minimize diff vs master

This commit is contained in:
Seth Alves 2015-11-26 07:13:43 -08:00
parent 6062691c2a
commit facf91faac

View file

@ -87,47 +87,6 @@ const QUrl& AvatarData::defaultFullAvatarModelUrl() {
return _defaultFullAvatarModelUrl;
}
float AvatarData::getBodyYaw() const {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
return eulerAngles.y;
}
void AvatarData::setBodyYaw(float bodyYaw) {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
eulerAngles.y = bodyYaw;
setOrientation(glm::quat(glm::radians(eulerAngles)));
}
float AvatarData::getBodyPitch() const {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
return eulerAngles.x;
}
void AvatarData::setBodyPitch(float bodyPitch) {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
eulerAngles.x = bodyPitch;
setOrientation(glm::quat(glm::radians(eulerAngles)));
}
float AvatarData::getBodyRoll() const {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
return eulerAngles.z;
}
void AvatarData::setBodyRoll(float bodyRoll) {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
eulerAngles.z = bodyRoll;
setOrientation(glm::quat(glm::radians(eulerAngles)));
}
void AvatarData::setPosition(const glm::vec3& position) {
SpatiallyNestable::setPosition(position);
}
void AvatarData::setOrientation(const glm::quat& orientation) {
SpatiallyNestable::setOrientation(orientation);
}
// There are a number of possible strategies for this set of tools through endRender, below.
void AvatarData::nextAttitude(glm::vec3 position, glm::quat orientation) {
avatarLock.lock();
@ -1616,3 +1575,44 @@ void AvatarData::fromFrame(const QByteArray& frameData, AvatarData& result) {
#endif
result.fromJson(doc.object());
}
float AvatarData::getBodyYaw() const {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
return eulerAngles.y;
}
void AvatarData::setBodyYaw(float bodyYaw) {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
eulerAngles.y = bodyYaw;
setOrientation(glm::quat(glm::radians(eulerAngles)));
}
float AvatarData::getBodyPitch() const {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
return eulerAngles.x;
}
void AvatarData::setBodyPitch(float bodyPitch) {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
eulerAngles.x = bodyPitch;
setOrientation(glm::quat(glm::radians(eulerAngles)));
}
float AvatarData::getBodyRoll() const {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
return eulerAngles.z;
}
void AvatarData::setBodyRoll(float bodyRoll) {
glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
eulerAngles.z = bodyRoll;
setOrientation(glm::quat(glm::radians(eulerAngles)));
}
void AvatarData::setPosition(const glm::vec3& position) {
SpatiallyNestable::setPosition(position);
}
void AvatarData::setOrientation(const glm::quat& orientation) {
SpatiallyNestable::setOrientation(orientation);
}