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Formatting.
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b502321b57
commit
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5 changed files with 76 additions and 76 deletions
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@ -77,7 +77,6 @@ Avatar::Avatar(Agent* owningAgent) :
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_bodyYawDelta(0.0f),
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_bodyYawDelta(0.0f),
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_bodyRollDelta(0.0f),
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_bodyRollDelta(0.0f),
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_movedHandOffset(0.0f, 0.0f, 0.0f),
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_movedHandOffset(0.0f, 0.0f, 0.0f),
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_rotation(0.0f, 0.0f, 0.0f, 0.0f),
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_mode(AVATAR_MODE_STANDING),
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_mode(AVATAR_MODE_STANDING),
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_cameraPosition(0.0f, 0.0f, 0.0f),
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_cameraPosition(0.0f, 0.0f, 0.0f),
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_handHoldingPosition(0.0f, 0.0f, 0.0f),
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_handHoldingPosition(0.0f, 0.0f, 0.0f),
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@ -327,11 +326,11 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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_speed = glm::length(_velocity);
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_speed = glm::length(_velocity);
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//pitch and roll the body as a function of forward speed and turning delta
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//pitch and roll the body as a function of forward speed and turning delta
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const float BODY_PITCH_WHILE_WALKING = 20.0;
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const float BODY_PITCH_WHILE_WALKING = -20.0;
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const float BODY_ROLL_WHILE_TURNING = 0.2;
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const float BODY_ROLL_WHILE_TURNING = 0.2;
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float forwardComponentOfVelocity = glm::dot(getBodyFrontDirection(), _velocity);
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float forwardComponentOfVelocity = glm::dot(getBodyFrontDirection(), _velocity);
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orientation = orientation * glm::quat(glm::radians(glm::vec3(
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orientation = orientation * glm::quat(glm::radians(glm::vec3(
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-BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity, 0.0f,
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BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity, 0.0f,
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BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta)));
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BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta)));
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// these forces keep the body upright...
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// these forces keep the body upright...
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@ -66,7 +66,7 @@ public:
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//getters
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//getters
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float getHeadYawRate () const { return _head.yawRate;}
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float getHeadYawRate () const { return _head.yawRate;}
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float getBodyYaw () const { return _bodyYaw;}
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float getBodyYaw () const { return _bodyYaw;}
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bool getIsNearInteractingOther() const { return _avatarTouch.getAbleToReachOtherAvatar();}
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bool getIsNearInteractingOther () const { return _avatarTouch.getAbleToReachOtherAvatar();}
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const glm::vec3& getHeadPosition () const { return _joint[ AVATAR_JOINT_HEAD_BASE ].position;}
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const glm::vec3& getHeadPosition () const { return _joint[ AVATAR_JOINT_HEAD_BASE ].position;}
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const glm::vec3& getSpringyHeadPosition () const { return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition;}
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const glm::vec3& getSpringyHeadPosition () const { return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition;}
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const glm::vec3& getJointPosition (AvatarJointID j) const { return _joint[j].springyPosition;}
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const glm::vec3& getJointPosition (AvatarJointID j) const { return _joint[j].springyPosition;}
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@ -79,7 +79,7 @@ public:
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AvatarMode getMode () const { return _mode;}
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AvatarMode getMode () const { return _mode;}
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float getAbsoluteHeadYaw () const;
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float getAbsoluteHeadYaw () const;
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float getAbsoluteHeadPitch () const;
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float getAbsoluteHeadPitch () const;
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Head& getHead () {return _head; }
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Head& getHead () { return _head; }
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glm::quat getOrientation () const;
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glm::quat getOrientation () const;
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glm::quat getWorldAlignedOrientation () const;
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glm::quat getWorldAlignedOrientation () const;
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@ -124,7 +124,6 @@ private:
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float _bodyYawDelta;
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float _bodyYawDelta;
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float _bodyRollDelta;
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float _bodyRollDelta;
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glm::vec3 _movedHandOffset;
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glm::vec3 _movedHandOffset;
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glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
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AvatarJoint _joint[ NUM_AVATAR_JOINTS ];
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AvatarJoint _joint[ NUM_AVATAR_JOINTS ];
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AvatarMode _mode;
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AvatarMode _mode;
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glm::vec3 _cameraPosition;
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glm::vec3 _cameraPosition;
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@ -47,8 +47,8 @@ void AvatarTouch::simulate (float deltaTime) {
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bool facingEachOther = false;
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bool facingEachOther = false;
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glm::vec3 myFront = _myOrientation * IDENTITY_FRONT;
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glm::vec3 myFront = _myOrientation * AVATAR_FRONT;
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glm::vec3 yourFront = _yourOrientation * IDENTITY_FRONT;
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glm::vec3 yourFront = _yourOrientation * AVATAR_FRONT;
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if (( glm::dot(myFront, yourFront) < -AVATAR_FACING_THRESHOLD) // we're facing each other
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if (( glm::dot(myFront, yourFront) < -AVATAR_FACING_THRESHOLD) // we're facing each other
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&& ( glm::dot(myFront, directionBetweenBodies ) > AVATAR_FACING_THRESHOLD)) { // I'm facing you
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&& ( glm::dot(myFront, directionBetweenBodies ) > AVATAR_FACING_THRESHOLD)) { // I'm facing you
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@ -9,7 +9,9 @@
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#define __interface__AvatarTouch__
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#define __interface__AvatarTouch__
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include "Orientation.h"
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#include <glm/gtc/quaternion.hpp>
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#include <AvatarData.h>
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enum AvatarHandState
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enum AvatarHandState
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{
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{
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@ -98,7 +98,7 @@ void Camera::updateFollowMode(float deltaTime) {
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_idealPosition = _targetPosition + _rotation * glm::vec3(0.0f, _upShift, _distance);
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_idealPosition = _targetPosition + _rotation * glm::vec3(0.0f, _upShift, _distance);
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if (_needsToInitialize || true) {
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if (_needsToInitialize) {
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_position = _idealPosition;
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_position = _idealPosition;
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_needsToInitialize = false;
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_needsToInitialize = false;
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} else {
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} else {
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