// // Avatar.cpp // interface // // Created by Philip Rosedale on 9/11/12. // adapted by Jeffrey Ventrella // Copyright (c) 2012 Physical, Inc.. All rights reserved. // #include #include #include #include #include "Avatar.h" #include "Log.h" #include #include #include using namespace std; float skinColor[] = {1.0, 0.84, 0.66}; float lightBlue[] = { 0.7, 0.8, 1.0 }; float browColor[] = {210.0/255.0, 105.0/255.0, 30.0/255.0}; float mouthColor[] = {1, 0, 0}; float BrowRollAngle[5] = {0, 15, 30, -30, -15}; float BrowPitchAngle[3] = {-70, -60, -50}; float eyeColor[3] = {1,1,1}; float MouthWidthChoices[3] = {0.5, 0.77, 0.3}; float browWidth = 0.8; float browThickness = 0.16; bool usingBigSphereCollisionTest = true; char iris_texture_file[] = "resources/images/green_eye.png"; vector iris_texture; unsigned int iris_texture_width = 512; unsigned int iris_texture_height = 256; Avatar::Avatar(bool isMine) { _orientation.setToIdentity(); _velocity = glm::vec3( 0.0, 0.0, 0.0 ); _thrust = glm::vec3( 0.0, 0.0, 0.0 ); _rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f ); _bodyYaw = -90.0; _bodyPitch = 0.0; _bodyRoll = 0.0; _bodyYawDelta = 0.0; _mousePressed = false; _mode = AVATAR_MODE_STANDING; _isMine = isMine; _maxArmLength = 0.0; //_transmitterTimer = 0; _transmitterHz = 0.0; _transmitterPackets = 0; initializeSkeleton(); _TEST_bigSphereRadius = 0.3f; _TEST_bigSpherePosition = glm::vec3( 0.0f, _TEST_bigSphereRadius, 2.0f ); for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = false; _head.pupilSize = 0.10; _head.interPupilDistance = 0.6; _head.interBrowDistance = 0.75; _head.nominalPupilSize = 0.10; _head.pitchRate = 0.0; _head.yawRate = 0.0; _head.rollRate = 0.0; _head.eyebrowPitch[0] = -30; _head.eyebrowPitch[1] = -30; _head.eyebrowRoll [0] = 20; _head.eyebrowRoll [1] = -20; _head.mouthPitch = 0; _head.mouthYaw = 0; _head.mouthWidth = 1.0; _head.mouthHeight = 0.2; _head.eyeballPitch[0] = 0; _head.eyeballPitch[1] = 0; _head.eyeballScaleX = 1.2; _head.eyeballScaleY = 1.5; _head.eyeballScaleZ = 1.0; _head.eyeballYaw[0] = 0; _head.eyeballYaw[1] = 0; _head.pitchTarget = 0; _head.yawTarget = 0; _head.noiseEnvelope = 1.0; _head.pupilConverge = 10.0; _head.leanForward = 0.0; _head.leanSideways = 0.0; _head.eyeContact = 1; _head.eyeContactTarget = LEFT_EYE; _head.scale = 1.0; _head.audioAttack = 0.0; _head.averageLoudness = 0.0; _head.lastLoudness = 0.0; _head.browAudioLift = 0.0; _head.noise = 0; _movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 ); _usingBodySprings = true; _springForce = 6.0f; _springVelocityDecay = 16.0f; _renderYaw = 0.0; _renderPitch = 0.0; _sphere = NULL; _interactingOther = NULL; _interactingOtherIsNearby = false; _handHolding.position = glm::vec3( 0.0, 0.0, 0.0 ); _handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 ); _handHolding.force = 10.0f; if (iris_texture.size() == 0) { switchToResourcesParentIfRequired(); unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file); if (error != 0) { printLog("error %u: %s\n", error, lodepng_error_text(error)); } } } Avatar::Avatar(const Avatar &otherAvatar) { _velocity = otherAvatar._velocity; _thrust = otherAvatar._thrust; _rotation = otherAvatar._rotation; _interactingOtherIsNearby = otherAvatar._interactingOtherIsNearby; _bodyYaw = otherAvatar._bodyYaw; _bodyPitch = otherAvatar._bodyPitch; _bodyRoll = otherAvatar._bodyRoll; _bodyYawDelta = otherAvatar._bodyYawDelta; _mousePressed = otherAvatar._mousePressed; _mode = otherAvatar._mode; _isMine = otherAvatar._isMine; _renderYaw = otherAvatar._renderYaw; _renderPitch = otherAvatar._renderPitch; _maxArmLength = otherAvatar._maxArmLength; _transmitterTimer = otherAvatar._transmitterTimer; _transmitterHz = otherAvatar._transmitterHz; _transmitterPackets = otherAvatar._transmitterPackets; _TEST_bigSphereRadius = otherAvatar._TEST_bigSphereRadius; _TEST_bigSpherePosition = otherAvatar._TEST_bigSpherePosition; _movedHandOffset = otherAvatar._movedHandOffset; _usingBodySprings = otherAvatar._usingBodySprings; _springForce = otherAvatar._springForce; _springVelocityDecay = otherAvatar._springVelocityDecay; _orientation.set( otherAvatar._orientation ); _sphere = NULL; initializeSkeleton(); for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = otherAvatar._driveKeys[i]; _head.pupilSize = otherAvatar._head.pupilSize; _head.interPupilDistance = otherAvatar._head.interPupilDistance; _head.interBrowDistance = otherAvatar._head.interBrowDistance; _head.nominalPupilSize = otherAvatar._head.nominalPupilSize; _head.yawRate = otherAvatar._head.yawRate; _head.pitchRate = otherAvatar._head.pitchRate; _head.rollRate = otherAvatar._head.rollRate; _head.eyebrowPitch[0] = otherAvatar._head.eyebrowPitch[0]; _head.eyebrowPitch[1] = otherAvatar._head.eyebrowPitch[1]; _head.eyebrowRoll [0] = otherAvatar._head.eyebrowRoll [0]; _head.eyebrowRoll [1] = otherAvatar._head.eyebrowRoll [1]; _head.mouthPitch = otherAvatar._head.mouthPitch; _head.mouthYaw = otherAvatar._head.mouthYaw; _head.mouthWidth = otherAvatar._head.mouthWidth; _head.mouthHeight = otherAvatar._head.mouthHeight; _head.eyeballPitch[0] = otherAvatar._head.eyeballPitch[0]; _head.eyeballPitch[1] = otherAvatar._head.eyeballPitch[1]; _head.eyeballScaleX = otherAvatar._head.eyeballScaleX; _head.eyeballScaleY = otherAvatar._head.eyeballScaleY; _head.eyeballScaleZ = otherAvatar._head.eyeballScaleZ; _head.eyeballYaw[0] = otherAvatar._head.eyeballYaw[0]; _head.eyeballYaw[1] = otherAvatar._head.eyeballYaw[1]; _head.pitchTarget = otherAvatar._head.pitchTarget; _head.yawTarget = otherAvatar._head.yawTarget; _head.noiseEnvelope = otherAvatar._head.noiseEnvelope; _head.pupilConverge = otherAvatar._head.pupilConverge; _head.leanForward = otherAvatar._head.leanForward; _head.leanSideways = otherAvatar._head.leanSideways; _head.eyeContact = otherAvatar._head.eyeContact; _head.eyeContactTarget = otherAvatar._head.eyeContactTarget; _head.scale = otherAvatar._head.scale; _head.audioAttack = otherAvatar._head.audioAttack; _head.averageLoudness = otherAvatar._head.averageLoudness; _head.lastLoudness = otherAvatar._head.lastLoudness; _head.browAudioLift = otherAvatar._head.browAudioLift; _head.noise = otherAvatar._head.noise; if (iris_texture.size() == 0) { switchToResourcesParentIfRequired(); unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file); if (error != 0) { printLog("error %u: %s\n", error, lodepng_error_text(error)); } } } Avatar::~Avatar() { if (_sphere != NULL) { gluDeleteQuadric(_sphere); } } Avatar* Avatar::clone() const { return new Avatar(*this); } void Avatar::reset() { _headPitch = _headYaw = _headRoll = 0; _head.leanForward = _head.leanSideways = 0; } //this pertains to moving the head with the glasses void Avatar::UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity) // Using serial data, update avatar/render position and angles { const float PITCH_ACCEL_COUPLING = 0.5; const float ROLL_ACCEL_COUPLING = -1.0; float measured_pitch_rate = serialInterface->getRelativeValue(HEAD_PITCH_RATE); _head.yawRate = serialInterface->getRelativeValue(HEAD_YAW_RATE); float measured_lateral_accel = serialInterface->getRelativeValue(ACCEL_X) - ROLL_ACCEL_COUPLING*serialInterface->getRelativeValue(HEAD_ROLL_RATE); float measured_fwd_accel = serialInterface->getRelativeValue(ACCEL_Z) - PITCH_ACCEL_COUPLING*serialInterface->getRelativeValue(HEAD_PITCH_RATE); float measured_roll_rate = serialInterface->getRelativeValue(HEAD_ROLL_RATE); //printLog("Pitch Rate: %d ACCEL_Z: %d\n", serialInterface->getRelativeValue(PITCH_RATE), // serialInterface->getRelativeValue(ACCEL_Z)); //printLog("Pitch Rate: %d ACCEL_X: %d\n", serialInterface->getRelativeValue(PITCH_RATE), // serialInterface->getRelativeValue(ACCEL_Z)); //printLog("Pitch: %f\n", Pitch); // Update avatar head position based on measured gyro rates const float HEAD_ROTATION_SCALE = 0.70; const float HEAD_ROLL_SCALE = 0.40; const float HEAD_LEAN_SCALE = 0.01; const float MAX_PITCH = 45; const float MIN_PITCH = -45; const float MAX_YAW = 85; const float MIN_YAW = -85; if ((_headPitch < MAX_PITCH) && (_headPitch > MIN_PITCH)) addHeadPitch(measured_pitch_rate * -HEAD_ROTATION_SCALE * frametime); addHeadRoll(measured_roll_rate * HEAD_ROLL_SCALE * frametime); if ((_headYaw < MAX_YAW) && (_headYaw > MIN_YAW)) addHeadYaw(_head.yawRate * HEAD_ROTATION_SCALE * frametime); addLean(-measured_lateral_accel * frametime * HEAD_LEAN_SCALE, -measured_fwd_accel*frametime * HEAD_LEAN_SCALE); } void Avatar::addLean(float x, float z) { // Add Body lean as impulse _head.leanSideways += x; _head.leanForward += z; } void Avatar::setLeanForward(float dist){ _head.leanForward = dist; } void Avatar::setLeanSideways(float dist){ _head.leanSideways = dist; } void Avatar::setMousePressed( bool d ) { _mousePressed = d; } void Avatar::simulate(float deltaTime) { // update avatar skeleton updateSkeleton(); // reset hand and arm positions according to hand movement updateHandMovement( deltaTime ); if ( !_interactingOtherIsNearby ) { //initialize _handHolding _handHolding.position = _bone[ AVATAR_BONE_RIGHT_HAND ].position; _handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 ); } _interactingOtherIsNearby = false; // if the avatar being simulated is mine, then loop through // all the other avatars for potential interactions... if ( _isMine ) { float closestDistance = 10000.0f; AgentList* agentList = AgentList::getInstance(); for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) { Avatar *otherAvatar = (Avatar *)agent->getLinkedData(); // check for collisions with other avatars and respond updateAvatarCollisionDetectionAndResponse(otherAvatar->getBonePosition(AVATAR_BONE_PELVIS_SPINE), 0.2, 0.2, otherAvatar->getBodyUpDirection(), deltaTime); // test other avatar hand position for proximity glm::vec3 v( _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position ); v -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND ); float distance = glm::length( v ); if ( distance < _maxArmLength ) { //if ( distance < closestDistance ) { // perhaps I don't need this if we want to allow multi-avatar interactions { closestDistance = distance; _interactingOther = otherAvatar; _interactingOtherIsNearby = true; // if I am holding hands with another avatar, a force is applied if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) { glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHolding.position; glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHolding.position; _handHolding.velocity *= 0.7; _handHolding.velocity += ( vectorToOtherHand + vectorToMyHand ) * _handHolding.force * deltaTime; _handHolding.position += _handHolding.velocity; _bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHolding.position; } } } } } // Set the vector we send for hand position to other people to be our right hand setHandPosition(_bone[ AVATAR_BONE_RIGHT_HAND ].position); } updateArmIKAndConstraints( deltaTime ); if (!_interactingOtherIsNearby) { _interactingOther = NULL; } if (usingBigSphereCollisionTest) { // test for avatar collision response (using a big sphere :) updateAvatarCollisionDetectionAndResponse(_TEST_bigSpherePosition, _TEST_bigSphereRadius, _TEST_bigSphereRadius, glm::vec3( 0.0, 1.0, 0.0 ), deltaTime); } if ( AVATAR_GRAVITY ) { if ( _position.y > _bone[ AVATAR_BONE_RIGHT_FOOT ].radius * 2.0 ) { _velocity += glm::dvec3(getGravity(getPosition())) * ( 6.0 * deltaTime ); } else if ( _position.y < _bone[ AVATAR_BONE_RIGHT_FOOT ].radius ) { _position.y = _bone[ AVATAR_BONE_RIGHT_FOOT ].radius; _velocity.y = 0.0; } } // update body springs updateBodySprings( deltaTime ); // driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely) if ( _isMine ) { _thrust = glm::vec3( 0.0, 0.0, 0.0 ); if (_driveKeys[FWD]) { _thrust += _orientation.getFront() * THRUST_MAG; } if (_driveKeys[BACK]) { _thrust -= _orientation.getFront() * THRUST_MAG; } if (_driveKeys[RIGHT]) { _thrust += _orientation.getRight() * THRUST_MAG; } if (_driveKeys[LEFT]) { _thrust -= _orientation.getRight() * THRUST_MAG; } if (_driveKeys[UP]) { _thrust += _orientation.getUp() * THRUST_MAG; } if (_driveKeys[DOWN]) { _thrust -= _orientation.getUp() * THRUST_MAG; } if (_driveKeys[ROT_RIGHT]) { _bodyYawDelta -= YAW_MAG * deltaTime; } if (_driveKeys[ROT_LEFT]) { _bodyYawDelta += YAW_MAG * deltaTime; } } float translationalSpeed = glm::length( _velocity ); float rotationalSpeed = fabs( _bodyYawDelta ); if ( translationalSpeed + rotationalSpeed > 0.2 ) { _mode = AVATAR_MODE_WALKING; } else { _mode = AVATAR_MODE_INTERACTING; } // update body yaw by body yaw delta if (_isMine) { _bodyYaw += _bodyYawDelta * deltaTime; } // decay body yaw delta _bodyYawDelta *= (1.0 - TEST_YAW_DECAY * deltaTime); // add thrust to velocity _velocity += _thrust * deltaTime; // update position by velocity _position += _velocity * deltaTime; // decay velocity _velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime ); // // Update Head information // if (!_head.noise) { // Decay back toward center _headPitch *= (1.0f - DECAY * 2 * deltaTime); _headYaw *= (1.0f - DECAY * 2 * deltaTime); _headRoll *= (1.0f - DECAY * 2 * deltaTime); } else { // Move toward new target _headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ; _headYaw += (_head.yawTarget - _headYaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime); _headRoll *= 1.f - (DECAY * deltaTime); } _head.leanForward *= (1.f - DECAY * 30 * deltaTime); _head.leanSideways *= (1.f - DECAY * 30 * deltaTime); // Update where the avatar's eyes are // // First, decide if we are making eye contact or not if (randFloat() < 0.005) { _head.eyeContact = !_head.eyeContact; _head.eyeContact = 1; if (!_head.eyeContact) { // If we just stopped making eye contact,move the eyes markedly away _head.eyeballPitch[0] = _head.eyeballPitch[1] = _head.eyeballPitch[0] + 5.0 + (randFloat() - 0.5) * 10; _head.eyeballYaw [0] = _head.eyeballYaw [1] = _head.eyeballYaw [0] + 5.0 + (randFloat() - 0.5) * 5; } else { // If now making eye contact, turn head to look right at viewer SetNewHeadTarget(0,0); } } const float DEGREES_BETWEEN_VIEWER_EYES = 3; const float DEGREES_TO_VIEWER_MOUTH = 7; if (_head.eyeContact) { // Should we pick a new eye contact target? if (randFloat() < 0.01) { // Choose where to look next if (randFloat() < 0.1) { _head.eyeContactTarget = MOUTH; } else { if (randFloat() < 0.5) _head.eyeContactTarget = LEFT_EYE; else _head.eyeContactTarget = RIGHT_EYE; } } // Set eyeball pitch and yaw to make contact float eye_target_yaw_adjust = 0; float eye_target_pitch_adjust = 0; if (_head.eyeContactTarget == LEFT_EYE) eye_target_yaw_adjust = DEGREES_BETWEEN_VIEWER_EYES; if (_head.eyeContactTarget == RIGHT_EYE) eye_target_yaw_adjust = -DEGREES_BETWEEN_VIEWER_EYES; if (_head.eyeContactTarget == MOUTH) eye_target_pitch_adjust = DEGREES_TO_VIEWER_MOUTH; _head.eyeballPitch[0] = _head.eyeballPitch[1] = -_headPitch + eye_target_pitch_adjust; _head.eyeballYaw[0] = _head.eyeballYaw[1] = -_headYaw + eye_target_yaw_adjust; } if (_head.noise) { _headPitch += (randFloat() - 0.5) * 0.2 * _head.noiseEnvelope; _headYaw += (randFloat() - 0.5) * 0.3 *_head.noiseEnvelope; //PupilSize += (randFloat() - 0.5) * 0.001*NoiseEnvelope; if (randFloat() < 0.005) _head.mouthWidth = MouthWidthChoices[rand()%3]; if (!_head.eyeContact) { if (randFloat() < 0.01) _head.eyeballPitch[0] = _head.eyeballPitch[1] = (randFloat() - 0.5) * 20; if (randFloat() < 0.01) _head.eyeballYaw[0] = _head.eyeballYaw[1] = (randFloat()- 0.5) * 10; } if ((randFloat() < 0.005) && (fabs(_head.pitchTarget - _headPitch) < 1.0) && (fabs(_head.yawTarget - _headYaw) < 1.0)) { SetNewHeadTarget((randFloat()-0.5) * 20.0, (randFloat()-0.5) * 45.0); } if (0) { // Pick new target _head.pitchTarget = (randFloat() - 0.5) * 45; _head.yawTarget = (randFloat() - 0.5) * 22; } if (randFloat() < 0.01) { _head.eyebrowPitch[0] = _head.eyebrowPitch[1] = BrowPitchAngle[rand()%3]; _head.eyebrowRoll [0] = _head.eyebrowRoll[1] = BrowRollAngle[rand()%5]; _head.eyebrowRoll [1] *=-1; } } // Update audio trailing average for rendering facial animations const float AUDIO_AVERAGING_SECS = 0.05; _head.averageLoudness = (1.f - deltaTime / AUDIO_AVERAGING_SECS) * _head.averageLoudness + (deltaTime / AUDIO_AVERAGING_SECS) * _audioLoudness; } float Avatar::getGirth() { return COLLISION_BODY_RADIUS; } float Avatar::getHeight() { return COLLISION_HEIGHT; } // This is a workspace for testing avatar body collision detection and response void Avatar::updateAvatarCollisionDetectionAndResponse(glm::vec3 collisionPosition, float collisionGirth, float collisionHeight, glm::vec3 collisionUpVector, float deltaTime) { float myBodyApproximateBoundingRadius = 1.0f; glm::vec3 vectorFromMyBodyToBigSphere(_position - collisionPosition); bool jointCollision = false; float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere); if ( distanceToBigSphere < myBodyApproximateBoundingRadius + collisionGirth ) { for (int b = 0; b < NUM_AVATAR_BONES; b++) { glm::vec3 vectorFromJointToBigSphereCenter(_bone[b].springyPosition - collisionPosition); float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter); float combinedRadius = _bone[b].radius + collisionGirth; if ( distanceToBigSphereCenter < combinedRadius ) { jointCollision = true; if (distanceToBigSphereCenter > 0.0) { glm::vec3 directionVector = vectorFromJointToBigSphereCenter / distanceToBigSphereCenter; float penetration = 1.0 - (distanceToBigSphereCenter / combinedRadius); glm::vec3 collisionForce = vectorFromJointToBigSphereCenter * penetration; _bone[b].springyVelocity += collisionForce * 30.0f * deltaTime; _velocity += collisionForce * 100.0f * deltaTime; _bone[b].springyPosition = collisionPosition + directionVector * combinedRadius; } } } if ( jointCollision ) { if (!_usingBodySprings) { _usingBodySprings = true; initializeBodySprings(); } } } } void Avatar::render(bool lookingInMirror) { // show avatar position glColor4f( 0.5f, 0.5f, 0.5f, 0.6 ); glPushMatrix(); glTranslatef(_position.x, _position.y, _position.z); glScalef( 0.03, 0.03, 0.03 ); glutSolidSphere( 1, 10, 10 ); glPopMatrix(); if ( usingBigSphereCollisionTest ) { // show TEST big sphere glColor4f( 0.5f, 0.6f, 0.8f, 0.7 ); glPushMatrix(); glTranslatef(_TEST_bigSpherePosition.x, _TEST_bigSpherePosition.y, _TEST_bigSpherePosition.z); glScalef( _TEST_bigSphereRadius, _TEST_bigSphereRadius, _TEST_bigSphereRadius ); glutSolidSphere( 1, 20, 20 ); glPopMatrix(); } // render body renderBody(); // render head renderHead(lookingInMirror); // if this is my avatar, then render my interactions with the other avatar if ( _isMine ) { if ( _interactingOtherIsNearby ) { glm::vec3 v1( _bone[ AVATAR_BONE_RIGHT_HAND ].position ); glm::vec3 v2( _interactingOther->_handPosition ); glLineWidth( 8.0 ); glColor4f( 0.7f, 0.4f, 0.1f, 0.6 ); glBegin( GL_LINE_STRIP ); glVertex3f( v1.x, v1.y, v1.z ); glVertex3f( v2.x, v2.y, v2.z ); glEnd(); } } } void Avatar::renderHead(bool lookingInMirror) { int side = 0; glEnable(GL_DEPTH_TEST); glEnable(GL_RESCALE_NORMAL); // show head orientation //renderOrientationDirections( _bone[ AVATAR_BONE_HEAD ].position, _bone[ AVATAR_BONE_HEAD ].orientation, 0.2f ); glPushMatrix(); if (_usingBodySprings) { glTranslatef(_bone[ AVATAR_BONE_HEAD ].springyPosition.x, _bone[ AVATAR_BONE_HEAD ].springyPosition.y, _bone[ AVATAR_BONE_HEAD ].springyPosition.z); } else { glTranslatef(_bone[ AVATAR_BONE_HEAD ].position.x, _bone[ AVATAR_BONE_HEAD ].position.y, _bone[ AVATAR_BONE_HEAD ].position.z); } glScalef( 0.03, 0.03, 0.03 ); if (lookingInMirror) { glRotatef(_bodyYaw - _headYaw, 0, 1, 0); glRotatef(_bodyPitch + _headPitch, 1, 0, 0); glRotatef(_bodyRoll - _headRoll, 0, 0, 1); } else { glRotatef(_bodyYaw + _headYaw, 0, 1, 0); glRotatef(_bodyPitch + _headPitch, 1, 0, 0); glRotatef(_bodyRoll + _headRoll, 0, 0, 1); } glScalef(2.0, 2.0, 2.0); glColor3fv(skinColor); glutSolidSphere(1, 30, 30); // Ears glPushMatrix(); glTranslatef(1.0, 0, 0); for(side = 0; side < 2; side++) { glPushMatrix(); glScalef(0.3, 0.65, .65); glutSolidSphere(0.5, 30, 30); glPopMatrix(); glTranslatef(-2.0, 0, 0); } glPopMatrix(); // Update audio attack data for facial animation (eyebrows and mouth) _head.audioAttack = 0.9 * _head.audioAttack + 0.1 * fabs(_audioLoudness - _head.lastLoudness); _head.lastLoudness = _audioLoudness; const float BROW_LIFT_THRESHOLD = 100; if (_head.audioAttack > BROW_LIFT_THRESHOLD) _head.browAudioLift += sqrt(_head.audioAttack) / 1000.0; _head.browAudioLift *= .90; // Render Eyebrows glPushMatrix(); glTranslatef(-_head.interBrowDistance / 2.0,0.4,0.45); for(side = 0; side < 2; side++) { glColor3fv(browColor); glPushMatrix(); glTranslatef(0, 0.35 + _head.browAudioLift, 0); glRotatef(_head.eyebrowPitch[side]/2.0, 1, 0, 0); glRotatef(_head.eyebrowRoll[side]/2.0, 0, 0, 1); glScalef(browWidth, browThickness, 1); glutSolidCube(0.5); glPopMatrix(); glTranslatef(_head.interBrowDistance, 0, 0); } glPopMatrix(); // Mouth glPushMatrix(); glTranslatef(0,-0.35,0.75); glColor3f(0,0,0); glRotatef(_head.mouthPitch, 1, 0, 0); glRotatef(_head.mouthYaw, 0, 0, 1); glScalef(_head.mouthWidth*(.7 + sqrt(_head.averageLoudness)/60.0), _head.mouthHeight*(1.0 + sqrt(_head.averageLoudness)/30.0), 1); glutSolidCube(0.5); glPopMatrix(); glTranslatef(0, 1.0, 0); glTranslatef(-_head.interPupilDistance/2.0,-0.68,0.7); // Right Eye glRotatef(-10, 1, 0, 0); glColor3fv(eyeColor); glPushMatrix(); { glTranslatef(_head.interPupilDistance/10.0, 0, 0.05); glRotatef(20, 0, 0, 1); glScalef(_head.eyeballScaleX, _head.eyeballScaleY, _head.eyeballScaleZ); glutSolidSphere(0.25, 30, 30); } glPopMatrix(); // Right Pupil if (_sphere == NULL) { _sphere = gluNewQuadric(); gluQuadricTexture(_sphere, GL_TRUE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gluQuadricOrientation(_sphere, GLU_OUTSIDE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iris_texture_width, iris_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &iris_texture[0]); } glPushMatrix(); { glRotatef(_head.eyeballPitch[1], 1, 0, 0); glRotatef(_head.eyeballYaw[1] + _headYaw + _head.pupilConverge, 0, 1, 0); glTranslatef(0,0,.35); glRotatef(-75,1,0,0); glScalef(1.0, 0.4, 1.0); glEnable(GL_TEXTURE_2D); gluSphere(_sphere, _head.pupilSize, 15, 15); glDisable(GL_TEXTURE_2D); } glPopMatrix(); // Left Eye glColor3fv(eyeColor); glTranslatef(_head.interPupilDistance, 0, 0); glPushMatrix(); { glTranslatef(-_head.interPupilDistance/10.0, 0, .05); glRotatef(-20, 0, 0, 1); glScalef(_head.eyeballScaleX, _head.eyeballScaleY, _head.eyeballScaleZ); glutSolidSphere(0.25, 30, 30); } glPopMatrix(); // Left Pupil glPushMatrix(); { glRotatef(_head.eyeballPitch[0], 1, 0, 0); glRotatef(_head.eyeballYaw[0] + _headYaw - _head.pupilConverge, 0, 1, 0); glTranslatef(0, 0, .35); glRotatef(-75, 1, 0, 0); glScalef(1.0, 0.4, 1.0); glEnable(GL_TEXTURE_2D); gluSphere(_sphere, _head.pupilSize, 15, 15); glDisable(GL_TEXTURE_2D); } glPopMatrix(); glPopMatrix(); } void Avatar::startHandMovement() { if (!_usingBodySprings) { initializeBodySprings(); _usingBodySprings = true; } } void Avatar::stopHandMovement() { //_usingBodySprings = false; } void Avatar::setHandMovementValues( glm::vec3 handOffset ) { _movedHandOffset = handOffset; } AvatarMode Avatar::getMode() { return _mode; } void Avatar::initializeSkeleton() { for (int b=0; b 0.0f ) { glm::vec3 springDirection = springVector / length; float force = ( length - _bone[b].length ) * _springForce * deltaTime; _bone[b].springyVelocity -= springDirection * force; if ( _bone[b].parent != AVATAR_BONE_NULL ) { _bone[ _bone[b].parent ].springyVelocity += springDirection * force; } } _bone[b].springyVelocity += ( _bone[b].position - _bone[b].springyPosition ) * _bone[b].springBodyTightness * deltaTime; float decay = 1.0 - _springVelocityDecay * deltaTime; if ( decay > 0.0 ) { _bone[b].springyVelocity *= decay; } else { _bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f ); } _bone[b].springyPosition += _bone[b].springyVelocity; } } const glm::vec3& Avatar::getHeadPosition() const { if (_usingBodySprings) { return _bone[ AVATAR_BONE_HEAD ].springyPosition; } return _bone[ AVATAR_BONE_HEAD ].position; } void Avatar::updateHandMovement( float deltaTime ) { glm::vec3 transformedHandMovement; transformedHandMovement = _orientation.getRight() * _movedHandOffset.x + _orientation.getUp() * -_movedHandOffset.y * 0.5f + _orientation.getFront() * -_movedHandOffset.y; _bone[ AVATAR_BONE_RIGHT_HAND ].position += transformedHandMovement; if (_isMine) { _handState = _mousePressed; } } void Avatar::updateArmIKAndConstraints( float deltaTime ) { // determine the arm vector glm::vec3 armVector = _bone[ AVATAR_BONE_RIGHT_HAND ].position; armVector -= _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position; // test to see if right hand is being dragged beyond maximum arm length float distance = glm::length( armVector ); // if right hand is being dragged beyond maximum arm length... if ( distance > _maxArmLength ) { // reset right hand to be constrained to maximum arm length _bone[ AVATAR_BONE_RIGHT_HAND ].position = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position; glm::vec3 armNormal = armVector / distance; armVector = armNormal * _maxArmLength; distance = _maxArmLength; glm::vec3 constrainedPosition = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position; constrainedPosition += armVector; _bone[ AVATAR_BONE_RIGHT_HAND ].position = constrainedPosition; } // set elbow position glm::vec3 newElbowPosition = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position; newElbowPosition += armVector * ONE_HALF; glm::vec3 perpendicular = glm::cross( _orientation.getFront(), armVector ); newElbowPosition += perpendicular * ( 1.0f - ( _maxArmLength / distance ) ) * ONE_HALF; _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition; // set wrist position glm::vec3 vv( _bone[ AVATAR_BONE_RIGHT_HAND ].position ); vv -= _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position; glm::vec3 newWristPosition = _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position; newWristPosition += vv * 0.7f; _bone[ AVATAR_BONE_RIGHT_FOREARM ].position = newWristPosition; } void Avatar::renderBody() { // Render bone positions as spheres for (int b = 0; b < NUM_AVATAR_BONES; b++) { //renderBoneAsBlock( (AvatarBoneID)b); //render bone orientation //renderOrientationDirections( _bone[b].springyPosition, _bone[b].orientation, _bone[b].radius * 2.0 ); if ( _usingBodySprings ) { glColor3fv( skinColor ); glPushMatrix(); glTranslatef( _bone[b].springyPosition.x, _bone[b].springyPosition.y, _bone[b].springyPosition.z ); glutSolidSphere( _bone[b].radius, 20.0f, 20.0f ); glPopMatrix(); } else { glColor3fv( skinColor ); glPushMatrix(); glTranslatef( _bone[b].position.x, _bone[b].position.y, _bone[b].position.z ); glutSolidSphere( _bone[b].radius, 20.0f, 20.0f ); glPopMatrix(); } } // Render lines connecting the bone positions if ( _usingBodySprings ) { glColor3f( 0.4f, 0.5f, 0.6f ); glLineWidth(3.0); for (int b = 1; b < NUM_AVATAR_BONES; b++) { if ( _bone[b].parent != AVATAR_BONE_NULL ) { glBegin( GL_LINE_STRIP ); glVertex3fv( &_bone[ _bone[ b ].parent ].springyPosition.x ); glVertex3fv( &_bone[ b ].springyPosition.x ); glEnd(); } } } else { glColor3fv( skinColor ); glLineWidth(3.0); for (int b = 1; b < NUM_AVATAR_BONES; b++) { if ( _bone[b].parent != AVATAR_BONE_NULL ) { glBegin( GL_LINE_STRIP ); glVertex3fv( &_bone[ _bone[ b ].parent ].position.x ); glVertex3fv( &_bone[ b ].position.x); glEnd(); } } } // if the hand is grasping, show it... if (( _usingBodySprings ) && ( _handState == 1 )) { glPushMatrix(); glTranslatef(_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.x, _bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.y, _bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.z); glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f ); glColor4f( 1.0, 1.0, 0.4, 0.2 ); glutSolidSphere( 0.025f, 10.0f, 10.0f ); glColor4f( 1.0, 1.0, 0.2, 0.1 ); glutSolidSphere( 0.030f, 10.0f, 10.0f ); glPopMatrix(); } } void Avatar::renderBoneAsBlock( AvatarBoneID b ) { glColor3fv( skinColor ); glPushMatrix(); glTranslatef( _bone[b].springyPosition.x, _bone[b].springyPosition.y, _bone[b].springyPosition.z ); glScalef( _bone[b].radius, _bone[b].length, _bone[b].radius ); glRotatef(_bone[b].yaw, 0, 1, 0 ); glRotatef(_bone[b].pitch, 1, 0, 0 ); glRotatef(_bone[b].roll, 0, 0, 1 ); glutSolidCube(1.0); glPopMatrix(); } void Avatar::SetNewHeadTarget(float pitch, float yaw) { _head.pitchTarget = pitch; _head.yawTarget = yaw; } // getting data from Android transmitte app void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) { // Read a packet from a transmitter app, process the data float accX, accY, accZ, graX, graY, graZ, gyrX, gyrY, gyrZ, linX, linY, linZ, rot1, rot2, rot3, rot4; sscanf((char *)packetData, "tacc %f %f %f gra %f %f %f gyr %f %f %f lin %f %f %f rot %f %f %f %f", &accX, &accY, &accZ, &graX, &graY, &graZ, &gyrX, &gyrY, &gyrZ, &linX, &linY, &linZ, &rot1, &rot2, &rot3, &rot4); if (_transmitterPackets++ == 0) { gettimeofday(&_transmitterTimer, NULL); } const int TRANSMITTER_COUNT = 100; if (_transmitterPackets % TRANSMITTER_COUNT == 0) { // Every 100 packets, record the observed Hz of the transmitter data timeval now; gettimeofday(&now, NULL); double msecsElapsed = diffclock(&_transmitterTimer, &now); _transmitterHz = static_cast( (double)TRANSMITTER_COUNT/(msecsElapsed/1000.0) ); _transmitterTimer = now; } /* NOTE: PR: Will add back in when ready to animate avatar hand // Add rotational forces to the hand const float ANG_VEL_SENSITIVITY = 4.0; const float ANG_VEL_THRESHOLD = 0.0; float angVelScale = ANG_VEL_SENSITIVITY*(1.0f/getTransmitterHz()); addAngularVelocity(fabs(gyrX*angVelScale)>ANG_VEL_THRESHOLD?gyrX*angVelScale:0, fabs(gyrZ*angVelScale)>ANG_VEL_THRESHOLD?gyrZ*angVelScale:0, fabs(-gyrY*angVelScale)>ANG_VEL_THRESHOLD?-gyrY*angVelScale:0); // Add linear forces to the hand //const float LINEAR_VEL_SENSITIVITY = 50.0; const float LINEAR_VEL_SENSITIVITY = 5.0; float linVelScale = LINEAR_VEL_SENSITIVITY*(1.0f/getTransmitterHz()); glm::vec3 linVel(linX*linVelScale, linZ*linVelScale, -linY*linVelScale); addVelocity(linVel); */ } // Find and return the gravity vector at my location glm::vec3 Avatar::getGravity(glm::vec3 pos) { // // For now, we'll test this with a simple global lookup, but soon we will add getting this // from the domain/voxelserver (or something similar) // if (glm::length(pos) < 5.f) { // If near the origin sphere, turn gravity ON return glm::vec3(0.f, -1.f, 0.f); } else { // If flying in space, turn gravity OFF return glm::vec3(0.f, 0.f, 0.f); } }