indentation

This commit is contained in:
Jeffrey Ventrella 2013-05-10 22:10:06 -07:00
parent 1e4305d277
commit f1346604f4

View file

@ -439,8 +439,8 @@ void Avatar::simulate(float deltaTime) {
//apply the head lean values to the springy position...
if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
glm::vec3 headLean =
_orientation.getRight() * _head.leanSideways +
_orientation.getFront() * _head.leanForward;
_orientation.getRight() * _head.leanSideways +
_orientation.getFront() * _head.leanForward;
// this is not a long-term solution, but it works ok for initial purposes of making the avatar lean
_joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f;
@ -462,9 +462,7 @@ void Avatar::simulate(float deltaTime) {
}
// update head state
//updateHead(deltaTime);
_head.setPositionRotationAndScale
(
_head.setPositionRotationAndScale(
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition,
glm::vec3(_headYaw, _headPitch, _headRoll),
_joint[ AVATAR_JOINT_HEAD_BASE ].radius