overte-HifiExperiments/interface/src/Avatar.cpp
2013-05-02 20:36:43 -07:00

1516 lines
60 KiB
C++

//
// Avatar.cpp
// interface
//
// Created by Philip Rosedale on 9/11/12.
// adapted by Jeffrey Ventrella
// Copyright (c) 2013 Physical, Inc.. All rights reserved.
//
#include <glm/glm.hpp>
#include <vector>
#include <lodepng.h>
#include <SharedUtil.h>
#include "Avatar.h"
#include "Log.h"
#include "ui/TextRenderer.h"
#include <AgentList.h>
#include <AgentTypes.h>
#include <PacketHeaders.h>
using namespace std;
/*
const bool BALLS_ON = false;
const bool AVATAR_GRAVITY = true;
const float DECAY = 0.1;
//const float THRUST_MAG = 1200.0;
const float THRUST_MAG = 0.0;
const float YAW_MAG = 500.0; //JJV - changed from 300.0;
const float TEST_YAW_DECAY = 5.0;
const float LIN_VEL_DECAY = 5.0;
const float MY_HAND_HOLDING_PULL = 0.2;
const float YOUR_HAND_HOLDING_PULL = 1.0;
const float BODY_SPRING_FORCE = 6.0f;
const float BODY_SPRING_DECAY = 16.0f;
const float COLLISION_RADIUS_SCALAR = 1.8;
const float COLLISION_BALL_FORCE = 0.6;
const float COLLISION_BODY_FORCE = 6.0;
const float COLLISION_BALL_FRICTION = 200.0;
const float COLLISION_BODY_FRICTION = 0.5;
*/
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 = 0.001;
float chatMessageHeight = 0.4;
vector<unsigned char> 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;
_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 = 0.3f;
_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;
_head.returnSpringScale = 1.0;
_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
_usingBodySprings = true;
_renderYaw = 0.0;
_renderPitch = 0.0;
_sphere = NULL;
_interactingOther = NULL;
//_canReachToOtherAvatar = false;
_handHoldingPosition = glm::vec3( 0.0, 0.0, 0.0 );
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));
}
}
if (BALLS_ON) { _balls = new Balls(100); }
else { _balls = NULL; }
}
Avatar::Avatar(const Avatar &otherAvatar) {
_velocity = otherAvatar._velocity;
_thrust = otherAvatar._thrust;
_rotation = otherAvatar._rotation;
//_canReachToOtherAvatar = otherAvatar._canReachToOtherAvatar;
_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;
_usingBodySprings = otherAvatar._usingBodySprings;
_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;
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;
}
//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);
}
float Avatar::getAbsoluteHeadYaw() const {
return _bodyYaw + _headYaw;
}
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;
}
bool Avatar::getIsNearInteractingOther() {
return _avatarTouch.getAbleToReachOtherAvatar();
}
void Avatar::simulate(float deltaTime) {
float nearestAvatarDistance = std::numeric_limits<float>::max();
//keep this - I'm still using it to test things....
/*
//TEST
static float tt = 0.0f;
tt += deltaTime * 2.0f;
//_head.leanSideways = 0.01 * sin( tt );
_head.leanForward = 0.02 * sin( tt * 0.8 );
*/
// update balls
if (_balls) { _balls->simulate(deltaTime); }
// update avatar skeleton
updateSkeleton();
// reset hand and arm positions according to hand movement
updateHandMovement( deltaTime );
if ( !_avatarTouch.getAbleToReachOtherAvatar() ) {
//initialize _handHolding
_handHoldingPosition = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
}
//reset these for the next go-round
_avatarTouch.setAbleToReachOtherAvatar (false);
_avatarTouch.setHandsCloseEnoughToGrasp(false);
// if the avatar being simulated is mine, then loop through
// all the other avatars for potential interactions...
if ( _isMine )
{
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
updateCollisionWithOtherAvatar(otherAvatar, deltaTime );
// test other avatar hand position for proximity
glm::vec3 v( _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
v -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_SHOULDER );
float distance = glm::length( v );
if ( distance < nearestAvatarDistance ) { nearestAvatarDistance = distance; }
if ( distance < _maxArmLength + _maxArmLength ) {
_interactingOther = otherAvatar;
_avatarTouch.setAbleToReachOtherAvatar(true);
glm::vec3 vectorBetweenHands( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
vectorBetweenHands -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND );
float distanceBetweenHands = glm::length(vectorBetweenHands);
if (distanceBetweenHands < _avatarTouch.HANDS_CLOSE_ENOUGH_TO_GRASP) {
_avatarTouch.setHandsCloseEnoughToGrasp(true);
}
// if I am holding hands with another avatar, a force is applied
if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) {
// if the hands are close enough to grasp...
if (distanceBetweenHands < _avatarTouch.HANDS_CLOSE_ENOUGH_TO_GRASP)
{
// apply the forces...
glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHoldingPosition;
glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHoldingPosition;
_handHoldingPosition += vectorToOtherHand * YOUR_HAND_HOLDING_PULL;
_handHoldingPosition += vectorToMyHand * MY_HAND_HOLDING_PULL;
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHoldingPosition;
// apply a force to the avatar body
if ( glm::length(vectorToOtherHand) > _maxArmLength * 0.9 ) {
_velocity += vectorToOtherHand;
}
}
}
}
}
}
// Set the vector we send for hand position to other people to be our right hand
setHandPosition(_bone[ AVATAR_BONE_RIGHT_HAND ].position);
}//if ( _isMine )
//constrain right arm length and re-adjust elbow position as it bends
updateArmIKAndConstraints( deltaTime );
// set hand positions for _avatarTouch.setMyHandPosition AFTER calling updateArmIKAndConstraints
if ( _interactingOther ) {
if (_isMine) {
_avatarTouch.setMyHandPosition ( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
_avatarTouch.setYourHandPosition( _interactingOther->_bone[ AVATAR_BONE_RIGHT_HAND ].position );
_avatarTouch.setMyHandState ( _handState );
_avatarTouch.setYourHandState ( _interactingOther->_handState );
_avatarTouch.simulate(deltaTime);
}
}
if (!_avatarTouch.getAbleToReachOtherAvatar() ) {
_interactingOther = NULL;
}
if (usingBigSphereCollisionTest) {
// test for avatar collision response with the big sphere
updateCollisionWithSphere( _TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime );
}
if ( AVATAR_GRAVITY ) {
if ( _position.y > _pelvisStandingHeight + 0.01 ) {
_velocity += glm::dvec3(getGravity(getPosition())) * ( 6.0 * deltaTime );
} else if ( _position.y < _pelvisStandingHeight ) {
_position.y = _pelvisStandingHeight;
_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 += 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) {
_bodyYaw += _bodyYawDelta * deltaTime;
}
// decay body rotation deltas
_bodyPitchDelta *= (1.0 - BODY_PITCH_DECAY * deltaTime);
_bodyYawDelta *= (1.0 - BODY_YAW_DECAY * deltaTime);
_bodyRollDelta *= (1.0 - BODY_ROLL_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 );
// If someone is near, damp velocity as a function of closeness
const float AVATAR_BRAKING_RANGE = 1.2f;
const float AVATAR_BRAKING_STRENGTH = 25.f;
if (_isMine && (nearestAvatarDistance < AVATAR_BRAKING_RANGE )) {
_velocity *= (1.f - deltaTime * AVATAR_BRAKING_STRENGTH * (AVATAR_BRAKING_RANGE - nearestAvatarDistance));
}
// update head information
updateHead(deltaTime);
// calculate speed, and use that to determine walking vs. standing
_speed = glm::length( _velocity );
float rotationalSpeed = fabs( _bodyYawDelta );
if ( _speed + rotationalSpeed > 0.2 ) {
_mode = AVATAR_MODE_WALKING;
} else {
_mode = AVATAR_MODE_INTERACTING;
}
}
void Avatar::updateHead(float deltaTime) {
//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;
_bone[ AVATAR_BONE_HEAD ].springyPosition += headLean;
}
// Decay head back to center if turned on
if (_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);
}
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_BONES; b++) {
glm::vec3 vectorFromJointToBigSphereCenter(_bone[b].springyPosition - position);
float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
float combinedRadius = _bone[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;
_bone[b].springyVelocity += collisionForce * 30.0f * deltaTime;
_velocity += collisionForce * 100.0f * deltaTime;
_bone[b].springyPosition = position + directionVector * combinedRadius;
}
}
}
if ( jointCollision ) {
if (!_usingBodySprings) {
_usingBodySprings = true;
initializeBodySprings();
}
}
}
}
//detect collisions with other avatars and respond
void Avatar::updateCollisionWithOtherAvatar( Avatar * otherAvatar, float deltaTime ) {
// 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 ) {
float bodyMomentum = 1.0f;
glm::vec3 bodyPushForce = glm::vec3( 0.0, 0.0, 0.0 );
// loop through the bones of each avatar to check for every possible collision
for (int b=1; b<NUM_AVATAR_BONES; b++) {
if ( _bone[b].isCollidable ) {
for (int o=b+1; o<NUM_AVATAR_BONES; o++) {
if ( otherAvatar->_bone[o].isCollidable ) {
glm::vec3 vectorBetweenJoints(_bone[b].springyPosition - otherAvatar->_bone[o].springyPosition);
float distanceBetweenJoints = glm::length(vectorBetweenJoints);
if ( distanceBetweenJoints > 0.0 ) { // to avoid divide by zero
float combinedRadius = _bone[b].radius + otherAvatar->_bone[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;}
_bone[b].springyVelocity += ballPushForce;
otherAvatar->_bone[o].springyVelocity -= ballPushForce;
_bone[b].springyVelocity *= ballMomentum;
otherAvatar->_bone[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;
} // bounding sphere collision
} //method
void Avatar::setDisplayingHead( bool displayingHead ) {
_displayingHead = displayingHead;
}
static TextRenderer* textRenderer() {
static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 24);
return renderer;
}
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
if (_displayingHead) {
renderHead(lookingInMirror);
}
// if this is my avatar, then render my interactions with the other avatar
if ( _isMine ) {
_avatarTouch.render();
}
// 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( _bone[ AVATAR_BONE_HEAD ].springyPosition, _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::setHandMovementValues( glm::vec3 handOffset ) {
_movedHandOffset = handOffset;
}
AvatarMode Avatar::getMode() {
return _mode;
}
void Avatar::initializeSkeleton() {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
_bone[b].isCollidable = true;
_bone[b].parent = AVATAR_BONE_NULL;
_bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
_bone[b].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
_bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
_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].radius = 0.0;
_bone[b].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_bone[b].orientation.setToIdentity();
}
// specify the parental hierarchy
_bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
_bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
_bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
_bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
_bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
_bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
_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_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
_bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
_bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
_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_FOREARM ].parent = AVATAR_BONE_RIGHT_UPPER_ARM;
_bone[ AVATAR_BONE_RIGHT_HAND ].parent = AVATAR_BONE_RIGHT_FOREARM;
_bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
_bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
_bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
_bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
_bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
_bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
_bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
_bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
// specify the default pose position
_bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.0, 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, 0.06, 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_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.05, 0.05, 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, -0.1, 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_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.05, 0.05, 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, -0.1, 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_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_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_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_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
_bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
// specify the radii of the bone positions
_bone[ AVATAR_BONE_PELVIS_SPINE ].radius = 0.05;
_bone[ AVATAR_BONE_MID_SPINE ].radius = 0.06;
_bone[ AVATAR_BONE_CHEST_SPINE ].radius = 0.03;
_bone[ AVATAR_BONE_NECK ].radius = 0.02;
_bone[ AVATAR_BONE_HEAD ].radius = 0.02;
_bone[ AVATAR_BONE_LEFT_CHEST ].radius = 0.025;
_bone[ AVATAR_BONE_LEFT_SHOULDER ].radius = 0.02;
_bone[ AVATAR_BONE_LEFT_UPPER_ARM ].radius = 0.015;
_bone[ AVATAR_BONE_LEFT_FOREARM ].radius = 0.015;
_bone[ AVATAR_BONE_LEFT_HAND ].radius = 0.01;
_bone[ AVATAR_BONE_RIGHT_CHEST ].radius = 0.025;
_bone[ AVATAR_BONE_RIGHT_SHOULDER ].radius = 0.02;
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].radius = 0.015;
_bone[ AVATAR_BONE_RIGHT_FOREARM ].radius = 0.015;
_bone[ AVATAR_BONE_RIGHT_HAND ].radius = 0.01;
_bone[ AVATAR_BONE_LEFT_PELVIS ].radius = 0.02;
_bone[ AVATAR_BONE_LEFT_THIGH ].radius = 0.02;
_bone[ AVATAR_BONE_LEFT_SHIN ].radius = 0.015;
_bone[ AVATAR_BONE_LEFT_FOOT ].radius = 0.02;
_bone[ AVATAR_BONE_RIGHT_PELVIS ].radius = 0.02;
_bone[ AVATAR_BONE_RIGHT_THIGH ].radius = 0.02;
_bone[ AVATAR_BONE_RIGHT_SHIN ].radius = 0.015;
_bone[ AVATAR_BONE_RIGHT_FOOT ].radius = 0.02;
// specify the tightness of the springy positions as far as attraction to rigid body
_bone[ AVATAR_BONE_PELVIS_SPINE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 1.0;
_bone[ AVATAR_BONE_MID_SPINE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.8;
_bone[ AVATAR_BONE_CHEST_SPINE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_bone[ AVATAR_BONE_NECK ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.4;
_bone[ AVATAR_BONE_HEAD ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_bone[ AVATAR_BONE_LEFT_CHEST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_bone[ AVATAR_BONE_LEFT_SHOULDER ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_bone[ AVATAR_BONE_LEFT_UPPER_ARM ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_bone[ AVATAR_BONE_LEFT_FOREARM ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_bone[ AVATAR_BONE_LEFT_HAND ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_bone[ AVATAR_BONE_RIGHT_CHEST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_bone[ AVATAR_BONE_RIGHT_SHOULDER ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_bone[ AVATAR_BONE_RIGHT_FOREARM ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_bone[ AVATAR_BONE_RIGHT_HAND ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_bone[ AVATAR_BONE_LEFT_PELVIS ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_bone[ AVATAR_BONE_LEFT_THIGH ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_bone[ AVATAR_BONE_LEFT_SHIN ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_bone[ AVATAR_BONE_LEFT_FOOT ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_bone[ AVATAR_BONE_RIGHT_PELVIS ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_bone[ AVATAR_BONE_RIGHT_THIGH ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_bone[ AVATAR_BONE_RIGHT_SHIN ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_bone[ AVATAR_BONE_RIGHT_FOOT ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
// to aid in hand-shaking and hand-holding, the right hand is not collidable
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].isCollidable = false;
_bone[ AVATAR_BONE_RIGHT_FOREARM ].isCollidable = false;
_bone[ AVATAR_BONE_RIGHT_HAND ].isCollidable = false;
// calculate bone length
calculateBoneLengths();
_pelvisStandingHeight =
_bone[ AVATAR_BONE_LEFT_FOOT ].radius +
_bone[ AVATAR_BONE_LEFT_SHIN ].length +
_bone[ AVATAR_BONE_LEFT_THIGH ].length +
_bone[ AVATAR_BONE_PELVIS_SPINE ].length;
//printf( "_pelvisStandingHeight = %f\n", _pelvisStandingHeight );
_height =
(
_pelvisStandingHeight +
_bone[ AVATAR_BONE_MID_SPINE ].length +
_bone[ AVATAR_BONE_CHEST_SPINE].length +
_bone[ AVATAR_BONE_NECK ].length +
_bone[ AVATAR_BONE_HEAD ].length +
_bone[ AVATAR_BONE_HEAD ].radius
);
// generate world positions
updateSkeleton();
}
void Avatar::calculateBoneLengths() {
for (int b = 0; b < NUM_AVATAR_BONES; b++) {
_bone[b].length = glm::length( _bone[b].defaultPosePosition );
}
_maxArmLength
= _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].length
+ _bone[ AVATAR_BONE_RIGHT_FOREARM ].length
+ _bone[ AVATAR_BONE_RIGHT_HAND ].length;
}
void Avatar::updateSkeleton() {
// rotate body...
_orientation.setToIdentity();
_orientation.yaw( _bodyYaw );
// calculate positions of all bones by traversing the skeleton tree:
for (int b = 0; b < NUM_AVATAR_BONES; b++) {
if ( _bone[b].parent == AVATAR_BONE_NULL ) {
_bone[b].orientation.set( _orientation );
_bone[b].position = _position;
}
else {
_bone[b].orientation.set( _bone[ _bone[b].parent ].orientation );
_bone[b].position = _bone[ _bone[b].parent ].position;
}
// if this is not my avatar, then hand position comes from transmitted data
if ( ! _isMine ) {
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handPosition;
}
// the following will be replaced by a proper rotation...close
float xx = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getRight() );
float yy = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getUp () );
float zz = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getFront() );
glm::vec3 rotatedBoneVector( xx, yy, zz );
//glm::vec3 myEuler ( 0.0f, 0.0f, 0.0f );
//glm::quat myQuat ( myEuler );
_bone[b].position += rotatedBoneVector;
}
}
void Avatar::initializeBodySprings() {
for (int b = 0; b < NUM_AVATAR_BONES; b++) {
_bone[b].springyPosition = _bone[b].position;
_bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
}
}
void Avatar::updateBodySprings( float deltaTime ) {
for (int b = 0; b < NUM_AVATAR_BONES; b++) {
glm::vec3 springVector( _bone[b].springyPosition );
if ( _bone[b].parent == AVATAR_BONE_NULL ) {
springVector -= _position;
}
else {
springVector -= _bone[ _bone[b].parent ].springyPosition;
}
float length = glm::length( springVector );
if ( length > 0.0f ) {
glm::vec3 springDirection = springVector / length;
float force = (length - _bone[b].length) * BODY_SPRING_FORCE * 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 - BODY_SPRING_DECAY * 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 * 2.0f
+ _orientation.getUp() * -_movedHandOffset.y * 1.0f
+ _orientation.getFront() * -_movedHandOffset.y * 1.0f;
_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 );
// don't let right hand get 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++) {
if ( b != AVATAR_BONE_HEAD ) { // the head is rendered as a special case in "renderHead"
//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::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<float>( (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);
}
}
// 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);
}
}