remove cruft: billboard option for Head::simulate()

This commit is contained in:
Andrew Meadows 2017-01-23 17:28:54 -08:00
parent 887707426e
commit d3dcc2b415
2 changed files with 4 additions and 4 deletions

View file

@ -70,7 +70,7 @@ void Head::reset() {
_baseYaw = _basePitch = _baseRoll = 0.0f; _baseYaw = _basePitch = _baseRoll = 0.0f;
} }
void Head::simulate(float deltaTime, bool isMine, bool billboard) { void Head::simulate(float deltaTime, bool isMine) {
// Update audio trailing average for rendering facial animations // Update audio trailing average for rendering facial animations
const float AUDIO_AVERAGING_SECS = 0.05f; const float AUDIO_AVERAGING_SECS = 0.05f;
const float AUDIO_LONG_TERM_AVERAGING_SECS = 30.0f; const float AUDIO_LONG_TERM_AVERAGING_SECS = 30.0f;
@ -117,7 +117,7 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
} }
} }
if (!(_isFaceTrackerConnected || billboard)) { if (!_isFaceTrackerConnected) {
if (!_isEyeTrackerConnected) { if (!_isEyeTrackerConnected) {
// Update eye saccades // Update eye saccades
@ -220,7 +220,7 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
_leftEyePosition = _rightEyePosition = getPosition(); _leftEyePosition = _rightEyePosition = getPosition();
_eyePosition = getPosition(); _eyePosition = getPosition();
if (!billboard && _owningAvatar) { if (_owningAvatar) {
auto skeletonModel = static_cast<Avatar*>(_owningAvatar)->getSkeletonModel(); auto skeletonModel = static_cast<Avatar*>(_owningAvatar)->getSkeletonModel();
if (skeletonModel) { if (skeletonModel) {
skeletonModel->getEyePositions(_leftEyePosition, _rightEyePosition); skeletonModel->getEyePositions(_leftEyePosition, _rightEyePosition);

View file

@ -31,7 +31,7 @@ public:
void init(); void init();
void reset(); void reset();
void simulate(float deltaTime, bool isMine, bool billboard = false); void simulate(float deltaTime, bool isMine);
void setScale(float scale); void setScale(float scale);
void setPosition(glm::vec3 position) { _position = position; } void setPosition(glm::vec3 position) { _position = position; }
void setAverageLoudness(float averageLoudness) { _averageLoudness = averageLoudness; } void setAverageLoudness(float averageLoudness) { _averageLoudness = averageLoudness; }