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indentation
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1e4305d277
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1 changed files with 3 additions and 5 deletions
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@ -439,8 +439,8 @@ void Avatar::simulate(float deltaTime) {
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//apply the head lean values to the springy position...
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//apply the head lean values to the springy position...
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if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
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if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
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glm::vec3 headLean =
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glm::vec3 headLean =
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_orientation.getRight() * _head.leanSideways +
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_orientation.getRight() * _head.leanSideways +
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_orientation.getFront() * _head.leanForward;
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_orientation.getFront() * _head.leanForward;
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// this is not a long-term solution, but it works ok for initial purposes of making the avatar lean
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// this is not a long-term solution, but it works ok for initial purposes of making the avatar lean
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_joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f;
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_joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f;
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@ -462,9 +462,7 @@ void Avatar::simulate(float deltaTime) {
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}
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}
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// update head state
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// update head state
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//updateHead(deltaTime);
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_head.setPositionRotationAndScale(
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_head.setPositionRotationAndScale
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(
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_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition,
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_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition,
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glm::vec3(_headYaw, _headPitch, _headRoll),
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glm::vec3(_headYaw, _headPitch, _headRoll),
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_joint[ AVATAR_JOINT_HEAD_BASE ].radius
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_joint[ AVATAR_JOINT_HEAD_BASE ].radius
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