Formatting.

This commit is contained in:
Andrzej Kapolka 2013-05-30 10:23:19 -07:00
parent b502321b57
commit fff9d1c372
5 changed files with 76 additions and 76 deletions

View file

@ -77,7 +77,6 @@ Avatar::Avatar(Agent* owningAgent) :
_bodyYawDelta(0.0f),
_bodyRollDelta(0.0f),
_movedHandOffset(0.0f, 0.0f, 0.0f),
_rotation(0.0f, 0.0f, 0.0f, 0.0f),
_mode(AVATAR_MODE_STANDING),
_cameraPosition(0.0f, 0.0f, 0.0f),
_handHoldingPosition(0.0f, 0.0f, 0.0f),
@ -327,11 +326,11 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
_speed = glm::length(_velocity);
//pitch and roll the body as a function of forward speed and turning delta
const float BODY_PITCH_WHILE_WALKING = 20.0;
const float BODY_PITCH_WHILE_WALKING = -20.0;
const float BODY_ROLL_WHILE_TURNING = 0.2;
float forwardComponentOfVelocity = glm::dot(getBodyFrontDirection(), _velocity);
orientation = orientation * glm::quat(glm::radians(glm::vec3(
-BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity, 0.0f,
BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity, 0.0f,
BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta)));
// these forces keep the body upright...

View file

@ -66,7 +66,7 @@ public:
//getters
float getHeadYawRate () const { return _head.yawRate;}
float getBodyYaw () const { return _bodyYaw;}
bool getIsNearInteractingOther() const { return _avatarTouch.getAbleToReachOtherAvatar();}
bool getIsNearInteractingOther () const { return _avatarTouch.getAbleToReachOtherAvatar();}
const glm::vec3& getHeadPosition () const { return _joint[ AVATAR_JOINT_HEAD_BASE ].position;}
const glm::vec3& getSpringyHeadPosition () const { return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition;}
const glm::vec3& getJointPosition (AvatarJointID j) const { return _joint[j].springyPosition;}
@ -79,7 +79,7 @@ public:
AvatarMode getMode () const { return _mode;}
float getAbsoluteHeadYaw () const;
float getAbsoluteHeadPitch () const;
Head& getHead () {return _head; }
Head& getHead () { return _head; }
glm::quat getOrientation () const;
glm::quat getWorldAlignedOrientation () const;
@ -124,7 +124,6 @@ private:
float _bodyYawDelta;
float _bodyRollDelta;
glm::vec3 _movedHandOffset;
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
AvatarJoint _joint[ NUM_AVATAR_JOINTS ];
AvatarMode _mode;
glm::vec3 _cameraPosition;

View file

@ -47,8 +47,8 @@ void AvatarTouch::simulate (float deltaTime) {
bool facingEachOther = false;
glm::vec3 myFront = _myOrientation * IDENTITY_FRONT;
glm::vec3 yourFront = _yourOrientation * IDENTITY_FRONT;
glm::vec3 myFront = _myOrientation * AVATAR_FRONT;
glm::vec3 yourFront = _yourOrientation * AVATAR_FRONT;
if (( glm::dot(myFront, yourFront) < -AVATAR_FACING_THRESHOLD) // we're facing each other
&& ( glm::dot(myFront, directionBetweenBodies ) > AVATAR_FACING_THRESHOLD)) { // I'm facing you

View file

@ -9,7 +9,9 @@
#define __interface__AvatarTouch__
#include <glm/glm.hpp>
#include "Orientation.h"
#include <glm/gtc/quaternion.hpp>
#include <AvatarData.h>
enum AvatarHandState
{

View file

@ -98,7 +98,7 @@ void Camera::updateFollowMode(float deltaTime) {
_idealPosition = _targetPosition + _rotation * glm::vec3(0.0f, _upShift, _distance);
if (_needsToInitialize || true) {
if (_needsToInitialize) {
_position = _idealPosition;
_needsToInitialize = false;
} else {