mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-15 21:36:59 +02:00
Merge branch 'master' of https://github.com/worklist/hifi into voxel_animation
This commit is contained in:
commit
1a2921e3e8
22 changed files with 437 additions and 116 deletions
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@ -167,7 +167,8 @@ int main(int argc, const char* argv[]) {
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float minCoefficient = std::min(1.0f,
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powf(0.5,
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(logf(DISTANCE_RATIO * distanceToAgent) / logf(2)) - 1));
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(logf(DISTANCE_RATIO * distanceToAgent) / logf(2.5))
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- 1));
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distanceCoefficients[lowAgentIndex][highAgentIndex] = minCoefficient;
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}
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@ -45,9 +45,9 @@ unsigned char *addAgentToBroadcastPacket(unsigned char *currentPosition, Agent *
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return currentPosition;
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}
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void attachAvatarDataToAgent(Agent *newAgent) {
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void attachAvatarDataToAgent(Agent* newAgent) {
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if (newAgent->getLinkedData() == NULL) {
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newAgent->setLinkedData(new AvatarData());
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newAgent->setLinkedData(new AvatarData(newAgent));
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}
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}
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@ -71,7 +71,7 @@ void *receiveAgentData(void *args) {
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void createAvatarDataForAgent(Agent* agent) {
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if (!agent->getLinkedData()) {
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agent->setLinkedData(new AvatarData());
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agent->setLinkedData(new AvatarData(agent));
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}
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}
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@ -37,6 +37,8 @@
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#include <AgentTypes.h>
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#include <PacketHeaders.h>
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#include <PerfStat.h>
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#include <AudioInjectionManager.h>
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#include <AudioInjector.h>
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#include "Application.h"
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#include "InterfaceConfig.h"
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@ -128,7 +130,6 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_viewFrustumOffsetDistance(25.0),
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_viewFrustumOffsetUp(0.0),
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_audioScope(256, 200, true),
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_myAvatar(true),
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_manualFirstPerson(false),
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_mouseX(0),
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_mouseY(0),
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@ -352,9 +353,8 @@ void Application::paintGL() {
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whichCamera = _viewFrustumOffsetCamera;
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}
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if (_oculusOn->isChecked()) {
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if (OculusManager::isConnected()) {
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displayOculus(whichCamera);
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} else {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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@ -377,7 +377,7 @@ void Application::resizeGL(int width, int height) {
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float farClip = camera.getFarClip();
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float fov;
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if (_oculusOn->isChecked()) {
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if (OculusManager::isConnected()) {
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// more magic numbers; see Oculus SDK docs, p. 32
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camera.setAspectRatio(aspectRatio *= 0.5);
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camera.setFieldOfView(fov = 2 * atan((0.0468 * _oculusDistortionScale) / 0.041) * (180 / PI));
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@ -884,7 +884,7 @@ void Application::idle() {
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// Read serial port interface devices
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if (_serialPort.active) {
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_serialPort.readData();
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_serialPort.readData(deltaTime);
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}
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// Sample hardware, update view frustum if needed, and send avatar data to mixer/agents
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@ -1009,11 +1009,6 @@ void Application::setRenderFirstPerson(bool firstPerson) {
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_manualFirstPerson = firstPerson;
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}
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void Application::setOculus(bool oculus) {
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resizeGL(_glWidget->width(), _glWidget->height());
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updateCursor();
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}
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void Application::setFrustumOffset(bool frustumOffset) {
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// reshape so that OpenGL will get the right lens details for the camera of choice
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resizeGL(_glWidget->width(), _glWidget->height());
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@ -1164,7 +1159,7 @@ void Application::initMenu() {
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(_transmitterDrives = optionsMenu->addAction("Transmitter Drive"))->setCheckable(true);
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_transmitterDrives->setChecked(true);
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optionsMenu->addAction("Fullscreen", this, SLOT(setFullscreen(bool)), Qt::Key_F)->setCheckable(true);
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(_fullScreenMode = optionsMenu->addAction("Fullscreen", this, SLOT(setFullscreen(bool)), Qt::Key_F))->setCheckable(true);
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QMenu* renderMenu = menuBar->addMenu("Render");
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(_renderVoxels = renderMenu->addAction("Voxels"))->setCheckable(true);
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@ -1185,8 +1180,6 @@ void Application::initMenu() {
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_renderLookatOn->setChecked(false);
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renderMenu->addAction("First Person", this, SLOT(setRenderFirstPerson(bool)), Qt::Key_P)->setCheckable(true);
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(_oculusOn = renderMenu->addAction("Oculus", this, SLOT(setOculus(bool)), Qt::Key_O))->setCheckable(true);
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QMenu* toolsMenu = menuBar->addMenu("Tools");
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@ -1302,6 +1295,9 @@ void Application::init() {
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QCursor::setPos(_headMouseX, _headMouseY);
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OculusManager::connect();
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if (OculusManager::isConnected()) {
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QMetaObject::invokeMethod(_fullScreenMode, "trigger", Qt::QueuedConnection);
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}
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gettimeofday(&_timerStart, NULL);
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gettimeofday(&_lastTimeIdle, NULL);
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@ -1673,7 +1669,8 @@ void Application::displaySide(Camera& whichCamera) {
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glPopMatrix();
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//draw a grid ground plane....
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drawGroundPlaneGrid(10.f);
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const float EDGE_SIZE_GROUND_PLANE = 20.f;
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drawGroundPlaneGrid(EDGE_SIZE_GROUND_PLANE);
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// Draw voxels
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if (_renderVoxels->isChecked()) {
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@ -1708,13 +1705,13 @@ void Application::displaySide(Camera& whichCamera) {
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
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Avatar *avatar = (Avatar *)agent->getLinkedData();
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avatar->render(false);
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avatar->render(false, _myCamera.getPosition());
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}
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}
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agentList->unlock();
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// Render my own Avatar
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_myAvatar.render(_lookingInMirror->isChecked());
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_myAvatar.render(_lookingInMirror->isChecked(), _myCamera.getPosition());
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_myAvatar.setDisplayingLookatVectors(_renderLookatOn->isChecked());
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}
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@ -2018,22 +2015,77 @@ void Application::shiftPaintingColor() {
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_paintingVoxel.blue = (_dominantColor == 2) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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}
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void Application::maybeEditVoxelUnderCursor() {
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if (_addVoxelMode->isChecked() || _colorVoxelMode->isChecked()) {
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if (_mouseVoxel.s != 0) {
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if (_mouseVoxel.s != 0) {
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PACKET_HEADER message = (_destructiveAddVoxel->isChecked() ?
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PACKET_HEADER_SET_VOXEL_DESTRUCTIVE : PACKET_HEADER_SET_VOXEL);
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sendVoxelEditMessage(message, _mouseVoxel);
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// create the voxel locally so it appears immediately
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// create the voxel locally so it appears immediately
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_voxels.createVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s,
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_mouseVoxel.red, _mouseVoxel.green, _mouseVoxel.blue, _destructiveAddVoxel->isChecked());
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// remember the position for drag detection
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_justEditedVoxel = true;
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AudioInjector* voxelInjector = AudioInjectionManager::injectorWithCapacity(11025);
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voxelInjector->setPosition(glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z));
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//_myAvatar.getPosition()
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voxelInjector->setBearing(-1 * _myAvatar.getAbsoluteHeadYaw());
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voxelInjector->setVolume (16 * pow (_mouseVoxel.s, 2) / .0000001); //255 is max, and also default value
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// printf("mousevoxelscale is %f\n", _mouseVoxel.s);
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/* for (int i = 0; i
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< 22050; i++) {
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if (i % 4 == 0) {
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voxelInjector->addSample(4000);
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} else if (i % 4 == 1) {
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voxelInjector->addSample(0);
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} else if (i % 4 == 2) {
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voxelInjector->addSample(-4000);
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} else {
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voxelInjector->addSample(0);
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}
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*/
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const float BIG_VOXEL_MIN_SIZE = .01f;
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for (int i = 0; i < 11025; i++) {
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/*
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A440 square wave
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if (sin(i * 2 * PIE / 50)>=0) {
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voxelInjector->addSample(4000);
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} else {
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voxelInjector->addSample(-4000);
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}
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*/
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if (_mouseVoxel.s > BIG_VOXEL_MIN_SIZE) {
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voxelInjector->addSample(20000 * sin((i * 2 * PIE) / (500 * sin((i + 1) / 200))));
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} else {
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voxelInjector->addSample(16000 * sin(i / (1.5 * log (_mouseVoxel.s / .0001) * ((i + 11025) / 5512.5)))); //808
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}
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}
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//voxelInjector->addSample(32500 * sin(i/(2 * 1 * ((i+5000)/5512.5)))); //80
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//voxelInjector->addSample(20000 * sin(i/(6 * (_mouseVoxel.s/.001) *((i+5512.5)/5512.5)))); //808
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//voxelInjector->addSample(20000 * sin(i/(6 * ((i+5512.5)/5512.5)))); //808
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//voxelInjector->addSample(4000 * sin(i * 2 * PIE /50)); //A440 sine wave
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//voxelInjector->addSample(4000 * sin(i * 2 * PIE /50) * sin (i/500)); //A440 sine wave with amplitude modulation
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//FM library
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//voxelInjector->addSample(20000 * sin((i * 2 * PIE) /(500*sin((i+1)/200)))); //FM 1 dubstep
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//voxelInjector->addSample(20000 * sin((i * 2 * PIE) /(300*sin((i+1)/5.0)))); //FM 2 flange sweep
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//voxelInjector->addSample(10000 * sin((i * 2 * PIE) /(500*sin((i+1)/500.0)))); //FM 3 resonant pulse
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AudioInjectionManager::threadInjector(voxelInjector);
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}
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} else if (_deleteVoxelMode->isChecked()) {
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deleteVoxelUnderCursor();
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deleteVoxelUnderCursor();
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}
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}
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@ -2041,10 +2093,21 @@ void Application::deleteVoxelUnderCursor() {
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if (_mouseVoxel.s != 0) {
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// sending delete to the server is sufficient, server will send new version so we see updates soon enough
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sendVoxelEditMessage(PACKET_HEADER_ERASE_VOXEL, _mouseVoxel);
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AudioInjector* voxelInjector = AudioInjectionManager::injectorWithCapacity(5000);
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voxelInjector->setPosition(glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z));
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voxelInjector->setBearing(0); //straight down the z axis
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voxelInjector->setVolume (255); //255 is max, and also default value
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// remember the position for drag detection
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_justEditedVoxel = true;
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for (int i = 0; i < 5000; i++) {
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voxelInjector->addSample(10000 * sin((i * 2 * PIE) / (500 * sin((i + 1) / 500.0)))); //FM 3 resonant pulse
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// voxelInjector->addSample(20000 * sin((i) /((4 / _mouseVoxel.s) * sin((i)/(20 * _mouseVoxel.s / .001))))); //FM 2 comb filter
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}
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AudioInjectionManager::threadInjector(voxelInjector);
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}
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// remember the position for drag detection
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_justEditedVoxel = true;
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}
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void Application::goHome() {
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@ -2083,7 +2146,7 @@ void Application::setMenuShortcutsEnabled(bool enabled) {
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}
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void Application::updateCursor() {
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_glWidget->setCursor(_oculusOn->isChecked() && _window->windowState().testFlag(Qt::WindowFullScreen) ?
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_glWidget->setCursor(OculusManager::isConnected() && _window->windowState().testFlag(Qt::WindowFullScreen) ?
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Qt::BlankCursor : Qt::ArrowCursor);
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}
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@ -2098,9 +2161,9 @@ QAction* Application::checkedVoxelModeAction() const {
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return 0;
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}
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void Application::attachNewHeadToAgent(Agent *newAgent) {
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void Application::attachNewHeadToAgent(Agent* newAgent) {
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if (newAgent->getLinkedData() == NULL) {
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newAgent->setLinkedData(new Avatar(false));
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newAgent->setLinkedData(new Avatar(newAgent));
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}
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}
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|
|
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@ -78,7 +78,6 @@ private slots:
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void setFullscreen(bool fullscreen);
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|
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void setRenderFirstPerson(bool firstPerson);
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void setOculus(bool oculus);
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|
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void setFrustumOffset(bool frustumOffset);
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void cycleFrustumRenderMode();
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@ -147,8 +146,7 @@ private:
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QAction* _renderVoxelTextures; // Whether to render noise textures on voxels
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QAction* _renderStarsOn; // Whether to display the stars
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QAction* _renderAtmosphereOn; // Whether to display the atmosphere
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QAction* _renderAvatarsOn; // Whether to render avatars
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QAction* _oculusOn; // Whether to configure the display for the Oculus Rift
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QAction* _renderAvatarsOn; // Whether to render avatars
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QAction* _renderStatsOn; // Whether to show onscreen text overlay with stats
|
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QAction* _renderFrameTimerOn; // Whether to show onscreen text overlay with stats
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QAction* _renderLookatOn; // Whether to show lookat vectors from avatar eyes if looking at something
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@ -161,7 +159,8 @@ private:
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QAction* _destructiveAddVoxel; // when doing voxel editing do we want them to be destructive
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QAction* _frustumOn; // Whether or not to display the debug view frustum
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QAction* _viewFrustumFromOffset; // Whether or not to offset the view of the frustum
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QAction* _cameraFrustum; // which frustum to look at
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QAction* _cameraFrustum; // which frustum to look at
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QAction* _fullScreenMode; // whether we are in full screen mode
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QAction* _frustumRenderModeAction;
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|
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SerialInterface _serialPort;
|
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|
|
|
@ -67,10 +67,11 @@ float lightBlue [] = {0.7, 0.8, 1.0 };
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bool usingBigSphereCollisionTest = true;
|
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|
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float chatMessageScale = 0.0015;
|
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float chatMessageHeight = 0.10;
|
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float chatMessageHeight = 0.20;
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|
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Avatar::Avatar(bool isMine) :
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_isMine(isMine),
|
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Avatar::Avatar(Agent* owningAgent) :
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AvatarData(owningAgent),
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_head(this),
|
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_TEST_bigSphereRadius(0.4f),
|
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_TEST_bigSpherePosition(5.0f, _TEST_bigSphereRadius, 5.0f),
|
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_mousePressed(false),
|
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|
@ -79,6 +80,7 @@ Avatar::Avatar(bool isMine) :
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_bodyRollDelta(0.0f),
|
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_movedHandOffset(0.0f, 0.0f, 0.0f),
|
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_rotation(0.0f, 0.0f, 0.0f, 0.0f),
|
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_cameraPosition(0.0f, 0.0f, 0.0f),
|
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_mode(AVATAR_MODE_STANDING),
|
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_handHoldingPosition(0.0f, 0.0f, 0.0f),
|
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_velocity(0.0f, 0.0f, 0.0f),
|
||||
|
@ -229,7 +231,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
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updateSkeleton();
|
||||
|
||||
//detect and respond to collisions with other avatars...
|
||||
if (_isMine) {
|
||||
if (!_owningAgent) {
|
||||
updateAvatarCollisions(deltaTime);
|
||||
}
|
||||
|
||||
|
@ -239,7 +241,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
_avatarTouch.simulate(deltaTime);
|
||||
|
||||
// apply gravity and collision with the ground/floor
|
||||
if (_isMine && USING_AVATAR_GRAVITY) {
|
||||
if (!_owningAgent && USING_AVATAR_GRAVITY) {
|
||||
_velocity += _gravity * (GRAVITY_SCALE * deltaTime);
|
||||
|
||||
updateCollisionWithEnvironment();
|
||||
|
@ -254,12 +256,12 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
}
|
||||
|
||||
// collision response with voxels
|
||||
if (_isMine) {
|
||||
if (!_owningAgent) {
|
||||
updateCollisionWithVoxels();
|
||||
}
|
||||
|
||||
// driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
|
||||
if (_isMine) {
|
||||
if (!_owningAgent) {
|
||||
|
||||
_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
|
@ -304,7 +306,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
}
|
||||
|
||||
// update body yaw by body yaw delta
|
||||
if (_isMine) {
|
||||
if (!_owningAgent) {
|
||||
_bodyPitch += _bodyPitchDelta * deltaTime;
|
||||
_bodyYaw += _bodyYawDelta * deltaTime;
|
||||
_bodyRoll += _bodyRollDelta * deltaTime;
|
||||
|
@ -365,7 +367,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
}
|
||||
|
||||
// If another avatar is near, dampen velocity as a function of closeness
|
||||
if (_isMine && (_distanceToNearestAvatar < PERIPERSONAL_RADIUS)) {
|
||||
if (!_owningAgent && (_distanceToNearestAvatar < PERIPERSONAL_RADIUS)) {
|
||||
float closeness = 1.0f - (_distanceToNearestAvatar / PERIPERSONAL_RADIUS);
|
||||
float drag = 1.0f - closeness * AVATAR_BRAKING_STRENGTH * deltaTime;
|
||||
if ( drag > 0.0f ) {
|
||||
|
@ -414,7 +416,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
}
|
||||
|
||||
// set head lookat position
|
||||
if (_isMine) {
|
||||
if (!_owningAgent) {
|
||||
if (_interactingOther) {
|
||||
_head.setLookAtPosition(_interactingOther->caclulateAverageEyePosition());
|
||||
} else {
|
||||
|
@ -427,7 +429,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
_head.setScale (_joint[ AVATAR_JOINT_HEAD_BASE ].radius);
|
||||
_head.setAudioLoudness(_audioLoudness);
|
||||
_head.setSkinColor(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));
|
||||
_head.simulate(deltaTime, _isMine);
|
||||
_head.simulate(deltaTime, !_owningAgent);
|
||||
|
||||
// use speed and angular velocity to determine walking vs. standing
|
||||
if (_speed + fabs(_bodyYawDelta) > 0.2) {
|
||||
|
@ -466,7 +468,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
|||
|
||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += transformedHandMovement;
|
||||
|
||||
if (_isMine) {
|
||||
if (!_owningAgent) {
|
||||
_avatarTouch.setMyBodyPosition(_position);
|
||||
|
||||
float closestDistance = std::numeric_limits<float>::max();
|
||||
|
@ -558,7 +560,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
|||
updateArmIKAndConstraints(deltaTime);
|
||||
|
||||
//Set right hand position and state to be transmitted, and also tell AvatarTouch about it
|
||||
if (_isMine) {
|
||||
if (!_owningAgent) {
|
||||
setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
|
||||
|
||||
if (_mousePressed) {
|
||||
|
@ -725,9 +727,11 @@ void Avatar::setGravity(glm::vec3 gravity) {
|
|||
_head.setGravity(_gravity);
|
||||
}
|
||||
|
||||
void Avatar::render(bool lookingInMirror) {
|
||||
void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
|
||||
|
||||
if (_isMine && usingBigSphereCollisionTest) {
|
||||
_cameraPosition = cameraPosition;
|
||||
|
||||
if (!_owningAgent && usingBigSphereCollisionTest) {
|
||||
// show TEST big sphere
|
||||
glColor4f(0.5f, 0.6f, 0.8f, 0.7);
|
||||
glPushMatrix();
|
||||
|
@ -744,7 +748,7 @@ void Avatar::render(bool lookingInMirror) {
|
|||
renderBody(lookingInMirror);
|
||||
|
||||
// if this is my avatar, then render my interactions with the other avatar
|
||||
if (_isMine) {
|
||||
if (!_owningAgent) {
|
||||
_avatarTouch.render(getCameraPosition());
|
||||
}
|
||||
|
||||
|
@ -837,6 +841,8 @@ void Avatar::initializeSkeleton() {
|
|||
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].parent = AVATAR_JOINT_CHEST;
|
||||
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].parent = AVATAR_JOINT_RIGHT_COLLAR;
|
||||
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].parent = AVATAR_JOINT_RIGHT_SHOULDER;
|
||||
_joint[ AVATAR_JOINT_RIGHT_WRIST ].parent = AVATAR_JOINT_RIGHT_ELBOW;
|
||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].parent = AVATAR_JOINT_RIGHT_WRIST;
|
||||
_joint[ AVATAR_JOINT_LEFT_HIP ].parent = AVATAR_JOINT_PELVIS;
|
||||
_joint[ AVATAR_JOINT_LEFT_KNEE ].parent = AVATAR_JOINT_LEFT_HIP;
|
||||
_joint[ AVATAR_JOINT_LEFT_HEEL ].parent = AVATAR_JOINT_LEFT_KNEE;
|
||||
|
@ -999,7 +1005,7 @@ void Avatar::updateSkeleton() {
|
|||
}
|
||||
|
||||
// if this is not my avatar, then hand position comes from transmitted data
|
||||
if (! _isMine) {
|
||||
if (_owningAgent) {
|
||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handPosition;
|
||||
}
|
||||
|
||||
|
@ -1132,15 +1138,20 @@ void Avatar::renderBody(bool lookingInMirror) {
|
|||
|
||||
// Render the body as balls and cones
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
float distanceToCamera = glm::length(getCameraPosition() - _joint[b].position);
|
||||
float distanceToCamera = glm::length(_cameraPosition - _joint[b].position);
|
||||
// Always render other people, and render myself when beyond threshold distance
|
||||
if (b == AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case
|
||||
if (lookingInMirror || !_isMine || distanceToCamera > RENDER_OPAQUE_BEYOND) {
|
||||
_head.render(lookingInMirror);
|
||||
if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND) {
|
||||
_head.render(lookingInMirror, _cameraPosition);
|
||||
}
|
||||
} else if (!_isMine || distanceToCamera > RENDER_TRANSLUCENT_BEYOND) {
|
||||
} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
|
||||
|| b == AVATAR_JOINT_RIGHT_ELBOW
|
||||
|| b == AVATAR_JOINT_RIGHT_WRIST
|
||||
|| b == AVATAR_JOINT_RIGHT_FINGERTIPS ) {
|
||||
// Render the sphere at the joint
|
||||
if (!_isMine) {
|
||||
if (_owningAgent || b == AVATAR_JOINT_RIGHT_ELBOW
|
||||
|| b == AVATAR_JOINT_RIGHT_WRIST
|
||||
|| b == AVATAR_JOINT_RIGHT_FINGERTIPS ) {
|
||||
glColor3f(skinColor[0] + _joint[b].touchForce * 0.3f,
|
||||
skinColor[1] - _joint[b].touchForce * 0.2f,
|
||||
skinColor[2] - _joint[b].touchForce * 0.1f);
|
||||
|
|
|
@ -76,7 +76,7 @@ enum AvatarJointID
|
|||
|
||||
class Avatar : public AvatarData {
|
||||
public:
|
||||
Avatar(bool isMine);
|
||||
Avatar(Agent* owningAgent = NULL);
|
||||
~Avatar();
|
||||
|
||||
void reset();
|
||||
|
@ -107,7 +107,7 @@ public:
|
|||
Head& getHead() { return _head; }
|
||||
|
||||
void setMousePressed(bool pressed);
|
||||
void render(bool lookingInMirror);
|
||||
void render(bool lookingInMirror, glm::vec3 cameraPosition);
|
||||
void renderBody(bool lookingInMirror);
|
||||
void simulate(float deltaTime, Transmitter* transmitter);
|
||||
void setMovedHandOffset(glm::vec3 movedHandOffset) { _movedHandOffset = movedHandOffset; }
|
||||
|
@ -151,7 +151,6 @@ private:
|
|||
};
|
||||
|
||||
Head _head;
|
||||
bool _isMine;
|
||||
float _TEST_bigSphereRadius;
|
||||
glm::vec3 _TEST_bigSpherePosition;
|
||||
bool _mousePressed;
|
||||
|
@ -162,6 +161,7 @@ private:
|
|||
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
|
||||
AvatarJoint _joint[ NUM_AVATAR_JOINTS ];
|
||||
AvatarMode _mode;
|
||||
glm::vec3 _cameraPosition;
|
||||
glm::vec3 _handHoldingPosition;
|
||||
glm::vec3 _velocity;
|
||||
glm::vec3 _thrust;
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
#include "Util.h"
|
||||
#include <vector>
|
||||
#include <lodepng.h>
|
||||
#include <AgentList.h>
|
||||
|
||||
using namespace std;
|
||||
|
||||
|
@ -22,6 +23,13 @@ const float HEAD_MOTION_DECAY = 0.1;
|
|||
const float MINIMUM_EYE_ROTATION_DOT = 0.5f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off
|
||||
const float EYEBALL_RADIUS = 0.017;
|
||||
const float EYEBALL_COLOR[3] = { 0.9f, 0.9f, 0.8f };
|
||||
const float HAIR_COLOR[3] = { 0.8f, 0.6f, 0.5f };
|
||||
const float HAIR_SPRING_FORCE = 10.0f;
|
||||
const float HAIR_TORQUE_FORCE = 0.1f;
|
||||
const float HAIR_GRAVITY_FORCE = 0.05f;
|
||||
const float HAIR_DRAG = 10.0f;
|
||||
const float HAIR_LENGTH = 0.09f;
|
||||
const float HAIR_THICKNESS = 0.03f;
|
||||
const float IRIS_RADIUS = 0.007;
|
||||
const float IRIS_PROTRUSION = 0.0145f;
|
||||
const char IRIS_TEXTURE_FILENAME[] = "resources/images/iris.png";
|
||||
|
@ -30,8 +38,8 @@ unsigned int IRIS_TEXTURE_WIDTH = 768;
|
|||
unsigned int IRIS_TEXTURE_HEIGHT = 498;
|
||||
vector<unsigned char> irisTexture;
|
||||
|
||||
Head::Head() :
|
||||
|
||||
Head::Head(Avatar* owningAvatar) :
|
||||
HeadData((AvatarData*)owningAvatar),
|
||||
yawRate(0.0f),
|
||||
_returnHeadToCenter(false),
|
||||
_audioLoudness(0.0f),
|
||||
|
@ -54,17 +62,37 @@ Head::Head() :
|
|||
_audioAttack(0.0f),
|
||||
_returnSpringScale(1.0f),
|
||||
_bodyRotation(0.0f, 0.0f, 0.0f),
|
||||
_headRotation(0.0f, 0.0f, 0.0f),
|
||||
_mohawkTriangleFan(NULL),
|
||||
_mohawkColors(NULL),
|
||||
_renderLookatVectors(false) {
|
||||
createMohawk();
|
||||
|
||||
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
|
||||
_hairTuft[t].length = HAIR_LENGTH;
|
||||
_hairTuft[t].thickness = HAIR_THICKNESS;
|
||||
_hairTuft[t].basePosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
_hairTuft[t].basePosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_hairTuft[t].midPosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_hairTuft[t].endPosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_hairTuft[t].midVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_hairTuft[t].endVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void Head::reset() {
|
||||
_yaw = _pitch = _roll = 0.0f;
|
||||
_leanForward = _leanSideways = 0.0f;
|
||||
|
||||
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
|
||||
|
||||
_hairTuft[t].basePosition = _position + _orientation.getUp() * _scale * 0.9f;
|
||||
_hairTuft[t].midPosition = _hairTuft[t].basePosition + _orientation.getUp() * _hairTuft[t].length * ONE_HALF;
|
||||
_hairTuft[t].endPosition = _hairTuft[t].midPosition + _orientation.getUp() * _hairTuft[t].length * ONE_HALF;
|
||||
_hairTuft[t].midVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_hairTuft[t].endVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Head::simulate(float deltaTime, bool isMine) {
|
||||
|
||||
const float HEAD_MOTION_DECAY = 0.00;
|
||||
|
@ -111,7 +139,9 @@ void Head::simulate(float deltaTime, bool isMine) {
|
|||
_browAudioLift *= 0.7f;
|
||||
|
||||
// based on the nature of the lookat position, determine if the eyes can look / are looking at it.
|
||||
determineIfLookingAtSomething();
|
||||
determineIfLookingAtSomething();
|
||||
|
||||
updateHair(deltaTime);
|
||||
}
|
||||
|
||||
void Head::determineIfLookingAtSomething() {
|
||||
|
@ -170,19 +200,20 @@ void Head::calculateGeometry(bool lookingInMirror) {
|
|||
}
|
||||
|
||||
|
||||
void Head::render(bool lookingInMirror) {
|
||||
void Head::render(bool lookingInMirror, glm::vec3 cameraPosition) {
|
||||
|
||||
calculateGeometry(lookingInMirror);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_RESCALE_NORMAL);
|
||||
|
||||
renderMohawk();
|
||||
renderMohawk(lookingInMirror);
|
||||
renderHeadSphere();
|
||||
renderEyeBalls();
|
||||
renderEars();
|
||||
renderMouth();
|
||||
renderEyeBrows();
|
||||
renderHair(cameraPosition);
|
||||
|
||||
if (_renderLookatVectors && _lookingAtSomething) {
|
||||
renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
|
||||
|
@ -190,14 +221,25 @@ void Head::render(bool lookingInMirror) {
|
|||
}
|
||||
|
||||
void Head::createMohawk() {
|
||||
float height = 0.05f + randFloat() * 0.10f;
|
||||
float variance = 0.05 + randFloat() * 0.05f;
|
||||
uint16_t agentId = 0;
|
||||
if (_owningAvatar->getOwningAgent()) {
|
||||
agentId = _owningAvatar->getOwningAgent()->getAgentID();
|
||||
} else {
|
||||
agentId = AgentList::getInstance()->getOwnerID();
|
||||
if (agentId == UNKNOWN_AGENT_ID) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
srand(agentId);
|
||||
float height = 0.08f + randFloat() * 0.05f;
|
||||
float variance = 0.03 + randFloat() * 0.03f;
|
||||
const float RAD_PER_TRIANGLE = (2.3f + randFloat() * 0.2f) / (float)MOHAWK_TRIANGLES;
|
||||
_mohawkTriangleFan = new glm::vec3[MOHAWK_TRIANGLES];
|
||||
_mohawkColors = new glm::vec3[MOHAWK_TRIANGLES];
|
||||
_mohawkTriangleFan[0] = glm::vec3(0, 0, 0);
|
||||
glm::vec3 basicColor(randFloat(), randFloat(), randFloat());
|
||||
_mohawkColors[0] = basicColor;
|
||||
|
||||
for (int i = 1; i < MOHAWK_TRIANGLES; i++) {
|
||||
_mohawkTriangleFan[i] = glm::vec3((randFloat() - 0.5f) * variance,
|
||||
height * cosf(i * RAD_PER_TRIANGLE - PI / 2.f)
|
||||
|
@ -207,21 +249,27 @@ void Head::createMohawk() {
|
|||
_mohawkColors[i] = randFloat() * basicColor;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Head::renderMohawk() {
|
||||
glPushMatrix();
|
||||
glTranslatef(_position.x, _position.y, _position.z);
|
||||
glRotatef(_bodyRotation.y, 0, 1, 0);
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
for (int i = 0; i < MOHAWK_TRIANGLES; i++) {
|
||||
glColor3f(_mohawkColors[i].x, _mohawkColors[i].y, _mohawkColors[i].z);
|
||||
glVertex3fv(&_mohawkTriangleFan[i].x);
|
||||
glNormal3fv(&_mohawkColors[i].x);
|
||||
void Head::renderMohawk(bool lookingInMirror) {
|
||||
if (!_mohawkTriangleFan) {
|
||||
createMohawk();
|
||||
} else {
|
||||
glPushMatrix();
|
||||
glTranslatef(_position.x, _position.y, _position.z);
|
||||
glRotatef((lookingInMirror ? (_bodyRotation.y - _yaw) : (_bodyRotation.y + _yaw)), 0, 1, 0);
|
||||
glRotatef(lookingInMirror ? _roll: -_roll, 0, 0, 1);
|
||||
glRotatef(-_pitch - _bodyRotation.x, 1, 0, 0);
|
||||
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
for (int i = 0; i < MOHAWK_TRIANGLES; i++) {
|
||||
glColor3f(_mohawkColors[i].x, _mohawkColors[i].y, _mohawkColors[i].z);
|
||||
glVertex3fv(&_mohawkTriangleFan[i].x);
|
||||
glNormal3fv(&_mohawkColors[i].x);
|
||||
}
|
||||
glEnd();
|
||||
glPopMatrix();
|
||||
}
|
||||
glEnd();
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
|
@ -263,6 +311,15 @@ void Head::renderMouth() {
|
|||
glm::vec3 rightTop = _mouthPosition + r * 0.4f + u * 0.7f + f;
|
||||
glm::vec3 leftBottom = _mouthPosition - r * 0.4f - u * 1.0f + f * 0.7f;
|
||||
glm::vec3 rightBottom = _mouthPosition + r * 0.4f - u * 1.0f + f * 0.7f;
|
||||
|
||||
// constrain all mouth vertices to a sphere slightly larger than the head...
|
||||
float constrainedRadius = _scale + 0.001f;
|
||||
leftCorner = _position + glm::normalize(leftCorner - _position) * constrainedRadius;
|
||||
rightCorner = _position + glm::normalize(rightCorner - _position) * constrainedRadius;
|
||||
leftTop = _position + glm::normalize(leftTop - _position) * constrainedRadius;
|
||||
rightTop = _position + glm::normalize(rightTop - _position) * constrainedRadius;
|
||||
leftBottom = _position + glm::normalize(leftBottom - _position) * constrainedRadius;
|
||||
rightBottom = _position + glm::normalize(rightBottom - _position) * constrainedRadius;
|
||||
|
||||
glColor3f(0.2f, 0.0f, 0.0f);
|
||||
|
||||
|
@ -469,4 +526,133 @@ void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosi
|
|||
}
|
||||
|
||||
|
||||
void Head::updateHair(float deltaTime) {
|
||||
|
||||
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
|
||||
|
||||
float fraction = (float)t / (float)(NUM_HAIR_TUFTS - 1);
|
||||
|
||||
float angle = -20.0f + 40.0f * fraction;
|
||||
|
||||
float radian = angle * PI_OVER_180;
|
||||
glm::vec3 baseDirection
|
||||
= _orientation.getFront() * sinf(radian)
|
||||
+ _orientation.getUp() * cosf(radian);
|
||||
|
||||
_hairTuft[t].basePosition = _position + _scale * 0.9f * baseDirection;
|
||||
|
||||
glm::vec3 midAxis = _hairTuft[t].midPosition - _hairTuft[t].basePosition;
|
||||
glm::vec3 endAxis = _hairTuft[t].endPosition - _hairTuft[t].midPosition;
|
||||
|
||||
float midLength = glm::length(midAxis);
|
||||
float endLength = glm::length(endAxis);
|
||||
|
||||
glm::vec3 midDirection;
|
||||
glm::vec3 endDirection;
|
||||
|
||||
if (midLength > 0.0f) {
|
||||
midDirection = midAxis / midLength;
|
||||
} else {
|
||||
midDirection = _orientation.getUp();
|
||||
}
|
||||
|
||||
if (endLength > 0.0f) {
|
||||
endDirection = endAxis / endLength;
|
||||
} else {
|
||||
endDirection = _orientation.getUp();
|
||||
}
|
||||
|
||||
// add spring force
|
||||
float midForce = midLength - _hairTuft[t].length * ONE_HALF;
|
||||
float endForce = endLength - _hairTuft[t].length * ONE_HALF;
|
||||
_hairTuft[t].midVelocity -= midDirection * midForce * HAIR_SPRING_FORCE * deltaTime;
|
||||
_hairTuft[t].endVelocity -= endDirection * endForce * HAIR_SPRING_FORCE * deltaTime;
|
||||
|
||||
// add gravity force
|
||||
glm::vec3 gravityForce = _gravity * HAIR_GRAVITY_FORCE * deltaTime;
|
||||
_hairTuft[t].midVelocity += gravityForce;
|
||||
_hairTuft[t].endVelocity += gravityForce;
|
||||
|
||||
// add torque force
|
||||
_hairTuft[t].midVelocity += baseDirection * HAIR_TORQUE_FORCE * deltaTime;
|
||||
_hairTuft[t].endVelocity += midDirection * HAIR_TORQUE_FORCE * deltaTime;
|
||||
|
||||
// add drag force
|
||||
float momentum = 1.0f - (HAIR_DRAG * deltaTime);
|
||||
if (momentum < 0.0f) {
|
||||
_hairTuft[t].midVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_hairTuft[t].endVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
} else {
|
||||
_hairTuft[t].midVelocity *= momentum;
|
||||
_hairTuft[t].endVelocity *= momentum;
|
||||
}
|
||||
|
||||
// update position by velocity
|
||||
_hairTuft[t].midPosition += _hairTuft[t].midVelocity;
|
||||
_hairTuft[t].endPosition += _hairTuft[t].endVelocity;
|
||||
|
||||
// clamp lengths
|
||||
glm::vec3 newMidVector = _hairTuft[t].midPosition - _hairTuft[t].basePosition;
|
||||
glm::vec3 newEndVector = _hairTuft[t].endPosition - _hairTuft[t].midPosition;
|
||||
|
||||
float newMidLength = glm::length(newMidVector);
|
||||
float newEndLength = glm::length(newEndVector);
|
||||
|
||||
glm::vec3 newMidDirection;
|
||||
glm::vec3 newEndDirection;
|
||||
|
||||
if (newMidLength > 0.0f) {
|
||||
newMidDirection = newMidVector/newMidLength;
|
||||
} else {
|
||||
newMidDirection = _orientation.getUp();
|
||||
}
|
||||
|
||||
if (newEndLength > 0.0f) {
|
||||
newEndDirection = newEndVector/newEndLength;
|
||||
} else {
|
||||
newEndDirection = _orientation.getUp();
|
||||
}
|
||||
|
||||
_hairTuft[t].endPosition = _hairTuft[t].midPosition + newEndDirection * _hairTuft[t].length * ONE_HALF;
|
||||
_hairTuft[t].midPosition = _hairTuft[t].basePosition + newMidDirection * _hairTuft[t].length * ONE_HALF;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Head::renderHair(glm::vec3 cameraPosition) {
|
||||
|
||||
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
|
||||
|
||||
glm::vec3 baseAxis = _hairTuft[t].midPosition - _hairTuft[t].basePosition;
|
||||
glm::vec3 midAxis = _hairTuft[t].endPosition - _hairTuft[t].midPosition;
|
||||
glm::vec3 viewVector = _hairTuft[t].basePosition - cameraPosition;
|
||||
|
||||
glm::vec3 basePerpendicular = glm::normalize(glm::cross(baseAxis, viewVector));
|
||||
glm::vec3 midPerpendicular = glm::normalize(glm::cross(midAxis, viewVector));
|
||||
|
||||
glm::vec3 base1 = _hairTuft[t].basePosition - basePerpendicular * _hairTuft[t].thickness * ONE_HALF;
|
||||
glm::vec3 base2 = _hairTuft[t].basePosition + basePerpendicular * _hairTuft[t].thickness * ONE_HALF;
|
||||
glm::vec3 mid1 = _hairTuft[t].midPosition - midPerpendicular * _hairTuft[t].thickness * ONE_HALF * ONE_HALF;
|
||||
glm::vec3 mid2 = _hairTuft[t].midPosition + midPerpendicular * _hairTuft[t].thickness * ONE_HALF * ONE_HALF;
|
||||
|
||||
glColor3fv(HAIR_COLOR);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
|
||||
glVertex3f(base1.x, base1.y, base1.z );
|
||||
glVertex3f(base2.x, base2.y, base2.z );
|
||||
glVertex3f(mid1.x, mid1.y, mid1.z );
|
||||
|
||||
glVertex3f(base2.x, base2.y, base2.z );
|
||||
glVertex3f(mid1.x, mid1.y, mid1.z );
|
||||
glVertex3f(mid2.x, mid2.y, mid2.z );
|
||||
|
||||
glVertex3f(mid1.x, mid1.y, mid1.z );
|
||||
glVertex3f(mid2.x, mid2.y, mid2.z );
|
||||
glVertex3f(_hairTuft[t].endPosition.x, _hairTuft[t].endPosition.y, _hairTuft[t].endPosition.z );
|
||||
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -24,19 +24,23 @@ enum eyeContactTargets
|
|||
MOUTH
|
||||
};
|
||||
|
||||
const int NUM_HAIR_TUFTS = 4;
|
||||
const int NUM_HAIR_SEGMENTS = 4;
|
||||
|
||||
class Avatar;
|
||||
|
||||
class Head : public HeadData {
|
||||
public:
|
||||
Head();
|
||||
Head(Avatar* owningAvatar);
|
||||
|
||||
void reset();
|
||||
void simulate(float deltaTime, bool isMine);
|
||||
void render(bool lookingInMirror);
|
||||
void renderMohawk();
|
||||
void render(bool lookingInMirror, glm::vec3 cameraPosition);
|
||||
void renderMohawk(bool lookingInMirror);
|
||||
|
||||
void setScale (float scale ) { _scale = scale; }
|
||||
void setPosition (glm::vec3 position ) { _position = position; }
|
||||
void setBodyRotation (glm::vec3 bodyRotation ) { _bodyRotation = bodyRotation; }
|
||||
void setRotationOffBody(glm::vec3 headRotation ) { _headRotation = headRotation; }
|
||||
void setGravity (glm::vec3 gravity ) { _gravity = gravity; }
|
||||
void setSkinColor (glm::vec3 skinColor ) { _skinColor = skinColor; }
|
||||
void setSpringScale (float returnSpringScale ) { _returnSpringScale = returnSpringScale; }
|
||||
|
@ -57,6 +61,18 @@ private:
|
|||
Head(const Head&);
|
||||
Head& operator= (const Head&);
|
||||
|
||||
struct HairTuft
|
||||
{
|
||||
float length;
|
||||
float thickness;
|
||||
|
||||
glm::vec3 basePosition;
|
||||
glm::vec3 midPosition;
|
||||
glm::vec3 endPosition;
|
||||
glm::vec3 midVelocity;
|
||||
glm::vec3 endVelocity;
|
||||
};
|
||||
|
||||
bool _returnHeadToCenter;
|
||||
float _audioLoudness;
|
||||
glm::vec3 _skinColor;
|
||||
|
@ -79,8 +95,8 @@ private:
|
|||
float _returnSpringScale; //strength of return springs
|
||||
Orientation _orientation;
|
||||
glm::vec3 _bodyRotation;
|
||||
glm::vec3 _headRotation;
|
||||
bool _renderLookatVectors;
|
||||
HairTuft _hairTuft[NUM_HAIR_TUFTS];
|
||||
glm::vec3* _mohawkTriangleFan;
|
||||
glm::vec3* _mohawkColors;
|
||||
|
||||
|
@ -94,6 +110,8 @@ private:
|
|||
void renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition);
|
||||
void calculateGeometry( bool lookingInMirror);
|
||||
void determineIfLookingAtSomething();
|
||||
void updateHair(float deltaTime);
|
||||
void renderHair(glm::vec3 cameraPosition);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
|
||||
const short NO_READ_MAXIMUM_MSECS = 3000;
|
||||
const int GRAVITY_SAMPLES = 60; // Use the first few samples to baseline values
|
||||
const int LONG_TERM_RATE_SAMPLES = 1000;
|
||||
|
||||
const bool USING_INVENSENSE_MPU9150 = 1;
|
||||
|
||||
|
@ -136,6 +137,16 @@ void SerialInterface::renderLevels(int width, int height) {
|
|||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + getLastPitchRate(), LEVEL_CORNER_Y + 12);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 27);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + getLastRollRate(), LEVEL_CORNER_Y + 27);
|
||||
// Gyro Estimated Rotation
|
||||
glColor4f(0, 1, 1, 1);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y - 1);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + _estimatedRotation.y, LEVEL_CORNER_Y - 1);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 14);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + _estimatedRotation.z, LEVEL_CORNER_Y + 14);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 29);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + _estimatedRotation.x, LEVEL_CORNER_Y + 29);
|
||||
|
||||
|
||||
// Acceleration
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 42);
|
||||
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)((_lastAccelX - _gravity.x)* ACCEL_VIEW_SCALING),
|
||||
|
@ -169,7 +180,7 @@ void convertHexToInt(unsigned char* sourceBuffer, int& destinationInt) {
|
|||
|
||||
destinationInt = result;
|
||||
}
|
||||
void SerialInterface::readData() {
|
||||
void SerialInterface::readData(float deltaTime) {
|
||||
#ifdef __APPLE__
|
||||
|
||||
int initialSamples = totalSamples;
|
||||
|
@ -207,6 +218,11 @@ void SerialInterface::readData() {
|
|||
_lastYawRate = ((float) -yawRate) * LSB_TO_DEGREES_PER_SECOND;
|
||||
_lastPitchRate = ((float) -pitchRate) * LSB_TO_DEGREES_PER_SECOND;
|
||||
|
||||
// Update raw rotation estimates
|
||||
_estimatedRotation += deltaTime * glm::vec3(_lastRollRate - _averageGyroRates[0],
|
||||
_lastYawRate - _averageGyroRates[1],
|
||||
_lastPitchRate - _averageGyroRates[2]);
|
||||
|
||||
// Accumulate a set of initial baseline readings for setting gravity
|
||||
if (totalSamples == 0) {
|
||||
_averageGyroRates[0] = _lastRollRate;
|
||||
|
@ -216,17 +232,20 @@ void SerialInterface::readData() {
|
|||
_gravity.y = _lastAccelY;
|
||||
_gravity.z = _lastAccelZ;
|
||||
|
||||
}
|
||||
else if (totalSamples < GRAVITY_SAMPLES) {
|
||||
_gravity = (1.f - 1.f/(float)GRAVITY_SAMPLES) * _gravity +
|
||||
1.f/(float)GRAVITY_SAMPLES * glm::vec3(_lastAccelX, _lastAccelY, _lastAccelZ);
|
||||
|
||||
_averageGyroRates[0] = (1.f - 1.f/(float)GRAVITY_SAMPLES) * _averageGyroRates[0] +
|
||||
1.f/(float)GRAVITY_SAMPLES * _lastRollRate;
|
||||
_averageGyroRates[1] = (1.f - 1.f/(float)GRAVITY_SAMPLES) * _averageGyroRates[1] +
|
||||
1.f/(float)GRAVITY_SAMPLES * _lastYawRate;
|
||||
_averageGyroRates[2] = (1.f - 1.f/(float)GRAVITY_SAMPLES) * _averageGyroRates[2] +
|
||||
1.f/(float)GRAVITY_SAMPLES * _lastPitchRate;
|
||||
}
|
||||
else {
|
||||
// Cumulate long term average to (hopefully) take DC bias out of rotation rates
|
||||
_averageGyroRates[0] = (1.f - 1.f/(float)LONG_TERM_RATE_SAMPLES) * _averageGyroRates[0] +
|
||||
1.f/(float)LONG_TERM_RATE_SAMPLES * _lastRollRate;
|
||||
_averageGyroRates[1] = (1.f - 1.f/(float)LONG_TERM_RATE_SAMPLES) * _averageGyroRates[1] +
|
||||
1.f/(float)LONG_TERM_RATE_SAMPLES * _lastYawRate;
|
||||
_averageGyroRates[2] = (1.f - 1.f/(float)LONG_TERM_RATE_SAMPLES) * _averageGyroRates[2] +
|
||||
1.f/(float)LONG_TERM_RATE_SAMPLES * _lastPitchRate;
|
||||
|
||||
if (totalSamples < GRAVITY_SAMPLES) {
|
||||
_gravity = (1.f - 1.f/(float)GRAVITY_SAMPLES) * _gravity +
|
||||
1.f/(float)GRAVITY_SAMPLES * glm::vec3(_lastAccelX, _lastAccelY, _lastAccelZ);
|
||||
}
|
||||
}
|
||||
|
||||
totalSamples++;
|
||||
|
|
|
@ -38,7 +38,8 @@ class SerialInterface {
|
|||
public:
|
||||
SerialInterface() : active(false),
|
||||
_gravity(0,0,0),
|
||||
_averageGyroRates(0,0,0),
|
||||
_averageGyroRates(0, 0, 0),
|
||||
_estimatedRotation(0, 0, 0),
|
||||
_lastAccelX(0),
|
||||
_lastAccelY(0),
|
||||
_lastAccelZ(0),
|
||||
|
@ -47,7 +48,7 @@ public:
|
|||
_lastRollRate(0) {}
|
||||
|
||||
void pair();
|
||||
void readData();
|
||||
void readData(float deltaTime);
|
||||
|
||||
float getLastYawRate() const { return _lastYawRate - _averageGyroRates[1]; }
|
||||
float getLastPitchRate() const { return _lastPitchRate - _averageGyroRates[2]; }
|
||||
|
@ -68,6 +69,7 @@ private:
|
|||
timeval lastGoodRead;
|
||||
glm::vec3 _gravity;
|
||||
glm::vec3 _averageGyroRates;
|
||||
glm::vec3 _estimatedRotation;
|
||||
float _lastAccelX;
|
||||
float _lastAccelY;
|
||||
float _lastAccelZ;
|
||||
|
|
|
@ -44,7 +44,7 @@ GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z- .
|
|||
10,11,15, 10,15,14, // Y+
|
||||
4,5,6, 4,6,7 }; // Z+ .
|
||||
|
||||
VoxelSystem::VoxelSystem() {
|
||||
VoxelSystem::VoxelSystem() : AgentData(NULL) {
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;
|
||||
_writeRenderFullVBO = true;
|
||||
_readRenderFullVBO = true;
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include "AudioRingBuffer.h"
|
||||
|
||||
AudioRingBuffer::AudioRingBuffer(int ringSamples, int bufferSamples) :
|
||||
AgentData(NULL),
|
||||
_ringBufferLengthSamples(ringSamples),
|
||||
_bufferLengthSamples(bufferSamples),
|
||||
_endOfLastWrite(NULL),
|
||||
|
@ -20,7 +21,7 @@ AudioRingBuffer::AudioRingBuffer(int ringSamples, int bufferSamples) :
|
|||
_shouldBeAddedToMix(false),
|
||||
_shouldLoopbackForAgent(false),
|
||||
_streamIdentifier()
|
||||
{
|
||||
{
|
||||
_buffer = new int16_t[_ringBufferLengthSamples];
|
||||
_nextOutput = _buffer;
|
||||
};
|
||||
|
|
|
@ -31,7 +31,8 @@ int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPo
|
|||
return sizeof(uint16_t);
|
||||
}
|
||||
|
||||
AvatarData::AvatarData() :
|
||||
AvatarData::AvatarData(Agent* owningAgent) :
|
||||
AgentData(owningAgent),
|
||||
_handPosition(0,0,0),
|
||||
_bodyYaw(-90.0),
|
||||
_bodyPitch(0.0),
|
||||
|
@ -67,7 +68,7 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
|
||||
// lazily allocate memory for HeadData in case we're not an Avatar instance
|
||||
if (!_headData) {
|
||||
_headData = new HeadData();
|
||||
_headData = new HeadData(this);
|
||||
}
|
||||
|
||||
// Body world position
|
||||
|
@ -148,7 +149,7 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
|
||||
// lazily allocate memory for HeadData in case we're not an Avatar instance
|
||||
if (!_headData) {
|
||||
_headData = new HeadData();
|
||||
_headData = new HeadData(this);
|
||||
}
|
||||
|
||||
// increment to push past the packet header
|
||||
|
|
|
@ -22,14 +22,14 @@ const int WANT_DELTA_AT_BIT = 2;
|
|||
|
||||
enum KeyState
|
||||
{
|
||||
NO_KEY_DOWN,
|
||||
NO_KEY_DOWN,
|
||||
INSERT_KEY_DOWN,
|
||||
DELETE_KEY_DOWN
|
||||
};
|
||||
|
||||
class AvatarData : public AgentData {
|
||||
public:
|
||||
AvatarData();
|
||||
AvatarData(Agent* owningAgent = NULL);
|
||||
~AvatarData();
|
||||
|
||||
const glm::vec3& getPosition() const { return _position; }
|
||||
|
|
|
@ -8,13 +8,14 @@
|
|||
|
||||
#include "HeadData.h"
|
||||
|
||||
HeadData::HeadData() :
|
||||
HeadData::HeadData(AvatarData* owningAvatar) :
|
||||
_yaw(0.0f),
|
||||
_pitch(0.0f),
|
||||
_roll(0.0f),
|
||||
_lookAtPosition(0.0f, 0.0f, 0.0f),
|
||||
_leanSideways(0.0f),
|
||||
_leanForward(0.0f)
|
||||
_leanForward(0.0f),
|
||||
_owningAvatar(owningAvatar)
|
||||
{
|
||||
|
||||
}
|
||||
|
|
|
@ -20,9 +20,11 @@ const float MAX_HEAD_PITCH = 60;
|
|||
const float MIN_HEAD_ROLL = -50;
|
||||
const float MAX_HEAD_ROLL = 50;
|
||||
|
||||
class AvatarData;
|
||||
|
||||
class HeadData {
|
||||
public:
|
||||
HeadData();
|
||||
HeadData(AvatarData* owningAvatar);
|
||||
|
||||
float getLeanSideways() const { return _leanSideways; }
|
||||
void setLeanSideways(float leanSideways) { _leanSideways = leanSideways; }
|
||||
|
@ -55,6 +57,7 @@ protected:
|
|||
glm::vec3 _lookAtPosition;
|
||||
float _leanSideways;
|
||||
float _leanForward;
|
||||
AvatarData* _owningAvatar;
|
||||
private:
|
||||
// privatize copy ctor and assignment operator so copies of this object cannot be made
|
||||
HeadData(const HeadData&);
|
||||
|
|
|
@ -8,4 +8,10 @@
|
|||
|
||||
#include "AgentData.h"
|
||||
|
||||
AgentData::AgentData(Agent* owningAgent) :
|
||||
_owningAgent(owningAgent)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
AgentData::~AgentData() {}
|
|
@ -3,16 +3,24 @@
|
|||
// hifi
|
||||
//
|
||||
// Created by Stephen Birarda on 2/19/13.
|
||||
//
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#ifndef hifi_AgentData_h
|
||||
#define hifi_AgentData_h
|
||||
|
||||
class Agent;
|
||||
|
||||
class AgentData {
|
||||
public:
|
||||
AgentData(Agent* owningAgent);
|
||||
|
||||
virtual ~AgentData() = 0;
|
||||
virtual int parseData(unsigned char* sourceBuffer, int numBytes) = 0;
|
||||
|
||||
Agent* getOwningAgent() { return _owningAgent; }
|
||||
protected:
|
||||
Agent* _owningAgent;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -11,7 +11,8 @@
|
|||
#include <cstring>
|
||||
#include <cstdio>
|
||||
|
||||
VoxelAgentData::VoxelAgentData() :
|
||||
VoxelAgentData::VoxelAgentData(Agent* owningAgent) :
|
||||
AvatarData(owningAgent),
|
||||
_viewSent(false),
|
||||
_voxelPacketAvailableBytes(MAX_VOXEL_PACKET_SIZE),
|
||||
_maxSearchLevel(1),
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
|
||||
class VoxelAgentData : public AvatarData {
|
||||
public:
|
||||
VoxelAgentData();
|
||||
VoxelAgentData(Agent* owningAgent);
|
||||
~VoxelAgentData();
|
||||
|
||||
void resetVoxelPacket(); // resets voxel packet to after "V" header
|
||||
|
|
|
@ -450,9 +450,9 @@ void *distributeVoxelsToListeners(void *args) {
|
|||
pthread_exit(0);
|
||||
}
|
||||
|
||||
void attachVoxelAgentDataToAgent(Agent *newAgent) {
|
||||
void attachVoxelAgentDataToAgent(Agent* newAgent) {
|
||||
if (newAgent->getLinkedData() == NULL) {
|
||||
newAgent->setLinkedData(new VoxelAgentData());
|
||||
newAgent->setLinkedData(new VoxelAgentData(newAgent));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -562,12 +562,13 @@ int main(int argc, const char * argv[]) {
|
|||
environmentData[1].setGravity(1.0f);
|
||||
environmentData[1].setAtmosphereCenter(glm::vec3(0.5, 0.5, (0.25 - 0.06125)) * (float)TREE_SCALE);
|
||||
environmentData[1].setAtmosphereInnerRadius(0.030625f * TREE_SCALE);
|
||||
environmentData[1].setAtmosphereOuterRadius(0.030625f * TREE_SCALE * 1.025f);
|
||||
environmentData[1].setAtmosphereOuterRadius(0.030625f * TREE_SCALE * 1.05f);
|
||||
environmentData[2].setID(2);
|
||||
environmentData[2].setGravity(1.0f);
|
||||
environmentData[2].setAtmosphereCenter(glm::vec3(0.5f, 0.5f, 0.5f) * (float)TREE_SCALE);
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environmentData[2].setAtmosphereInnerRadius(0.1875f * TREE_SCALE);
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environmentData[2].setAtmosphereOuterRadius(0.1875f * TREE_SCALE * 1.025f);
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environmentData[2].setAtmosphereOuterRadius(0.1875f * TREE_SCALE * 1.05f);
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environmentData[2].setScatteringWavelengths(glm::vec3(0.475f, 0.570f, 0.650f)); // swaps red and blue
|
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|
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pthread_t sendVoxelThread;
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pthread_create(&sendVoxelThread, NULL, distributeVoxelsToListeners, NULL);
|
||||
|
|
Loading…
Reference in a new issue