overte-HifiExperiments/interface/src/avatar/Avatar.cpp
2014-07-10 17:18:49 -07:00

1170 lines
47 KiB
C++

//
// Avatar.cpp
// interface/src/avatar
//
// Created by Philip Rosedale on 9/11/12.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/vector_angle.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <NodeList.h>
#include <PacketHeaders.h>
#include <SharedUtil.h>
#include <GeometryUtil.h>
#include "Application.h"
#include "Avatar.h"
#include "Hand.h"
#include "Head.h"
#include "Menu.h"
#include "Physics.h"
#include "world.h"
#include "devices/OculusManager.h"
#include "renderer/TextureCache.h"
#include "ui/TextRenderer.h"
using namespace std;
const glm::vec3 DEFAULT_UP_DIRECTION(0.0f, 1.0f, 0.0f);
const int NUM_BODY_CONE_SIDES = 9;
const float CHAT_MESSAGE_SCALE = 0.0015f;
const float CHAT_MESSAGE_HEIGHT = 0.1f;
const float DISPLAYNAME_FADE_TIME = 0.5f;
const float DISPLAYNAME_FADE_FACTOR = pow(0.01f, 1.0f / DISPLAYNAME_FADE_TIME);
const float DISPLAYNAME_ALPHA = 0.95f;
const float DISPLAYNAME_BACKGROUND_ALPHA = 0.4f;
Avatar::Avatar() :
AvatarData(),
_skeletonModel(this),
_bodyYawDelta(0.0f),
_velocity(0.0f, 0.0f, 0.0f),
_lastVelocity(0.0f, 0.0f, 0.0f),
_acceleration(0.0f, 0.0f, 0.0f),
_angularVelocity(0.0f, 0.0f, 0.0f),
_lastOrientation(),
_leanScale(0.5f),
_scale(1.0f),
_worldUpDirection(DEFAULT_UP_DIRECTION),
_mouseRayOrigin(0.0f, 0.0f, 0.0f),
_mouseRayDirection(0.0f, 0.0f, 0.0f),
_moving(false),
_collisionGroups(0),
_numLocalLights(2),
_initialized(false),
_shouldRenderBillboard(true)
{
// we may have been created in the network thread, but we live in the main thread
moveToThread(Application::getInstance()->thread());
// give the pointer to our head to inherited _headData variable from AvatarData
_headData = static_cast<HeadData*>(new Head(this));
_handData = static_cast<HandData*>(new Hand(this));
}
Avatar::~Avatar() {
}
const float BILLBOARD_LOD_DISTANCE = 40.0f;
void Avatar::init() {
getHead()->init();
_skeletonModel.init();
_initialized = true;
_shouldRenderBillboard = (getLODDistance() >= BILLBOARD_LOD_DISTANCE);
initializeHair();
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
_localLightColors[i] = glm::vec3(0.0f, 0.0f, 0.0f);
_localLightDirections[i] = glm::vec3(0.0f, 0.0f, 0.0f);
}
glm::vec3 darkGrayColor(0.4f, 0.4f, 0.4f);
glm::vec3 greenColor(0.0f, 1.0f, 0.0f);
glm::vec3 directionX(1.0f, 0.0f, 0.0f);
glm::vec3 directionY(0.0f, 1.0f, 0.0f);
// initialize local lights
_localLightColors[0] = darkGrayColor;
_localLightColors[1] = darkGrayColor;
_localLightDirections[0] = directionX;
_localLightDirections[1] = directionY;
}
glm::vec3 Avatar::getChestPosition() const {
// for now, let's just assume that the "chest" is halfway between the root and the neck
glm::vec3 neckPosition;
return _skeletonModel.getNeckPosition(neckPosition) ? (_position + neckPosition) * 0.5f : _position;
}
glm::quat Avatar::getWorldAlignedOrientation () const {
return computeRotationFromBodyToWorldUp() * getOrientation();
}
float Avatar::getLODDistance() const {
return Menu::getInstance()->getAvatarLODDistanceMultiplier() *
glm::distance(Application::getInstance()->getCamera()->getPosition(), _position) / _scale;
}
void Avatar::simulate(float deltaTime) {
if (_scale != _targetScale) {
setScale(_targetScale);
}
// update the billboard render flag
const float BILLBOARD_HYSTERESIS_PROPORTION = 0.1f;
if (_shouldRenderBillboard) {
if (getLODDistance() < BILLBOARD_LOD_DISTANCE * (1.0f - BILLBOARD_HYSTERESIS_PROPORTION)) {
_shouldRenderBillboard = false;
}
} else if (getLODDistance() > BILLBOARD_LOD_DISTANCE * (1.0f + BILLBOARD_HYSTERESIS_PROPORTION)) {
_shouldRenderBillboard = true;
}
// simple frustum check
float boundingRadius = getBillboardSize();
bool inViewFrustum = Application::getInstance()->getViewFrustum()->sphereInFrustum(_position, boundingRadius) !=
ViewFrustum::OUTSIDE;
getHand()->simulate(deltaTime, false);
_skeletonModel.setLODDistance(getLODDistance());
if (!_shouldRenderBillboard && inViewFrustum) {
if (_hasNewJointRotations) {
for (int i = 0; i < _jointData.size(); i++) {
const JointData& data = _jointData.at(i);
_skeletonModel.setJointState(i, data.valid, data.rotation);
}
_skeletonModel.simulate(deltaTime);
}
_skeletonModel.simulate(deltaTime, _hasNewJointRotations);
simulateAttachments(deltaTime);
_hasNewJointRotations = false;
glm::vec3 headPosition = _position;
_skeletonModel.getHeadPosition(headPosition);
Head* head = getHead();
head->setPosition(headPosition);
head->setScale(_scale);
head->simulate(deltaTime, false, _shouldRenderBillboard);
if (Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
simulateHair(deltaTime);
}
}
// update position by velocity, and subtract the change added earlier for gravity
_position += _velocity * deltaTime;
updateAcceleration(deltaTime);
// update animation for display name fade in/out
if ( _displayNameTargetAlpha != _displayNameAlpha) {
// the alpha function is
// Fade out => alpha(t) = factor ^ t => alpha(t+dt) = alpha(t) * factor^(dt)
// Fade in => alpha(t) = 1 - factor^t => alpha(t+dt) = 1-(1-alpha(t))*coef^(dt)
// factor^(dt) = coef
float coef = pow(DISPLAYNAME_FADE_FACTOR, deltaTime);
if (_displayNameTargetAlpha < _displayNameAlpha) {
// Fading out
_displayNameAlpha *= coef;
} else {
// Fading in
_displayNameAlpha = 1 - (1 - _displayNameAlpha) * coef;
}
_displayNameAlpha = abs(_displayNameAlpha - _displayNameTargetAlpha) < 0.01f ? _displayNameTargetAlpha : _displayNameAlpha;
}
}
void Avatar::updateAcceleration(float deltaTime) {
// Linear Component of Acceleration
_acceleration = (_velocity - _lastVelocity) * (1.f / deltaTime);
_lastVelocity = _velocity;
// Angular Component of Acceleration
glm::quat orientation = getOrientation();
glm::quat delta = glm::inverse(_lastOrientation) * orientation;
_angularVelocity = safeEulerAngles(delta) * (1.f / deltaTime);
_lastOrientation = getOrientation();
}
void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction) {
_mouseRayOrigin = origin;
_mouseRayDirection = direction;
}
enum TextRendererType {
CHAT,
DISPLAYNAME
};
static TextRenderer* textRenderer(TextRendererType type) {
static TextRenderer* chatRenderer = new TextRenderer(SANS_FONT_FAMILY, 24, -1, false, TextRenderer::SHADOW_EFFECT);
static TextRenderer* displayNameRenderer = new TextRenderer(SANS_FONT_FAMILY, 12, -1, false, TextRenderer::NO_EFFECT);
switch(type) {
case CHAT:
return chatRenderer;
case DISPLAYNAME:
return displayNameRenderer;
}
return displayNameRenderer;
}
void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
// simple frustum check
float boundingRadius = getBillboardSize();
ViewFrustum* frustum = (renderMode == Avatar::SHADOW_RENDER_MODE) ?
Application::getInstance()->getShadowViewFrustum() : Application::getInstance()->getViewFrustum();
if (frustum->sphereInFrustum(_position, boundingRadius) == ViewFrustum::OUTSIDE) {
return;
}
glm::vec3 toTarget = cameraPosition - Application::getInstance()->getAvatar()->getPosition();
float distanceToTarget = glm::length(toTarget);
{
// glow when moving far away
const float GLOW_DISTANCE = 20.0f;
const float GLOW_MAX_LOUDNESS = 2500.0f;
const float MAX_GLOW = 0.5f;
float GLOW_FROM_AVERAGE_LOUDNESS = ((this == Application::getInstance()->getAvatar())
? 0.0f
: MAX_GLOW * getHeadData()->getAudioLoudness() / GLOW_MAX_LOUDNESS);
if (!Menu::getInstance()->isOptionChecked(MenuOption::GlowWhenSpeaking)) {
GLOW_FROM_AVERAGE_LOUDNESS = 0.0f;
}
float glowLevel = _moving && distanceToTarget > GLOW_DISTANCE && renderMode == NORMAL_RENDER_MODE
? 1.0f
: GLOW_FROM_AVERAGE_LOUDNESS;
// local lights directions and colors
getSkeletonModel().setNumLocalLights(_numLocalLights);
getHead()->getFaceModel().setNumLocalLights(_numLocalLights);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
glm::vec3 normalized = glm::normalize(_localLightDirections[i]);
// body
getSkeletonModel().setLocalLightColor(_localLightColors[i], i);
getSkeletonModel().setLocalLightDirection(normalized, i);
// head
getHead()->getFaceModel().setLocalLightColor(_localLightColors[i], i);
getHead()->getFaceModel().setLocalLightDirection(_localLightDirections[i], i);
}
// render body
if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
renderBody(renderMode, glowLevel);
}
if (renderMode != SHADOW_RENDER_MODE) {
bool renderSkeleton = Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes);
bool renderHead = Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes);
bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
if (renderSkeleton) {
_skeletonModel.renderJointCollisionShapes(0.7f);
}
if (renderHead && shouldRenderHead(cameraPosition, renderMode)) {
getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
}
if (renderBounding && shouldRenderHead(cameraPosition, renderMode)) {
_skeletonModel.renderBoundingCollisionShapes(0.7f);
}
// If this is the avatar being looked at, render a little ball above their head
if (_isLookAtTarget) {
const float LOOK_AT_INDICATOR_RADIUS = 0.03f;
const float LOOK_AT_INDICATOR_OFFSET = 0.22f;
const float LOOK_AT_INDICATOR_COLOR[] = { 0.8f, 0.0f, 0.0f, 0.75f };
glPushMatrix();
glColor4fv(LOOK_AT_INDICATOR_COLOR);
if (_displayName.isEmpty() || _displayNameAlpha == 0.0f) {
glTranslatef(_position.x, getDisplayNamePosition().y, _position.z);
} else {
glTranslatef(_position.x, getDisplayNamePosition().y + LOOK_AT_INDICATOR_OFFSET, _position.z);
}
glutSolidSphere(LOOK_AT_INDICATOR_RADIUS, 15, 15);
glPopMatrix();
}
}
// quick check before falling into the code below:
// (a 10 degree breadth of an almost 2 meter avatar kicks in at about 12m)
const float MIN_VOICE_SPHERE_DISTANCE = 12.0f;
if (distanceToTarget > MIN_VOICE_SPHERE_DISTANCE) {
// render voice intensity sphere for avatars that are farther away
const float MAX_SPHERE_ANGLE = 10.0f * RADIANS_PER_DEGREE;
const float MIN_SPHERE_ANGLE = 1.0f * RADIANS_PER_DEGREE;
const float MIN_SPHERE_SIZE = 0.01f;
const float SPHERE_LOUDNESS_SCALING = 0.0005f;
const float SPHERE_COLOR[] = { 0.5f, 0.8f, 0.8f };
float height = getSkeletonHeight();
glm::vec3 delta = height * (getHead()->getCameraOrientation() * IDENTITY_UP) / 2.0f;
float angle = abs(angleBetween(toTarget + delta, toTarget - delta));
float sphereRadius = getHead()->getAverageLoudness() * SPHERE_LOUDNESS_SCALING;
if (renderMode == NORMAL_RENDER_MODE && (sphereRadius > MIN_SPHERE_SIZE) &&
(angle < MAX_SPHERE_ANGLE) && (angle > MIN_SPHERE_ANGLE)) {
glColor4f(SPHERE_COLOR[0], SPHERE_COLOR[1], SPHERE_COLOR[2], 1.0f - angle / MAX_SPHERE_ANGLE);
glPushMatrix();
glTranslatef(_position.x, _position.y, _position.z);
glScalef(height, height, height);
glutSolidSphere(sphereRadius, 15, 15);
glPopMatrix();
}
}
}
const float DISPLAYNAME_DISTANCE = 10.0f;
setShowDisplayName(renderMode == NORMAL_RENDER_MODE && distanceToTarget < DISPLAYNAME_DISTANCE);
if (renderMode != NORMAL_RENDER_MODE || (isMyAvatar() &&
Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_FIRST_PERSON)) {
return;
}
renderDisplayName();
if (!_chatMessage.empty()) {
int width = 0;
int lastWidth = 0;
for (string::iterator it = _chatMessage.begin(); it != _chatMessage.end(); it++) {
width += (lastWidth = textRenderer(CHAT)->computeWidth(*it));
}
glPushMatrix();
glm::vec3 chatPosition = getHead()->getEyePosition() + getBodyUpDirection() * CHAT_MESSAGE_HEIGHT * _scale;
glTranslatef(chatPosition.x, chatPosition.y, chatPosition.z);
glm::quat chatRotation = Application::getInstance()->getCamera()->getRotation();
glm::vec3 chatAxis = glm::axis(chatRotation);
glRotatef(glm::degrees(glm::angle(chatRotation)), chatAxis.x, chatAxis.y, chatAxis.z);
glColor3f(0.0f, 0.8f, 0.0f);
glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
glRotatef(180.0f, 0.0f, 0.0f, 1.0f);
glScalef(_scale * CHAT_MESSAGE_SCALE, _scale * CHAT_MESSAGE_SCALE, 1.0f);
glDisable(GL_LIGHTING);
glDepthMask(false);
if (_keyState == NO_KEY_DOWN) {
textRenderer(CHAT)->draw(-width / 2.0f, 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(CHAT)->draw(-width / 2.0f, 0, _chatMessage.c_str());
_chatMessage[lastIndex] = lastChar;
glColor3f(0.0f, 1.0f, 0.0f);
textRenderer(CHAT)->draw(width / 2.0f - lastWidth, 0, _chatMessage.c_str() + lastIndex);
}
glEnable(GL_LIGHTING);
glDepthMask(true);
glPopMatrix();
}
}
glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
glm::quat orientation = getOrientation();
glm::vec3 currentUp = orientation * IDENTITY_UP;
float angle = acosf(glm::clamp(glm::dot(currentUp, _worldUpDirection), -1.0f, 1.0f));
if (angle < EPSILON) {
return glm::quat();
}
glm::vec3 axis;
if (angle > 179.99f * RADIANS_PER_DEGREE) { // 180 degree rotation; must use another axis
axis = orientation * IDENTITY_RIGHT;
} else {
axis = glm::normalize(glm::cross(currentUp, _worldUpDirection));
}
return glm::angleAxis(angle * proportion, axis);
}
void Avatar::renderBody(RenderMode renderMode, float glowLevel) {
Model::RenderMode modelRenderMode = (renderMode == SHADOW_RENDER_MODE) ?
Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
{
Glower glower(glowLevel);
if (_shouldRenderBillboard || !(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
// render the billboard until both models are loaded
renderBillboard();
return;
}
_skeletonModel.render(1.0f, modelRenderMode, Menu::getInstance()->isOptionChecked(MenuOption::AvatarsReceiveShadows));
renderAttachments(renderMode);
getHand()->render(false, modelRenderMode);
}
getHead()->render(1.0f, modelRenderMode);
if (Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
renderHair();
}
}
//
// Constants for the Hair Simulation
//
const float HAIR_LENGTH = 0.2f;
const float HAIR_LINK_LENGTH = HAIR_LENGTH / HAIR_LINKS;
const float HAIR_DAMPING = 0.99f;
const float HEAD_RADIUS = 0.21f;
const float CONSTRAINT_RELAXATION = 10.0f;
const glm::vec3 HAIR_GRAVITY(0.0f, -0.007f, 0.0f);
const float HAIR_ACCELERATION_COUPLING = 0.025f;
const float HAIR_ANGULAR_VELOCITY_COUPLING = 0.10f;
const float HAIR_MAX_LINEAR_ACCELERATION = 4.0f;
const float HAIR_THICKNESS = 0.015f;
const float HAIR_STIFFNESS = 0.0000f;
const glm::vec3 HAIR_COLOR1(0.98f, 0.92f, 0.843f);
const glm::vec3 HAIR_COLOR2(0.545f, 0.533f, 0.47f);
const glm::vec3 WIND_DIRECTION(0.5f, -1.0f, 0.0f);
const float MAX_WIND_STRENGTH = 0.02f;
const float FINGER_LENGTH = 0.25f;
const float FINGER_RADIUS = 0.10f;
void Avatar::renderHair() {
//
// Render the avatar's moveable hair
//
glm::vec3 headPosition = getHead()->getPosition();
glPushMatrix();
glTranslatef(headPosition.x, headPosition.y, headPosition.z);
const glm::quat& rotation = getHead()->getFinalOrientationInWorldFrame();
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glBegin(GL_QUADS);
for (int strand = 0; strand < HAIR_STRANDS; strand++) {
for (int link = 0; link < HAIR_LINKS - 1; link++) {
int vertexIndex = strand * HAIR_LINKS + link;
glColor3fv(&_hairColors[vertexIndex].x);
glNormal3fv(&_hairNormals[vertexIndex].x);
glVertex3f(_hairPosition[vertexIndex].x - _hairQuadDelta[vertexIndex].x,
_hairPosition[vertexIndex].y - _hairQuadDelta[vertexIndex].y,
_hairPosition[vertexIndex].z - _hairQuadDelta[vertexIndex].z);
glVertex3f(_hairPosition[vertexIndex].x + _hairQuadDelta[vertexIndex].x,
_hairPosition[vertexIndex].y + _hairQuadDelta[vertexIndex].y,
_hairPosition[vertexIndex].z + _hairQuadDelta[vertexIndex].z);
glVertex3f(_hairPosition[vertexIndex + 1].x + _hairQuadDelta[vertexIndex].x,
_hairPosition[vertexIndex + 1].y + _hairQuadDelta[vertexIndex].y,
_hairPosition[vertexIndex + 1].z + _hairQuadDelta[vertexIndex].z);
glVertex3f(_hairPosition[vertexIndex + 1].x - _hairQuadDelta[vertexIndex].x,
_hairPosition[vertexIndex + 1].y - _hairQuadDelta[vertexIndex].y,
_hairPosition[vertexIndex + 1].z - _hairQuadDelta[vertexIndex].z);
}
}
glEnd();
glPopMatrix();
}
void Avatar::simulateHair(float deltaTime) {
deltaTime = glm::clamp(deltaTime, 0.0f, 1.0f / 30.0f);
glm::vec3 acceleration = getAcceleration();
if (glm::length(acceleration) > HAIR_MAX_LINEAR_ACCELERATION) {
acceleration = glm::normalize(acceleration) * HAIR_MAX_LINEAR_ACCELERATION;
}
const glm::quat& rotation = getHead()->getFinalOrientationInWorldFrame();
acceleration = acceleration * rotation;
glm::vec3 angularVelocity = getAngularVelocity() + getHead()->getAngularVelocity();
// Get hand positions to allow touching hair
glm::vec3 leftHandPosition, rightHandPosition;
getSkeletonModel().getLeftHandPosition(leftHandPosition);
getSkeletonModel().getRightHandPosition(rightHandPosition);
leftHandPosition -= getHead()->getPosition();
rightHandPosition -= getHead()->getPosition();
glm::quat leftRotation, rightRotation;
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getLeftHandJointIndex(), leftRotation);
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getRightHandJointIndex(), rightRotation);
leftHandPosition += glm::vec3(0.0f, FINGER_LENGTH, 0.0f) * glm::inverse(leftRotation);
rightHandPosition += glm::vec3(0.0f, FINGER_LENGTH, 0.0f) * glm::inverse(rightRotation);
leftHandPosition = leftHandPosition * rotation;
rightHandPosition = rightHandPosition * rotation;
float windIntensity = randFloat() * MAX_WIND_STRENGTH;
for (int strand = 0; strand < HAIR_STRANDS; strand++) {
for (int link = 0; link < HAIR_LINKS; link++) {
int vertexIndex = strand * HAIR_LINKS + link;
if (vertexIndex % HAIR_LINKS == 0) {
// Base Joint - no integration
} else {
//
// Vertlet Integration
//
// Add velocity from last position, with damping
glm::vec3 thisPosition = _hairPosition[vertexIndex];
glm::vec3 diff = thisPosition - _hairLastPosition[vertexIndex];
_hairPosition[vertexIndex] += diff * HAIR_DAMPING;
// Resolve collision with head sphere
if (glm::length(_hairPosition[vertexIndex]) < HEAD_RADIUS) {
_hairPosition[vertexIndex] += glm::normalize(_hairPosition[vertexIndex]) *
(HEAD_RADIUS - glm::length(_hairPosition[vertexIndex]));
}
// Resolve collision with hands
if (glm::length(_hairPosition[vertexIndex] - leftHandPosition) < FINGER_RADIUS) {
_hairPosition[vertexIndex] += glm::normalize(_hairPosition[vertexIndex] - leftHandPosition) *
(FINGER_RADIUS - glm::length(_hairPosition[vertexIndex] - leftHandPosition));
}
if (glm::length(_hairPosition[vertexIndex] - rightHandPosition) < FINGER_RADIUS) {
_hairPosition[vertexIndex] += glm::normalize(_hairPosition[vertexIndex] - rightHandPosition) *
(FINGER_RADIUS - glm::length(_hairPosition[vertexIndex] - rightHandPosition));
}
// Add a little gravity
_hairPosition[vertexIndex] += HAIR_GRAVITY * rotation * deltaTime;
// Add linear acceleration of the avatar body
_hairPosition[vertexIndex] -= acceleration * HAIR_ACCELERATION_COUPLING * deltaTime;
// Add stiffness (like hair care products do)
_hairPosition[vertexIndex] += (_hairOriginalPosition[vertexIndex] - _hairPosition[vertexIndex])
* powf(1.f - link / HAIR_LINKS, 2.f) * HAIR_STIFFNESS;
// Add some wind
glm::vec3 wind = WIND_DIRECTION * windIntensity;
_hairPosition[vertexIndex] += wind * deltaTime;
const float ANGULAR_VELOCITY_MIN = 0.001f;
// Add angular acceleration of the avatar body
if (glm::length(angularVelocity) > ANGULAR_VELOCITY_MIN) {
glm::vec3 yawVector = _hairPosition[vertexIndex];
yawVector.y = 0.f;
if (glm::length(yawVector) > EPSILON) {
float radius = glm::length(yawVector);
yawVector = glm::normalize(yawVector);
float angle = atan2f(yawVector.x, -yawVector.z) + PI;
glm::vec3 delta = glm::vec3(-1.f, 0.f, 0.f) * glm::angleAxis(angle, glm::vec3(0, 1, 0));
_hairPosition[vertexIndex] -= delta * radius * angularVelocity.y * HAIR_ANGULAR_VELOCITY_COUPLING * deltaTime;
}
glm::vec3 pitchVector = _hairPosition[vertexIndex];
pitchVector.x = 0.f;
if (glm::length(pitchVector) > EPSILON) {
float radius = glm::length(pitchVector);
pitchVector = glm::normalize(pitchVector);
float angle = atan2f(pitchVector.y, -pitchVector.z) + PI;
glm::vec3 delta = glm::vec3(0.0f, 1.0f, 0.f) * glm::angleAxis(angle, glm::vec3(1, 0, 0));
_hairPosition[vertexIndex] -= delta * radius * angularVelocity.x * HAIR_ANGULAR_VELOCITY_COUPLING * deltaTime;
}
glm::vec3 rollVector = _hairPosition[vertexIndex];
rollVector.z = 0.f;
if (glm::length(rollVector) > EPSILON) {
float radius = glm::length(rollVector);
pitchVector = glm::normalize(rollVector);
float angle = atan2f(rollVector.x, rollVector.y) + PI;
glm::vec3 delta = glm::vec3(-1.0f, 0.0f, 0.f) * glm::angleAxis(angle, glm::vec3(0, 0, 1));
_hairPosition[vertexIndex] -= delta * radius * angularVelocity.z * HAIR_ANGULAR_VELOCITY_COUPLING * deltaTime;
}
}
// Iterate length constraints to other links
for (int link = 0; link < HAIR_MAX_CONSTRAINTS; link++) {
if (_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS + link] > -1) {
// If there is a constraint, try to enforce it
glm::vec3 vectorBetween = _hairPosition[_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS + link]] - _hairPosition[vertexIndex];
_hairPosition[vertexIndex] += glm::normalize(vectorBetween) * (glm::length(vectorBetween) - HAIR_LINK_LENGTH) * CONSTRAINT_RELAXATION * deltaTime;
}
}
// Store start position for next vertlet pass
_hairLastPosition[vertexIndex] = thisPosition;
}
}
}
}
void Avatar::initializeHair() {
const float FACE_WIDTH = PI / 4.0f;
glm::vec3 thisVertex;
for (int strand = 0; strand < HAIR_STRANDS; strand++) {
float strandAngle = randFloat() * PI;
float azimuth = FACE_WIDTH / 2.0f + (randFloat() * (2.0 * PI - FACE_WIDTH));
float elevation = PI_OVER_TWO - (randFloat() * 0.75 * PI);
glm::vec3 thisStrand(sinf(azimuth) * cosf(elevation), sinf(elevation), -cosf(azimuth) * cosf(elevation));
thisStrand *= HEAD_RADIUS;
for (int link = 0; link < HAIR_LINKS; link++) {
int vertexIndex = strand * HAIR_LINKS + link;
// Clear constraints
for (int link2 = 0; link2 < HAIR_MAX_CONSTRAINTS; link2++) {
_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS + link2] = -1;
}
if (vertexIndex % HAIR_LINKS == 0) {
// start of strand
thisVertex = thisStrand;
} else {
thisVertex+= glm::normalize(thisStrand) * HAIR_LINK_LENGTH;
// Set constraints to vertex before and maybe vertex after in strand
_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS] = vertexIndex - 1;
if (link < (HAIR_LINKS - 1)) {
_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS + 1] = vertexIndex + 1;
}
}
_hairPosition[vertexIndex] = thisVertex;
_hairLastPosition[vertexIndex] = _hairPosition[vertexIndex];
_hairOriginalPosition[vertexIndex] = _hairPosition[vertexIndex];
_hairQuadDelta[vertexIndex] = glm::vec3(cos(strandAngle) * HAIR_THICKNESS, 0.f, sin(strandAngle) * HAIR_THICKNESS);
_hairQuadDelta[vertexIndex] *= 1.f - (link / HAIR_LINKS);
_hairNormals[vertexIndex] = glm::normalize(randVector());
if (randFloat() < elevation / PI_OVER_TWO) {
_hairColors[vertexIndex] = HAIR_COLOR1 * ((float)(link + 1) / (float)HAIR_LINKS);
} else {
_hairColors[vertexIndex] = HAIR_COLOR2 * ((float)(link + 1) / (float)HAIR_LINKS);
}
}
}
qDebug() << "Initialize Hair";
}
bool Avatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const {
return true;
}
void Avatar::simulateAttachments(float deltaTime) {
for (int i = 0; i < _attachmentModels.size(); i++) {
const AttachmentData& attachment = _attachmentData.at(i);
Model* model = _attachmentModels.at(i);
int jointIndex = getJointIndex(attachment.jointName);
glm::vec3 jointPosition;
glm::quat jointRotation;
if (!isMyAvatar()) {
model->setLODDistance(getLODDistance());
}
if (_skeletonModel.getJointPositionInWorldFrame(jointIndex, jointPosition) &&
_skeletonModel.getJointCombinedRotation(jointIndex, jointRotation)) {
model->setTranslation(jointPosition + jointRotation * attachment.translation * _scale);
model->setRotation(jointRotation * attachment.rotation);
model->setScaleToFit(true, _scale * attachment.scale);
model->simulate(deltaTime);
}
}
}
void Avatar::renderAttachments(RenderMode renderMode) {
Model::RenderMode modelRenderMode = (renderMode == SHADOW_RENDER_MODE) ?
Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
bool receiveShadows = Menu::getInstance()->isOptionChecked(MenuOption::AvatarsReceiveShadows);
foreach (Model* model, _attachmentModels) {
model->render(1.0f, modelRenderMode, receiveShadows);
}
}
void Avatar::updateJointMappings() {
// no-op; joint mappings come from skeleton model
}
void Avatar::renderBillboard() {
if (_billboard.isEmpty()) {
return;
}
if (!_billboardTexture) {
QImage image = QImage::fromData(_billboard);
if (image.format() != QImage::Format_ARGB32) {
image = image.convertToFormat(QImage::Format_ARGB32);
}
_billboardTexture.reset(new Texture());
glBindTexture(GL_TEXTURE_2D, _billboardTexture->getID());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 0,
GL_BGRA, GL_UNSIGNED_BYTE, image.constBits());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glBindTexture(GL_TEXTURE_2D, _billboardTexture->getID());
}
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glPushMatrix();
glTranslatef(_position.x, _position.y, _position.z);
// rotate about vertical to face the camera
glm::quat rotation = getOrientation();
glm::vec3 cameraVector = glm::inverse(rotation) * (Application::getInstance()->getCamera()->getPosition() - _position);
rotation = rotation * glm::angleAxis(atan2f(-cameraVector.x, -cameraVector.z), glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
// compute the size from the billboard camera parameters and scale
float size = getBillboardSize();
glScalef(size, size, size);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1.0f, 1.0f);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glDisable(GL_ALPHA_TEST);
glBindTexture(GL_TEXTURE_2D, 0);
}
float Avatar::getBillboardSize() const {
return _scale * BILLBOARD_DISTANCE * tanf(glm::radians(BILLBOARD_FIELD_OF_VIEW / 2.0f));
}
glm::vec3 Avatar::getDisplayNamePosition() {
glm::vec3 namePosition;
if (getSkeletonModel().getNeckPosition(namePosition)) {
namePosition += getBodyUpDirection() * getHeadHeight() * 1.1f;
} else {
const float HEAD_PROPORTION = 0.75f;
namePosition = _position + getBodyUpDirection() * (getBillboardSize() * HEAD_PROPORTION);
}
return namePosition;
}
void Avatar::renderDisplayName() {
if (_displayName.isEmpty() || _displayNameAlpha == 0.0f) {
return;
}
glDisable(GL_LIGHTING);
glPushMatrix();
glm::vec3 textPosition = getDisplayNamePosition();
glTranslatef(textPosition.x, textPosition.y, textPosition.z);
// we need "always facing camera": we must remove the camera rotation from the stack
glm::quat rotation = Application::getInstance()->getCamera()->getRotation();
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
// We need to compute the scale factor such as the text remains with fixed size respect to window coordinates
// We project a unit vector and check the difference in screen coordinates, to check which is the
// correction scale needed
// save the matrices for later scale correction factor
glm::dmat4 modelViewMatrix;
glm::dmat4 projectionMatrix;
GLint viewportMatrix[4];
Application::getInstance()->getModelViewMatrix(&modelViewMatrix);
Application::getInstance()->getProjectionMatrix(&projectionMatrix);
glGetIntegerv(GL_VIEWPORT, viewportMatrix);
GLdouble result0[3], result1[3];
// The up vector must be relative to the rotation current rotation matrix:
// we set the identity
glm::dvec3 testPoint0 = glm::dvec3(textPosition);
glm::dvec3 testPoint1 = glm::dvec3(textPosition) + glm::dvec3(Application::getInstance()->getCamera()->getRotation() * IDENTITY_UP);
bool success;
success = gluProject(testPoint0.x, testPoint0.y, testPoint0.z,
(GLdouble*)&modelViewMatrix, (GLdouble*)&projectionMatrix, viewportMatrix,
&result0[0], &result0[1], &result0[2]);
success = success &&
gluProject(testPoint1.x, testPoint1.y, testPoint1.z,
(GLdouble*)&modelViewMatrix, (GLdouble*)&projectionMatrix, viewportMatrix,
&result1[0], &result1[1], &result1[2]);
if (success) {
double textWindowHeight = abs(result1[1] - result0[1]);
float scaleFactor = (textWindowHeight > EPSILON) ? 1.0f / textWindowHeight : 1.0f;
glScalef(scaleFactor, scaleFactor, 1.0);
glScalef(1.0f, -1.0f, 1.0f); // TextRenderer::draw paints the text upside down in y axis
int text_x = -_displayNameBoundingRect.width() / 2;
int text_y = -_displayNameBoundingRect.height() / 2;
// draw a gray background
int left = text_x + _displayNameBoundingRect.x();
int right = left + _displayNameBoundingRect.width();
int bottom = text_y + _displayNameBoundingRect.y();
int top = bottom + _displayNameBoundingRect.height();
const int border = 8;
bottom -= border;
left -= border;
top += border;
right += border;
// We are drawing coplanar textures with depth: need the polygon offset
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1.0f, 1.0f);
glColor4f(0.2f, 0.2f, 0.2f, _displayNameAlpha * DISPLAYNAME_BACKGROUND_ALPHA / DISPLAYNAME_ALPHA);
renderBevelCornersRect(left, bottom, right - left, top - bottom, 3);
glColor4f(0.93f, 0.93f, 0.93f, _displayNameAlpha);
QByteArray ba = _displayName.toLocal8Bit();
const char* text = ba.data();
glDisable(GL_POLYGON_OFFSET_FILL);
textRenderer(DISPLAYNAME)->draw(text_x, text_y, text);
}
glPopMatrix();
glEnable(GL_LIGHTING);
}
bool Avatar::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
float minDistance = FLT_MAX;
float modelDistance;
if (_skeletonModel.findRayIntersection(origin, direction, modelDistance)) {
minDistance = qMin(minDistance, modelDistance);
}
if (getHead()->getFaceModel().findRayIntersection(origin, direction, modelDistance)) {
minDistance = qMin(minDistance, modelDistance);
}
if (minDistance < FLT_MAX) {
distance = minDistance;
return true;
}
return false;
}
bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius, CollisionList& collisions) {
return _skeletonModel.findSphereCollisions(penetratorCenter, penetratorRadius, collisions);
// TODO: Andrew to fix: Temporarily disabling collisions against the head
//return getHead()->getFaceModel().findSphereCollisions(penetratorCenter, penetratorRadius, collisions);
}
bool Avatar::findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions) {
return _skeletonModel.findPlaneCollisions(plane, collisions) ||
getHead()->getFaceModel().findPlaneCollisions(plane, collisions);
}
bool Avatar::findCollisions(const QVector<const Shape*>& shapes, CollisionList& collisions) {
// TODO: Andrew to fix: also collide against _skeleton
//bool collided = _skeletonModel.findCollisions(shapes, collisions);
Model& headModel = getHead()->getFaceModel();
//collided = headModel.findCollisions(shapes, collisions) || collided;
bool collided = headModel.findCollisions(shapes, collisions);
return collided;
}
glm::quat Avatar::getJointRotation(int index) const {
if (QThread::currentThread() != thread()) {
return AvatarData::getJointRotation(index);
}
glm::quat rotation;
_skeletonModel.getJointState(index, rotation);
return rotation;
}
int Avatar::getJointIndex(const QString& name) const {
if (QThread::currentThread() != thread()) {
int result;
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointIndex", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(int, result), Q_ARG(const QString&, name));
return result;
}
return _skeletonModel.isActive() ? _skeletonModel.getGeometry()->getFBXGeometry().getJointIndex(name) : -1;
}
QStringList Avatar::getJointNames() const {
if (QThread::currentThread() != thread()) {
QStringList result;
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointNames", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(QStringList, result));
return result;
}
return _skeletonModel.isActive() ? _skeletonModel.getGeometry()->getFBXGeometry().getJointNames() : QStringList();
}
glm::vec3 Avatar::getJointPosition(int index) const {
if (QThread::currentThread() != thread()) {
glm::vec3 position;
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointPosition", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(glm::vec3, position), Q_ARG(const int, index));
return position;
}
glm::vec3 position;
_skeletonModel.getJointPositionInWorldFrame(index, position);
return position;
}
glm::vec3 Avatar::getJointPosition(const QString& name) const {
if (QThread::currentThread() != thread()) {
glm::vec3 position;
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointPosition", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(glm::vec3, position), Q_ARG(const QString&, name));
return position;
}
glm::vec3 position;
_skeletonModel.getJointPositionInWorldFrame(getJointIndex(name), position);
return position;
}
glm::quat Avatar::getJointCombinedRotation(int index) const {
if (QThread::currentThread() != thread()) {
glm::quat rotation;
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointCombinedRotation", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(glm::quat, rotation), Q_ARG(const int, index));
return rotation;
}
glm::quat rotation;
_skeletonModel.getJointCombinedRotation(index, rotation);
return rotation;
}
glm::quat Avatar::getJointCombinedRotation(const QString& name) const {
if (QThread::currentThread() != thread()) {
glm::quat rotation;
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointCombinedRotation", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(glm::quat, rotation), Q_ARG(const QString&, name));
return rotation;
}
glm::quat rotation;
_skeletonModel.getJointCombinedRotation(getJointIndex(name), rotation);
return rotation;
}
void Avatar::setFaceModelURL(const QUrl& faceModelURL) {
AvatarData::setFaceModelURL(faceModelURL);
const QUrl DEFAULT_FACE_MODEL_URL = QUrl::fromLocalFile(Application::resourcesPath() + "meshes/defaultAvatar_head.fst");
getHead()->getFaceModel().setURL(_faceModelURL, DEFAULT_FACE_MODEL_URL, true, !isMyAvatar());
}
void Avatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
AvatarData::setSkeletonModelURL(skeletonModelURL);
const QUrl DEFAULT_SKELETON_MODEL_URL = QUrl::fromLocalFile(Application::resourcesPath() + "meshes/defaultAvatar_body.fst");
_skeletonModel.setURL(_skeletonModelURL, DEFAULT_SKELETON_MODEL_URL, true, !isMyAvatar());
}
void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
AvatarData::setAttachmentData(attachmentData);
if (QThread::currentThread() != thread()) {
return;
}
// make sure we have as many models as attachments
while (_attachmentModels.size() < attachmentData.size()) {
Model* model = new Model(this);
model->init();
_attachmentModels.append(model);
}
while (_attachmentModels.size() > attachmentData.size()) {
delete _attachmentModels.takeLast();
}
// update the urls
for (int i = 0; i < attachmentData.size(); i++) {
_attachmentModels[i]->setSnapModelToCenter(true);
_attachmentModels[i]->setScaleToFit(true, _scale * _attachmentData.at(i).scale);
_attachmentModels[i]->setURL(attachmentData.at(i).modelURL);
}
}
void Avatar::setDisplayName(const QString& displayName) {
AvatarData::setDisplayName(displayName);
_displayNameBoundingRect = textRenderer(DISPLAYNAME)->metrics().tightBoundingRect(displayName);
}
void Avatar::setBillboard(const QByteArray& billboard) {
AvatarData::setBillboard(billboard);
// clear out any existing billboard texture
_billboardTexture.reset();
}
int Avatar::parseDataAtOffset(const QByteArray& packet, int offset) {
if (!_initialized) {
// now that we have data for this Avatar we are go for init
init();
}
// change in position implies movement
glm::vec3 oldPosition = _position;
int bytesRead = AvatarData::parseDataAtOffset(packet, offset);
const float MOVE_DISTANCE_THRESHOLD = 0.001f;
_moving = glm::distance(oldPosition, _position) > MOVE_DISTANCE_THRESHOLD;
return bytesRead;
}
// render a makeshift cone section that serves as a body part connecting joint spheres
void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2) {
glBegin(GL_TRIANGLES);
glm::vec3 axis = position2 - position1;
float length = glm::length(axis);
if (length > 0.0f) {
axis /= length;
glm::vec3 perpSin = glm::vec3(1.0f, 0.0f, 0.0f);
glm::vec3 perpCos = glm::normalize(glm::cross(axis, perpSin));
perpSin = glm::cross(perpCos, axis);
float anglea = 0.0f;
float angleb = 0.0f;
for (int i = 0; i < NUM_BODY_CONE_SIDES; i ++) {
// the rectangles that comprise the sides of the cone section are
// referenced by "a" and "b" in one dimension, and "1", and "2" in the other dimension.
anglea = angleb;
angleb = ((float)(i+1) / (float)NUM_BODY_CONE_SIDES) * TWO_PI;
float sa = sinf(anglea);
float sb = sinf(angleb);
float ca = cosf(anglea);
float cb = cosf(angleb);
glm::vec3 p1a = position1 + perpSin * sa * radius1 + perpCos * ca * radius1;
glm::vec3 p1b = position1 + perpSin * sb * radius1 + perpCos * cb * radius1;
glm::vec3 p2a = position2 + perpSin * sa * radius2 + perpCos * ca * radius2;
glm::vec3 p2b = position2 + perpSin * sb * radius2 + perpCos * cb * radius2;
glVertex3f(p1a.x, p1a.y, p1a.z);
glVertex3f(p1b.x, p1b.y, p1b.z);
glVertex3f(p2a.x, p2a.y, p2a.z);
glVertex3f(p1b.x, p1b.y, p1b.z);
glVertex3f(p2a.x, p2a.y, p2a.z);
glVertex3f(p2b.x, p2b.y, p2b.z);
}
}
glEnd();
}
void Avatar::updateCollisionGroups() {
_collisionGroups = 0;
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithEnvironment)) {
_collisionGroups |= COLLISION_GROUP_ENVIRONMENT;
}
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) {
_collisionGroups |= COLLISION_GROUP_AVATARS;
}
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithVoxels)) {
_collisionGroups |= COLLISION_GROUP_VOXELS;
}
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithParticles)) {
_collisionGroups |= COLLISION_GROUP_PARTICLES;
}
}
void Avatar::setScale(float scale) {
_scale = scale;
if (_targetScale * (1.0f - RESCALING_TOLERANCE) < _scale &&
_scale < _targetScale * (1.0f + RESCALING_TOLERANCE)) {
_scale = _targetScale;
}
}
float Avatar::getSkeletonHeight() const {
Extents extents = _skeletonModel.getBindExtents();
return extents.maximum.y - extents.minimum.y;
}
float Avatar::getHeadHeight() const {
Extents extents = getHead()->getFaceModel().getBindExtents();
if (!extents.isEmpty()) {
return extents.maximum.y - extents.minimum.y;
}
glm::vec3 neckPosition;
glm::vec3 headPosition;
if (_skeletonModel.getNeckPosition(neckPosition) && _skeletonModel.getHeadPosition(headPosition)) {
return glm::distance(neckPosition, headPosition);
}
const float DEFAULT_HEAD_HEIGHT = 0.1f;
return DEFAULT_HEAD_HEIGHT;
}
float Avatar::getBoundingRadius() const {
// TODO: also use head model when computing the avatar's bounding radius
return _skeletonModel.getBoundingRadius();
}
float Avatar::getPelvisFloatingHeight() const {
return -_skeletonModel.getBindExtents().minimum.y;
}
float Avatar::getPelvisToHeadLength() const {
return glm::distance(_position, getHead()->getPosition());
}
void Avatar::setShowDisplayName(bool showDisplayName) {
// For myAvatar, the alpha update is not done (called in simulate for other avatars)
if (Application::getInstance()->getAvatar() == this) {
if (showDisplayName) {
_displayNameAlpha = DISPLAYNAME_ALPHA;
} else {
_displayNameAlpha = 0.0f;
}
}
if (showDisplayName) {
_displayNameTargetAlpha = DISPLAYNAME_ALPHA;
} else {
_displayNameTargetAlpha = 0.0f;
}
}
void Avatar::setLocalLightDirection(const glm::vec3& direction, int lightIndex) {
_localLightDirections[lightIndex] = direction;
qDebug( "set light %d direction ( %f, %f, %f )\n", lightIndex, direction.x, direction.y, direction.z );
}
void Avatar::setLocalLightColor(const glm::vec3& color, int lightIndex) {
_localLightColors[lightIndex] = color;
qDebug( "set light %d color ( %f, %f, %f )\n", lightIndex, color.x, color.y, color.z );
}
void Avatar::addLocalLight() {
if (_numLocalLights + 1 <= MAX_LOCAL_LIGHTS) {
++_numLocalLights;
}
qDebug("ADD LOCAL LIGHT (numLocalLights = %d)\n", _numLocalLights);
}
void Avatar::removeLocalLight() {
if (_numLocalLights - 1 >= 0) {
--_numLocalLights;
}
qDebug("REMOVE LOCAL LIGHT (numLocalLights = %d)\n", _numLocalLights);
}