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Fixing mohawk orientation
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parent
8b5901d904
commit
dc9b2e33b5
2 changed files with 5 additions and 6 deletions
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@ -55,7 +55,6 @@ Head::Head() :
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_audioAttack(0.0f),
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_audioAttack(0.0f),
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_returnSpringScale(1.0f),
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_returnSpringScale(1.0f),
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_bodyRotation(0.0f, 0.0f, 0.0f),
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_bodyRotation(0.0f, 0.0f, 0.0f),
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_headRotation(0.0f, 0.0f, 0.0f),
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_renderLookatVectors(false),
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_renderLookatVectors(false),
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_mohawkTriangleFan(NULL),
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_mohawkTriangleFan(NULL),
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_mohawkColors(NULL)
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_mohawkColors(NULL)
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@ -180,7 +179,7 @@ void Head::render(bool lookingInMirror) {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_RESCALE_NORMAL);
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glEnable(GL_RESCALE_NORMAL);
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renderMohawk();
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renderMohawk(lookingInMirror);
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renderHeadSphere();
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renderHeadSphere();
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renderEyeBalls();
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renderEyeBalls();
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renderEars();
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renderEars();
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@ -213,13 +212,15 @@ void Head::createMohawk() {
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}
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}
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}
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}
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void Head::renderMohawk() {
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void Head::renderMohawk(bool lookingInMirror) {
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if (!_mohawkTriangleFan) {
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if (!_mohawkTriangleFan) {
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createMohawk();
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createMohawk();
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} else {
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} else {
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glPushMatrix();
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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glTranslatef(_position.x, _position.y, _position.z);
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glRotatef(_bodyRotation.y, 0, 1, 0);
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glRotatef(-(_bodyRotation.y + _yaw) - 90, 0, 1, 0);
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//glRotatef((lookingInMirror ? _roll: -roll), 0, 0, 1);
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glRotatef(-_pitch, 1, 0, 0);
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glBegin(GL_TRIANGLE_FAN);
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glBegin(GL_TRIANGLE_FAN);
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for (int i = 0; i < MOHAWK_TRIANGLES; i++) {
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for (int i = 0; i < MOHAWK_TRIANGLES; i++) {
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glColor3f(_mohawkColors[i].x, _mohawkColors[i].y, _mohawkColors[i].z);
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glColor3f(_mohawkColors[i].x, _mohawkColors[i].y, _mohawkColors[i].z);
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@ -36,7 +36,6 @@ public:
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void setScale (float scale ) { _scale = scale; }
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void setScale (float scale ) { _scale = scale; }
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void setPosition (glm::vec3 position ) { _position = position; }
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void setPosition (glm::vec3 position ) { _position = position; }
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void setBodyRotation (glm::vec3 bodyRotation ) { _bodyRotation = bodyRotation; }
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void setBodyRotation (glm::vec3 bodyRotation ) { _bodyRotation = bodyRotation; }
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void setRotationOffBody(glm::vec3 headRotation ) { _headRotation = headRotation; }
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void setGravity (glm::vec3 gravity ) { _gravity = gravity; }
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void setGravity (glm::vec3 gravity ) { _gravity = gravity; }
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void setSkinColor (glm::vec3 skinColor ) { _skinColor = skinColor; }
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void setSkinColor (glm::vec3 skinColor ) { _skinColor = skinColor; }
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void setSpringScale (float returnSpringScale ) { _returnSpringScale = returnSpringScale; }
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void setSpringScale (float returnSpringScale ) { _returnSpringScale = returnSpringScale; }
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@ -79,7 +78,6 @@ private:
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float _returnSpringScale; //strength of return springs
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float _returnSpringScale; //strength of return springs
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Orientation _orientation;
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Orientation _orientation;
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glm::vec3 _bodyRotation;
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glm::vec3 _bodyRotation;
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glm::vec3 _headRotation;
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bool _renderLookatVectors;
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bool _renderLookatVectors;
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glm::vec3* _mohawkTriangleFan;
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glm::vec3* _mohawkTriangleFan;
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glm::vec3* _mohawkColors;
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glm::vec3* _mohawkColors;
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