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6062691c2a
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1 changed files with 41 additions and 41 deletions
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@ -87,47 +87,6 @@ const QUrl& AvatarData::defaultFullAvatarModelUrl() {
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return _defaultFullAvatarModelUrl;
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}
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float AvatarData::getBodyYaw() const {
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glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
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return eulerAngles.y;
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}
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void AvatarData::setBodyYaw(float bodyYaw) {
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glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
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eulerAngles.y = bodyYaw;
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setOrientation(glm::quat(glm::radians(eulerAngles)));
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}
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float AvatarData::getBodyPitch() const {
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glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
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return eulerAngles.x;
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}
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void AvatarData::setBodyPitch(float bodyPitch) {
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glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
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eulerAngles.x = bodyPitch;
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setOrientation(glm::quat(glm::radians(eulerAngles)));
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}
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float AvatarData::getBodyRoll() const {
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glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
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return eulerAngles.z;
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}
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void AvatarData::setBodyRoll(float bodyRoll) {
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glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
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eulerAngles.z = bodyRoll;
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setOrientation(glm::quat(glm::radians(eulerAngles)));
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}
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void AvatarData::setPosition(const glm::vec3& position) {
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SpatiallyNestable::setPosition(position);
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}
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void AvatarData::setOrientation(const glm::quat& orientation) {
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SpatiallyNestable::setOrientation(orientation);
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}
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// There are a number of possible strategies for this set of tools through endRender, below.
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void AvatarData::nextAttitude(glm::vec3 position, glm::quat orientation) {
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avatarLock.lock();
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@ -1616,3 +1575,44 @@ void AvatarData::fromFrame(const QByteArray& frameData, AvatarData& result) {
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#endif
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result.fromJson(doc.object());
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}
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float AvatarData::getBodyYaw() const {
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glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
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return eulerAngles.y;
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}
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void AvatarData::setBodyYaw(float bodyYaw) {
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glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
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eulerAngles.y = bodyYaw;
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setOrientation(glm::quat(glm::radians(eulerAngles)));
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}
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float AvatarData::getBodyPitch() const {
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glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
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return eulerAngles.x;
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}
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void AvatarData::setBodyPitch(float bodyPitch) {
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glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
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eulerAngles.x = bodyPitch;
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setOrientation(glm::quat(glm::radians(eulerAngles)));
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}
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float AvatarData::getBodyRoll() const {
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glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
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return eulerAngles.z;
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}
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void AvatarData::setBodyRoll(float bodyRoll) {
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glm::vec3 eulerAngles = glm::degrees(safeEulerAngles(getOrientation()));
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eulerAngles.z = bodyRoll;
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setOrientation(glm::quat(glm::radians(eulerAngles)));
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}
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void AvatarData::setPosition(const glm::vec3& position) {
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SpatiallyNestable::setPosition(position);
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}
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void AvatarData::setOrientation(const glm::quat& orientation) {
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SpatiallyNestable::setOrientation(orientation);
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}
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