mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-08 17:18:19 +02:00
Merge branch 'master' of git://github.com/worklist/hifi into 19188
This commit is contained in:
commit
3175ba7d45
6 changed files with 288 additions and 287 deletions
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@ -45,29 +45,24 @@ vector<unsigned char> iris_texture;
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unsigned int iris_texture_width = 512;
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unsigned int iris_texture_width = 512;
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unsigned int iris_texture_height = 256;
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unsigned int iris_texture_height = 256;
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Head::Head() {
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Head::Head(bool isMine) {
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initializeAvatar();
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initializeAvatar();
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_avatar.orientation.setToIdentity();
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avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
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_avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
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_avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.orientation.setToIdentity();
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_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
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_closestOtherAvatar = 0;
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closestOtherAvatar = 0;
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_bodyYaw = -90.0;
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_bodyPitch = 0.0;
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_bodyYaw = -90.0;
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_bodyRoll = 0.0;
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_bodyPitch = 0.0;
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_bodyYawDelta = 0.0;
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_bodyRoll = 0.0;
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_triggeringAction = false;
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_mode = AVATAR_MODE_STANDING;
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bodyYawDelta = 0.0;
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_isMine = isMine;
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triggeringAction = false;
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mode = AVATAR_MODE_STANDING;
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initializeSkeleton();
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initializeSkeleton();
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = false;
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = false;
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PupilSize = 0.10;
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PupilSize = 0.10;
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@ -102,17 +97,15 @@ Head::Head() {
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browAudioLift = 0.0;
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browAudioLift = 0.0;
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noise = 0;
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noise = 0;
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handBeingMoved = false;
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_handBeingMoved = false;
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previousHandBeingMoved = false;
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_previousHandBeingMoved = false;
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movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
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_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
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_usingSprings = false;
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_springForce = 6.0f;
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_springVelocityDecay = 16.0f;
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sphere = NULL;
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sphere = NULL;
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usingSprings = false;
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springForce = 6.0f;
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springVelocityDecay = 16.0f;
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if (iris_texture.size() == 0) {
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if (iris_texture.size() == 0) {
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switchToResourcesParentIfRequired();
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switchToResourcesParentIfRequired();
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unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
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unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
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@ -137,30 +130,23 @@ Head::Head() {
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}
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}
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Head::Head(const Head &otherHead) {
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Head::Head(const Head &otherHead) {
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initializeAvatar();
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initializeAvatar();
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avatar.velocity = otherHead.avatar.velocity;
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_avatar.orientation.set( otherHead._avatar.orientation );
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avatar.thrust = otherHead.avatar.thrust;
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_avatar.velocity = otherHead._avatar.velocity;
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avatar.orientation.set( otherHead.avatar.orientation );
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_avatar.thrust = otherHead._avatar.thrust;
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_rotation = otherHead._rotation;
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closestOtherAvatar = otherHead.closestOtherAvatar;
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_closestOtherAvatar = otherHead._closestOtherAvatar;
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_bodyYaw = otherHead._bodyYaw;
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_bodyYaw = otherHead._bodyYaw;
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_bodyPitch = otherHead._bodyPitch;
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_bodyPitch = otherHead._bodyPitch;
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_bodyRoll = otherHead._bodyRoll;
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_bodyRoll = otherHead._bodyRoll;
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_bodyYawDelta = otherHead._bodyYawDelta;
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_triggeringAction = otherHead._triggeringAction;
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bodyYawDelta = otherHead.bodyYawDelta;
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_mode = otherHead._mode;
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triggeringAction = otherHead.triggeringAction;
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mode = otherHead.mode;
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initializeSkeleton();
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initializeSkeleton();
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = otherHead.driveKeys[i];
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = otherHead.driveKeys[i];
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PupilSize = otherHead.PupilSize;
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PupilSize = otherHead.PupilSize;
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@ -223,7 +209,7 @@ void Head::reset() {
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//this pertains to moving the head with the glasses
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//this pertains to moving the head with the glasses
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//---------------------------------------------------
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//---------------------------------------------------
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void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity)
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void Head::UpdateGyros(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity)
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// Using serial data, update avatar/render position and angles
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// Using serial data, update avatar/render position and angles
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{
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{
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const float PITCH_ACCEL_COUPLING = 0.5;
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const float PITCH_ACCEL_COUPLING = 0.5;
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@ -283,7 +269,7 @@ void Head::setLeanSideways(float dist){
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}
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}
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void Head::setTriggeringAction( bool d ) {
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void Head::setTriggeringAction( bool d ) {
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triggeringAction = d;
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_triggeringAction = d;
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}
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}
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@ -294,7 +280,7 @@ void Head::simulate(float deltaTime) {
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// DEBUG - other avatars...
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// DEBUG - other avatars...
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//-------------------------------------
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//-------------------------------------
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//closeEnoughToInteract = 0.3f;
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//closeEnoughToInteract = 0.3f;
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closestOtherAvatar = -1;
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_closestOtherAvatar = -1;
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float closestDistance = 10000.0f;
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float closestDistance = 10000.0f;
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@ -318,15 +304,15 @@ void Head::simulate(float deltaTime) {
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//-------------------------------------
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//-------------------------------------
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// test other avs for proximity...
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// test other avs for proximity...
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//-------------------------------------
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//-------------------------------------
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glm::vec3 v( bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
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glm::vec3 v( _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
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v -= DEBUG_otherAvatarListPosition[o];
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v -= DEBUG_otherAvatarListPosition[o];
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float distance = glm::length( v );
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float distance = glm::length( v );
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if ( distance < avatar.maxArmLength ) {
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if ( distance < _avatar.maxArmLength ) {
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if ( distance < closestDistance ) {
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if ( distance < closestDistance ) {
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closestDistance = distance;
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closestDistance = distance;
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closestOtherAvatar = o;
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_closestOtherAvatar = o;
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}
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}
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}
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}
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}
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}
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@ -342,80 +328,80 @@ void Head::simulate(float deltaTime) {
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//------------------------------------------------------------------------
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//------------------------------------------------------------------------
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// reset hand and elbow position according to hand movement
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// reset hand and elbow position according to hand movement
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//------------------------------------------------------------------------
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//------------------------------------------------------------------------
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if ( handBeingMoved ){
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if ( _handBeingMoved ){
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if (! previousHandBeingMoved ){
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if (! _previousHandBeingMoved ){
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initializeBodySprings();
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initializeBodySprings();
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usingSprings = true;
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_usingSprings = true;
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//printf( "just started moving hand\n" );
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//printf( "just started moving hand\n" );
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}
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}
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}
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}
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else {
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else {
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if ( previousHandBeingMoved ){
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if ( _previousHandBeingMoved ){
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usingSprings = false;
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_usingSprings = false;
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//printf( "just stopped moving hand\n" );
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//printf( "just stopped moving hand\n" );
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}
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}
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}
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}
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if ( handBeingMoved ) {
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if ( _handBeingMoved ) {
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updateHandMovement();
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updateHandMovement();
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updateBodySprings( deltaTime );
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updateBodySprings( deltaTime );
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}
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}
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previousHandBeingMoved = handBeingMoved;
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_previousHandBeingMoved = _handBeingMoved;
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handBeingMoved = false;
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_handBeingMoved = false;
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//-------------------------------------------------
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//-------------------------------------------------
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// this handles the avatar being driven around...
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// this handles the avatar being driven around...
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//-------------------------------------------------
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//-------------------------------------------------
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avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
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_avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
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if (driveKeys[FWD]) {
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if (driveKeys[FWD]) {
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glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z );
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glm::vec3 front( _avatar.orientation.getFront().x, _avatar.orientation.getFront().y, _avatar.orientation.getFront().z );
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avatar.thrust += front * THRUST_MAG;
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_avatar.thrust += front * THRUST_MAG;
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}
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}
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if (driveKeys[BACK]) {
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if (driveKeys[BACK]) {
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glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z );
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glm::vec3 front( _avatar.orientation.getFront().x, _avatar.orientation.getFront().y, _avatar.orientation.getFront().z );
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avatar.thrust -= front * THRUST_MAG;
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_avatar.thrust -= front * THRUST_MAG;
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}
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}
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if (driveKeys[RIGHT]) {
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if (driveKeys[RIGHT]) {
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glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z );
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glm::vec3 right( _avatar.orientation.getRight().x, _avatar.orientation.getRight().y, _avatar.orientation.getRight().z );
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avatar.thrust -= right * THRUST_MAG;
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_avatar.thrust -= right * THRUST_MAG;
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}
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}
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if (driveKeys[LEFT]) {
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if (driveKeys[LEFT]) {
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glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z );
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glm::vec3 right( _avatar.orientation.getRight().x, _avatar.orientation.getRight().y, _avatar.orientation.getRight().z );
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avatar.thrust += right * THRUST_MAG;
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_avatar.thrust += right * THRUST_MAG;
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}
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}
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if (driveKeys[UP]) {
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if (driveKeys[UP]) {
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glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z );
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glm::vec3 up( _avatar.orientation.getUp().x, _avatar.orientation.getUp().y, _avatar.orientation.getUp().z );
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avatar.thrust += up * THRUST_MAG;
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_avatar.thrust += up * THRUST_MAG;
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}
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}
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if (driveKeys[DOWN]) {
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if (driveKeys[DOWN]) {
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glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z );
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glm::vec3 up( _avatar.orientation.getUp().x, _avatar.orientation.getUp().y, _avatar.orientation.getUp().z );
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avatar.thrust -= up * THRUST_MAG;
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_avatar.thrust -= up * THRUST_MAG;
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}
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}
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if (driveKeys[ROT_RIGHT]) {
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if (driveKeys[ROT_RIGHT]) {
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bodyYawDelta -= YAW_MAG * deltaTime;
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_bodyYawDelta -= YAW_MAG * deltaTime;
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}
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}
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if (driveKeys[ROT_LEFT]) {
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if (driveKeys[ROT_LEFT]) {
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bodyYawDelta += YAW_MAG * deltaTime;
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_bodyYawDelta += YAW_MAG * deltaTime;
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}
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}
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//----------------------------------------------------------
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//----------------------------------------------------------
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float translationalSpeed = glm::length( avatar.velocity );
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float translationalSpeed = glm::length( _avatar.velocity );
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float rotationalSpeed = fabs( bodyYawDelta );
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float rotationalSpeed = fabs( _bodyYawDelta );
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if ( translationalSpeed + rotationalSpeed > 0.2 )
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if ( translationalSpeed + rotationalSpeed > 0.2 )
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{
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{
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mode = AVATAR_MODE_WALKING;
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_mode = AVATAR_MODE_WALKING;
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}
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}
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else
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else
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{
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{
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mode = AVATAR_MODE_COMMUNICATING;
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_mode = AVATAR_MODE_COMMUNICATING;
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}
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}
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//----------------------------------------------------------
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//----------------------------------------------------------
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// update body yaw by body yaw delta
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// update body yaw by body yaw delta
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//----------------------------------------------------------
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//----------------------------------------------------------
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_bodyYaw += bodyYawDelta * deltaTime;
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_bodyYaw += _bodyYawDelta * deltaTime;
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|
|
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//----------------------------------------------------------
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//----------------------------------------------------------
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// (for now) set head yaw to body yaw
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// (for now) set head yaw to body yaw
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@ -426,23 +412,23 @@ void Head::simulate(float deltaTime) {
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// decay body yaw delta
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// decay body yaw delta
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//----------------------------------------------------------
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//----------------------------------------------------------
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const float TEST_YAW_DECAY = 5.0;
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const float TEST_YAW_DECAY = 5.0;
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bodyYawDelta *= ( 1.0 - TEST_YAW_DECAY * deltaTime );
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_bodyYawDelta *= ( 1.0 - TEST_YAW_DECAY * deltaTime );
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//----------------------------------------------------------
|
//----------------------------------------------------------
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// add thrust to velocity
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// add thrust to velocity
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//----------------------------------------------------------
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//----------------------------------------------------------
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avatar.velocity += glm::dvec3( avatar.thrust * deltaTime );
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_avatar.velocity += glm::dvec3( _avatar.thrust * deltaTime );
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//----------------------------------------------------------
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//----------------------------------------------------------
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// update position by velocity
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// update position by velocity
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//----------------------------------------------------------
|
//----------------------------------------------------------
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_bodyPosition += (glm::vec3)avatar.velocity * deltaTime;
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_bodyPosition += (glm::vec3)_avatar.velocity * deltaTime;
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//----------------------------------------------------------
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//----------------------------------------------------------
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// decay velocity
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// decay velocity
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//----------------------------------------------------------
|
//----------------------------------------------------------
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const float LIN_VEL_DECAY = 5.0;
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const float LIN_VEL_DECAY = 5.0;
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avatar.velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
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_avatar.velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
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||||||
|
|
||||||
|
|
||||||
|
|
||||||
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@ -480,8 +466,6 @@ void Head::simulate(float deltaTime) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
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const float DEGREES_BETWEEN_VIEWER_EYES = 3;
|
const float DEGREES_BETWEEN_VIEWER_EYES = 3;
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const float DEGREES_TO_VIEWER_MOUTH = 7;
|
const float DEGREES_TO_VIEWER_MOUTH = 7;
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|
|
||||||
|
@ -546,7 +530,7 @@ void Head::simulate(float deltaTime) {
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||||||
|
|
||||||
|
|
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|
|
||||||
void Head::render(int faceToFace, int isMine) {
|
void Head::render(int faceToFace) {
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|
|
||||||
//---------------------------------------------------
|
//---------------------------------------------------
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// show avatar position
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// show avatar position
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||||||
|
@ -560,7 +544,7 @@ void Head::render(int faceToFace, int isMine) {
|
||||||
//---------------------------------------------------
|
//---------------------------------------------------
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// show avatar orientation
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// show avatar orientation
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//---------------------------------------------------
|
//---------------------------------------------------
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||||||
renderOrientationDirections(bone[ AVATAR_BONE_HEAD ].position, bone[ AVATAR_BONE_HEAD ].orientation, 0.2f );
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renderOrientationDirections( _bone[ AVATAR_BONE_HEAD ].position, _bone[ AVATAR_BONE_HEAD ].orientation, 0.2f );
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||||||
|
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||||||
//---------------------------------------------------
|
//---------------------------------------------------
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||||||
// render body
|
// render body
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||||||
|
@ -570,7 +554,7 @@ void Head::render(int faceToFace, int isMine) {
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//---------------------------------------------------
|
//---------------------------------------------------
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// render head
|
// render head
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//---------------------------------------------------
|
//---------------------------------------------------
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renderHead( faceToFace, isMine );
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renderHead(faceToFace);
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|
|
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//---------------------------------------------------
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//---------------------------------------------------
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// render other avatars (DEBUG TEST)
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// render other avatars (DEBUG TEST)
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||||||
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@ -583,11 +567,11 @@ void Head::render(int faceToFace, int isMine) {
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glPopMatrix();
|
glPopMatrix();
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}
|
}
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||||||
|
|
||||||
if ( usingSprings ) {
|
if ( _usingSprings ) {
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if ( closestOtherAvatar != -1 ) {
|
if ( _closestOtherAvatar != -1 ) {
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|
|
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glm::vec3 v1( bone[ AVATAR_BONE_RIGHT_HAND ].position );
|
glm::vec3 v1( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
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glm::vec3 v2( DEBUG_otherAvatarListPosition[ closestOtherAvatar ] );
|
glm::vec3 v2( DEBUG_otherAvatarListPosition[ _closestOtherAvatar ] );
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||||||
|
|
||||||
glLineWidth( 5.0 );
|
glLineWidth( 5.0 );
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||||||
glColor4f( 0.9f, 0.5f, 0.2f, 0.6 );
|
glColor4f( 0.9f, 0.5f, 0.2f, 0.6 );
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||||||
|
@ -630,7 +614,7 @@ void Head::renderOrientationDirections( glm::vec3 position, Orientation orientat
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||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Head::renderHead( int faceToFace, int isMine ) {
|
void Head::renderHead( int faceToFace) {
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||||||
int side = 0;
|
int side = 0;
|
||||||
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
@ -639,20 +623,20 @@ void Head::renderHead( int faceToFace, int isMine ) {
|
||||||
glPushMatrix();
|
glPushMatrix();
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||||||
|
|
||||||
|
|
||||||
if ( usingSprings ) {
|
if ( _usingSprings ) {
|
||||||
glTranslatef
|
glTranslatef
|
||||||
(
|
(
|
||||||
bone[ AVATAR_BONE_HEAD ].springyPosition.x,
|
_bone[ AVATAR_BONE_HEAD ].springyPosition.x,
|
||||||
bone[ AVATAR_BONE_HEAD ].springyPosition.y,
|
_bone[ AVATAR_BONE_HEAD ].springyPosition.y,
|
||||||
bone[ AVATAR_BONE_HEAD ].springyPosition.z
|
_bone[ AVATAR_BONE_HEAD ].springyPosition.z
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
glTranslatef
|
glTranslatef
|
||||||
(
|
(
|
||||||
bone[ AVATAR_BONE_HEAD ].position.x,
|
_bone[ AVATAR_BONE_HEAD ].position.x,
|
||||||
bone[ AVATAR_BONE_HEAD ].position.y,
|
_bone[ AVATAR_BONE_HEAD ].position.y,
|
||||||
bone[ AVATAR_BONE_HEAD ].position.z
|
_bone[ AVATAR_BONE_HEAD ].position.z
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -676,6 +660,7 @@ void Head::renderHead( int faceToFace, int isMine ) {
|
||||||
glColor3fv(skinColor);
|
glColor3fv(skinColor);
|
||||||
|
|
||||||
// Head
|
// Head
|
||||||
|
if (!_isMine) glColor3f(0,0,1); // Temp: Other people are BLUE
|
||||||
glutSolidSphere(1, 30, 30);
|
glutSolidSphere(1, 30, 30);
|
||||||
|
|
||||||
// Ears
|
// Ears
|
||||||
|
@ -801,12 +786,12 @@ void Head::renderHead( int faceToFace, int isMine ) {
|
||||||
|
|
||||||
|
|
||||||
void Head::setHandMovement( glm::vec3 movement ) {
|
void Head::setHandMovement( glm::vec3 movement ) {
|
||||||
handBeingMoved = true;
|
_handBeingMoved = true;
|
||||||
movedHandOffset = movement;
|
_movedHandOffset = movement;
|
||||||
}
|
}
|
||||||
|
|
||||||
AvatarMode Head::getMode() {
|
AvatarMode Head::getMode() {
|
||||||
return mode;
|
return _mode;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -833,16 +818,21 @@ void Head::initializeAvatar() {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Head::initializeSkeleton() {
|
void Head::initializeSkeleton() {
|
||||||
|
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||||
bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
|
_bone[b].parent = AVATAR_BONE_NULL;
|
||||||
bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
|
_bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
|
_bone[b].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
bone[b].springBodyTightness = 4.0;
|
_bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
bone[b].orientation.setToIdentity();
|
_bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
|
_bone[b].rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
|
||||||
|
_bone[b].yaw = 0.0;
|
||||||
|
_bone[b].pitch = 0.0;
|
||||||
|
_bone[b].roll = 0.0;
|
||||||
|
_bone[b].length = 0.0;
|
||||||
|
_bone[b].springBodyTightness = 4.0;
|
||||||
|
_bone[b].orientation.setToIdentity();
|
||||||
}
|
}
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
|
@ -852,73 +842,73 @@ void Head::initializeSkeleton() {
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// spine and head
|
// spine and head
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
|
_bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
|
||||||
bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
|
_bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||||
bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
|
_bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
|
||||||
bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
|
_bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
|
||||||
bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
|
_bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// left chest and arm
|
// left chest and arm
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
|
_bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
|
||||||
bone[ AVATAR_BONE_LEFT_SHOULDER ].parent = AVATAR_BONE_LEFT_CHEST;
|
_bone[ AVATAR_BONE_LEFT_SHOULDER ].parent = AVATAR_BONE_LEFT_CHEST;
|
||||||
bone[ AVATAR_BONE_LEFT_UPPER_ARM ].parent = AVATAR_BONE_LEFT_SHOULDER;
|
_bone[ AVATAR_BONE_LEFT_UPPER_ARM ].parent = AVATAR_BONE_LEFT_SHOULDER;
|
||||||
bone[ AVATAR_BONE_LEFT_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
|
_bone[ AVATAR_BONE_LEFT_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
|
||||||
bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
|
_bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// right chest and arm
|
// right chest and arm
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
|
_bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
|
||||||
bone[ AVATAR_BONE_RIGHT_SHOULDER ].parent = AVATAR_BONE_RIGHT_CHEST;
|
_bone[ AVATAR_BONE_RIGHT_SHOULDER ].parent = AVATAR_BONE_RIGHT_CHEST;
|
||||||
bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].parent = AVATAR_BONE_RIGHT_SHOULDER;
|
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].parent = AVATAR_BONE_RIGHT_SHOULDER;
|
||||||
bone[ AVATAR_BONE_RIGHT_FOREARM ].parent = AVATAR_BONE_RIGHT_UPPER_ARM;
|
_bone[ AVATAR_BONE_RIGHT_FOREARM ].parent = AVATAR_BONE_RIGHT_UPPER_ARM;
|
||||||
bone[ AVATAR_BONE_RIGHT_HAND ].parent = AVATAR_BONE_RIGHT_FOREARM;
|
_bone[ AVATAR_BONE_RIGHT_HAND ].parent = AVATAR_BONE_RIGHT_FOREARM;
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// left pelvis and leg
|
// left pelvis and leg
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
_bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||||
bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
|
_bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
|
||||||
bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
|
_bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
|
||||||
bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
|
_bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// right pelvis and leg
|
// right pelvis and leg
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
_bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||||
bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
|
_bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
|
||||||
bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
|
_bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
|
||||||
bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
|
_bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
|
||||||
|
|
||||||
|
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
// specify the default pose position
|
// specify the default pose position
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.3, 0.0 );
|
_bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.3, 0.0 );
|
||||||
bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
|
_bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
|
||||||
bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
|
_bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
|
||||||
bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
|
_bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
|
||||||
bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
|
_bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
|
||||||
bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.06, 0.06, 0.0 );
|
_bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.06, 0.06, 0.0 );
|
||||||
bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, 0.0 );
|
_bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, 0.0 );
|
||||||
bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
|
_bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
|
||||||
bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
_bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
||||||
bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
|
_bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
|
||||||
bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.06, 0.06, 0.0 );
|
_bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.06, 0.06, 0.0 );
|
||||||
bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, 0.0 );
|
_bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, 0.0 );
|
||||||
bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
|
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
|
||||||
bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
_bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
||||||
bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
|
_bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
|
||||||
bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.0 );
|
_bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.0 );
|
||||||
bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
_bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||||
bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
_bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||||
bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
|
_bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
|
||||||
bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.0 );
|
_bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.0 );
|
||||||
bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
_bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||||
bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
_bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||||
bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
|
_bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// calculate bone length
|
// calculate bone length
|
||||||
|
@ -936,13 +926,13 @@ void Head::initializeSkeleton() {
|
||||||
|
|
||||||
void Head::calculateBoneLengths() {
|
void Head::calculateBoneLengths() {
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||||
bone[b].length = glm::length( bone[b].defaultPosePosition );
|
_bone[b].length = glm::length( _bone[b].defaultPosePosition );
|
||||||
}
|
}
|
||||||
|
|
||||||
avatar.maxArmLength
|
_avatar.maxArmLength
|
||||||
= bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].length
|
= _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].length
|
||||||
+ bone[ AVATAR_BONE_RIGHT_FOREARM ].length
|
+ _bone[ AVATAR_BONE_RIGHT_FOREARM ].length
|
||||||
+ bone[ AVATAR_BONE_RIGHT_HAND ].length;
|
+ _bone[ AVATAR_BONE_RIGHT_HAND ].length;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -951,54 +941,54 @@ void Head::updateSkeleton() {
|
||||||
//----------------------------------
|
//----------------------------------
|
||||||
// rotate body...
|
// rotate body...
|
||||||
//----------------------------------
|
//----------------------------------
|
||||||
avatar.orientation.setToIdentity();
|
_avatar.orientation.setToIdentity();
|
||||||
avatar.orientation.yaw( _bodyYaw );
|
_avatar.orientation.yaw( _bodyYaw );
|
||||||
|
|
||||||
//------------------------------------------------------------------------
|
//------------------------------------------------------------------------
|
||||||
// calculate positions of all bones by traversing the skeleton tree:
|
// calculate positions of all bones by traversing the skeleton tree:
|
||||||
//------------------------------------------------------------------------
|
//------------------------------------------------------------------------
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||||
if ( bone[b].parent == AVATAR_BONE_NULL ) {
|
if ( _bone[b].parent == AVATAR_BONE_NULL ) {
|
||||||
bone[b].orientation.set(avatar.orientation);
|
_bone[b].orientation.set( _avatar.orientation );
|
||||||
//printf( "bodyPosition = %f, %f, %f\n", bodyPosition.x, bodyPosition.y, bodyPosition.z );
|
//printf( "bodyPosition = %f, %f, %f\n", bodyPosition.x, bodyPosition.y, bodyPosition.z );
|
||||||
glm::vec3 ppp = _bodyPosition;
|
glm::vec3 ppp = _bodyPosition;
|
||||||
|
|
||||||
// ppp.y += 0.2;
|
// ppp.y += 0.2;
|
||||||
|
|
||||||
bone[b].position = ppp;// + glm::vec3( 0.0f, 1.0f, 0.0f ) * 1.0f;
|
_bone[b].position = ppp;// + glm::vec3( 0.0f, 1.0f, 0.0f ) * 1.0f;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
bone[b].orientation.set( bone[ bone[b].parent ].orientation );
|
_bone[b].orientation.set( _bone[ _bone[b].parent ].orientation );
|
||||||
bone[b].position = bone[ bone[b].parent ].position;
|
_bone[b].position = _bone[ _bone[b].parent ].position;
|
||||||
}
|
}
|
||||||
|
|
||||||
float xx = glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getRight () );
|
float xx = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getRight () );
|
||||||
float yy = glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getUp () );
|
float yy = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getUp () );
|
||||||
float zz = -glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getFront () );
|
float zz = -glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getFront () );
|
||||||
|
|
||||||
glm::vec3 rotatedBoneVector( xx, yy, zz );
|
glm::vec3 rotatedBoneVector( xx, yy, zz );
|
||||||
bone[b].position += rotatedBoneVector;
|
_bone[b].position += rotatedBoneVector;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Head::initializeBodySprings() {
|
void Head::initializeBodySprings() {
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||||
bone[b].springyPosition = bone[b].position;
|
_bone[b].springyPosition = _bone[b].position;
|
||||||
bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
_bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Head::updateBodySprings( float deltaTime ) {
|
void Head::updateBodySprings( float deltaTime ) {
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||||
glm::vec3 springVector( bone[b].springyPosition );
|
glm::vec3 springVector( _bone[b].springyPosition );
|
||||||
|
|
||||||
if ( bone[b].parent == AVATAR_BONE_NULL ) {
|
if ( _bone[b].parent == AVATAR_BONE_NULL ) {
|
||||||
springVector -= _bodyPosition;
|
springVector -= _bodyPosition;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
springVector -= bone[ bone[b].parent ].springyPosition;
|
springVector -= _bone[ _bone[b].parent ].springyPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
float length = glm::length( springVector );
|
float length = glm::length( springVector );
|
||||||
|
@ -1006,64 +996,60 @@ void Head::updateBodySprings( float deltaTime ) {
|
||||||
if ( length > 0.0f ) {
|
if ( length > 0.0f ) {
|
||||||
glm::vec3 springDirection = springVector / length;
|
glm::vec3 springDirection = springVector / length;
|
||||||
|
|
||||||
float force = ( length - bone[b].length ) * springForce * deltaTime;
|
float force = ( length - _bone[b].length ) * _springForce * deltaTime;
|
||||||
|
|
||||||
bone[ b ].springyVelocity -= springDirection * force;
|
_bone[ b ].springyVelocity -= springDirection * force;
|
||||||
bone[ bone[b].parent ].springyVelocity += springDirection * force;
|
_bone[ _bone[b].parent ].springyVelocity += springDirection * force;
|
||||||
}
|
}
|
||||||
|
|
||||||
bone[b].springyVelocity += ( bone[b].position - bone[b].springyPosition ) * bone[b].springBodyTightness * deltaTime;
|
_bone[b].springyVelocity += ( _bone[b].position - _bone[b].springyPosition ) * _bone[b].springBodyTightness * deltaTime;
|
||||||
|
|
||||||
float decay = 1.0 - springVelocityDecay * deltaTime;
|
float decay = 1.0 - _springVelocityDecay * deltaTime;
|
||||||
|
|
||||||
if ( decay > 0.0 ) {
|
if ( decay > 0.0 ) {
|
||||||
bone[b].springyVelocity *= decay;
|
_bone[b].springyVelocity *= decay;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
_bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||||
}
|
}
|
||||||
|
|
||||||
bone[b].springyPosition += bone[b].springyVelocity;
|
_bone[b].springyPosition += _bone[b].springyVelocity;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
float Head::getBodyYaw() {
|
|
||||||
return _bodyYaw;
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::vec3 Head::getHeadLookatDirection() {
|
glm::vec3 Head::getHeadLookatDirection() {
|
||||||
return glm::vec3
|
return glm::vec3
|
||||||
(
|
(
|
||||||
avatar.orientation.getFront().x,
|
_avatar.orientation.getFront().x,
|
||||||
avatar.orientation.getFront().y,
|
_avatar.orientation.getFront().y,
|
||||||
avatar.orientation.getFront().z
|
_avatar.orientation.getFront().z
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 Head::getHeadLookatDirectionUp() {
|
glm::vec3 Head::getHeadLookatDirectionUp() {
|
||||||
return glm::vec3
|
return glm::vec3
|
||||||
(
|
(
|
||||||
avatar.orientation.getUp().x,
|
_avatar.orientation.getUp().x,
|
||||||
avatar.orientation.getUp().y,
|
_avatar.orientation.getUp().y,
|
||||||
avatar.orientation.getUp().z
|
_avatar.orientation.getUp().z
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 Head::getHeadLookatDirectionRight() {
|
glm::vec3 Head::getHeadLookatDirectionRight() {
|
||||||
return glm::vec3
|
return glm::vec3
|
||||||
(
|
(
|
||||||
avatar.orientation.getRight().x,
|
_avatar.orientation.getRight().x,
|
||||||
avatar.orientation.getRight().y,
|
_avatar.orientation.getRight().y,
|
||||||
avatar.orientation.getRight().z
|
_avatar.orientation.getRight().z
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 Head::getHeadPosition() {
|
glm::vec3 Head::getHeadPosition() {
|
||||||
return glm::vec3
|
return glm::vec3
|
||||||
(
|
(
|
||||||
bone[ AVATAR_BONE_HEAD ].position.x,
|
_bone[ AVATAR_BONE_HEAD ].position.x,
|
||||||
bone[ AVATAR_BONE_HEAD ].position.y,
|
_bone[ AVATAR_BONE_HEAD ].position.y,
|
||||||
bone[ AVATAR_BONE_HEAD ].position.z
|
_bone[ AVATAR_BONE_HEAD ].position.z
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1071,26 +1057,26 @@ void Head::updateHandMovement() {
|
||||||
glm::vec3 transformedHandMovement;
|
glm::vec3 transformedHandMovement;
|
||||||
|
|
||||||
transformedHandMovement
|
transformedHandMovement
|
||||||
= avatar.orientation.getRight() * -movedHandOffset.x
|
= _avatar.orientation.getRight() * -_movedHandOffset.x
|
||||||
+ avatar.orientation.getUp() * -movedHandOffset.y * 0.5f
|
+ _avatar.orientation.getUp() * -_movedHandOffset.y * 0.5f
|
||||||
+ avatar.orientation.getFront() * -movedHandOffset.y;
|
+ _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 holding hands, add a pull to the hand...
|
||||||
if ( usingSprings ) {
|
if ( _usingSprings ) {
|
||||||
if ( closestOtherAvatar != -1 ) {
|
if ( _closestOtherAvatar != -1 ) {
|
||||||
if ( triggeringAction ) {
|
if ( _triggeringAction ) {
|
||||||
|
|
||||||
/*
|
/*
|
||||||
glm::vec3 handShakePull( DEBUG_otherAvatarListPosition[ closestOtherAvatar ]);
|
glm::vec3 handShakePull( DEBUG_otherAvatarListPosition[ closestOtherAvatar ]);
|
||||||
handShakePull -= bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
handShakePull -= _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||||
|
|
||||||
handShakePull *= 1.0;
|
handShakePull *= 1.0;
|
||||||
|
|
||||||
transformedHandMovement += handShakePull;
|
transformedHandMovement += handShakePull;
|
||||||
*/
|
*/
|
||||||
bone[ AVATAR_BONE_RIGHT_HAND ].position = DEBUG_otherAvatarListPosition[ closestOtherAvatar ];
|
_bone[ AVATAR_BONE_RIGHT_HAND ].position = DEBUG_otherAvatarListPosition[ _closestOtherAvatar ];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1100,8 +1086,8 @@ void Head::updateHandMovement() {
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
// determine the arm vector
|
// determine the arm vector
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
glm::vec3 armVector = bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
glm::vec3 armVector = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||||
armVector -= bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
armVector -= _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||||
|
|
||||||
|
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
|
@ -1112,52 +1098,56 @@ void Head::updateHandMovement() {
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
// if right hand is being dragged beyond maximum arm length...
|
// if right hand is being dragged beyond maximum arm length...
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
if ( distance > avatar.maxArmLength ) {
|
if ( distance > _avatar.maxArmLength ) {
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
// reset right hand to be constrained to maximum arm length
|
// reset right hand to be constrained to maximum arm length
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
bone[ AVATAR_BONE_RIGHT_HAND ].position = bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||||
glm::vec3 armNormal = armVector / distance;
|
glm::vec3 armNormal = armVector / distance;
|
||||||
armVector = armNormal * avatar.maxArmLength;
|
armVector = armNormal * _avatar.maxArmLength;
|
||||||
distance = avatar.maxArmLength;
|
distance = _avatar.maxArmLength;
|
||||||
glm::vec3 constrainedPosition = bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
glm::vec3 constrainedPosition = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||||
constrainedPosition += armVector;
|
constrainedPosition += armVector;
|
||||||
bone[ AVATAR_BONE_RIGHT_HAND ].position = constrainedPosition;
|
_bone[ AVATAR_BONE_RIGHT_HAND ].position = constrainedPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
// keep arm from going through av body...
|
// keep arm from going through av body...
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
glm::vec3 adjustedArmVector = bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
glm::vec3 adjustedArmVector = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||||
adjustedArmVector -= bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
adjustedArmVector -= _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||||
|
|
||||||
float rightComponent = glm::dot( adjustedArmVector, avatar.orientation.getRight() );
|
float rightComponent = glm::dot( adjustedArmVector, avatar.orientation.getRight() );
|
||||||
|
|
||||||
if ( rightComponent < 0.0 )
|
if ( rightComponent < 0.0 )
|
||||||
{
|
{
|
||||||
bone[ AVATAR_BONE_RIGHT_HAND ].position -= avatar.orientation.getRight() * rightComponent;
|
_bone[ AVATAR_BONE_RIGHT_HAND ].position -= avatar.orientation.getRight() * rightComponent;
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
// set elbow position
|
// set elbow position
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
glm::vec3 newElbowPosition = bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
glm::vec3 newElbowPosition = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||||
newElbowPosition += armVector * ONE_HALF;
|
newElbowPosition += armVector * ONE_HALF;
|
||||||
glm::vec3 perpendicular = glm::cross( avatar.orientation.getFront(), armVector );
|
glm::vec3 perpendicular = glm::cross( _avatar.orientation.getFront(), armVector );
|
||||||
|
|
||||||
newElbowPosition += perpendicular * ( 1.0f - ( avatar.maxArmLength / distance ) ) * ONE_HALF;
|
newElbowPosition += perpendicular * ( 1.0f - ( _avatar.maxArmLength / distance ) ) * ONE_HALF;
|
||||||
bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
|
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
// set wrist position
|
// set wrist position
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
glm::vec3 vv( bone[ AVATAR_BONE_RIGHT_HAND ].position );
|
glm::vec3 vv( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
|
||||||
vv -= bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
|
vv -= _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
|
||||||
glm::vec3 newWristPosition = bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
|
glm::vec3 newWristPosition = _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
|
||||||
newWristPosition += vv * 0.7f;
|
newWristPosition += vv * 0.7f;
|
||||||
bone[ AVATAR_BONE_RIGHT_FOREARM ].position = newWristPosition;
|
_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);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -1167,17 +1157,17 @@ void Head::renderBody() {
|
||||||
// Render bone positions as spheres
|
// Render bone positions as spheres
|
||||||
//-----------------------------------------
|
//-----------------------------------------
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||||
if ( usingSprings ) {
|
if ( _usingSprings ) {
|
||||||
glColor3fv( lightBlue );
|
glColor3fv( lightBlue );
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glTranslatef( bone[b].springyPosition.x, bone[b].springyPosition.y, bone[b].springyPosition.z );
|
glTranslatef( _bone[b].springyPosition.x, _bone[b].springyPosition.y, _bone[b].springyPosition.z );
|
||||||
glutSolidSphere( 0.02f, 10.0f, 5.0f );
|
glutSolidSphere( 0.02f, 10.0f, 5.0f );
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
glColor3fv( skinColor );
|
glColor3fv( skinColor );
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glTranslatef( bone[b].position.x, bone[b].position.y, bone[b].position.z );
|
glTranslatef( _bone[b].position.x, _bone[b].position.y, _bone[b].position.z );
|
||||||
glutSolidSphere( 0.02f, 10.0f, 5.0f );
|
glutSolidSphere( 0.02f, 10.0f, 5.0f );
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
}
|
}
|
||||||
|
@ -1186,14 +1176,14 @@ void Head::renderBody() {
|
||||||
//-----------------------------------------------------
|
//-----------------------------------------------------
|
||||||
// Render lines connecting the bone positions
|
// Render lines connecting the bone positions
|
||||||
//-----------------------------------------------------
|
//-----------------------------------------------------
|
||||||
if ( usingSprings ) {
|
if ( _usingSprings ) {
|
||||||
glColor3f( 0.4f, 0.5f, 0.6f );
|
glColor3f( 0.4f, 0.5f, 0.6f );
|
||||||
glLineWidth(3.0);
|
glLineWidth(3.0);
|
||||||
|
|
||||||
for (int b=1; b<NUM_AVATAR_BONES; b++) {
|
for (int b=1; b<NUM_AVATAR_BONES; b++) {
|
||||||
glBegin( GL_LINE_STRIP );
|
glBegin( GL_LINE_STRIP );
|
||||||
glVertex3fv( &bone[ bone[ b ].parent ].springyPosition.x );
|
glVertex3fv( &_bone[ _bone[ b ].parent ].springyPosition.x );
|
||||||
glVertex3fv( &bone[ b ].springyPosition.x );
|
glVertex3fv( &_bone[ b ].springyPosition.x );
|
||||||
glEnd();
|
glEnd();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1203,21 +1193,21 @@ void Head::renderBody() {
|
||||||
|
|
||||||
for (int b=1; b<NUM_AVATAR_BONES; b++) {
|
for (int b=1; b<NUM_AVATAR_BONES; b++) {
|
||||||
glBegin( GL_LINE_STRIP );
|
glBegin( GL_LINE_STRIP );
|
||||||
glVertex3fv( &bone[ bone[ b ].parent ].position.x );
|
glVertex3fv( &_bone[ _bone[ b ].parent ].position.x );
|
||||||
glVertex3fv( &bone[ b ].position.x);
|
glVertex3fv( &_bone[ b ].position.x);
|
||||||
glEnd();
|
glEnd();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if (( usingSprings ) && ( triggeringAction )) {
|
if (( _usingSprings ) && ( _triggeringAction )) {
|
||||||
glColor4f( 1.0, 1.0, 0.5, 0.5 );
|
glColor4f( 1.0, 1.0, 0.5, 0.5 );
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glTranslatef
|
glTranslatef
|
||||||
(
|
(
|
||||||
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.x,
|
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.x,
|
||||||
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.y,
|
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.y,
|
||||||
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.z
|
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.z
|
||||||
);
|
);
|
||||||
glutSolidSphere( 0.03f, 10.0f, 5.0f );
|
glutSolidSphere( 0.03f, 10.0f, 5.0f );
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
|
|
|
@ -20,6 +20,11 @@
|
||||||
#include "InterfaceConfig.h"
|
#include "InterfaceConfig.h"
|
||||||
#include "SerialInterface.h"
|
#include "SerialInterface.h"
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/quaternion.hpp>
|
||||||
|
#include <glm/gtx/quaternion.hpp>
|
||||||
|
|
||||||
|
|
||||||
enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
|
enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
|
||||||
|
|
||||||
#define FWD 0
|
#define FWD 0
|
||||||
|
@ -80,6 +85,7 @@ struct AvatarBone
|
||||||
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
|
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)
|
glm::dvec3 springyVelocity; // used for special effects ( the velocity of the springy position)
|
||||||
float springBodyTightness; // how tightly the springy position tries to stay on the position
|
float springBodyTightness; // how tightly the springy position tries to stay on the position
|
||||||
|
glm::quat rotation; // this will eventually replace yaw, pitch and roll (and maybe orienttion)
|
||||||
float yaw; // the yaw Euler angle of the bone rotation off the parent
|
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 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
|
float roll; // the roll Euler angle of the bone rotation off the parent
|
||||||
|
@ -97,13 +103,13 @@ struct Avatar
|
||||||
|
|
||||||
class Head : public AvatarData {
|
class Head : public AvatarData {
|
||||||
public:
|
public:
|
||||||
Head();
|
Head(bool isMine);
|
||||||
~Head();
|
~Head();
|
||||||
Head(const Head &otherHead);
|
Head(const Head &otherHead);
|
||||||
Head* clone() const;
|
Head* clone() const;
|
||||||
|
|
||||||
void reset();
|
void reset();
|
||||||
void UpdatePos(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity);
|
void UpdateGyros(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity);
|
||||||
void setNoise (float mag) { noise = mag; }
|
void setNoise (float mag) { noise = mag; }
|
||||||
void setPitch(float p) {Pitch = p; }
|
void setPitch(float p) {Pitch = p; }
|
||||||
void setYaw(float y) {Yaw = y; }
|
void setYaw(float y) {Yaw = y; }
|
||||||
|
@ -124,7 +130,9 @@ class Head : public AvatarData {
|
||||||
float getYaw() {return Yaw;}
|
float getYaw() {return Yaw;}
|
||||||
float getLastMeasuredYaw() {return YawRate;}
|
float getLastMeasuredYaw() {return YawRate;}
|
||||||
|
|
||||||
float getBodyYaw();
|
float getBodyYaw() {return _bodyYaw;};
|
||||||
|
void addBodyYaw(float y) {_bodyYaw += y;};
|
||||||
|
|
||||||
glm::vec3 getHeadLookatDirection();
|
glm::vec3 getHeadLookatDirection();
|
||||||
glm::vec3 getHeadLookatDirectionUp();
|
glm::vec3 getHeadLookatDirectionUp();
|
||||||
glm::vec3 getHeadLookatDirectionRight();
|
glm::vec3 getHeadLookatDirectionRight();
|
||||||
|
@ -135,10 +143,10 @@ class Head : public AvatarData {
|
||||||
|
|
||||||
void setTriggeringAction( bool trigger );
|
void setTriggeringAction( bool trigger );
|
||||||
|
|
||||||
void render(int faceToFace, int isMine);
|
void render(int faceToFace);
|
||||||
|
|
||||||
void renderBody();
|
void renderBody();
|
||||||
void renderHead( int faceToFace, int isMine );
|
void renderHead( int faceToFace);
|
||||||
//void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size );
|
//void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size );
|
||||||
|
|
||||||
void simulate(float);
|
void simulate(float);
|
||||||
|
@ -158,9 +166,9 @@ class Head : public AvatarData {
|
||||||
bool getDriveKeys(int key) { return driveKeys[key]; };
|
bool getDriveKeys(int key) { return driveKeys[key]; };
|
||||||
|
|
||||||
// Set/Get update the thrust that will move the avatar around
|
// Set/Get update the thrust that will move the avatar around
|
||||||
void setThrust(glm::vec3 newThrust) { avatar.thrust = newThrust; };
|
void setThrust(glm::vec3 newThrust) { _avatar.thrust = newThrust; };
|
||||||
void addThrust(glm::vec3 newThrust) { avatar.thrust += newThrust; };
|
void addThrust(glm::vec3 newThrust) { _avatar.thrust += newThrust; };
|
||||||
glm::vec3 getThrust() { return avatar.thrust; };
|
glm::vec3 getThrust() { return _avatar.thrust; };
|
||||||
|
|
||||||
//
|
//
|
||||||
// Related to getting transmitter UDP data used to animate the avatar hand
|
// Related to getting transmitter UDP data used to animate the avatar hand
|
||||||
|
@ -170,6 +178,7 @@ class Head : public AvatarData {
|
||||||
float getTransmitterHz() { return transmitterHz; };
|
float getTransmitterHz() { return transmitterHz; };
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
bool _isMine;
|
||||||
float noise;
|
float noise;
|
||||||
float Pitch;
|
float Pitch;
|
||||||
float Yaw;
|
float Yaw;
|
||||||
|
@ -204,37 +213,33 @@ class Head : public AvatarData {
|
||||||
float audioAttack;
|
float audioAttack;
|
||||||
float browAudioLift;
|
float browAudioLift;
|
||||||
|
|
||||||
bool triggeringAction;
|
|
||||||
|
|
||||||
float bodyYawDelta;
|
|
||||||
|
|
||||||
float closeEnoughToInteract;
|
|
||||||
int closestOtherAvatar;
|
|
||||||
|
|
||||||
//temporary - placeholder for real other avs
|
//temporary - placeholder for real other avs
|
||||||
glm::vec3 DEBUG_otherAvatarListPosition [ NUM_OTHER_AVATARS ];
|
glm::vec3 DEBUG_otherAvatarListPosition [ NUM_OTHER_AVATARS ];
|
||||||
float DEBUG_otherAvatarListTimer [ NUM_OTHER_AVATARS ];
|
float DEBUG_otherAvatarListTimer [ NUM_OTHER_AVATARS ];
|
||||||
|
|
||||||
bool usingSprings;
|
bool _triggeringAction;
|
||||||
|
float _bodyYawDelta;
|
||||||
bool handBeingMoved;
|
float _closeEnoughToInteract;
|
||||||
bool previousHandBeingMoved;
|
int _closestOtherAvatar;
|
||||||
glm::vec3 movedHandOffset;
|
bool _usingSprings;
|
||||||
|
bool _handBeingMoved;
|
||||||
|
bool _previousHandBeingMoved;
|
||||||
|
glm::vec3 _movedHandOffset;
|
||||||
|
float _springVelocityDecay;
|
||||||
|
float _springForce;
|
||||||
|
glm::quat _rotation; // the rotation of the avatar body as a whole
|
||||||
|
AvatarBone _bone[ NUM_AVATAR_BONES ];
|
||||||
|
AvatarMode _mode;
|
||||||
|
Avatar _avatar;
|
||||||
|
|
||||||
int driveKeys[MAX_DRIVE_KEYS];
|
int driveKeys[MAX_DRIVE_KEYS];
|
||||||
|
|
||||||
float springVelocityDecay;
|
|
||||||
float springForce;
|
|
||||||
|
|
||||||
int eyeContact;
|
int eyeContact;
|
||||||
eyeContactTargets eyeContactTarget;
|
eyeContactTargets eyeContactTarget;
|
||||||
|
|
||||||
GLUquadric *sphere;
|
GLUquadric *sphere;
|
||||||
Avatar avatar;
|
|
||||||
|
|
||||||
AvatarBone bone[ NUM_AVATAR_BONES ];
|
|
||||||
|
|
||||||
AvatarMode mode;
|
|
||||||
|
|
||||||
float renderYaw, renderPitch; // Pitch from view frustum when this is own head.
|
float renderYaw, renderPitch; // Pitch from view frustum when this is own head.
|
||||||
|
|
||||||
|
@ -244,18 +249,16 @@ class Head : public AvatarData {
|
||||||
timeval transmitterTimer;
|
timeval transmitterTimer;
|
||||||
float transmitterHz;
|
float transmitterHz;
|
||||||
int transmitterPackets;
|
int transmitterPackets;
|
||||||
|
|
||||||
|
|
||||||
//-------------------------------------------
|
//-----------------------------
|
||||||
// private methods...
|
// private methods...
|
||||||
//-------------------------------------------
|
//-----------------------------
|
||||||
void initializeAvatar();
|
void initializeAvatar();
|
||||||
void initializeSkeleton();
|
void initializeSkeleton();
|
||||||
void updateSkeleton();
|
void updateSkeleton();
|
||||||
void initializeBodySprings();
|
void initializeBodySprings();
|
||||||
void updateBodySprings( float deltaTime );
|
void updateBodySprings( float deltaTime );
|
||||||
void calculateBoneLengths();
|
void calculateBoneLengths();
|
||||||
|
|
||||||
void readSensors();
|
void readSensors();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -103,7 +103,7 @@ Oscilloscope audioScope(256,200,true);
|
||||||
|
|
||||||
ViewFrustum viewFrustum; // current state of view frustum, perspective, orientation, etc.
|
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 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
|
Camera viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
|
||||||
|
|
||||||
|
@ -230,12 +230,7 @@ void displayStats(void)
|
||||||
char stats[200];
|
char stats[200];
|
||||||
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d Head(x,y,z)= %4.2f, %4.2f, %4.2f ",
|
sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d Head(x,y,z)= %4.2f, %4.2f, %4.2f ",
|
||||||
FPS, packetsPerSecond, bytesPerSecond, avatarPos.x,avatarPos.y,avatarPos.z);
|
FPS, packetsPerSecond, bytesPerSecond, avatarPos.x,avatarPos.y,avatarPos.z);
|
||||||
drawtext(10, statsVerticalOffset + 49, 0.10f, 0, 1.0, 0, stats);
|
drawtext(10, statsVerticalOffset + 49, 0.10f, 0, 1.0, 0, stats);
|
||||||
if (serialPort.active) {
|
|
||||||
sprintf(stats, "ADC samples = %d, LED = %d",
|
|
||||||
serialPort.getNumSamples(), serialPort.getLED());
|
|
||||||
drawtext(300, statsVerticalOffset + 30, 0.10f, 0, 1.0, 0, stats);
|
|
||||||
}
|
|
||||||
|
|
||||||
std::stringstream voxelStats;
|
std::stringstream voxelStats;
|
||||||
voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered();
|
voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered();
|
||||||
|
@ -386,7 +381,7 @@ void updateAvatar(float frametime)
|
||||||
float gyroPitchRate = serialPort.getRelativeValue(PITCH_RATE);
|
float gyroPitchRate = serialPort.getRelativeValue(PITCH_RATE);
|
||||||
float gyroYawRate = serialPort.getRelativeValue(YAW_RATE);
|
float gyroYawRate = serialPort.getRelativeValue(YAW_RATE);
|
||||||
|
|
||||||
myAvatar.UpdatePos(frametime, &serialPort, headMirror, &gravity);
|
myAvatar.UpdateGyros(frametime, &serialPort, headMirror, &gravity);
|
||||||
|
|
||||||
//
|
//
|
||||||
// Update gyro-based mouse (X,Y on screen)
|
// Update gyro-based mouse (X,Y on screen)
|
||||||
|
@ -822,7 +817,7 @@ void display(void)
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glm::vec3 pos = agentHead->getBodyPosition();
|
glm::vec3 pos = agentHead->getBodyPosition();
|
||||||
glTranslatef(-pos.x, -pos.y, -pos.z);
|
glTranslatef(-pos.x, -pos.y, -pos.z);
|
||||||
agentHead->render(0, 0);
|
agentHead->render(0);
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -837,7 +832,7 @@ void display(void)
|
||||||
|
|
||||||
|
|
||||||
//Render my own avatar
|
//Render my own avatar
|
||||||
myAvatar.render( true, 1 );
|
myAvatar.render(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
|
@ -1300,7 +1295,7 @@ void *networkReceive(void *args)
|
||||||
AgentList::getInstance()->processBulkAgentData(&senderAddress,
|
AgentList::getInstance()->processBulkAgentData(&senderAddress,
|
||||||
incomingPacket,
|
incomingPacket,
|
||||||
bytesReceived,
|
bytesReceived,
|
||||||
(sizeof(float) * 3) + (sizeof(uint16_t) * 2));
|
(sizeof(float) * 3) + (sizeof(uint16_t) * 3));
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
AgentList::getInstance()->processAgentData(&senderAddress, incomingPacket, bytesReceived);
|
AgentList::getInstance()->processAgentData(&senderAddress, incomingPacket, bytesReceived);
|
||||||
|
@ -1475,7 +1470,7 @@ void mouseoverFunc( int x, int y)
|
||||||
|
|
||||||
void attachNewHeadToAgent(Agent *newAgent) {
|
void attachNewHeadToAgent(Agent *newAgent) {
|
||||||
if (newAgent->getLinkedData() == NULL) {
|
if (newAgent->getLinkedData() == NULL) {
|
||||||
newAgent->setLinkedData(new Head());
|
newAgent->setLinkedData(new Head(false));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -43,14 +43,13 @@ AvatarData* AvatarData::clone() const {
|
||||||
return new AvatarData(*this);
|
return new AvatarData(*this);
|
||||||
}
|
}
|
||||||
|
|
||||||
// transmit data to agents requesting it
|
|
||||||
// called on me just prior to sending data to others (continuasly called)
|
|
||||||
int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
||||||
unsigned char* bufferStart = destinationBuffer;
|
unsigned char* bufferStart = destinationBuffer;
|
||||||
|
|
||||||
// TODO: DRY this up to a shared method
|
// TODO: DRY this up to a shared method
|
||||||
// that can pack any type given the number of bytes
|
// that can pack any type given the number of bytes
|
||||||
// and return the number of bytes to push the pointer
|
// and return the number of bytes to push the pointer
|
||||||
|
|
||||||
memcpy(destinationBuffer, &_bodyPosition, sizeof(float) * 3);
|
memcpy(destinationBuffer, &_bodyPosition, sizeof(float) * 3);
|
||||||
destinationBuffer += sizeof(float) * 3;
|
destinationBuffer += sizeof(float) * 3;
|
||||||
|
|
||||||
|
@ -58,6 +57,11 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
||||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch);
|
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch);
|
||||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll);
|
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;
|
return destinationBuffer - bufferStart;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -73,6 +77,10 @@ void AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
||||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyYaw);
|
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyYaw);
|
||||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch);
|
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch);
|
||||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyRoll);
|
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyRoll);
|
||||||
|
|
||||||
|
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
|
||||||
|
sourceBuffer += sizeof(float) * 3;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 AvatarData::getBodyPosition() {
|
glm::vec3 AvatarData::getBodyPosition() {
|
||||||
|
@ -85,6 +93,10 @@ void AvatarData::setBodyPosition(glm::vec3 bodyPosition) {
|
||||||
_bodyPosition = bodyPosition;
|
_bodyPosition = bodyPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void AvatarData::setHandPosition(glm::vec3 handPosition) {
|
||||||
|
_handPosition = handPosition;
|
||||||
|
}
|
||||||
|
|
||||||
float AvatarData::getBodyYaw() {
|
float AvatarData::getBodyYaw() {
|
||||||
return _bodyYaw;
|
return _bodyYaw;
|
||||||
}
|
}
|
||||||
|
|
|
@ -24,6 +24,7 @@ public:
|
||||||
|
|
||||||
glm::vec3 getBodyPosition();
|
glm::vec3 getBodyPosition();
|
||||||
void setBodyPosition(glm::vec3 bodyPosition);
|
void setBodyPosition(glm::vec3 bodyPosition);
|
||||||
|
void setHandPosition(glm::vec3 handPosition);
|
||||||
|
|
||||||
int getBroadcastData(unsigned char* destinationBuffer);
|
int getBroadcastData(unsigned char* destinationBuffer);
|
||||||
void parseData(unsigned char* sourceBuffer, int numBytes);
|
void parseData(unsigned char* sourceBuffer, int numBytes);
|
||||||
|
@ -39,6 +40,7 @@ public:
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
glm::vec3 _bodyPosition;
|
glm::vec3 _bodyPosition;
|
||||||
|
glm::vec3 _handPosition;
|
||||||
|
|
||||||
float _bodyYaw;
|
float _bodyYaw;
|
||||||
float _bodyPitch;
|
float _bodyPitch;
|
||||||
|
|
|
@ -22,7 +22,6 @@ void Orientation::setToIdentity() {
|
||||||
front = glm::vec3( 0.0, 0.0, 1.0 );
|
front = glm::vec3( 0.0, 0.0, 1.0 );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Orientation::set( Orientation o ) {
|
void Orientation::set( Orientation o ) {
|
||||||
right = o.right;
|
right = o.right;
|
||||||
up = o.up;
|
up = o.up;
|
||||||
|
@ -125,7 +124,7 @@ void Orientation::testForOrthogonalAndNormalizedVectors( float epsilon ) {
|
||||||
|
|
||||||
|
|
||||||
//----------------------------------------------------------------
|
//----------------------------------------------------------------
|
||||||
// make sure vectors are orthoginal (or close enough)
|
// make sure vectors are orthogonal (or close enough)
|
||||||
//----------------------------------------------------------------
|
//----------------------------------------------------------------
|
||||||
glm::vec3 rightCross = glm::cross( up, front );
|
glm::vec3 rightCross = glm::cross( up, front );
|
||||||
glm::vec3 upCross = glm::cross( front, right );
|
glm::vec3 upCross = glm::cross( front, right );
|
||||||
|
|
Loading…
Reference in a new issue