move Orientation class to avatars library, constants to SharedUtil

This commit is contained in:
Stephen Birarda 2013-04-15 15:39:23 -07:00
parent 2dfe49a885
commit a4011934c6
10 changed files with 97 additions and 120 deletions

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@ -5,8 +5,9 @@
//
//---------------------------------------------------------------------
#include <SharedUtil.h>
#include "Camera.h"
#include "Util.h"
//------------------------
Camera::Camera()

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@ -42,9 +42,6 @@ vector<unsigned char> iris_texture;
unsigned int iris_texture_width = 512;
unsigned int iris_texture_height = 256;
Head::Head() {
initializeAvatar();

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@ -10,10 +10,13 @@
#define __interface__head__
#include <iostream>
#include "AgentData.h"
#include <AvatarData.h>
#include <Orientation.h> // added by Ventrella as a utility
#include "Field.h"
#include "world.h"
#include "Orientation.h" // added by Ventrella as a utility
#include "InterfaceConfig.h"
#include "SerialInterface.h"
@ -31,101 +34,7 @@ enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
#define NUM_OTHER_AVATARS 5
/*
enum AvatarJoints
{
AVATAR_JOINT_NULL = -1,
AVATAR_JOINT_PELVIS,
AVATAR_JOINT_TORSO,
AVATAR_JOINT_CHEST,
AVATAR_JOINT_NECK_BASE,
AVATAR_JOINT_HEAD_BASE,
AVATAR_JOINT_HEAD_TOP,
AVATAR_JOINT_LEFT_CLAVICLE,
AVATAR_JOINT_LEFT_SHOULDER,
AVATAR_JOINT_LEFT_ELBOW,
AVATAR_JOINT_LEFT_WRIST,
AVATAR_JOINT_LEFT_FINGERTIPS,
AVATAR_JOINT_RIGHT_CLAVICLE,
AVATAR_JOINT_RIGHT_SHOULDER,
AVATAR_JOINT_RIGHT_ELBOW,
AVATAR_JOINT_RIGHT_WRIST,
AVATAR_JOINT_RIGHT_FINGERTIPS,
AVATAR_JOINT_LEFT_HIP,
AVATAR_JOINT_LEFT_KNEE,
AVATAR_JOINT_LEFT_HEEL,
AVATAR_JOINT_LEFT_TOES,
AVATAR_JOINT_RIGHT_HIP,
AVATAR_JOINT_RIGHT_KNEE,
AVATAR_JOINT_RIGHT_HEEL,
AVATAR_JOINT_RIGHT_TOES,
NUM_AVATAR_JOINTS
};
*/
enum AvatarBones
{
AVATAR_BONE_NULL = -1,
AVATAR_BONE_PELVIS_SPINE, // connects pelvis joint with torso joint (not supposed to be rotated)
AVATAR_BONE_MID_SPINE, // connects torso joint with chest joint
AVATAR_BONE_CHEST_SPINE, // connects chest joint with neckBase joint (not supposed to be rotated)
AVATAR_BONE_NECK, // connects neckBase joint with headBase joint
AVATAR_BONE_HEAD, // connects headBase joint with headTop joint
AVATAR_BONE_LEFT_CHEST, // connects chest joint with left clavicle joint (not supposed to be rotated)
AVATAR_BONE_LEFT_SHOULDER, // connects left clavicle joint with left shoulder joint
AVATAR_BONE_LEFT_UPPER_ARM, // connects left shoulder joint with left elbow joint
AVATAR_BONE_LEFT_FOREARM, // connects left elbow joint with left wrist joint
AVATAR_BONE_LEFT_HAND, // connects left wrist joint with left fingertips joint
AVATAR_BONE_RIGHT_CHEST, // connects chest joint with right clavicle joint (not supposed to be rotated)
AVATAR_BONE_RIGHT_SHOULDER, // connects right clavicle joint with right shoulder joint
AVATAR_BONE_RIGHT_UPPER_ARM, // connects right shoulder joint with right elbow joint
AVATAR_BONE_RIGHT_FOREARM, // connects right elbow joint with right wrist joint
AVATAR_BONE_RIGHT_HAND, // connects right wrist joint with right fingertips joint
AVATAR_BONE_LEFT_PELVIS, // connects pelvis joint with left hip joint (not supposed to be rotated)
AVATAR_BONE_LEFT_THIGH, // connects left hip joint with left knee joint
AVATAR_BONE_LEFT_SHIN, // connects left knee joint with left heel joint
AVATAR_BONE_LEFT_FOOT, // connects left heel joint with left toes joint
AVATAR_BONE_RIGHT_PELVIS, // connects pelvis joint with right hip joint (not supposed to be rotated)
AVATAR_BONE_RIGHT_THIGH, // connects right hip joint with right knee joint
AVATAR_BONE_RIGHT_SHIN, // connects right knee joint with right heel joint
AVATAR_BONE_RIGHT_FOOT, // connects right heel joint with right toes joint
NUM_AVATAR_BONES
};
struct AvatarBone
{
AvatarBones parent; // which bone is this bone connected to?
glm::vec3 position; // the position at the "end" of the bone
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
glm::dvec3 springyVelocity; // used for special effects ( the velocity of the springy position)
float springBodyTightness; // how tightly (0 to 1) the springy position tries to stay on the position
float yaw; // the yaw Euler angle of the bone rotation off the parent
float pitch; // the pitch Euler angle of the bone rotation off the parent
float roll; // the roll Euler angle of the bone rotation off the parent
Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll
float length; // the length of the bone
};
struct Avatar
{
glm::dvec3 velocity;
glm::vec3 thrust;
float maxArmLength;
Orientation orientation;
AvatarBone bone[ NUM_AVATAR_BONES ];
};
class Head : public AgentData {
class Head : public AvatarData {
public:
Head();
~Head();

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@ -8,8 +8,11 @@
#include "InterfaceConfig.h"
#include <iostream>
#include <glm/glm.hpp>
#include <cstring>
#include <glm/glm.hpp>
#include <SharedUtil.h>
#include "world.h"
#include "Util.h"

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@ -17,21 +17,6 @@
#include <glm/glm.hpp>
static const double ZERO = 0.0;
static const double ONE = 1.0;
static const double ONE_HALF = 0.5;
static const double ONE_THIRD = 0.3333333;
static const double PIE = 3.14159265359;
static const double PI_TIMES_TWO = 3.14159265359 * 2.0;
static const double PI_OVER_180 = 3.14159265359 / 180.0;
static const double EPSILON = 0.00001; //smallish number - used as margin of error for some computations
static const double SQUARE_ROOT_OF_2 = sqrt(2);
static const double SQUARE_ROOT_OF_3 = sqrt(3);
static const double METER = 1.0;
static const double DECIMETER = 0.1;
static const double CENTIMETER = 0.01;
static const double MILLIIMETER = 0.001;
float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos);
float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw);

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@ -3,7 +3,16 @@ cmake_minimum_required(VERSION 2.8)
set(ROOT_DIR ../..)
set(MACRO_DIR ${ROOT_DIR}/cmake/macros)
# setup for find modules
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../../cmake/modules/")
set(TARGET_NAME avatars)
include(${MACRO_DIR}/SetupHifiLibrary.cmake)
setup_hifi_library(${TARGET_NAME})
setup_hifi_library(${TARGET_NAME})
include(${MACRO_DIR}/IncludeGLM.cmake)
include_glm(${TARGET_NAME} ${MACRO_DIR})
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})

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@ -10,8 +10,66 @@
#define __hifi__AvatarData__
#include <iostream>
#include <glm/glm.hpp>
#include <AgentData.h>
#include "Orientation.h"
enum AvatarBones
{
AVATAR_BONE_NULL = -1,
AVATAR_BONE_PELVIS_SPINE, // connects pelvis joint with torso joint (not supposed to be rotated)
AVATAR_BONE_MID_SPINE, // connects torso joint with chest joint
AVATAR_BONE_CHEST_SPINE, // connects chest joint with neckBase joint (not supposed to be rotated)
AVATAR_BONE_NECK, // connects neckBase joint with headBase joint
AVATAR_BONE_HEAD, // connects headBase joint with headTop joint
AVATAR_BONE_LEFT_CHEST, // connects chest joint with left clavicle joint (not supposed to be rotated)
AVATAR_BONE_LEFT_SHOULDER, // connects left clavicle joint with left shoulder joint
AVATAR_BONE_LEFT_UPPER_ARM, // connects left shoulder joint with left elbow joint
AVATAR_BONE_LEFT_FOREARM, // connects left elbow joint with left wrist joint
AVATAR_BONE_LEFT_HAND, // connects left wrist joint with left fingertips joint
AVATAR_BONE_RIGHT_CHEST, // connects chest joint with right clavicle joint (not supposed to be rotated)
AVATAR_BONE_RIGHT_SHOULDER, // connects right clavicle joint with right shoulder joint
AVATAR_BONE_RIGHT_UPPER_ARM, // connects right shoulder joint with right elbow joint
AVATAR_BONE_RIGHT_FOREARM, // connects right elbow joint with right wrist joint
AVATAR_BONE_RIGHT_HAND, // connects right wrist joint with right fingertips joint
AVATAR_BONE_LEFT_PELVIS, // connects pelvis joint with left hip joint (not supposed to be rotated)
AVATAR_BONE_LEFT_THIGH, // connects left hip joint with left knee joint
AVATAR_BONE_LEFT_SHIN, // connects left knee joint with left heel joint
AVATAR_BONE_LEFT_FOOT, // connects left heel joint with left toes joint
AVATAR_BONE_RIGHT_PELVIS, // connects pelvis joint with right hip joint (not supposed to be rotated)
AVATAR_BONE_RIGHT_THIGH, // connects right hip joint with right knee joint
AVATAR_BONE_RIGHT_SHIN, // connects right knee joint with right heel joint
AVATAR_BONE_RIGHT_FOOT, // connects right heel joint with right toes joint
NUM_AVATAR_BONES
};
struct AvatarBone
{
AvatarBones parent; // which bone is this bone connected to?
glm::vec3 position; // the position at the "end" of the bone
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
glm::dvec3 springyVelocity; // used for special effects ( the velocity of the springy position)
float springBodyTightness; // how tightly (0 to 1) the springy position tries to stay on the position
float yaw; // the yaw Euler angle of the bone rotation off the parent
float pitch; // the pitch Euler angle of the bone rotation off the parent
float roll; // the roll Euler angle of the bone rotation off the parent
Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll
float length; // the length of the bone
};
struct Avatar
{
glm::dvec3 velocity;
glm::vec3 thrust;
float maxArmLength;
Orientation orientation;
AvatarBone bone[ NUM_AVATAR_BONES ];
};
class AvatarData : public AgentData {
public:
AvatarData();

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@ -6,8 +6,7 @@
//-----------------------------------------------------------
#include "Orientation.h"
#include "Util.h"
#include <SharedUtil.h>
Orientation::Orientation() {
right = glm::vec3( 1.0, 0.0, 0.0 );

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@ -10,6 +10,7 @@
#define __hifi__SharedUtil__
#include <stdint.h>
#include <math.h>
#ifdef _WIN32
#include "Systime.h"
@ -17,6 +18,21 @@
#include <sys/time.h>
#endif
static const double ZERO = 0.0;
static const double ONE = 1.0;
static const double ONE_HALF = 0.5;
static const double ONE_THIRD = 0.3333333;
static const double PIE = 3.14159265359;
static const double PI_TIMES_TWO = 3.14159265359 * 2.0;
static const double PI_OVER_180 = 3.14159265359 / 180.0;
static const double EPSILON = 0.00001; //smallish number - used as margin of error for some computations
static const double SQUARE_ROOT_OF_2 = sqrt(2);
static const double SQUARE_ROOT_OF_3 = sqrt(3);
static const double METER = 1.0;
static const double DECIMETER = 0.1;
static const double CENTIMETER = 0.01;
static const double MILLIIMETER = 0.001;
double usecTimestamp(timeval *time);
double usecTimestampNow();