removed initializeAvatar() method in Head class (deprecated). and also un-negated the pos in the rendering of other avatars (same fix as Philip just made)

This commit is contained in:
Jeffrey Ventrella 2013-04-17 16:58:04 -07:00
parent 5aeb307be2
commit ecb5047e7c
4 changed files with 55 additions and 73 deletions

View file

@ -49,7 +49,6 @@ unsigned int iris_texture_width = 512;
unsigned int iris_texture_height = 256; unsigned int iris_texture_height = 256;
Head::Head(bool isMine) { Head::Head(bool isMine) {
initializeAvatar();
_avatar.orientation.setToIdentity(); _avatar.orientation.setToIdentity();
_avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 ); _avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
@ -133,7 +132,6 @@ Head::Head(bool isMine) {
} }
Head::Head(const Head &otherHead) { Head::Head(const Head &otherHead) {
initializeAvatar();
_avatar.orientation.set( otherHead._avatar.orientation ); _avatar.orientation.set( otherHead._avatar.orientation );
_avatar.velocity = otherHead._avatar.velocity; _avatar.velocity = otherHead._avatar.velocity;
@ -352,42 +350,44 @@ void Head::simulate(float deltaTime) {
_previousHandBeingMoved = _handBeingMoved; _previousHandBeingMoved = _handBeingMoved;
_handBeingMoved = false; _handBeingMoved = false;
//------------------------------------------------- if ( _isMine ) { // driving the avatar around should only apply is this is my avatar (as opposed to an avatar being driven remotely)
// this handles the avatar being driven around... //-------------------------------------------------
//------------------------------------------------- // this handles the avatar being driven around...
_avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 ); //-------------------------------------------------
_avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
if (driveKeys[FWD]) {
glm::vec3 front( _avatar.orientation.getFront().x, _avatar.orientation.getFront().y, _avatar.orientation.getFront().z ); if (driveKeys[FWD]) {
_avatar.thrust += front * THRUST_MAG; glm::vec3 front( _avatar.orientation.getFront().x, _avatar.orientation.getFront().y, _avatar.orientation.getFront().z );
} _avatar.thrust += front * THRUST_MAG;
if (driveKeys[BACK]) { }
glm::vec3 front( _avatar.orientation.getFront().x, _avatar.orientation.getFront().y, _avatar.orientation.getFront().z ); if (driveKeys[BACK]) {
_avatar.thrust -= front * THRUST_MAG; glm::vec3 front( _avatar.orientation.getFront().x, _avatar.orientation.getFront().y, _avatar.orientation.getFront().z );
} _avatar.thrust -= front * THRUST_MAG;
if (driveKeys[RIGHT]) { }
glm::vec3 right( _avatar.orientation.getRight().x, _avatar.orientation.getRight().y, _avatar.orientation.getRight().z ); if (driveKeys[RIGHT]) {
_avatar.thrust -= right * THRUST_MAG; glm::vec3 right( _avatar.orientation.getRight().x, _avatar.orientation.getRight().y, _avatar.orientation.getRight().z );
} _avatar.thrust -= right * THRUST_MAG;
if (driveKeys[LEFT]) { }
glm::vec3 right( _avatar.orientation.getRight().x, _avatar.orientation.getRight().y, _avatar.orientation.getRight().z ); if (driveKeys[LEFT]) {
_avatar.thrust += right * THRUST_MAG; glm::vec3 right( _avatar.orientation.getRight().x, _avatar.orientation.getRight().y, _avatar.orientation.getRight().z );
} _avatar.thrust += right * THRUST_MAG;
if (driveKeys[UP]) { }
glm::vec3 up( _avatar.orientation.getUp().x, _avatar.orientation.getUp().y, _avatar.orientation.getUp().z ); if (driveKeys[UP]) {
_avatar.thrust += up * THRUST_MAG; glm::vec3 up( _avatar.orientation.getUp().x, _avatar.orientation.getUp().y, _avatar.orientation.getUp().z );
} _avatar.thrust += up * THRUST_MAG;
if (driveKeys[DOWN]) { }
glm::vec3 up( _avatar.orientation.getUp().x, _avatar.orientation.getUp().y, _avatar.orientation.getUp().z ); if (driveKeys[DOWN]) {
_avatar.thrust -= up * THRUST_MAG; glm::vec3 up( _avatar.orientation.getUp().x, _avatar.orientation.getUp().y, _avatar.orientation.getUp().z );
} _avatar.thrust -= up * THRUST_MAG;
if (driveKeys[ROT_RIGHT]) { }
_bodyYawDelta -= YAW_MAG * deltaTime; if (driveKeys[ROT_RIGHT]) {
} _bodyYawDelta -= YAW_MAG * deltaTime;
if (driveKeys[ROT_LEFT]) { }
_bodyYawDelta += YAW_MAG * deltaTime; if (driveKeys[ROT_LEFT]) {
} _bodyYawDelta += YAW_MAG * deltaTime;
}
}
//---------------------------------------------------------- //----------------------------------------------------------
float translationalSpeed = glm::length( _avatar.velocity ); float translationalSpeed = glm::length( _avatar.velocity );
float rotationalSpeed = fabs( _bodyYawDelta ); float rotationalSpeed = fabs( _bodyYawDelta );
@ -403,7 +403,7 @@ void Head::simulate(float deltaTime) {
//---------------------------------------------------------- //----------------------------------------------------------
// update body yaw by body yaw delta // update body yaw by body yaw delta
//---------------------------------------------------------- //----------------------------------------------------------
_bodyYaw += _bodyYawDelta * deltaTime; _bodyYaw += _bodyYawDelta * deltaTime;
//---------------------------------------------------------- //----------------------------------------------------------
// (for now) set head yaw to body yaw // (for now) set head yaw to body yaw
@ -650,7 +650,7 @@ void Head::renderHead( int faceToFace) {
// Don't render a head if it is really close to your location, because that is your own head! // Don't render a head if it is really close to your location, because that is your own head!
//if (!isMine || faceToFace) //if (!isMine || faceToFace)
{ //{
glRotatef(Pitch, 1, 0, 0); glRotatef(Pitch, 1, 0, 0);
glRotatef(Roll, 0, 0, 1); glRotatef(Roll, 0, 0, 1);
@ -780,7 +780,7 @@ void Head::renderHead( int faceToFace) {
glPopMatrix(); glPopMatrix();
} //}
glPopMatrix(); glPopMatrix();
} }
@ -797,29 +797,6 @@ AvatarMode Head::getMode() {
} }
void Head::initializeAvatar() {
/*
avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
avatar.orientation.setToIdentity();
closestOtherAvatar = 0;
_bodyYaw = -90.0;
_bodyPitch = 0.0;
_bodyRoll = 0.0;
bodyYawDelta = 0.0;
triggeringAction = false;
mode = AVATAR_MODE_STANDING;
initializeSkeleton();
*/
}
void Head::initializeSkeleton() { void Head::initializeSkeleton() {
for (int b=0; b<NUM_AVATAR_BONES; b++) { for (int b=0; b<NUM_AVATAR_BONES; b++) {
@ -937,8 +914,6 @@ void Head::calculateBoneLengths() {
+ _bone[ AVATAR_BONE_RIGHT_HAND ].length; + _bone[ AVATAR_BONE_RIGHT_HAND ].length;
} }
void Head::updateSkeleton() { void Head::updateSkeleton() {
//---------------------------------- //----------------------------------
// rotate body... // rotate body...
@ -964,7 +939,12 @@ void Head::updateSkeleton() {
_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;
} }
///TEST! - get this working and then add a comment JJV
if ( ! _isMine ) {
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handPosition;
}
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 () );
@ -1090,8 +1070,7 @@ void Head::updateHandMovement() {
} }
} }
//------------------------------------------------------------------------------- //-------------------------------------------------------------------------------
// determine the arm vector // determine the arm vector
//------------------------------------------------------------------------------- //-------------------------------------------------------------------------------
@ -1229,6 +1208,7 @@ void Head::SetNewHeadTarget(float pitch, float yaw) {
YawTarget = yaw; YawTarget = yaw;
} }
// getting data from Android transmitte app
void Head::processTransmitterData(unsigned char* packetData, int numBytes) { void Head::processTransmitterData(unsigned char* packetData, int numBytes) {
// Read a packet from a transmitter app, process the data // Read a packet from a transmitter app, process the data
float accX, accY, accZ, float accX, accY, accZ,

View file

@ -252,7 +252,6 @@ class Head : public AvatarData {
//----------------------------- //-----------------------------
// private methods... // private methods...
//----------------------------- //-----------------------------
void initializeAvatar();
void initializeSkeleton(); void initializeSkeleton();
void updateSkeleton(); void updateSkeleton();
void initializeBodySprings(); void initializeBodySprings();

View file

@ -825,7 +825,7 @@ void display(void)
Head *agentHead = (Head *)agent->getLinkedData(); Head *agentHead = (Head *)agent->getLinkedData();
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); agentHead->render(0);
glPopMatrix(); glPopMatrix();
} }
@ -839,7 +839,6 @@ void display(void)
// brad's frustum for debugging // brad's frustum for debugging
if (::frustumOn) render_view_frustum(); if (::frustumOn) render_view_frustum();
//Render my own avatar //Render my own avatar
myAvatar.render(true); myAvatar.render(true);
} }
@ -1361,7 +1360,7 @@ void idle(void) {
} }
// //
// Sample hardware, update view frustum if needed, send avatar data to mixer/agents // Sample hardware, update view frustum if needed, Lsend avatar data to mixer/agents
// //
updateAvatar( 1.f/FPS ); updateAvatar( 1.f/FPS );

View file

@ -57,6 +57,8 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch); destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll); destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll);
//printf( "_bodyYaw = %f\n", _bodyYaw );
memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3); memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
destinationBuffer += sizeof(float) * 3; destinationBuffer += sizeof(float) * 3;
@ -78,6 +80,8 @@ void AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch); sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyRoll); sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyRoll);
printf( "_bodyYaw = %f\n", _bodyYaw );
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3); memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
sourceBuffer += sizeof(float) * 3; sourceBuffer += sizeof(float) * 3;