Added head _isMine variable, added hand position transmission!

This commit is contained in:
Philip Rosedale 2013-04-17 15:14:30 -07:00
parent 5729ecb3f4
commit 952cb2f2ae
5 changed files with 36 additions and 13 deletions

View file

@ -45,7 +45,7 @@ vector<unsigned char> iris_texture;
unsigned int iris_texture_width = 512;
unsigned int iris_texture_height = 256;
Head::Head() {
Head::Head(bool isMine) {
initializeAvatar();
_avatar.orientation.setToIdentity();
@ -59,6 +59,7 @@ Head::Head() {
_bodyYawDelta = 0.0;
_triggeringAction = false;
_mode = AVATAR_MODE_STANDING;
_isMine = isMine;
initializeSkeleton();
@ -529,7 +530,7 @@ void Head::simulate(float deltaTime) {
void Head::render(int faceToFace, int isMine) {
void Head::render(int faceToFace) {
//---------------------------------------------------
// show avatar position
@ -553,7 +554,7 @@ void Head::render(int faceToFace, int isMine) {
//---------------------------------------------------
// render head
//---------------------------------------------------
renderHead( faceToFace, isMine );
renderHead(faceToFace);
//---------------------------------------------------
// render other avatars (DEBUG TEST)
@ -613,7 +614,7 @@ void Head::renderOrientationDirections( glm::vec3 position, Orientation orientat
void Head::renderHead( int faceToFace, int isMine ) {
void Head::renderHead( int faceToFace) {
int side = 0;
glEnable(GL_DEPTH_TEST);
@ -659,6 +660,7 @@ void Head::renderHead( int faceToFace, int isMine ) {
glColor3fv(skinColor);
// Head
if (!_isMine) glColor3f(0,0,1); // Temp: Other people are BLUE
glutSolidSphere(1, 30, 30);
// Ears
@ -1059,8 +1061,8 @@ void Head::updateHandMovement() {
+ _avatar.orientation.getUp() * -_movedHandOffset.y * 0.5f
+ _avatar.orientation.getFront() * -_movedHandOffset.y;
_bone[ AVATAR_BONE_RIGHT_HAND ].position += transformedHandMovement;
_bone[ AVATAR_BONE_RIGHT_HAND ].position += transformedHandMovement;
//if holding hands, add a pull to the hand...
if ( _usingSprings ) {
if ( _closestOtherAvatar != -1 ) {
@ -1142,6 +1144,10 @@ void Head::updateHandMovement() {
glm::vec3 newWristPosition = _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
newWristPosition += vv * 0.7f;
_bone[ AVATAR_BONE_RIGHT_FOREARM ].position = newWristPosition;
// Set the vector we send for hand position to other people to be our right hand
setHandPosition(_bone[ AVATAR_BONE_RIGHT_HAND ].position);
}

View file

@ -103,7 +103,7 @@ struct Avatar
class Head : public AvatarData {
public:
Head();
Head(bool isMine);
~Head();
Head(const Head &otherHead);
Head* clone() const;
@ -143,10 +143,10 @@ class Head : public AvatarData {
void setTriggeringAction( bool trigger );
void render(int faceToFace, int isMine);
void render(int faceToFace);
void renderBody();
void renderHead( int faceToFace, int isMine );
void renderHead( int faceToFace);
//void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size );
void simulate(float);
@ -178,6 +178,7 @@ class Head : public AvatarData {
float getTransmitterHz() { return transmitterHz; };
private:
bool _isMine;
float noise;
float Pitch;
float Yaw;

View file

@ -102,7 +102,7 @@ Oscilloscope audioScope(256,200,true);
ViewFrustum viewFrustum; // current state of view frustum, perspective, orientation, etc.
Head myAvatar; // The rendered avatar of oneself
Head myAvatar(true); // The rendered avatar of oneself
Camera myCamera; // My view onto the world (sometimes on myself :)
Camera viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
@ -826,7 +826,7 @@ void display(void)
glPushMatrix();
glm::vec3 pos = agentHead->getBodyPosition();
glTranslatef(-pos.x, -pos.y, -pos.z);
agentHead->render(0, 0);
agentHead->render(0);
glPopMatrix();
}
}
@ -841,7 +841,7 @@ void display(void)
//Render my own avatar
myAvatar.render( true, 1 );
myAvatar.render(true);
}
glPopMatrix();
@ -1494,7 +1494,7 @@ void mouseoverFunc( int x, int y)
void attachNewHeadToAgent(Agent *newAgent) {
if (newAgent->getLinkedData() == NULL) {
newAgent->setLinkedData(new Head());
newAgent->setLinkedData(new Head(false));
}
}

View file

@ -51,6 +51,7 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
// TODO: DRY this up to a shared method
// that can pack any type given the number of bytes
// and return the number of bytes to push the pointer
memcpy(destinationBuffer, &_bodyPosition, sizeof(float) * 3);
destinationBuffer += sizeof(float) * 3;
@ -58,6 +59,11 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll);
memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
destinationBuffer += sizeof(float) * 3;
//std::cout << _handPosition.x << ", " << _handPosition.y << ", " << _handPosition.z << "\n";
return destinationBuffer - bufferStart;
}
@ -73,6 +79,10 @@ void AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyYaw);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyRoll);
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
sourceBuffer += sizeof(float) * 3;
}
glm::vec3 AvatarData::getBodyPosition() {
@ -85,6 +95,10 @@ void AvatarData::setBodyPosition(glm::vec3 bodyPosition) {
_bodyPosition = bodyPosition;
}
void AvatarData::setHandPosition(glm::vec3 handPosition) {
_handPosition = handPosition;
}
float AvatarData::getBodyYaw() {
return _bodyYaw;
}

View file

@ -24,6 +24,7 @@ public:
glm::vec3 getBodyPosition();
void setBodyPosition(glm::vec3 bodyPosition);
void setHandPosition(glm::vec3 handPosition);
int getBroadcastData(unsigned char* destinationBuffer);
void parseData(unsigned char* sourceBuffer, int numBytes);
@ -39,6 +40,7 @@ public:
protected:
glm::vec3 _bodyPosition;
glm::vec3 _handPosition;
float _bodyYaw;
float _bodyPitch;