basePitch, _baseYaw, _baseRoll)));
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}
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void HeadData::setOrientation(const glm::quat& orientation) {
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@ -44,21 +44,21 @@ void HeadData::setOrientation(const glm::quat& orientation) {
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// the rest goes to the head
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glm::vec3 eulers = glm::degrees(safeEulerAngles(glm::inverse(bodyOrientation) * orientation));
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_pitch = eulers.x;
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_yaw = eulers.y;
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_roll = eulers.z;
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_basePitch = eulers.x;
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_baseYaw = eulers.y;
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_baseRoll = eulers.z;
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}
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void HeadData::addYaw(float yaw) {
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setYaw(_yaw + yaw);
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setBaseYaw(_baseYaw + yaw);
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}
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void HeadData::addPitch(float pitch) {
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setPitch(_pitch + pitch);
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setBasePitch(_basePitch + pitch);
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}
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void HeadData::addRoll(float roll) {
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setRoll(_roll + roll);
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setBaseRoll(_baseRoll + roll);
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}
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@ -36,15 +36,15 @@ public:
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void setLeanSideways(float leanSideways) { _leanSideways = leanSideways; }
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float getLeanForward() const { return _leanForward; }
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void setLeanForward(float leanForward) { _leanForward = leanForward; }
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float getYaw() const { return _yaw; }
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void setYaw(float yaw) { _yaw = glm::clamp(yaw, MIN_HEAD_YAW, MAX_HEAD_YAW); }
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float getPitch() const { return _pitch; }
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void setPitch(float pitch) { _pitch = glm::clamp(pitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH); }
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float getRoll() const { return _roll; }
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void setRoll(float roll) { _roll = glm::clamp(roll, MIN_HEAD_ROLL, MAX_HEAD_ROLL); }
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virtual float getTweakedYaw() const { return _yaw; }
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virtual float getTweakedPitch() const { return _pitch; }
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virtual float getTweakedRoll() const { return _roll; }
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float getBaseYaw() const { return _baseYaw; }
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void setBaseYaw(float yaw) { _baseYaw = glm::clamp(yaw, MIN_HEAD_YAW, MAX_HEAD_YAW); }
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float getBasePitch() const { return _basePitch; }
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void setBasePitch(float pitch) { _basePitch = glm::clamp(pitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH); }
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float getBaseRoll() const { return _baseRoll; }
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void setBaseRoll(float roll) { _baseRoll = glm::clamp(roll, MIN_HEAD_ROLL, MAX_HEAD_ROLL); }
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virtual float getFinalYaw() const { return _baseYaw; }
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virtual float getFinalPitch() const { return _basePitch; }
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virtual float getFinalRoll() const { return _baseRoll; }
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glm::quat getOrientation() const;
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void setOrientation(const glm::quat& orientation);
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|
@ -73,9 +73,9 @@ public:
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protected:
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||||
// degrees
|
||||
float _yaw;
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||||
float _pitch;
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||||
float _roll;
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float _baseYaw;
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||||
float _basePitch;
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||||
float _baseRoll;
|
||||
float _leanSideways;
|
||||
float _leanForward;
|
||||
|
||||
|
|
Loading…
Reference in a new issue