Update to build on Xcode 6.0: larger collection of removal of unused const variables [-Wunused-const-variable]
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@ -39,8 +39,6 @@
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//-----------------------------------------------------------------------------
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const LLQuaternion EDIT_MOTION_WRIST_ROTATION(F_PI_BY_TWO * 0.7f, LLVector3(1.0f, 0.0f, 0.0f));
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const F32 TARGET_LAG_HALF_LIFE = 0.1f; // half-life of IK targeting
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const F32 TORSO_LAG_HALF_LIFE = 0.2f;
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const F32 MAX_TIME_DELTA = 2.f; //max two seconds a frame for calculating interpolation
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S32 LLEditingMotion::sHandPose = LLHandMotion::HAND_POSE_RELAXED_R;
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S32 LLEditingMotion::sHandPosePriority = 3;
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@ -43,11 +43,8 @@ const F32 TORSO_LAG = 0.35f; // torso rotation factor
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const F32 NECK_LAG = 0.5f; // neck rotation factor
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const F32 HEAD_LOOKAT_LAG_HALF_LIFE = 0.15f; // half-life of lookat targeting for head
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const F32 TORSO_LOOKAT_LAG_HALF_LIFE = 0.27f; // half-life of lookat targeting for torso
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const F32 EYE_LOOKAT_LAG_HALF_LIFE = 0.06f; // half-life of lookat targeting for eye
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const F32 HEAD_ROTATION_CONSTRAINT = F_PI_BY_TWO * 0.8f; // limit angle for head rotation
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const F32 MIN_HEAD_LOOKAT_DISTANCE = 0.3f; // minimum distance from head before we turn to look at it
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const F32 MAX_TIME_DELTA = 2.f; //max two seconds a frame for calculating interpolation
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const F32 EYE_JITTER_MIN_TIME = 0.3f; // min amount of time between eye "jitter" motions
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const F32 EYE_JITTER_MAX_TIME = 2.5f; // max amount of time between eye "jitter" motions
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const F32 EYE_JITTER_MAX_YAW = 0.08f; // max yaw of eye jitter motion
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@ -45,10 +45,7 @@ const F32 TIME_EPSILON = 0.001f; // minumum frame time
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const F32 MAX_TIME_DELTA = 2.f; // max two seconds a frame for calculating interpolation
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F32 SPEED_ADJUST_MAX_SEC = 2.f; // maximum adjustment to walk animation playback speed for a second
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F32 ANIM_SPEED_MAX = 1.5f; // absolute upper limit on animation speed
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const F32 DRIFT_COMP_MAX_TOTAL = 0.1f; // maximum drift compensation overall, in any direction
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const F32 DRIFT_COMP_MAX_SPEED = 4.f; // speed at which drift compensation total maxes out
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const F32 MAX_ROLL = 0.6f;
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const F32 PELVIS_COMPENSATION_WIEGHT = 0.7f; // proportion of foot drift that is compensated by moving the avatar directly
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const F32 SPEED_ADJUST_TIME_CONSTANT = 0.1f; // time constant for speed adjustment interpolation
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//-----------------------------------------------------------------------------
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@ -38,9 +38,6 @@
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// Constants
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//-----------------------------------------------------------------------------
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const F32 TORSO_TARGET_HALF_LIFE = 0.25f;
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const F32 MAX_TIME_DELTA = 2.f; //max two seconds a frame for calculating interpolation
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const F32 TARGET_PLANE_THRESHOLD_DOT = 0.6f;
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const F32 TORSO_ROT_FRACTION = 0.5f;
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//-----------------------------------------------------------------------------
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// LLTargetingMotion()
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