avatar resized + physic adapted

This commit is contained in:
Atlante45 2013-07-11 18:16:55 -07:00
parent 12bbec66af
commit d84963040e
6 changed files with 75 additions and 53 deletions

View file

@ -84,7 +84,7 @@ Avatar::Avatar(Node* owningNode) :
_leanScale(0.5f), _leanScale(0.5f),
_pelvisStandingHeight(0.0f), _pelvisStandingHeight(0.0f),
_pelvisFloatingHeight(0.0f), _pelvisFloatingHeight(0.0f),
_uniformScaler(1.0f), _scale(1.0f),
_distanceToNearestAvatar(std::numeric_limits<float>::max()), _distanceToNearestAvatar(std::numeric_limits<float>::max()),
_gravity(0.0f, -1.0f, 0.0f), _gravity(0.0f, -1.0f, 0.0f),
_worldUpDirection(DEFAULT_UP_DIRECTION), _worldUpDirection(DEFAULT_UP_DIRECTION),
@ -109,8 +109,10 @@ Avatar::Avatar(Node* owningNode) :
initializeBodyBalls(); initializeBodyBalls();
//uniformScale(0.5f); if (isMyAvatar()) {
uniformScale(0.25f);
}
_height = _skeleton.getHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius + _bodyBall[ BODY_BALL_HEAD_BASE ].radius; _height = _skeleton.getHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius + _bodyBall[ BODY_BALL_HEAD_BASE ].radius;
_maxArmLength = _skeleton.getArmLength(); _maxArmLength = _skeleton.getArmLength();
@ -325,7 +327,7 @@ void Avatar::updateFromGyrosAndOrWebcam(bool gyroLook, const glm::vec3& amplifyA
_head.setCameraFollowsHead(gyroLook); _head.setCameraFollowsHead(gyroLook);
// Update torso lean distance based on accelerometer data // Update torso lean distance based on accelerometer data
const float TORSO_LENGTH = 0.5f; const float TORSO_LENGTH = _scale * 0.5f;
const float MAX_LEAN = 45.0f; const float MAX_LEAN = 45.0f;
_head.setLeanSideways(glm::clamp(glm::degrees(atanf(estimatedPosition.x * _leanScale / TORSO_LENGTH)), _head.setLeanSideways(glm::clamp(glm::degrees(atanf(estimatedPosition.x * _leanScale / TORSO_LENGTH)),
-MAX_LEAN, MAX_LEAN)); -MAX_LEAN, MAX_LEAN));
@ -372,18 +374,18 @@ void Avatar::updateThrust(float deltaTime, Transmitter * transmitter) {
const float THRUST_JUMP = 120.f; const float THRUST_JUMP = 120.f;
// Add Thrusts from keyboard // Add Thrusts from keyboard
if (_driveKeys[FWD ]) {_thrust += THRUST_MAG_FWD * deltaTime * front;} if (_driveKeys[FWD ]) {_thrust += _scale * THRUST_MAG_FWD * deltaTime * front;}
if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG_BACK * deltaTime * front;} if (_driveKeys[BACK ]) {_thrust -= _scale * THRUST_MAG_BACK * deltaTime * front;}
if (_driveKeys[RIGHT ]) {_thrust += THRUST_MAG_LATERAL * deltaTime * right;} if (_driveKeys[RIGHT ]) {_thrust += _scale * THRUST_MAG_LATERAL * deltaTime * right;}
if (_driveKeys[LEFT ]) {_thrust -= THRUST_MAG_LATERAL * deltaTime * right;} if (_driveKeys[LEFT ]) {_thrust -= _scale * THRUST_MAG_LATERAL * deltaTime * right;}
if (_driveKeys[UP ]) {_thrust += THRUST_MAG_UP * deltaTime * up;} if (_driveKeys[UP ]) {_thrust += _scale * THRUST_MAG_UP * deltaTime * up;}
if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG_DOWN * deltaTime * up;} if (_driveKeys[DOWN ]) {_thrust -= _scale * THRUST_MAG_DOWN * deltaTime * up;}
if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;} if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;}
if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;} if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;}
// Add one time jumping force if requested // Add one time jumping force if requested
if (_shouldJump) { if (_shouldJump) {
_thrust += THRUST_JUMP * up; _thrust += _scale * THRUST_JUMP * up;
_shouldJump = false; _shouldJump = false;
} }
@ -521,7 +523,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
// apply gravity and collision with the ground/floor // apply gravity and collision with the ground/floor
if (isMyAvatar() && USING_AVATAR_GRAVITY) { if (isMyAvatar() && USING_AVATAR_GRAVITY) {
_velocity += _gravity * (GRAVITY_EARTH * deltaTime); _velocity += _scale * _gravity * (GRAVITY_EARTH * deltaTime);
} }
if (isMyAvatar()) { if (isMyAvatar()) {
updateCollisionWithEnvironment(); updateCollisionWithEnvironment();
@ -651,7 +653,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
_head.setBodyRotation (glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll)); _head.setBodyRotation (glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
_head.setPosition(_bodyBall[ BODY_BALL_HEAD_BASE ].position); _head.setPosition(_bodyBall[ BODY_BALL_HEAD_BASE ].position);
_head.setScale (_uniformScaler); _head.setScale(_scale);
_head.setSkinColor(glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2])); _head.setSkinColor(glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]));
_head.simulate(deltaTime, isMyAvatar()); _head.simulate(deltaTime, isMyAvatar());
@ -734,7 +736,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMovem
if (distance < closestDistance) { if (distance < closestDistance) {
closestDistance = distance; closestDistance = distance;
if (distance < PERIPERSONAL_RADIUS) { if (distance < _scale * PERIPERSONAL_RADIUS) {
_interactingOther = otherAvatar; _interactingOther = otherAvatar;
} }
} }
@ -1003,7 +1005,7 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
} }
// render a simple round on the ground projected down from the avatar's position // render a simple round on the ground projected down from the avatar's position
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f); renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f);
// render body // render body
renderBody(lookingInMirror, renderAvatarBalls); renderBody(lookingInMirror, renderAvatarBalls);
@ -1077,7 +1079,7 @@ void Avatar::resetBodyBalls() {
void Avatar::updateBodyBalls(float deltaTime) { void Avatar::updateBodyBalls(float deltaTime) {
// Check for a large repositioning, and re-initialize balls if this has happened // Check for a large repositioning, and re-initialize balls if this has happened
const float BEYOND_BODY_SPRING_RANGE = 2.f; const float BEYOND_BODY_SPRING_RANGE = _scale * 2.f;
if (glm::length(_position - _bodyBall[BODY_BALL_PELVIS].position) > BEYOND_BODY_SPRING_RANGE) { if (glm::length(_position - _bodyBall[BODY_BALL_PELVIS].position) > BEYOND_BODY_SPRING_RANGE) {
resetBodyBalls(); resetBodyBalls();
} }
@ -1378,35 +1380,43 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
} }
void Avatar::uniformScale(float uniformScaler) { void Avatar::uniformScale(float uniformScaler) {
_uniformScaler *= uniformScaler; _scale *= uniformScaler;
_skeleton.uniformScale(_uniformScaler); _skeleton.uniformScale(_scale);
// specify the new radius of each ball // specify the new radius of each ball
_bodyBall[ BODY_BALL_PELVIS ].radius = _uniformScaler * BODY_BALL_RADIUS_PELVIS; _bodyBall[ BODY_BALL_PELVIS ].radius = _scale * BODY_BALL_RADIUS_PELVIS;
_bodyBall[ BODY_BALL_TORSO ].radius = _uniformScaler * BODY_BALL_RADIUS_TORSO; _bodyBall[ BODY_BALL_TORSO ].radius = _scale * BODY_BALL_RADIUS_TORSO;
_bodyBall[ BODY_BALL_CHEST ].radius = _uniformScaler * BODY_BALL_RADIUS_CHEST; _bodyBall[ BODY_BALL_CHEST ].radius = _scale * BODY_BALL_RADIUS_CHEST;
_bodyBall[ BODY_BALL_NECK_BASE ].radius = _uniformScaler * BODY_BALL_RADIUS_NECK_BASE; _bodyBall[ BODY_BALL_NECK_BASE ].radius = _scale * BODY_BALL_RADIUS_NECK_BASE;
_bodyBall[ BODY_BALL_HEAD_BASE ].radius = _uniformScaler * BODY_BALL_RADIUS_HEAD_BASE; _bodyBall[ BODY_BALL_HEAD_BASE ].radius = _scale * BODY_BALL_RADIUS_HEAD_BASE;
_bodyBall[ BODY_BALL_LEFT_COLLAR ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_COLLAR; _bodyBall[ BODY_BALL_LEFT_COLLAR ].radius = _scale * BODY_BALL_RADIUS_LEFT_COLLAR;
_bodyBall[ BODY_BALL_LEFT_SHOULDER ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_SHOULDER; _bodyBall[ BODY_BALL_LEFT_SHOULDER ].radius = _scale * BODY_BALL_RADIUS_LEFT_SHOULDER;
_bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_ELBOW; _bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = _scale * BODY_BALL_RADIUS_LEFT_ELBOW;
_bodyBall[ BODY_BALL_LEFT_WRIST ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_WRIST; _bodyBall[ BODY_BALL_LEFT_WRIST ].radius = _scale * BODY_BALL_RADIUS_LEFT_WRIST;
_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_FINGERTIPS; _bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].radius = _scale * BODY_BALL_RADIUS_LEFT_FINGERTIPS;
_bodyBall[ BODY_BALL_RIGHT_COLLAR ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_COLLAR; _bodyBall[ BODY_BALL_RIGHT_COLLAR ].radius = _scale * BODY_BALL_RADIUS_RIGHT_COLLAR;
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_SHOULDER; _bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = _scale * BODY_BALL_RADIUS_RIGHT_SHOULDER;
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_ELBOW; _bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = _scale * BODY_BALL_RADIUS_RIGHT_ELBOW;
_bodyBall[ BODY_BALL_RIGHT_WRIST ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_WRIST; _bodyBall[ BODY_BALL_RIGHT_WRIST ].radius = _scale * BODY_BALL_RADIUS_RIGHT_WRIST;
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_FINGERTIPS; _bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].radius = _scale * BODY_BALL_RADIUS_RIGHT_FINGERTIPS;
_bodyBall[ BODY_BALL_LEFT_HIP ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_HIP; _bodyBall[ BODY_BALL_LEFT_HIP ].radius = _scale * BODY_BALL_RADIUS_LEFT_HIP;
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_MID_THIGH; //_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].radius = _scale * BODY_BALL_RADIUS_LEFT_MID_THIGH;
_bodyBall[ BODY_BALL_LEFT_KNEE ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_KNEE; _bodyBall[ BODY_BALL_LEFT_KNEE ].radius = _scale * BODY_BALL_RADIUS_LEFT_KNEE;
_bodyBall[ BODY_BALL_LEFT_HEEL ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_HEEL; _bodyBall[ BODY_BALL_LEFT_HEEL ].radius = _scale * BODY_BALL_RADIUS_LEFT_HEEL;
_bodyBall[ BODY_BALL_LEFT_TOES ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_TOES; _bodyBall[ BODY_BALL_LEFT_TOES ].radius = _scale * BODY_BALL_RADIUS_LEFT_TOES;
_bodyBall[ BODY_BALL_RIGHT_HIP ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_HIP; _bodyBall[ BODY_BALL_RIGHT_HIP ].radius = _scale * BODY_BALL_RADIUS_RIGHT_HIP;
_bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_KNEE; _bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = _scale * BODY_BALL_RADIUS_RIGHT_KNEE;
_bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_HEEL; _bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = _scale * BODY_BALL_RADIUS_RIGHT_HEEL;
_bodyBall[ BODY_BALL_RIGHT_TOES ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_TOES; _bodyBall[ BODY_BALL_RIGHT_TOES ].radius = _scale * BODY_BALL_RADIUS_RIGHT_TOES;
_height = _skeleton.getHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius + _bodyBall[ BODY_BALL_HEAD_BASE ].radius;
_maxArmLength = _skeleton.getArmLength();
_pelvisStandingHeight = _skeleton.getPelvisStandingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius;
_pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius;
_pelvisToHeadLength = _skeleton.getPelvisToHeadLength();
_avatarTouch.setReachableRadius(_scale * PERIPERSONAL_RADIUS);
} }

View file

@ -139,6 +139,7 @@ public:
glm::vec3 getBodyRightDirection () const { return getOrientation() * IDENTITY_RIGHT; } glm::vec3 getBodyRightDirection () const { return getOrientation() * IDENTITY_RIGHT; }
glm::vec3 getBodyUpDirection () const { return getOrientation() * IDENTITY_UP; } glm::vec3 getBodyUpDirection () const { return getOrientation() * IDENTITY_UP; }
glm::vec3 getBodyFrontDirection () const { return getOrientation() * IDENTITY_FRONT; } glm::vec3 getBodyFrontDirection () const { return getOrientation() * IDENTITY_FRONT; }
float getScale () const { return _scale;}
const glm::vec3& getVelocity () const { return _velocity;} const glm::vec3& getVelocity () const { return _velocity;}
float getSpeed () const { return _speed;} float getSpeed () const { return _speed;}
float getHeight () const { return _height;} float getHeight () const { return _height;}
@ -221,7 +222,7 @@ private:
float _pelvisStandingHeight; float _pelvisStandingHeight;
float _pelvisFloatingHeight; float _pelvisFloatingHeight;
float _pelvisToHeadLength; float _pelvisToHeadLength;
float _uniformScaler; float _scale;
float _height; float _height;
Balls* _balls; Balls* _balls;
AvatarTouch _avatarTouch; AvatarTouch _avatarTouch;

View file

@ -128,8 +128,8 @@ void Head::resetHairPhysics() {
glm::vec3 up = getUpDirection(); glm::vec3 up = getUpDirection();
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) { for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
_hairTuft[t].length = HAIR_LENGTH; _hairTuft[t].length = _scale * HAIR_LENGTH;
_hairTuft[t].thickness = HAIR_THICKNESS; _hairTuft[t].thickness = _scale * HAIR_THICKNESS;
_hairTuft[t].basePosition = _position + up * _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.9f; _hairTuft[t].basePosition = _position + up * _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.9f;
_hairTuft[t].midPosition = _hairTuft[t].basePosition + up * _hairTuft[t].length * ONE_HALF; _hairTuft[t].midPosition = _hairTuft[t].basePosition + up * _hairTuft[t].length * ONE_HALF;
_hairTuft[t].endPosition = _hairTuft[t].midPosition + up * _hairTuft[t].length * ONE_HALF; _hairTuft[t].endPosition = _hairTuft[t].midPosition + up * _hairTuft[t].length * ONE_HALF;
@ -306,6 +306,15 @@ void Head::render(float alpha) {
} }
} }
void Head::setScale (float scale) {
_scale = scale;
delete[] _mohawkTriangleFan;
delete[] _mohawkColors;
createMohawk();
resetHairPhysics();
}
void Head::createMohawk() { void Head::createMohawk() {
uint16_t nodeId = 0; uint16_t nodeId = 0;
@ -318,7 +327,7 @@ void Head::createMohawk() {
} }
} }
srand(nodeId); srand(nodeId);
float height = 0.08f + randFloat() * 0.05f; float height = _scale * (0.08f + randFloat() * 0.05f);
float variance = 0.03 + randFloat() * 0.03f; float variance = 0.03 + randFloat() * 0.03f;
const float RAD_PER_TRIANGLE = (2.3f + randFloat() * 0.2f) / (float)MOHAWK_TRIANGLES; const float RAD_PER_TRIANGLE = (2.3f + randFloat() * 0.2f) / (float)MOHAWK_TRIANGLES;
_mohawkTriangleFan = new glm::vec3[MOHAWK_TRIANGLES]; _mohawkTriangleFan = new glm::vec3[MOHAWK_TRIANGLES];
@ -326,7 +335,7 @@ void Head::createMohawk() {
_mohawkTriangleFan[0] = glm::vec3(0, 0, 0); _mohawkTriangleFan[0] = glm::vec3(0, 0, 0);
glm::vec3 basicColor(randFloat(), randFloat(), randFloat()); glm::vec3 basicColor(randFloat(), randFloat(), randFloat());
_mohawkColors[0] = basicColor; _mohawkColors[0] = basicColor;
for (int i = 1; i < MOHAWK_TRIANGLES; i++) { for (int i = 1; i < MOHAWK_TRIANGLES; i++) {
_mohawkTriangleFan[i] = glm::vec3((randFloat() - 0.5f) * variance, _mohawkTriangleFan[i] = glm::vec3((randFloat() - 0.5f) * variance,
height * cosf(i * RAD_PER_TRIANGLE - PIf / 2.f) height * cosf(i * RAD_PER_TRIANGLE - PIf / 2.f)

View file

@ -38,7 +38,7 @@ public:
void render(float alpha); void render(float alpha);
void renderMohawk(); void renderMohawk();
void setScale (float scale ) { _scale = scale; } void setScale (float scale );
void setPosition (glm::vec3 position ) { _position = position; } void setPosition (glm::vec3 position ) { _position = position; }
void setBodyRotation (glm::vec3 bodyRotation ) { _bodyRotation = bodyRotation; } void setBodyRotation (glm::vec3 bodyRotation ) { _bodyRotation = bodyRotation; }
void setGravity (glm::vec3 gravity ) { _gravity = gravity; } void setGravity (glm::vec3 gravity ) { _gravity = gravity; }

View file

@ -40,7 +40,7 @@ const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_KNEE = glm::vec3( 0.00, -0.25,
const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_HEEL = glm::vec3( 0.00, -0.23, 0.00); const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_HEEL = glm::vec3( 0.00, -0.23, 0.00);
const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_TOES = glm::vec3( 0.00, 0.00, -0.06); const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_TOES = glm::vec3( 0.00, 0.00, -0.06);
Skeleton::Skeleton() { Skeleton::Skeleton() : _floatingHeight(FLOATING_HEIGHT){
} }
void Skeleton::initialize() { void Skeleton::initialize() {
@ -89,7 +89,6 @@ void Skeleton::initialize() {
joint[ AVATAR_JOINT_RIGHT_HEEL ].parent = AVATAR_JOINT_RIGHT_KNEE; joint[ AVATAR_JOINT_RIGHT_HEEL ].parent = AVATAR_JOINT_RIGHT_KNEE;
joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL; joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
// specify the bind pose position
uniformScale(1.0f); uniformScale(1.0f);
} }
@ -139,6 +138,8 @@ void Skeleton::uniformScale(float uniformScaler) {
joint[ joint[b].parent ].absoluteBindPoseRotation; joint[ joint[b].parent ].absoluteBindPoseRotation;
} }
} }
_floatingHeight = uniformScaler * FLOATING_HEIGHT;
} }
// calculate positions and rotations of all bones by traversing the skeleton tree: // calculate positions and rotations of all bones by traversing the skeleton tree:
@ -185,7 +186,7 @@ float Skeleton::getPelvisStandingHeight() {
float Skeleton::getPelvisFloatingHeight() { float Skeleton::getPelvisFloatingHeight() {
return joint[ AVATAR_JOINT_LEFT_HEEL ].length + return joint[ AVATAR_JOINT_LEFT_HEEL ].length +
joint[ AVATAR_JOINT_LEFT_KNEE ].length + joint[ AVATAR_JOINT_LEFT_KNEE ].length +
FLOATING_HEIGHT; _floatingHeight;
} }
float Skeleton::getPelvisToHeadLength() { float Skeleton::getPelvisToHeadLength() {

View file

@ -73,7 +73,8 @@ public:
float length; // the length of vector connecting the joint and its parent float length; // the length of vector connecting the joint and its parent
}; };
AvatarJoint joint[ NUM_AVATAR_JOINTS ]; AvatarJoint joint[ NUM_AVATAR_JOINTS ];
}; float _floatingHeight;
};
#endif #endif