Merge pull request #118 from Ventrella/master

prepared for hand state changes, and also renamed bodyPosition to position
This commit is contained in:
Philip Rosedale 2013-04-23 20:54:55 -07:00
commit daa8350fa7
7 changed files with 164 additions and 139 deletions

View file

@ -157,7 +157,7 @@ int audioCallback (const void *inputBuffer,
// memcpy the three float positions
for (int p = 0; p < 3; p++) {
memcpy(currentPacketPtr, &data->linkedHead->getBodyPosition()[p], sizeof(float));
memcpy(currentPacketPtr, &data->linkedHead->getPosition()[p], sizeof(float));
currentPacketPtr += sizeof(float);
}

View file

@ -48,7 +48,7 @@ Head::Head(bool isMine) {
_velocity = glm::vec3( 0.0, 0.0, 0.0 );
_thrust = glm::vec3( 0.0, 0.0, 0.0 );
_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
_closestOtherAvatar = 0;
_nearOtherAvatar = false;
_bodyYaw = -90.0;
_bodyPitch = 0.0;
_bodyRoll = 0.0;
@ -60,7 +60,7 @@ Head::Head(bool isMine) {
//_transmitterTimer = 0;
_transmitterHz = 0.0;
_transmitterPackets = 0;
_numOtherAvatarsInView = 0;
//_numOtherAvatars = 0;
initializeSkeleton();
@ -117,13 +117,11 @@ Head::Head(bool isMine) {
_renderPitch = 0.0;
_sphere = NULL;
_collisionElipsoid.colliding = false;
_collisionElipsoid.position = glm::vec3( 0.0, 0.0, 0.0 );
_collisionElipsoid.upVector = glm::vec3( 0.0, 0.0, 0.0 );
_collisionElipsoid.girth = 0.0;
_collisionElipsoid.height = 0.0;
_handHolding.position = glm::vec3( 0.0, 0.0, 0.0 );
_handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 );
_handHolding.force = 10.0f;
if (iris_texture.size() == 0) {
switchToResourcesParentIfRequired();
unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
@ -131,19 +129,19 @@ Head::Head(bool isMine) {
printLog("error %u: %s\n", error, lodepng_error_text(error));
}
}
for (int o=0; o<MAX_OTHER_AVATARS; o++) {
_otherAvatarHandPosition[o] = glm::vec3( 0.0f, 0.0f, 0.0f );
}
_otherAvatar.handPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
_otherAvatar.handState = 0;
}
Head::Head(const Head &otherAvatar) {
_velocity = otherAvatar._velocity;
_thrust = otherAvatar._thrust;
_rotation = otherAvatar._rotation;
_closestOtherAvatar = otherAvatar._closestOtherAvatar;
_nearOtherAvatar = otherAvatar._nearOtherAvatar;
_bodyYaw = otherAvatar._bodyYaw;
_bodyPitch = otherAvatar._bodyPitch;
_bodyRoll = otherAvatar._bodyRoll;
@ -305,12 +303,12 @@ void Head::simulate(float deltaTime) {
//-------------------------------------------------------------
if ( _isMine )
{
_closestOtherAvatar = -1;
_nearOtherAvatar = false;
float closestDistance = 10000.0f;
AgentList * agentList = AgentList::getInstance();
_numOtherAvatarsInView =0;
//_numOtherAvatars = 0;
for(std::vector<Agent>::iterator agent = agentList->getAgents().begin();
agent != agentList->getAgents().end();
@ -318,21 +316,34 @@ void Head::simulate(float deltaTime) {
if (( agent->getLinkedData() != NULL && ( agent->getType() == AGENT_TYPE_AVATAR ) )) {
Head *otherAvatar = (Head *)agent->getLinkedData();
if ( _numOtherAvatarsInView < MAX_OTHER_AVATARS ) {
// if ( _numOtherAvatars < MAX_OTHER_AVATARS )
{
//-----------------------------------------------------------
// test other avatar hand position for proximity...
//-----------------------------------------------------------
_otherAvatarHandPosition[ _numOtherAvatarsInView ] = otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND );
//------------------------------------------------------
// check for collisions with other avatars and respond
//------------------------------------------------------
updateAvatarCollisionDetectionAndResponse
(
otherAvatar->getPosition(),
otherAvatar->getGirth(),
otherAvatar->getHeight(),
otherAvatar->getBodyUpDirection(),
deltaTime
);
//-------------------------------------------------
// test other avatar hand position for proximity
//------------------------------------------------
glm::vec3 v( _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
v -= _otherAvatarHandPosition[ _numOtherAvatarsInView ];
v -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND );
float distance = glm::length( v );
if ( distance < _maxArmLength ) {
if ( distance < closestDistance ) {
closestDistance = distance;
_closestOtherAvatar = _numOtherAvatarsInView;
_numOtherAvatarsInView++;
_nearOtherAvatar = true;
_otherAvatar.handPosition = otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND );
_otherAvatar.handState = (int)otherAvatar->getHandState();
}
}
}
@ -345,16 +356,23 @@ void Head::simulate(float deltaTime) {
//--------------------------------------------------------------
// test for avatar collision response (using a big sphere :)
//--------------------------------------------------------------
updateAvatarCollisionDetectionAndResponse(_TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime);
updateAvatarCollisionDetectionAndResponse
(
_TEST_bigSpherePosition,
_TEST_bigSphereRadius,
_TEST_bigSphereRadius,
glm::vec3( 0.0, 1.0, 0.0 ),
deltaTime
);
}
if ( AVATAR_GRAVITY ) {
if ( _bodyPosition.y > _bone[ AVATAR_BONE_RIGHT_FOOT ].radius * 2.0 ) {
if ( _position.y > _bone[ AVATAR_BONE_RIGHT_FOOT ].radius * 2.0 ) {
_velocity += glm::dvec3( 0.0, -1.0, 0.0 ) * ( 6.0 * deltaTime );
}
else {
if ( _bodyPosition.y < _bone[ AVATAR_BONE_RIGHT_FOOT ].radius ) {
_bodyPosition.y = _bone[ AVATAR_BONE_RIGHT_FOOT ].radius;
if ( _position.y < _bone[ AVATAR_BONE_RIGHT_FOOT ].radius ) {
_position.y = _bone[ AVATAR_BONE_RIGHT_FOOT ].radius;
_velocity.y = 0.0;
}
}
@ -369,7 +387,7 @@ void Head::simulate(float deltaTime) {
// reset hand and arm positions according to hand movement
//------------------------------------------------------------
if (_usingBodySprings) {
updateHandMovement();
updateHandMovement( deltaTime );
updateBodySprings( deltaTime );
}
@ -445,7 +463,7 @@ void Head::simulate(float deltaTime) {
//----------------------------------------------------------
// update position by velocity
//----------------------------------------------------------
_bodyPosition += (glm::vec3)_velocity * deltaTime;
_position += (glm::vec3)_velocity * deltaTime;
//----------------------------------------------------------
// decay velocity
@ -563,37 +581,25 @@ float Head::getHeight() {
glm::vec3 Head::getBodyUpDirection() {
return _orientation.getUp();
}
bool Head::testForCollision( glm::vec3 collisionPosition, float collisionGirth, float collisionHeight, glm::vec3 collisionUpVector ) {
_collisionElipsoid.colliding = false;
_collisionElipsoid.position = glm::vec3( 0.0, 0.0, 0.0 );
_collisionElipsoid.upVector = glm::vec3( 0.0, 0.0, 0.0 );
_collisionElipsoid.girth = 0.0;
_collisionElipsoid.height = 0.0;
return false;
}
//--------------------------------------------------------------------------------
// This is a workspace for testing avatar body collision detection and response
//--------------------------------------------------------------------------------
void Head::updateAvatarCollisionDetectionAndResponse( glm::vec3 collisionPosition, float collisionRadius, float deltaTime ) {
void Head::updateAvatarCollisionDetectionAndResponse
( glm::vec3 collisionPosition, float collisionGirth, float collisionHeight, glm::vec3 collisionUpVector, float deltaTime ) {
float myBodyApproximateBoundingRadius = 1.0f;
glm::vec3 vectorFromMyBodyToBigSphere(_bodyPosition - collisionPosition);
glm::vec3 vectorFromMyBodyToBigSphere(_position - collisionPosition);
bool jointCollision = false;
float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
if ( distanceToBigSphere < myBodyApproximateBoundingRadius + collisionRadius )
if ( distanceToBigSphere < myBodyApproximateBoundingRadius + collisionGirth )
{
for (int b=0; b<NUM_AVATAR_BONES; b++)
{
glm::vec3 vectorFromJointToBigSphereCenter(_bone[b].springyPosition - collisionPosition);
float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
float combinedRadius = _bone[b].radius + collisionRadius;
float combinedRadius = _bone[b].radius + collisionGirth;
if ( distanceToBigSphereCenter < combinedRadius )
{
jointCollision = true;
@ -630,12 +636,11 @@ void Head::render(bool lookingInMirror) {
//---------------------------------------------------
glColor4f( 0.5f, 0.5f, 0.5f, 0.6 );
glPushMatrix();
glTranslatef(_bodyPosition.x, _bodyPosition.y, _bodyPosition.z);
glTranslatef(_position.x, _position.y, _position.z);
glScalef( 0.03, 0.03, 0.03 );
glutSolidSphere( 1, 10, 10 );
glPopMatrix();
if ( usingBigSphereCollisionTest ) {
//---------------------------------------------------
// show TEST big sphere
@ -664,10 +669,10 @@ void Head::render(bool lookingInMirror) {
if ( _isMine )
{
if (_usingBodySprings) {
if ( _closestOtherAvatar != -1 ) {
if ( _nearOtherAvatar ) {
glm::vec3 v1( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
glm::vec3 v2( _otherAvatarHandPosition[ _closestOtherAvatar ] );
glm::vec3 v2( _otherAvatar.handPosition );
glLineWidth( 8.0 );
glColor4f( 0.7f, 0.4f, 0.1f, 0.6 );
@ -970,9 +975,6 @@ void Head::initializeSkeleton() {
updateSkeleton();
}
void Head::calculateBoneLengths() {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
_bone[b].length = glm::length( _bone[b].defaultPosePosition );
@ -997,7 +999,7 @@ void Head::updateSkeleton() {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
if ( _bone[b].parent == AVATAR_BONE_NULL ) {
_bone[b].orientation.set( _orientation );
_bone[b].position = _bodyPosition;
_bone[b].position = _position;
}
else {
_bone[b].orientation.set( _bone[ _bone[b].parent ].orientation );
@ -1036,7 +1038,7 @@ void Head::updateBodySprings( float deltaTime ) {
glm::vec3 springVector( _bone[b].springyPosition );
if ( _bone[b].parent == AVATAR_BONE_NULL ) {
springVector -= _bodyPosition;
springVector -= _position;
}
else {
springVector -= _bone[ _bone[b].parent ].springyPosition;
@ -1114,7 +1116,7 @@ glm::vec3 Head::getBonePosition( AvatarBoneID b ) {
void Head::updateHandMovement() {
void Head::updateHandMovement( float deltaTime ) {
glm::vec3 transformedHandMovement;
transformedHandMovement
@ -1126,19 +1128,31 @@ void Head::updateHandMovement() {
setHandState(_mousePressed);
//if holding hands, add a pull to the hand...
if ( _usingBodySprings ) {
if ( _closestOtherAvatar != -1 ) {
if ( _mousePressed ) {
glm::vec3 handToHandVector( _otherAvatarHandPosition[ _closestOtherAvatar ]);
handToHandVector -= _bone[ AVATAR_BONE_RIGHT_HAND ].position;
//---------------------------------------------------------------------
// if holding hands with another avatar, add a force to the hand...
//---------------------------------------------------------------------
if (( getHandState() == 1 )
|| ( _otherAvatar.handState == 1 )) {
//if ( _usingBodySprings )
{
if ( _nearOtherAvatar ) {
glm::vec3 vectorToOtherHand = _otherAvatar.handPosition - _handHolding.position;
glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHolding.position;
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _otherAvatarHandPosition[ _closestOtherAvatar ];
_handHolding.velocity *= 0.7;
_handHolding.velocity += ( vectorToOtherHand + vectorToMyHand ) * _handHolding.force * deltaTime;
_handHolding.position += _handHolding.velocity;
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHolding.position;
}
}
}
}
else {
_handHolding.position = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
_handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 );
}
//-------------------------------------------------------------------------------
// determine the arm vector
//-------------------------------------------------------------------------------
@ -1247,8 +1261,10 @@ void Head::renderBody() {
}
}
if (( _usingBodySprings ) && ( getHandState() )) {
glColor4f( 1.0, 1.0, 0.5, 0.5 );
//---------------------------------------------------------
// if the hand is grasping, show it...
//---------------------------------------------------------
if (( _usingBodySprings ) && ( getHandState() == 1 )) {
glPushMatrix();
glTranslatef
(
@ -1256,7 +1272,10 @@ void Head::renderBody() {
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.y,
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.z
);
glutSolidSphere( 0.03f, 10.0f, 5.0f );
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.4, 0.2 ); glutSolidSphere( 0.025f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.2, 0.1 ); glutSolidSphere( 0.030f, 10.0f, 10.0f );
glPopMatrix();
}
}

View file

@ -29,7 +29,7 @@ const float YAW_MAG = 300.0;
const float TEST_YAW_DECAY = 5.0;
const float LIN_VEL_DECAY = 5.0;
const float COLLISION_BODY_RADIUS = 0.3;
const float COLLISION_BODY_RADIUS = 0.1;
const float COLLISION_HEIGHT = 1.5;
enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
@ -93,6 +93,20 @@ struct AvatarCollisionElipsoid
glm::vec3 upVector;
};
struct AvatarHandHolding
{
glm::vec3 position;
glm::vec3 velocity;
float force;
};
struct OtherAvatar
{
glm::vec3 handPosition;
int handState;
};
struct AvatarBone
{
AvatarBoneID parent; // which bone is this bone connected to?
@ -177,6 +191,7 @@ class Head : public AvatarData {
glm::vec3 getHeadPosition();
glm::vec3 getBonePosition( AvatarBoneID b );
glm::vec3 getBodyUpDirection();
//int getHandState();
float getGirth();
float getHeight();
@ -190,13 +205,11 @@ class Head : public AvatarData {
void startHandMovement();
void stopHandMovement();
void setHandMovementValues( glm::vec3 movement );
void updateHandMovement();
void updateHandMovement( float deltaTime );
float getAverageLoudness() {return _head.averageLoudness;};
void setAverageLoudness(float al) {_head.averageLoudness = al;};
bool testForCollision( glm::vec3 collisionPosition, float collisionGirth, float collisionHeight, glm::vec3 collisionUpVector );
void SetNewHeadTarget(float, float);
// Set what driving keys are being pressed to control thrust levels
@ -208,47 +221,38 @@ class Head : public AvatarData {
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
glm::vec3 getThrust() { return _thrust; };
//
// Related to getting transmitter UDP data used to animate the avatar hand
//
void processTransmitterData(unsigned char * packetData, int numBytes);
float getTransmitterHz() { return _transmitterHz; };
private:
AvatarHead _head;
bool _isMine;
glm::vec3 _TEST_bigSpherePosition;
float _TEST_bigSphereRadius;
glm::vec3 _otherAvatarHandPosition[ MAX_OTHER_AVATARS ];
bool _mousePressed;
float _bodyYawDelta;
int _closestOtherAvatar;
bool _usingBodySprings;
glm::vec3 _movedHandOffset;
float _springVelocityDecay;
float _springForce;
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
AvatarBone _bone[ NUM_AVATAR_BONES ];
AvatarMode _mode;
glm::dvec3 _velocity;
glm::vec3 _thrust;
float _maxArmLength;
Orientation _orientation;
int _numOtherAvatarsInView;
int _driveKeys[MAX_DRIVE_KEYS];
GLUquadric* _sphere;
float _renderYaw;
float _renderPitch; // Pitch from view frustum when this is own head
AvatarCollisionElipsoid _collisionElipsoid;
//
// Related to getting transmitter UDP data used to animate the avatar hand
//
timeval _transmitterTimer;
float _transmitterHz;
int _transmitterPackets;
AvatarHead _head;
bool _isMine;
glm::vec3 _TEST_bigSpherePosition;
float _TEST_bigSphereRadius;
OtherAvatar _otherAvatar;
bool _mousePressed;
float _bodyYawDelta;
bool _nearOtherAvatar;
bool _usingBodySprings;
glm::vec3 _movedHandOffset;
float _springVelocityDecay;
float _springForce;
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
AvatarBone _bone[ NUM_AVATAR_BONES ];
AvatarMode _mode;
AvatarHandHolding _handHolding;
glm::dvec3 _velocity;
glm::vec3 _thrust;
float _maxArmLength;
Orientation _orientation;
int _driveKeys[MAX_DRIVE_KEYS];
GLUquadric* _sphere;
float _renderYaw;
float _renderPitch; // Pitch from view frustum when this is own head
timeval _transmitterTimer;
float _transmitterHz;
int _transmitterPackets;
//-----------------------------
// private methods...
@ -258,10 +262,16 @@ class Head : public AvatarData {
void initializeBodySprings();
void updateBodySprings( float deltaTime );
void calculateBoneLengths();
void updateAvatarCollisionDetectionAndResponse( glm::vec3, float radius, float deltaTime );
void readSensors();
void renderBoneAsBlock( AvatarBoneID b );
void updateAvatarCollisionDetectionAndResponse
(
glm::vec3 collisionPosition,
float collisionGirth,
float collisionHeight,
glm::vec3 collisionUpVector,
float deltaTime
);
};
#endif

View file

@ -185,7 +185,7 @@ int VoxelSystem::treeToArrays(VoxelNode *currentNode, const glm::vec3& nodePosi
int voxelsAdded = 0;
float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE);
glm::vec3 viewerPosition = viewerHead->getBodyPosition();
glm::vec3 viewerPosition = viewerHead->getPosition();
// debug LOD code
glm::vec3 debugNodePosition;

View file

@ -304,7 +304,7 @@ void displayStats(void)
char legend2[] = "* - toggle stars, & - toggle paint mode, '-' - send erase all, '%' - send add scene";
drawtext(10, statsVerticalOffset + 32, 0.10f, 0, 1.0, 0, legend2);
glm::vec3 avatarPos = myAvatar.getBodyPosition();
glm::vec3 avatarPos = myAvatar.getPosition();
char stats[200];
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d Head(x,y,z)= %4.2f, %4.2f, %4.2f ",
@ -396,8 +396,8 @@ void init(void)
if (noiseOn) {
myAvatar.setNoise(noise);
}
myAvatar.setBodyPosition(start_location);
myCamera.setPosition( start_location );
myAvatar.setPosition(start_location);
myCamera.setPosition(start_location);
#ifdef MARKER_CAPTURE
@ -438,7 +438,7 @@ void reset_sensors()
renderYawRate = 0;
renderPitchRate = 0;
myAvatar.setBodyPosition(start_location);
myAvatar.setPosition(start_location);
headMouseX = WIDTH/2;
headMouseY = HEIGHT/2;
@ -551,7 +551,7 @@ void updateAvatar(float frametime)
// If I'm in paint mode, send a voxel out to VOXEL server agents.
if (::paintOn) {
glm::vec3 avatarPos = myAvatar.getBodyPosition();
glm::vec3 avatarPos = myAvatar.getPosition();
// For some reason, we don't want to flip X and Z here.
::paintingVoxel.x = avatarPos.x/10.0;
@ -833,7 +833,7 @@ void display(void)
//----------------------------------------------------
// set the camera to third-person view behind my av
//----------------------------------------------------
myCamera.setTargetPosition ( myAvatar.getBodyPosition() );
myCamera.setTargetPosition ( myAvatar.getPosition() );
myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() );
myCamera.setPitch ( 0.0 ); // temporarily, this must be 0.0 or else bad juju
myCamera.setRoll ( 0.0 );
@ -1265,7 +1265,7 @@ void shiftPaintingColor()
}
void setupPaintingVoxel() {
glm::vec3 avatarPos = myAvatar.getBodyPosition();
glm::vec3 avatarPos = myAvatar.getPosition();
::paintingVoxel.x = avatarPos.z/-10.0; // voxel space x is negative z head space
::paintingVoxel.y = avatarPos.y/-10.0; // voxel space y is negative y head space
@ -1494,7 +1494,7 @@ void idle(void) {
//
updateAvatar(deltaTime);
//loop through all the other avatars and simulate them.
//loop through all the other avatars and simulate them...
AgentList * agentList = AgentList::getInstance();
for(std::vector<Agent>::iterator agent = agentList->getAgents().begin(); agent != agentList->getAgents().end(); agent++)
{
@ -1502,9 +1502,6 @@ void idle(void) {
{
Head *avatar = (Head *)agent->getLinkedData();
avatar->simulate(deltaTime);
//not ready yet...
//myAvatar.testForCollision( avatar->getBodyPosition(), avatar->getGirth(), avatar->getHeight(), avatar->getBodyUpDirection() );
}
}
@ -1515,7 +1512,6 @@ void idle(void) {
glutPostRedisplay();
lastTimeIdle = check;
}
// Read serial data

View file

@ -69,7 +69,7 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
// and return the number of bytes to push the pointer
// Body world position
memcpy(destinationBuffer, &_bodyPosition, sizeof(float) * 3);
memcpy(destinationBuffer, &_position, sizeof(float) * 3);
destinationBuffer += sizeof(float) * 3;
// Body rotation (NOTE: This needs to become a quaternion to save two bytes)
@ -125,7 +125,7 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
unsigned char* startPosition = sourceBuffer;
// Body world position
memcpy(&_bodyPosition, sourceBuffer, sizeof(float) * 3);
memcpy(&_position, sourceBuffer, sizeof(float) * 3);
sourceBuffer += sizeof(float) * 3;
// Body rotation (NOTE: This needs to become a quaternion to save two bytes)
@ -171,14 +171,14 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
return sourceBuffer - startPosition;
}
glm::vec3 AvatarData::getBodyPosition() {
return glm::vec3(_bodyPosition.x,
_bodyPosition.y,
_bodyPosition.z);
glm::vec3 AvatarData::getPosition() {
return glm::vec3(_position.x,
_position.y,
_position.z);
}
void AvatarData::setBodyPosition(glm::vec3 bodyPosition) {
_bodyPosition = bodyPosition;
void AvatarData::setPosition(glm::vec3 position) {
_position = position;
}
void AvatarData::setHandPosition(glm::vec3 handPosition) {

View file

@ -20,8 +20,8 @@ public:
AvatarData* clone() const;
glm::vec3 getBodyPosition();
void setBodyPosition(glm::vec3 bodyPosition);
glm::vec3 getPosition();
void setPosition(glm::vec3 position);
void setHandPosition(glm::vec3 handPosition);
int getBroadcastData(unsigned char* destinationBuffer);
@ -48,7 +48,7 @@ public:
// Hand State
void setHandState(char s) { _handState = s; };
const float getHandState() const {return _handState; };
const float getHandState() const {return _handState; }; //@Philip - shouldn't this be an int or a char?
// Instantaneous audio loudness to drive mouth/facial animation
void setLoudness(float l) { _audioLoudness = l; };
@ -75,7 +75,7 @@ public:
void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
protected:
glm::vec3 _bodyPosition;
glm::vec3 _position;
glm::vec3 _handPosition;
// Body rotation