Fixed conflict

This commit is contained in:
Philip Rosedale 2013-05-21 15:47:15 -07:00
commit f7e75ee57c

View file

@ -17,7 +17,7 @@ const float EYE_UP_OFFSET = 0.38f;
const float EYE_FRONT_OFFSET = 0.8f;
const float EAR_RIGHT_OFFSET = 1.0;
const float MOUTH_FRONT_OFFSET = 1.0f;
const float MOUTH_UP_OFFSET = -0.2f;
const float MOUTH_UP_OFFSET = -0.3f;
const float MINIMUM_EYE_ROTATION = 0.7f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off
const float EYEBALL_RADIUS = 0.02;
const float EYEBALL_COLOR[3] = { 0.9f, 0.9f, 0.8f };
@ -205,9 +205,9 @@ void Head::renderEars() {
void Head::renderMouth() {
float s = sqrt(_averageLoudness);
float height = _scale * (0.02f + s * 0.003f );
float width = _scale * (0.30f + s * 0.001f );
float height = _scale * (0.05f + s * 0.0040f );
float width = _scale * (0.30f + s * 0.0014f );
glm::vec3 leftCorner = _mouthPosition;
glm::vec3 rightCorner = _mouthPosition;
glm::vec3 leftTop = _mouthPosition;
@ -217,10 +217,10 @@ void Head::renderMouth() {
leftCorner -= _orientation.getRight() * width;
rightCorner += _orientation.getRight() * width;
leftTop -= _orientation.getRight() * width * 0.3f;
rightTop += _orientation.getRight() * width * 0.3f;
leftBottom -= _orientation.getRight() * width * 0.3f;
rightBottom += _orientation.getRight() * width * 0.3f;
leftTop -= _orientation.getRight() * width * 0.4f;
rightTop += _orientation.getRight() * width * 0.4f;
leftBottom -= _orientation.getRight() * width * 0.4f;
rightBottom += _orientation.getRight() * width * 0.4f;
leftTop += _orientation.getUp() * height * 0.7f;
rightTop += _orientation.getUp() * height * 0.7f;
@ -356,7 +356,7 @@ void Head::renderEyeBalls() {
glPushMatrix();
if (_lookingAtSomething) {
//if (_lookingAtSomething) {
//rotate the eyeball to aim towards the lookat position
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _leftEyePosition); // the lookat direction
@ -364,6 +364,7 @@ void Head::renderEyeBalls() {
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
glRotatef(180.0, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
/*
} else {
//rotate the eyeball to aim straight ahead
@ -377,6 +378,7 @@ void Head::renderEyeBalls() {
if ( dot < 0.0f ) { rollRotation = -rollRotation; }
glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
}
*/
glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
@ -400,7 +402,7 @@ void Head::renderEyeBalls() {
glPushMatrix();
if (_lookingAtSomething) {
//if (_lookingAtSomething) {
//rotate the eyeball to aim towards the lookat position
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _rightEyePosition);
@ -408,6 +410,7 @@ void Head::renderEyeBalls() {
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
glRotatef(180.0f, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
/*
} else {
//rotate the eyeball to aim straight ahead
@ -421,6 +424,7 @@ void Head::renderEyeBalls() {
if ( dot < 0.0f ) { rollRotation = -rollRotation; }
glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
}
*/
glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris