// // Avatar.cpp // interface // // Created by Philip Rosedale on 9/11/12. // adapted by Jeffrey Ventrella // Copyright (c) 2013 Physical, Inc.. All rights reserved. #include #include #include #include #include "Avatar.h" #include "Log.h" #include "ui/TextRenderer.h" #include #include #include using namespace std; const bool BALLS_ON = false; const bool USING_AVATAR_GRAVITY = true; const float GRAVITY_SCALE = 10.0f; const float BOUNCE = 0.3f; const float DECAY = 0.1; const float THRUST_MAG = 1200.0; const float YAW_MAG = 500.0; const float BODY_SPIN_FRICTION = 5.0; const float BODY_UPRIGHT_FORCE = 10.0; const float BODY_PITCH_WHILE_WALKING = 30.0; const float BODY_ROLL_WHILE_TURNING = 0.1; const float VELOCITY_DECAY = 5.0; const float MY_HAND_HOLDING_PULL = 0.2; const float YOUR_HAND_HOLDING_PULL = 1.0; const float BODY_SPRING_DEFAULT_TIGHTNESS = 1500.0f; const float BODY_SPRING_FORCE = 300.0f; const float BODY_SPRING_DECAY = 16.0f; const float COLLISION_RADIUS_SCALAR = 1.8; const float COLLISION_BALL_FORCE = 1.0; const float COLLISION_BODY_FORCE = 6.0; const float COLLISION_BALL_FRICTION = 60.0; const float COLLISION_BODY_FRICTION = 0.5; const float HEAD_ROTATION_SCALE = 0.70; const float HEAD_ROLL_SCALE = 0.40; const float HEAD_MAX_PITCH = 45; const float HEAD_MIN_PITCH = -45; const float HEAD_MAX_YAW = 85; const float HEAD_MIN_YAW = -85; const float AVATAR_BRAKING_RANGE = 1.6f; const float AVATAR_BRAKING_STRENGTH = 30.0f; 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"; float chatMessageScale = 0.0015; float chatMessageHeight = 0.45; vector iris_texture; unsigned int iris_texture_width = 512; unsigned int iris_texture_height = 256; Avatar::Avatar(bool isMine) { _orientation.setToIdentity(); _velocity = glm::vec3(0.0f, 0.0f, 0.0f); _thrust = glm::vec3(0.0f, 0.0f, 0.0f); _rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f); _bodyYaw = -90.0; _bodyPitch = 0.0; _bodyRoll = 0.0; _bodyPitchDelta = 0.0; _bodyYawDelta = 0.0; _bodyRollDelta = 0.0; _mousePressed = false; _mode = AVATAR_MODE_STANDING; _isMine = isMine; _maxArmLength = 0.0; _transmitterHz = 0.0; _transmitterPackets = 0; _transmitterIsFirstData = true; _transmitterInitialReading = glm::vec3(0.f, 0.f, 0.f); _speed = 0.0; _pelvisStandingHeight = 0.0f; _displayingHead = true; _TEST_bigSphereRadius = 0.4f; _TEST_bigSpherePosition = glm::vec3(5.0f, _TEST_bigSphereRadius, 5.0f); 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; _head.returnSpringScale = 1.0; _movedHandOffset = glm::vec3(0.0f, 0.0f, 0.0f); _renderYaw = 0.0; _renderPitch = 0.0; _sphere = NULL; _handHoldingPosition = glm::vec3(0.0f, 0.0f, 0.0f); _distanceToNearestAvatar = std::numeric_limits::max(); _gravity = glm::vec3(0.0f, -1.0f, 0.0f); // default initializeSkeleton(); _avatarTouch.setReachableRadius(0.6); 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)); } } if (BALLS_ON) { _balls = new Balls(100); } else { _balls = NULL; } } Avatar::Avatar(const Avatar &otherAvatar) { _velocity = otherAvatar._velocity; _thrust = otherAvatar._thrust; _rotation = otherAvatar._rotation; _bodyYaw = otherAvatar._bodyYaw; _bodyPitch = otherAvatar._bodyPitch; _bodyRoll = otherAvatar._bodyRoll; _bodyPitchDelta = otherAvatar._bodyPitchDelta; _bodyYawDelta = otherAvatar._bodyYawDelta; _bodyRollDelta = otherAvatar._bodyRollDelta; _mousePressed = otherAvatar._mousePressed; _mode = otherAvatar._mode; _isMine = otherAvatar._isMine; _renderYaw = otherAvatar._renderYaw; _renderPitch = otherAvatar._renderPitch; _maxArmLength = otherAvatar._maxArmLength; _transmitterTimer = otherAvatar._transmitterTimer; _transmitterIsFirstData = otherAvatar._transmitterIsFirstData; _transmitterTimeLastReceived = otherAvatar._transmitterTimeLastReceived; _transmitterHz = otherAvatar._transmitterHz; _transmitterInitialReading = otherAvatar._transmitterInitialReading; _transmitterPackets = otherAvatar._transmitterPackets; _TEST_bigSphereRadius = otherAvatar._TEST_bigSphereRadius; _TEST_bigSpherePosition = otherAvatar._TEST_bigSpherePosition; _movedHandOffset = otherAvatar._movedHandOffset; _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; _distanceToNearestAvatar = otherAvatar._distanceToNearestAvatar; initializeSkeleton(); 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; } // Update avatar head rotation with sensor data void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterface, glm::vec3* gravity) { float measuredPitchRate = 0.0f; float measuredRollRate = 0.0f; float measuredYawRate = 0.0f; measuredPitchRate = serialInterface->getLastPitchRate(); measuredYawRate = serialInterface->getLastYawRate(); measuredRollRate = serialInterface->getLastRollRate(); // Update avatar head position based on measured gyro rates const float MAX_PITCH = 45; const float MIN_PITCH = -45; const float MAX_YAW = 85; const float MIN_YAW = -85; const float MAX_ROLL = 50; const float MIN_ROLL = -50; addHeadPitch(measuredPitchRate * deltaTime); addHeadYaw(measuredYawRate * deltaTime); addHeadRoll(measuredRollRate * deltaTime); setHeadPitch(glm::clamp(getHeadPitch(), MIN_PITCH, MAX_PITCH)); setHeadYaw(glm::clamp(getHeadYaw(), MIN_YAW, MAX_YAW)); setHeadRoll(glm::clamp(getHeadRoll(), MIN_ROLL, MAX_ROLL)); // Update head lean distance based on accelerometer data const float LEAN_SENSITIVITY = 0.15; const float LEAN_MAX = 0.45; const float LEAN_AVERAGING = 10.0; glm::vec3 headRotationRates(getHeadPitch(), getHeadYaw(), getHeadRoll()); float headRateMax = 50.f; glm::vec3 leaning = (serialInterface->getLastAcceleration() - serialInterface->getGravity()) * LEAN_SENSITIVITY * (1.f - fminf(glm::length(headRotationRates), headRateMax) / headRateMax); leaning.y = 0.f; if (glm::length(leaning) < LEAN_MAX) { _head.leanForward = _head.leanForward * (1.f - LEAN_AVERAGING * deltaTime) + (LEAN_AVERAGING * deltaTime) * leaning.z * LEAN_SENSITIVITY; _head.leanSideways = _head.leanSideways * (1.f - LEAN_AVERAGING * deltaTime) + (LEAN_AVERAGING * deltaTime) * leaning.x * LEAN_SENSITIVITY; } setHeadLeanSideways(_head.leanSideways); setHeadLeanForward(_head.leanForward); } float Avatar::getAbsoluteHeadYaw() const { return _bodyYaw + _headYaw; } float Avatar::getAbsoluteHeadPitch() const { return _bodyPitch + _headPitch; } void Avatar::addLean(float x, float z) { //Add 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 mousePressed) { _mousePressed = mousePressed; } bool Avatar::getIsNearInteractingOther() { return _avatarTouch.getAbleToReachOtherAvatar(); } void Avatar::simulate(float deltaTime) { // update balls if (_balls) { _balls->simulate(deltaTime); } // if other avatar, update head position from network data // update avatar skeleton updateSkeleton(); //detect and respond to collisions with other avatars... if (_isMine) { updateAvatarCollisions(deltaTime); } //update the movement of the hand and process handshaking with other avatars... updateHandMovementAndTouching(deltaTime); _avatarTouch.simulate(deltaTime); // apply gravity and collision with the ground/floor if (USING_AVATAR_GRAVITY) { if (_position.y > _pelvisStandingHeight + 0.01f) { _velocity += _gravity * (GRAVITY_SCALE * deltaTime); } else if (_position.y < _pelvisStandingHeight) { _position.y = _pelvisStandingHeight; _velocity.y = -_velocity.y * BOUNCE; } } // update body springs updateBodySprings(deltaTime); // test for avatar collision response with the big sphere if (usingBigSphereCollisionTest) { updateCollisionWithSphere(_TEST_bigSpherePosition, _TEST_bigSphereRadius, 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(0.0f, 0.0f, 0.0f); if (_driveKeys[FWD ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getFront();} if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getFront();} if (_driveKeys[RIGHT ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getRight();} if (_driveKeys[LEFT ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getRight();} if (_driveKeys[UP ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getUp();} if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getUp();} if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;} if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;} } // update body yaw by body yaw delta if (_isMine) { _bodyPitch += _bodyPitchDelta * deltaTime; _bodyYaw += _bodyYawDelta * deltaTime; _bodyRoll += _bodyRollDelta * deltaTime; } // decay body rotation momentum float bodySpinMomentum = 1.0 - BODY_SPIN_FRICTION * deltaTime; if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; } _bodyPitchDelta *= bodySpinMomentum; _bodyYawDelta *= bodySpinMomentum; _bodyRollDelta *= bodySpinMomentum; // add thrust to velocity _velocity += _thrust * deltaTime; // calculate speed _speed = glm::length(_velocity); //pitch and roll the body as a function of forward speed and turning delta float forwardComponentOfVelocity = glm::dot(_orientation.getFront(), _velocity); _bodyPitch += BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity; _bodyRoll += BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta; // these forces keep the body upright... float tiltDecay = 1.0 - BODY_UPRIGHT_FORCE * deltaTime; if (tiltDecay < 0.0f) {tiltDecay = 0.0f;} _bodyPitch *= tiltDecay; _bodyRoll *= tiltDecay; //the following will be used to make the avatar upright no matter what gravity is //float f = angleBetween(_orientation.getUp(), _gravity); // update position by velocity _position += _velocity * deltaTime; // decay velocity float decay = 1.0 - VELOCITY_DECAY * deltaTime; if ( decay < 0.0 ) { _velocity = glm::vec3( 0.0f, 0.0f, 0.0f ); } else { _velocity *= decay; } // If another avatar is near, dampen velocity as a function of closeness if (_isMine && (_distanceToNearestAvatar < AVATAR_BRAKING_RANGE)) { float closeness = 1.0f - (_distanceToNearestAvatar / AVATAR_BRAKING_RANGE); float drag = 1.0f - closeness * AVATAR_BRAKING_STRENGTH * deltaTime; if ( drag > 0.0f ) { _velocity *= drag; } else { _velocity = glm::vec3( 0.0f, 0.0f, 0.0f ); } } // update head state updateHead(deltaTime); // use speed and angular velocity to determine walking vs. standing if (_speed + fabs(_bodyYawDelta) > 0.2) { _mode = AVATAR_MODE_WALKING; } else { _mode = AVATAR_MODE_INTERACTING; } } void Avatar::updateHandMovementAndTouching(float deltaTime) { // reset hand and arm positions according to hand movement glm::vec3 transformedHandMovement = _orientation.getRight() * _movedHandOffset.x * 2.0f + _orientation.getUp() * -_movedHandOffset.y * 1.0f + _orientation.getFront() * -_movedHandOffset.y * 1.0f; _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += transformedHandMovement; if (_isMine) { _avatarTouch.setMyBodyPosition(_position); Avatar * _interactingOther = NULL; float closestDistance = std::numeric_limits::max(); //loop through all the other avatars for potential interactions... 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(); //Test: Show angle between your fwd vector and nearest avatar //glm::vec3 vectorBetweenUs = otherAvatar->getJointPosition(AVATAR_JOINT_PELVIS) - // getJointPosition(AVATAR_JOINT_PELVIS); //printLog("Angle between: %f\n", angleBetween(vectorBetweenUs, _orientation.getFront())); // test whether shoulders are close enough to allow for reaching to touch hands glm::vec3 v(_position - otherAvatar->_position); float distance = glm::length(v); if (distance < closestDistance) { closestDistance = distance; _interactingOther = otherAvatar; } } } if (_interactingOther) { _avatarTouch.setYourBodyPosition(_interactingOther->_position); _avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition); _avatarTouch.setYourHandState (_interactingOther->_handState); //if hand-holding is initiated by either avatar, turn on hand-holding... if (_avatarTouch.getHandsCloseEnoughToGrasp()) { if ((_handState == HAND_STATE_GRASPING ) || (_interactingOther->_handState == HAND_STATE_GRASPING)) { if (!_avatarTouch.getHoldingHands()) { _avatarTouch.setHoldingHands(true); } } } if (!_avatarTouch.getAbleToReachOtherAvatar()) { _avatarTouch.setHoldingHands(false); } if ((_handState != HAND_STATE_GRASPING ) && (_interactingOther->_handState != HAND_STATE_GRASPING)) { _avatarTouch.setHoldingHands(false); } } //if holding hands, apply the appropriate forces if (_avatarTouch.getHoldingHands()) { /* glm::vec3 vectorToOtherHand = _interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition - _handHoldingPosition; glm::vec3 vectorToMyHand = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition - _handHoldingPosition; float force = 200.0 * deltaTime; force = 1.0f; if (force > 0.9f) { force = 0.9f; } _handHoldingPosition += vectorToMyHand * force + vectorToOtherHand * force; _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handHoldingPosition; */ _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += ( _interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position - _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position) * 0.5f; } else { _handHoldingPosition = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position; } }//if (_isMine) //constrain right arm length and re-adjust elbow position as it bends // NOTE - the following must be called on all avatars - not just _isMine updateArmIKAndConstraints(deltaTime); //Set right hand position and state to be transmitted, and also tell AvatarTouch about it if (_isMine) { setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position); if (_mousePressed) { _handState = HAND_STATE_GRASPING; } else { _handState = HAND_STATE_NULL; } _avatarTouch.setMyHandState(_handState); _avatarTouch.setMyHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition); } } void Avatar::updateHead(float deltaTime) { // Get head position data from network for other people if (!_isMine) { _head.leanSideways = getHeadLeanSideways(); _head.leanForward = getHeadLeanForward(); } //apply the head lean values to the springy position... if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) { glm::vec3 headLean = _orientation.getRight() * _head.leanSideways + _orientation.getFront() * _head.leanForward; // this is not a long-term solution, but it works ok for initial purposes of making the avatar lean _joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f; _joint[ AVATAR_JOINT_CHEST ].springyPosition += headLean * 0.4f; _joint[ AVATAR_JOINT_NECK_BASE ].springyPosition += headLean * 0.7f; _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition += headLean * 1.0f; _joint[ AVATAR_JOINT_LEFT_COLLAR ].springyPosition += headLean * 0.6f; _joint[ AVATAR_JOINT_LEFT_SHOULDER ].springyPosition += headLean * 0.6f; _joint[ AVATAR_JOINT_LEFT_ELBOW ].springyPosition += headLean * 0.2f; _joint[ AVATAR_JOINT_LEFT_WRIST ].springyPosition += headLean * 0.1f; _joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].springyPosition += headLean * 0.0f; _joint[ AVATAR_JOINT_RIGHT_COLLAR ].springyPosition += headLean * 0.6f; _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].springyPosition += headLean * 0.6f; _joint[ AVATAR_JOINT_RIGHT_ELBOW ].springyPosition += headLean * 0.2f; _joint[ AVATAR_JOINT_RIGHT_WRIST ].springyPosition += headLean * 0.1f; _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition += headLean * 0.0f; } // Decay head back to center if turned on if (_isMine && _returnHeadToCenter) { // Decay back toward center _headPitch *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime); _headYaw *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime); _headRoll *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime); } // For invensense gyro, decay only slightly when roughly centered if (_isMine) { const float RETURN_RANGE = 15.0; const float RETURN_STRENGTH = 2.0; if (fabs(_headPitch) < RETURN_RANGE) { _headPitch *= (1.0f - RETURN_STRENGTH * deltaTime); } if (fabs(_headYaw) < RETURN_RANGE) { _headYaw *= (1.0f - RETURN_STRENGTH * deltaTime); } if (fabs(_headRoll) < RETURN_RANGE) { _headRoll *= (1.0f - RETURN_STRENGTH * deltaTime); } } if (_head.noise) { // 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::getHeight() { return _height; } void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float deltaTime) { float myBodyApproximateBoundingRadius = 1.0f; glm::vec3 vectorFromMyBodyToBigSphere(_position - position); bool jointCollision = false; float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere); if (distanceToBigSphere < myBodyApproximateBoundingRadius + radius) { for (int b = 0; b < NUM_AVATAR_JOINTS; b++) { glm::vec3 vectorFromJointToBigSphereCenter(_joint[b].springyPosition - position); float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter); float combinedRadius = _joint[b].radius + radius; 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; _joint[b].springyVelocity += collisionForce * 0.0f * deltaTime; _velocity += collisionForce * 40.0f * deltaTime; _joint[b].springyPosition = position + directionVector * combinedRadius; } } } /* if (jointCollision) { if (!_usingBodySprings) { _usingBodySprings = true; initializeBodySprings(); } } */ } } void Avatar::updateAvatarCollisions(float deltaTime) { // Reset detector for nearest avatar _distanceToNearestAvatar = std::numeric_limits::max(); //loop through all the other avatars for potential interactions... 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 if the bounding spheres of the two avatars are colliding glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position); if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) { //apply forces from collision applyCollisionWithOtherAvatar(otherAvatar, deltaTime); } // test other avatar hand position for proximity glm::vec3 v(_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position); v -= otherAvatar->getPosition(); float distance = glm::length(v); if (distance < _distanceToNearestAvatar) { _distanceToNearestAvatar = distance; } } } } //detect collisions with other avatars and respond void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) { float bodyMomentum = 1.0f; glm::vec3 bodyPushForce = glm::vec3(0.0f, 0.0f, 0.0f); // loop through the joints of each avatar to check for every possible collision for (int b=1; b_joint[o].isCollidable) { glm::vec3 vectorBetweenJoints(_joint[b].springyPosition - otherAvatar->_joint[o].springyPosition); float distanceBetweenJoints = glm::length(vectorBetweenJoints); if (distanceBetweenJoints > 0.0) { // to avoid divide by zero float combinedRadius = _joint[b].radius + otherAvatar->_joint[o].radius; // check for collision if (distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) { glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints; // push balls away from each other and apply friction glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * deltaTime; float ballMomentum = 1.0 - COLLISION_BALL_FRICTION * deltaTime; if (ballMomentum < 0.0) { ballMomentum = 0.0;} _joint[b].springyVelocity += ballPushForce; otherAvatar->_joint[o].springyVelocity -= ballPushForce; _joint[b].springyVelocity *= ballMomentum; otherAvatar->_joint[o].springyVelocity *= ballMomentum; // accumulate forces and frictions to apply to the velocities of avatar bodies bodyPushForce += directionVector * COLLISION_BODY_FORCE * deltaTime; bodyMomentum -= COLLISION_BODY_FRICTION * deltaTime; if (bodyMomentum < 0.0) { bodyMomentum = 0.0;} }// check for collision } // to avoid divide by zero } // o loop } // collidable } // b loop } // collidable //apply forces and frictions on the bodies of both avatars _velocity += bodyPushForce; otherAvatar->_velocity -= bodyPushForce; _velocity *= bodyMomentum; otherAvatar->_velocity *= bodyMomentum; } void Avatar::setDisplayingHead(bool displayingHead) { _displayingHead = displayingHead; } static TextRenderer* textRenderer() { static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 24); return renderer; } void Avatar::setGravity(glm::vec3 gravity) { _gravity = gravity; } void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) { // render a simple round on the ground projected down from the avatar's position renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f); /* // 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 if (_displayingHead) { renderHead(lookingInMirror); } // if this is my avatar, then render my interactions with the other avatar if (_isMine) { _avatarTouch.render(cameraPosition); } // Render the balls if (_balls) { glPushMatrix(); glTranslatef(_position.x, _position.y, _position.z); _balls->render(); glPopMatrix(); } if (!_chatMessage.empty()) { int width = 0; int lastWidth; for (string::iterator it = _chatMessage.begin(); it != _chatMessage.end(); it++) { width += (lastWidth = textRenderer()->computeWidth(*it)); } glPushMatrix(); // extract the view direction from the modelview matrix: transform (0, 0, 1) by the // transpose of the modelview to get its direction in world space, then use the X/Z // components to determine the angle float modelview[16]; glGetFloatv(GL_MODELVIEW_MATRIX, modelview); glTranslatef(_position.x, _position.y + chatMessageHeight, _position.z); glRotatef(atan2(-modelview[2], -modelview[10]) * 180 / PI, 0, 1, 0); glColor3f(0, 0.8, 0); glRotatef(180, 0, 0, 1); glScalef(chatMessageScale, chatMessageScale, 1.0f); glDisable(GL_LIGHTING); if (_keyState == NO_KEY_DOWN) { textRenderer()->draw(-width/2, 0, _chatMessage.c_str()); } else { // rather than using substr and allocating a new string, just replace the last // character with a null, then restore it int lastIndex = _chatMessage.size() - 1; char lastChar = _chatMessage[lastIndex]; _chatMessage[lastIndex] = '\0'; textRenderer()->draw(-width/2, 0, _chatMessage.c_str()); _chatMessage[lastIndex] = lastChar; glColor3f(0, 1, 0); textRenderer()->draw(width/2 - lastWidth, 0, _chatMessage.c_str() + lastIndex); } glEnable(GL_LIGHTING); glPopMatrix(); } } void Avatar::renderHead(bool lookingInMirror) { int side = 0; glEnable(GL_DEPTH_TEST); glEnable(GL_RESCALE_NORMAL); // show head orientation //renderOrientationDirections(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition, _joint[ AVATAR_JOINT_HEAD_BASE ].orientation, 0.2f); glPushMatrix(); glTranslatef(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.x, _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.y, _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.z); glScalef ( _joint[ AVATAR_JOINT_HEAD_BASE ].radius, _joint[ AVATAR_JOINT_HEAD_BASE ].radius, _joint[ AVATAR_JOINT_HEAD_BASE ].radius ); if (lookingInMirror) { glRotatef(_bodyYaw - _headYaw, 0, 1, 0); //glRotatef(_bodyPitch + _headPitch, 1, 0, 0); //glRotatef(_bodyRoll - _headRoll, 0, 0, 1); // don't let body pitch and roll affect the head.. glRotatef(_headPitch, 1, 0, 0); glRotatef(-_headRoll, 0, 0, 1); } else { glRotatef(_bodyYaw + _headYaw, 0, 1, 0); //glRotatef(_bodyPitch + _headPitch, 1, 0, 0); //glRotatef(_bodyRoll + _headRoll, 0, 0, 1); // don't let body pitch and roll affect the head.. glRotatef(_headPitch, 1, 0, 0); glRotatef(_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); if (_head.averageLoudness > 1.f) { glScalef(_head.mouthWidth * (.7f + sqrt(_head.averageLoudness) /60.f), _head.mouthHeight * (1.f + sqrt(_head.averageLoudness) /30.f), 1); } else { glScalef(_head.mouthWidth, _head.mouthHeight, 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::setHandMovementValues(glm::vec3 handOffset) { _movedHandOffset = handOffset; } AvatarMode Avatar::getMode() { return _mode; } void Avatar::initializeSkeleton() { for (int b=0; b BEYOND_BODY_SPRING_RANGE) { initializeBodySprings(); } for (int b = 0; b < NUM_AVATAR_JOINTS; b++) { glm::vec3 springVector(_joint[b].springyPosition); if (_joint[b].parent == AVATAR_JOINT_NULL) { springVector -= _position; } else { springVector -= _joint[ _joint[b].parent ].springyPosition; } float length = glm::length(springVector); if (length > 0.0f) { // to avoid divide by zero glm::vec3 springDirection = springVector / length; float force = (length - _joint[b].length) * BODY_SPRING_FORCE * deltaTime; _joint[b].springyVelocity -= springDirection * force; if (_joint[b].parent != AVATAR_JOINT_NULL) { _joint[_joint[b].parent].springyVelocity += springDirection * force; } } _joint[b].springyVelocity += (_joint[b].position - _joint[b].springyPosition) * _joint[b].springBodyTightness * deltaTime; float decay = 1.0 - BODY_SPRING_DECAY * deltaTime; if (decay > 0.0) { _joint[b].springyVelocity *= decay; } else { _joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f); } _joint[b].springyPosition += _joint[b].springyVelocity * deltaTime; } } const glm::vec3& Avatar::getHeadPosition() const { //if (_usingBodySprings) { // return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition; //} return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition; } void Avatar::updateArmIKAndConstraints(float deltaTime) { // determine the arm vector glm::vec3 armVector = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position; armVector -= _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position; // test to see if right hand is being dragged beyond maximum arm length float distance = glm::length(armVector); // don't let right hand get dragged beyond maximum arm length... if (distance > _maxArmLength) { // reset right hand to be constrained to maximum arm length _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position; glm::vec3 armNormal = armVector / distance; armVector = armNormal * _maxArmLength; distance = _maxArmLength; glm::vec3 constrainedPosition = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position; constrainedPosition += armVector; _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = constrainedPosition; } // set elbow position glm::vec3 newElbowPosition = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position; newElbowPosition += armVector * ONE_HALF; glm::vec3 perpendicular = glm::cross(_orientation.getFront(), armVector); newElbowPosition += perpendicular * (1.0f - (_maxArmLength / distance)) * ONE_HALF; _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position = newElbowPosition; // set wrist position glm::vec3 vv(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position); vv -= _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position; glm::vec3 newWristPosition = _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position + vv * 0.7f; _joint[ AVATAR_JOINT_RIGHT_WRIST ].position = newWristPosition; } void Avatar::renderBody() { // Render joint positions as spheres for (int b = 0; b < NUM_AVATAR_JOINTS; b++) { if (b != AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case in "renderHead" //show direction vectors of the bone orientation //renderOrientationDirections(_joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0); glColor3fv(skinColor); glPushMatrix(); glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z); glutSolidSphere(_joint[b].radius, 20.0f, 20.0f); glPopMatrix(); } } // Render lines connecting the joint positions glColor3f(0.4f, 0.5f, 0.6f); glLineWidth(3.0); for (int b = 1; b < NUM_AVATAR_JOINTS; b++) { if (_joint[b].parent != AVATAR_JOINT_NULL) if (b != AVATAR_JOINT_HEAD_TOP) { glBegin(GL_LINE_STRIP); glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x); glVertex3fv(&_joint[ b ].springyPosition.x); glEnd(); } } } void Avatar::SetNewHeadTarget(float pitch, float yaw) { _head.pitchTarget = pitch; _head.yawTarget = yaw; } // // Process UDP interface data from Android transmitter or Google Glass // void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) { // Read a packet from a transmitter app, process the data float accX, accY, accZ, // Measured acceleration graX, graY, graZ, // Gravity gyrX, gyrY, gyrZ, // Gyro velocity in radians/sec as (pitch, roll, yaw) linX, linY, linZ, // Linear Acceleration (less gravity) rot1, rot2, rot3, rot4; // Rotation of device: // rot1 = roll, ranges from -1 to 1, 0 = flat on table // rot2 = pitch, ranges from -1 to 1, 0 = flat on table // rot3 = yaw, ranges from -1 to 1 char device[100]; // Device ID enum deviceTypes { DEVICE_GLASS, DEVICE_ANDROID, DEVICE_IPHONE, DEVICE_UNKNOWN }; sscanf((char *)packetData, "tacc %f %f %f gra %f %f %f gyr %f %f %f lin %f %f %f rot %f %f %f %f dna \"%s", &accX, &accY, &accZ, &graX, &graY, &graZ, &gyrX, &gyrY, &gyrZ, &linX, &linY, &linZ, &rot1, &rot2, &rot3, &rot4, (char *)&device); // decode transmitter device type deviceTypes deviceType = DEVICE_UNKNOWN; if (strcmp(device, "ADR")) { deviceType = DEVICE_ANDROID; } else { deviceType = DEVICE_GLASS; } if (_transmitterPackets++ == 0) { // If first packet received, note time, turn head spring return OFF, get start rotation gettimeofday(&_transmitterTimer, NULL); if (deviceType == DEVICE_GLASS) { setHeadReturnToCenter(true); setHeadSpringScale(10.f); printLog("Using Google Glass to drive head, springs ON.\n"); } else { setHeadReturnToCenter(false); printLog("Using Transmitter %s to drive head, springs OFF.\n", device); } //printLog("Packet: [%s]\n", packetData); //printLog("Version: %s\n", device); _transmitterInitialReading = glm::vec3(rot3, rot2, rot1); } 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; printLog("Transmitter Hz: %3.1f\n", _transmitterHz); } //printLog("Gyr: %3.1f, %3.1f, %3.1f\n", glm::degrees(gyrZ), glm::degrees(-gyrX), glm::degrees(gyrY)); //printLog("Rot: %3.1f, %3.1f, %3.1f, %3.1f\n", rot1, rot2, rot3, rot4); // Update the head with the transmitter data glm::vec3 eulerAngles((rot3 - _transmitterInitialReading.x) * 180.f, -(rot2 - _transmitterInitialReading.y) * 180.f, (rot1 - _transmitterInitialReading.z) * 180.f); if (eulerAngles.x > 180.f) { eulerAngles.x -= 360.f; } if (eulerAngles.x < -180.f) { eulerAngles.x += 360.f; } glm::vec3 angularVelocity; if (deviceType != DEVICE_GLASS) { angularVelocity = glm::vec3(glm::degrees(gyrZ), glm::degrees(-gyrX), glm::degrees(gyrY)); setHeadFromGyros(&eulerAngles, &angularVelocity, (_transmitterHz == 0.f) ? 0.f : 1.f / _transmitterHz, 1.0); } else { angularVelocity = glm::vec3(glm::degrees(gyrY), glm::degrees(-gyrX), glm::degrees(-gyrZ)); setHeadFromGyros(&eulerAngles, &angularVelocity, (_transmitterHz == 0.f) ? 0.f : 1.f / _transmitterHz, 1000.0); } } void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity, float deltaTime, float smoothingTime) { // // Given absolute position and angular velocity information, update the avatar's head angles // with the goal of fast instantaneous updates that gradually follow the absolute data. // // Euler Angle format is (Yaw, Pitch, Roll) in degrees // // Angular Velocity is (Yaw, Pitch, Roll) in degrees per second // // SMOOTHING_TIME is the time is seconds over which the head should average to the // absolute eulerAngles passed. // // float const MAX_YAW = 90.f; float const MIN_YAW = -90.f; float const MAX_PITCH = 85.f; float const MIN_PITCH = -85.f; float const MAX_ROLL = 90.f; float const MIN_ROLL = -90.f; if (deltaTime == 0.f) { // On first sample, set head to absolute position setHeadYaw(eulerAngles->x); setHeadPitch(eulerAngles->y); setHeadRoll(eulerAngles->z); } else { glm::vec3 angles(getHeadYaw(), getHeadPitch(), getHeadRoll()); // Increment by detected velocity angles += (*angularVelocity) * deltaTime; // Smooth to slowly follow absolute values angles = ((1.f - deltaTime / smoothingTime) * angles) + (deltaTime / smoothingTime) * (*eulerAngles); setHeadYaw(fmin(fmax(angles.x, MIN_YAW), MAX_YAW)); setHeadPitch(fmin(fmax(angles.y, MIN_PITCH), MAX_PITCH)); setHeadRoll(fmin(fmax(angles.z, MIN_ROLL), MAX_ROLL)); //printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z); } } const char AVATAR_DATA_FILENAME[] = "avatar.ifd"; void Avatar::writeAvatarDataToFile() { // write the avatar position and yaw to a local file FILE* avatarFile = fopen(AVATAR_DATA_FILENAME, "w"); if (avatarFile) { fprintf(avatarFile, "%f,%f,%f %f", _position.x, _position.y, _position.z, _bodyYaw); fclose(avatarFile); } } void Avatar::readAvatarDataFromFile() { FILE* avatarFile = fopen(AVATAR_DATA_FILENAME, "r"); if (avatarFile) { glm::vec3 readPosition; float readYaw; fscanf(avatarFile, "%f,%f,%f %f", &readPosition.x, &readPosition.y, &readPosition.z, &readYaw); // make sure these values are sane if (!isnan(readPosition.x) && !isnan(readPosition.y) && !isnan(readPosition.z) && !isnan(readYaw)) { _position = readPosition; _bodyYaw = readYaw; } fclose(avatarFile); } }