mirror of
https://github.com/JulianGro/overte.git
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Merge branch 'master' of https://github.com/worklist/hifi into voxel_animation
This commit is contained in:
commit
9f23f846a9
10 changed files with 248 additions and 229 deletions
|
@ -298,8 +298,9 @@ void Application::paintGL() {
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_myCamera.setDistance (0.0f);
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_myCamera.setTightness (100.0f);
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_myCamera.setTargetPosition(_myAvatar.getHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getBodyYaw() + _myAvatar.getHeadYaw(),
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-_myAvatar.getHeadPitch(), _myAvatar.getHeadRoll());
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_myCamera.setTargetRotation(_myAvatar.getBodyYaw() + _myAvatar.getHead().getYaw(),
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-_myAvatar.getHead().getPitch(),
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_myAvatar.getHead().getRoll());
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} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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_myCamera.setTightness (100.0f);
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@ -1363,29 +1364,13 @@ void Application::updateAvatar(float deltaTime) {
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_headMouseY = max(_headMouseY, 0);
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_headMouseY = min(_headMouseY, _glWidget->height());
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// Update head and body pitch and yaw based on measured gyro rates
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if (_gyroLook->isChecked()) {
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// Render Yaw
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/* NOTE: PER - Leave here until I get back and can modify to couple gyros to head pitch, yaw
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float renderYawSpring = fabs(_headMouseX - _glWidget->width() / 2.f) / (_glWidget->width() / 2.f);
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const float RENDER_YAW_MULTIPLY = 4.f;
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_myAvatar.setRenderYaw((1.f - renderYawSpring * deltaTime) * _myAvatar.getRenderYaw() +
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renderYawSpring * deltaTime * -_myAvatar.getHeadYaw() * RENDER_YAW_MULTIPLY);
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// Render Pitch
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float renderPitchSpring = fabs(_headMouseY - _glWidget->height() / 2.f) / (_glWidget->height() / 2.f);
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const float RENDER_PITCH_MULTIPLY = 4.f;
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_myAvatar.setRenderPitch((1.f - renderPitchSpring * deltaTime) * _myAvatar.getRenderPitch() +
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renderPitchSpring * deltaTime * -_myAvatar.getHeadPitch() * RENDER_PITCH_MULTIPLY);
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*/
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}
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if (OculusManager::isConnected()) {
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float yaw, pitch, roll;
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OculusManager::getEulerAngles(yaw, pitch, roll);
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_myAvatar.setHeadYaw(-yaw);
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_myAvatar.setHeadPitch(pitch);
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_myAvatar.setHeadRoll(roll);
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_myAvatar.getHead().setYaw(-yaw);
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_myAvatar.getHead().setPitch(pitch);
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_myAvatar.getHead().setRoll(roll);
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}
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// Get audio loudness data from audio input device
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@ -59,58 +59,66 @@ bool usingBigSphereCollisionTest = true;
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float chatMessageScale = 0.0015;
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float chatMessageHeight = 0.45;
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Avatar::Avatar(bool isMine) {
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_orientation.setToIdentity();
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Avatar::Avatar(bool isMine) :
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_isMine(isMine),
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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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_bodyPitchDelta(0.0f),
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_bodyYawDelta(0.0f),
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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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_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),
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_thrust(0.0f, 0.0f, 0.0f),
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_speed(0.0f),
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_maxArmLength(0.0f),
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_orientation(),
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_transmitterIsFirstData(true),
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_transmitterHz(0.0f),
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_transmitterPackets(0),
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_transmitterInitialReading(0.0f, 0.0f, 0.0f),
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_isTransmitterV2Connected(false),
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_pelvisStandingHeight(0.0f),
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_displayingHead(true),
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_distanceToNearestAvatar(std::numeric_limits<float>::max()),
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_gravity(0.0f, -1.0f, 0.0f),
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_mouseRayOrigin(0.0f, 0.0f, 0.0f),
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_mouseRayDirection(0.0f, 0.0f, 0.0f),
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_cameraPosition(0.0f, 0.0f, 0.0f),
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_interactingOther(NULL),
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_cumulativeMouseYaw(0.0f),
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_isMouseTurningRight(false)
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{
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_velocity = glm::vec3(0.0f, 0.0f, 0.0f);
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_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
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_rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
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_bodyYaw = -90.0;
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_bodyPitch = 0.0;
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_bodyRoll = 0.0;
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_bodyPitchDelta = 0.0;
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_bodyYawDelta = 0.0;
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_bodyRollDelta = 0.0;
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_mousePressed = false;
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_mode = AVATAR_MODE_STANDING;
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_isMine = isMine;
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_maxArmLength = 0.0;
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_transmitterHz = 0.0;
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_transmitterPackets = 0;
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_transmitterIsFirstData = true;
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_transmitterInitialReading = glm::vec3(0.f, 0.f, 0.f);
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_isTransmitterV2Connected = false;
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_speed = 0.0;
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_pelvisStandingHeight = 0.0f;
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_displayingHead = true;
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_TEST_bigSphereRadius = 0.4f;
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_TEST_bigSpherePosition = glm::vec3(5.0f, _TEST_bigSphereRadius, 5.0f);
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_mouseRayOrigin = glm::vec3(0.0f, 0.0f, 0.0f);
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_mouseRayDirection = glm::vec3(0.0f, 0.0f, 0.0f);
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_cameraPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_interactingOther = NULL;
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// give the pointer to our head to inherited _headData variable from AvatarData
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_headData = &_head;
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = false;
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_movedHandOffset = glm::vec3(0.0f, 0.0f, 0.0f);
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_handHoldingPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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_gravity = glm::vec3(0.0f, -1.0f, 0.0f);
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_cumulativeMouseYaw = 0.f;
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_isMouseTurningRight = false;
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
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_driveKeys[i] = false;
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}
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initializeSkeleton();
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_avatarTouch.setReachableRadius(PERIPERSONAL_RADIUS);
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if (BALLS_ON) { _balls = new Balls(100); }
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else { _balls = NULL; }
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if (BALLS_ON) {
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_balls = new Balls(100);
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} else {
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_balls = NULL;
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}
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}
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Avatar::~Avatar() {
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_headData = NULL;
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delete _balls;
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}
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void Avatar::reset() {
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_headPitch = _headYaw = _headRoll = 0;
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_head.leanForward = _head.leanSideways = 0;
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_head.reset();
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}
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// Update avatar head rotation with sensor data
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@ -124,23 +132,16 @@ void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterfa
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measuredRollRate = serialInterface->getLastRollRate();
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// Update avatar head position based on measured gyro rates
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const float MAX_YAW = 85;
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const float MIN_YAW = -85;
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const float MAX_ROLL = 50;
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const float MIN_ROLL = -50;
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addHeadPitch(measuredPitchRate * deltaTime);
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addHeadYaw(measuredYawRate * deltaTime);
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addHeadRoll(measuredRollRate * deltaTime);
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setHeadYaw(glm::clamp(getHeadYaw(), MIN_YAW, MAX_YAW));
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setHeadRoll(glm::clamp(getHeadRoll(), MIN_ROLL, MAX_ROLL));
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_head.addPitch(measuredPitchRate * deltaTime);
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_head.addYaw(measuredYawRate * deltaTime);
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_head.addRoll(measuredRollRate * deltaTime);
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// Update head lean distance based on accelerometer data
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const float LEAN_SENSITIVITY = 0.15;
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const float LEAN_MAX = 0.45;
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const float LEAN_AVERAGING = 10.0;
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glm::vec3 headRotationRates(getHeadPitch(), getHeadYaw(), getHeadRoll());
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glm::vec3 headRotationRates(_head.getPitch(), _head.getYaw(), _head.getRoll());
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float headRateMax = 50.f;
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@ -149,35 +150,19 @@ void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterfa
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* (1.f - fminf(glm::length(headRotationRates), headRateMax) / headRateMax);
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leaning.y = 0.f;
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if (glm::length(leaning) < LEAN_MAX) {
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_head.leanForward = _head.leanForward * (1.f - LEAN_AVERAGING * deltaTime) +
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(LEAN_AVERAGING * deltaTime) * leaning.z * LEAN_SENSITIVITY;
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_head.leanSideways = _head.leanSideways * (1.f - LEAN_AVERAGING * deltaTime) +
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(LEAN_AVERAGING * deltaTime) * leaning.x * LEAN_SENSITIVITY;
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_head.setLeanForward(_head.getLeanForward() * (1.f - LEAN_AVERAGING * deltaTime) +
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(LEAN_AVERAGING * deltaTime) * leaning.z * LEAN_SENSITIVITY);
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_head.setLeanSideways(_head.getLeanSideways() * (1.f - LEAN_AVERAGING * deltaTime) +
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(LEAN_AVERAGING * deltaTime) * leaning.x * LEAN_SENSITIVITY);
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}
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setHeadLeanSideways(_head.leanSideways);
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setHeadLeanForward(_head.leanForward);
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}
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float Avatar::getAbsoluteHeadYaw() const {
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return _bodyYaw + _headYaw;
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return _bodyYaw + _head.getYaw();
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}
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float Avatar::getAbsoluteHeadPitch() const {
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return _bodyPitch + _headPitch;
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}
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void Avatar::addLean(float x, float z) {
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//Add lean as impulse
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_head.leanSideways += x;
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_head.leanForward += z;
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}
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void Avatar::setLeanForward(float dist){
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_head.leanForward = dist;
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}
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void Avatar::setLeanSideways(float dist){
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_head.leanSideways = dist;
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return _bodyPitch + _head.getPitch();
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}
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void Avatar::setMousePressed(bool mousePressed) {
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@ -221,7 +206,7 @@ void Avatar::updateFromMouse(int mouseX, int mouseY, int screenWidth, int scree
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if (fabs(mouseLocationY) > MOUSE_MOVE_RADIUS) {
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float mousePitchAdd = (fabs(mouseLocationY) - MOUSE_MOVE_RADIUS) / (0.5f - MOUSE_MOVE_RADIUS) * MOUSE_PITCH_SPEED;
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bool downPitching = (mouseLocationY > 0.f);
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setHeadPitch(getHeadPitch() + (downPitching ? mousePitchAdd : -mousePitchAdd));
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_head.setPitch(_head.getPitch() + (downPitching ? mousePitchAdd : -mousePitchAdd));
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}
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}
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@ -354,20 +339,15 @@ void Avatar::simulate(float deltaTime) {
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// Decay HeadPitch as a function of acceleration, so that you look straight ahead when
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// you start moving, but don't do this with an HMD like the Oculus.
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if (!OculusManager::isConnected()) {
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setHeadPitch(getHeadPitch() * (1.f - acceleration * ACCELERATION_PITCH_DECAY * deltaTime));
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_head.setPitch(_head.getPitch() * (1.f - acceleration * ACCELERATION_PITCH_DECAY * deltaTime));
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}
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// Get head position data from network for other people
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if (!_isMine) {
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_head.leanSideways = getHeadLeanSideways();
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_head.leanForward = getHeadLeanForward();
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}
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//apply the head lean values to the springy position...
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if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
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if (fabs(_head.getLeanSideways() + _head.getLeanForward()) > 0.0f) {
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glm::vec3 headLean =
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_orientation.getRight() * _head.leanSideways +
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_orientation.getFront() * _head.leanForward;
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_orientation.getRight() * _head.getLeanSideways() +
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_orientation.getFront() * _head.getLeanForward();
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// this is not a long-term solution, but it works ok for initial purposes of making the avatar lean
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_joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f;
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@ -389,26 +369,21 @@ void Avatar::simulate(float deltaTime) {
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}
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// update head state
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_head.setPositionRotationAndScale(
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_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition,
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glm::vec3(_headYaw, _headPitch, _headRoll),
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_joint[ AVATAR_JOINT_HEAD_BASE ].radius
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);
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_head.setPositionAndScale(_joint[AVATAR_JOINT_HEAD_BASE].springyPosition, _joint[AVATAR_JOINT_HEAD_BASE].radius);
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setLookatPosition(glm::vec3(0.0f, 0.0f, 0.0f)); //default lookat position is 0,0,0
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_head.setLookAtPosition(glm::vec3(0.0f, 0.0f, 0.0f)); //default lookat position is 0,0,0
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if (_interactingOther) {
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_head.setLooking(true);
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if (_isMine) {
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setLookatPosition(_interactingOther->getSpringyHeadPosition());
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_head.setLookAtPosition(_interactingOther->getSpringyHeadPosition());
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}
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} else {
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_head.setLooking(false);
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}
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_head.setBodyYaw(_bodyYaw);
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_head.setLookatPosition(_lookatPosition);
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_head.setAudioLoudness(_audioLoudness);
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_head.setSkinColor(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));
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_head.simulate(deltaTime, _isMine);
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@ -1334,27 +1309,21 @@ void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity
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// absolute eulerAngles passed.
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//
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//
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float const MAX_YAW = 90.f;
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float const MIN_YAW = -90.f;
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float const MAX_PITCH = 85.f;
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float const MIN_PITCH = -85.f;
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float const MAX_ROLL = 90.f;
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float const MIN_ROLL = -90.f;
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if (deltaTime == 0.f) {
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// On first sample, set head to absolute position
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setHeadYaw(eulerAngles->x);
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setHeadPitch(eulerAngles->y);
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setHeadRoll(eulerAngles->z);
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_head.setYaw(eulerAngles->x);
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_head.setPitch(eulerAngles->y);
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_head.setRoll(eulerAngles->z);
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} else {
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glm::vec3 angles(getHeadYaw(), getHeadPitch(), getHeadRoll());
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glm::vec3 angles(_head.getYaw(), _head.getPitch(), _head.getRoll());
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// Increment by detected velocity
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angles += (*angularVelocity) * deltaTime;
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// Smooth to slowly follow absolute values
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angles = ((1.f - deltaTime / smoothingTime) * angles) + (deltaTime / smoothingTime) * (*eulerAngles);
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setHeadYaw(fmin(fmax(angles.x, MIN_YAW), MAX_YAW));
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setHeadPitch(fmin(fmax(angles.y, MIN_PITCH), MAX_PITCH));
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setHeadRoll(fmin(fmax(angles.z, MIN_ROLL), MAX_ROLL));
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_head.setYaw(angles.x);
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_head.setPitch(angles.y);
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_head.setRoll(angles.z);
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//printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z);
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}
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}
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|
|
|
@ -77,6 +77,7 @@ enum AvatarJointID
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class Avatar : public AvatarData {
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public:
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Avatar(bool isMine);
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~Avatar();
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|
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void reset();
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void updateHeadFromGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
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@ -92,9 +93,6 @@ public:
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float getAbsoluteHeadYaw() const;
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float getAbsoluteHeadPitch() const;
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void setLeanForward(float dist);
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void setLeanSideways(float dist);
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void addLean(float x, float z);
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glm::vec3 getApproximateEyePosition();
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const glm::vec3& getHeadPosition() const ; // get the position of the avatar's rigid body head
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const glm::vec3& getSpringyHeadPosition() const ; // get the springy position of the avatar's head
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@ -106,6 +104,7 @@ public:
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float getHeight() const { return _height; }
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AvatarMode getMode() const { return _mode; }
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Head getHead() const { return _head; }
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void setMousePressed(bool pressed);
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void render(bool lookingInMirror, glm::vec3 cameraPosition);
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|
@ -163,8 +162,8 @@ private:
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Head _head;
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bool _isMine;
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glm::vec3 _TEST_bigSpherePosition;
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float _TEST_bigSphereRadius;
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glm::vec3 _TEST_bigSpherePosition;
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bool _mousePressed;
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float _bodyPitchDelta;
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float _bodyYawDelta;
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|
@ -180,8 +179,6 @@ private:
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float _maxArmLength;
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Orientation _orientation;
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int _driveKeys[MAX_DRIVE_KEYS];
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float _renderYaw;
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float _renderPitch; // Pitch from view frustum when this is own head
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bool _transmitterIsFirstData;
|
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timeval _transmitterTimeLastReceived;
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timeval _transmitterTimer;
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|
|
|
@ -21,7 +21,6 @@ void Environment::init() {
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}
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|
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void Environment::renderAtmosphere(Camera& camera) {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glTranslatef(getAtmosphereCenter().x, getAtmosphereCenter().y, getAtmosphereCenter().z);
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|
@ -72,10 +71,7 @@ void Environment::renderAtmosphere(Camera& camera) {
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|||
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program->release();
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||||
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glPopMatrix();
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||||
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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||||
glPopMatrix();
|
||||
}
|
||||
|
||||
ProgramObject* Environment::createSkyProgram(const char* from, int* locations) {
|
||||
|
|
|
@ -39,16 +39,10 @@ vector<unsigned char> irisTexture;
|
|||
Head::Head() :
|
||||
yawRate(0.0f),
|
||||
noise(0.0f),
|
||||
leanForward(0.0f),
|
||||
leanSideways(0.0f),
|
||||
_audioLoudness(0.0f),
|
||||
_skinColor(0.0f, 0.0f, 0.0f),
|
||||
_position(0.0f, 0.0f, 0.0f),
|
||||
_rotation(0.0f, 0.0f, 0.0f),
|
||||
_lookatPosition(0.0f, 0.0f, 0.0f),
|
||||
_yaw(0.0f),
|
||||
_pitch(0.0f),
|
||||
_roll(0.0f),
|
||||
_eyeballPitch(),
|
||||
_eyeballYaw(),
|
||||
_interBrowDistance(0.75f),
|
||||
|
@ -77,12 +71,9 @@ Head::Head() :
|
|||
}
|
||||
|
||||
|
||||
void Head::setPositionRotationAndScale(glm::vec3 p, glm::vec3 r, float s) {
|
||||
_position = p;
|
||||
_scale = s;
|
||||
_yaw = r.x;
|
||||
_pitch = r.y;
|
||||
_roll = r.z;
|
||||
void Head::setPositionAndScale(glm::vec3 position, float scale) {
|
||||
_position = position;
|
||||
_scale = scale;
|
||||
}
|
||||
|
||||
void Head::setNewTarget(float pitch, float yaw) {
|
||||
|
@ -90,6 +81,11 @@ void Head::setNewTarget(float pitch, float yaw) {
|
|||
_yawTarget = yaw;
|
||||
}
|
||||
|
||||
void Head::reset() {
|
||||
_yaw = _pitch = _roll = 0.0f;
|
||||
_leanForward = _leanSideways = 0.0f;
|
||||
}
|
||||
|
||||
void Head::simulate(float deltaTime, bool isMine) {
|
||||
|
||||
//generate orientation directions based on Euler angles...
|
||||
|
@ -122,8 +118,8 @@ void Head::simulate(float deltaTime, bool isMine) {
|
|||
_roll *= 1.f - (HEAD_MOTION_DECAY * deltaTime);
|
||||
}
|
||||
|
||||
leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
|
||||
leanSideways *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
|
||||
_leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
|
||||
_leanSideways *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
|
||||
|
||||
// Update where the avatar's eyes are
|
||||
//
|
||||
|
@ -230,7 +226,7 @@ void Head::setLooking(bool looking) {
|
|||
_lookingAtSomething = looking;
|
||||
|
||||
glm::vec3 averageEyePosition = _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF;
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - averageEyePosition);
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - averageEyePosition);
|
||||
|
||||
float dot = glm::dot(targetLookatAxis, _orientation.getFront());
|
||||
if (dot < MINIMUM_EYE_ROTATION) {
|
||||
|
@ -376,7 +372,7 @@ void Head::renderEyeBalls() {
|
|||
if (_lookingAtSomething) {
|
||||
|
||||
//rotate the eyeball to aim towards the lookat position
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _leftEyePosition); // the lookat direction
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _leftEyePosition); // the lookat direction
|
||||
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
|
||||
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
|
||||
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
|
||||
|
@ -420,7 +416,7 @@ void Head::renderEyeBalls() {
|
|||
if (_lookingAtSomething) {
|
||||
|
||||
//rotate the eyeball to aim towards the lookat position
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _rightEyePosition);
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _rightEyePosition);
|
||||
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
|
||||
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
|
||||
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
|
||||
|
|
|
@ -23,18 +23,18 @@ enum eyeContactTargets
|
|||
MOUTH
|
||||
};
|
||||
|
||||
class Head {
|
||||
class Head : public HeadData {
|
||||
public:
|
||||
Head();
|
||||
|
||||
void reset();
|
||||
void simulate(float deltaTime, bool isMine);
|
||||
void render(bool lookingInMirror);
|
||||
|
||||
void setLooking(bool looking);
|
||||
void setPositionRotationAndScale(glm::vec3 position, glm::vec3 rotation, float scale);
|
||||
void setPositionAndScale(glm::vec3 position, float scale);
|
||||
void setNewTarget(float, float);
|
||||
|
||||
void setLookatPosition (glm::vec3 lookatPosition ) { _lookatPosition = lookatPosition; }
|
||||
void setGravity (glm::vec3 gravity ) { _gravity = gravity; }
|
||||
void setSkinColor (glm::vec3 skinColor ) { _skinColor = skinColor; }
|
||||
void setBodyYaw (float bodyYaw ) { _bodyYaw = bodyYaw; }
|
||||
|
@ -50,8 +50,6 @@ public:
|
|||
//some public members (left-over from pulling Head out of Avatar - I may see about privatizing these later).
|
||||
float yawRate;
|
||||
float noise;
|
||||
float leanForward;
|
||||
float leanSideways;
|
||||
|
||||
private:
|
||||
|
||||
|
@ -60,12 +58,8 @@ private:
|
|||
glm::vec3 _skinColor;
|
||||
glm::vec3 _position;
|
||||
glm::vec3 _rotation;
|
||||
glm::vec3 _lookatPosition;
|
||||
glm::vec3 _leftEyePosition;
|
||||
glm::vec3 _rightEyePosition;
|
||||
float _yaw;
|
||||
float _pitch;
|
||||
float _roll;
|
||||
float _eyeballPitch[2];
|
||||
float _eyeballYaw [2];
|
||||
float _eyebrowPitch[2];
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
// hifi
|
||||
//
|
||||
// Created by Stephen Birarda on 4/9/13.
|
||||
//
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#include <cstdio>
|
||||
|
@ -35,15 +35,9 @@ int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPo
|
|||
|
||||
AvatarData::AvatarData() :
|
||||
_handPosition(0,0,0),
|
||||
_lookatPosition(0,0,0),
|
||||
_bodyYaw(-90.0),
|
||||
_bodyPitch(0.0),
|
||||
_bodyRoll(0.0),
|
||||
_headYaw(0),
|
||||
_headPitch(0),
|
||||
_headRoll(0),
|
||||
_headLeanSideways(0),
|
||||
_headLeanForward(0),
|
||||
_audioLoudness(0),
|
||||
_handState(0),
|
||||
_cameraPosition(0,0,0),
|
||||
|
@ -57,10 +51,15 @@ AvatarData::AvatarData() :
|
|||
_keyState(NO_KEY_DOWN),
|
||||
_wantResIn(false),
|
||||
_wantColor(true),
|
||||
_wantDelta(false)
|
||||
_wantDelta(false),
|
||||
_headData(NULL)
|
||||
{
|
||||
}
|
||||
|
||||
AvatarData::~AvatarData() {
|
||||
delete _headData;
|
||||
}
|
||||
|
||||
int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
||||
unsigned char* bufferStart = destinationBuffer;
|
||||
|
||||
|
@ -68,6 +67,11 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
// that can pack any type given the number of bytes
|
||||
// and return the number of bytes to push the pointer
|
||||
|
||||
// lazily allocate memory for HeadData in case we're not an Avatar instance
|
||||
if (!_headData) {
|
||||
_headData = new HeadData();
|
||||
}
|
||||
|
||||
// Body world position
|
||||
memcpy(destinationBuffer, &_position, sizeof(float) * 3);
|
||||
destinationBuffer += sizeof(float) * 3;
|
||||
|
@ -78,23 +82,23 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll);
|
||||
|
||||
// Head rotation (NOTE: This needs to become a quaternion to save two bytes)
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headYaw);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headPitch);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headRoll);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->_yaw);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->_pitch);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->_roll);
|
||||
|
||||
// Head lean X,Z (head lateral and fwd/back motion relative to torso)
|
||||
memcpy(destinationBuffer, &_headLeanSideways, sizeof(float));
|
||||
destinationBuffer += sizeof(float);
|
||||
memcpy(destinationBuffer, &_headLeanForward, sizeof(float));
|
||||
destinationBuffer += sizeof(float);
|
||||
memcpy(destinationBuffer, &_headData->_leanSideways, sizeof(_headData->_leanSideways));
|
||||
destinationBuffer += sizeof(_headData->_leanSideways);
|
||||
memcpy(destinationBuffer, &_headData->_leanForward, sizeof(_headData->_leanForward));
|
||||
destinationBuffer += sizeof(_headData->_leanForward);
|
||||
|
||||
// Hand Position
|
||||
memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
|
||||
destinationBuffer += sizeof(float) * 3;
|
||||
|
||||
// Lookat Position
|
||||
memcpy(destinationBuffer, &_lookatPosition, sizeof(_lookatPosition));
|
||||
destinationBuffer += sizeof(_lookatPosition);
|
||||
memcpy(destinationBuffer, &_headData->_lookAtPosition, sizeof(_headData->_lookAtPosition));
|
||||
destinationBuffer += sizeof(_headData->_lookAtPosition);
|
||||
|
||||
// Hand State (0 = not grabbing, 1 = grabbing)
|
||||
memcpy(destinationBuffer, &_handState, sizeof(char));
|
||||
|
@ -144,7 +148,10 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
// called on the other agents - assigns it to my views of the others
|
||||
int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
||||
|
||||
//printf("AvatarData::parseData()\n");
|
||||
// lazily allocate memory for HeadData in case we're not an Avatar instance
|
||||
if (!_headData) {
|
||||
_headData = new HeadData();
|
||||
}
|
||||
|
||||
// increment to push past the packet header
|
||||
sourceBuffer += sizeof(PACKET_HEADER_HEAD_DATA);
|
||||
|
@ -159,28 +166,33 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
sourceBuffer += sizeof(float) * 3;
|
||||
|
||||
// Body rotation (NOTE: This needs to become a quaternion to save two bytes)
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyYaw);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyRoll);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyYaw);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyPitch);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyRoll);
|
||||
|
||||
// Head rotation (NOTE: This needs to become a quaternion to save two bytes)
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headYaw);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headPitch);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headRoll);
|
||||
float headYaw, headPitch, headRoll;
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &headYaw);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &headPitch);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &headRoll);
|
||||
|
||||
_headData->setYaw(headYaw);
|
||||
_headData->setPitch(headPitch);
|
||||
_headData->setRoll(headRoll);
|
||||
|
||||
// Head position relative to pelvis
|
||||
memcpy(&_headLeanSideways, sourceBuffer, sizeof(float));
|
||||
sourceBuffer += sizeof(float);
|
||||
memcpy(&_headLeanForward, sourceBuffer, sizeof(float));
|
||||
memcpy(&_headData->_leanSideways, sourceBuffer, sizeof(_headData->_leanSideways));
|
||||
sourceBuffer += sizeof(float);
|
||||
memcpy(&_headData->_leanForward, sourceBuffer, sizeof(_headData->_leanForward));
|
||||
sourceBuffer += sizeof(_headData->_leanForward);
|
||||
|
||||
// Hand Position
|
||||
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
|
||||
sourceBuffer += sizeof(float) * 3;
|
||||
|
||||
// Lookat Position
|
||||
memcpy(&_lookatPosition, sourceBuffer, sizeof(_lookatPosition));
|
||||
sourceBuffer += sizeof(_lookatPosition);
|
||||
memcpy(&_headData->_lookAtPosition, sourceBuffer, sizeof(_headData->_lookAtPosition));
|
||||
sourceBuffer += sizeof(_headData->_lookAtPosition);
|
||||
|
||||
// Hand State
|
||||
memcpy(&_handState, sourceBuffer, sizeof(char));
|
||||
|
@ -224,11 +236,4 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
_wantDelta = oneAtBit(wantItems,WANT_DELTA_AT_BIT);
|
||||
|
||||
return sourceBuffer - startPosition;
|
||||
}
|
||||
|
||||
void AvatarData::setHeadPitch(float p) {
|
||||
// Set head pitch and apply limits
|
||||
const float MAX_PITCH = 60;
|
||||
const float MIN_PITCH = -60;
|
||||
_headPitch = glm::clamp(p, MIN_PITCH, MAX_PITCH);
|
||||
}
|
||||
}
|
|
@ -3,7 +3,7 @@
|
|||
// hifi
|
||||
//
|
||||
// Created by Stephen Birarda on 4/9/13.
|
||||
//
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#ifndef __hifi__AvatarData__
|
||||
|
@ -14,6 +14,7 @@
|
|||
#include <glm/glm.hpp>
|
||||
|
||||
#include <AgentData.h>
|
||||
#include "HeadData.h"
|
||||
|
||||
const int WANT_RESIN_AT_BIT = 0;
|
||||
const int WANT_COLOR_AT_BIT = 1;
|
||||
|
@ -29,12 +30,12 @@ enum KeyState
|
|||
class AvatarData : public AgentData {
|
||||
public:
|
||||
AvatarData();
|
||||
~AvatarData();
|
||||
|
||||
const glm::vec3& getPosition() const { return _position; }
|
||||
|
||||
void setPosition (const glm::vec3 position ) { _position = position; }
|
||||
void setHandPosition (const glm::vec3 handPosition ) { _handPosition = handPosition; }
|
||||
void setLookatPosition(const glm::vec3 lookatPosition) { _lookatPosition = lookatPosition; }
|
||||
|
||||
int getBroadcastData(unsigned char* destinationBuffer);
|
||||
int parseData(unsigned char* sourceBuffer, int numBytes);
|
||||
|
@ -46,23 +47,6 @@ public:
|
|||
void setBodyPitch(float bodyPitch) { _bodyPitch = bodyPitch; }
|
||||
float getBodyRoll() const {return _bodyRoll; }
|
||||
void setBodyRoll(float bodyRoll) { _bodyRoll = bodyRoll; }
|
||||
|
||||
// Head Rotation
|
||||
void setHeadPitch(float p);
|
||||
void setHeadYaw(float y) {_headYaw = y; }
|
||||
void setHeadRoll(float r) {_headRoll = r; };
|
||||
float getHeadPitch() const { return _headPitch; };
|
||||
float getHeadYaw() const { return _headYaw; };
|
||||
float getHeadRoll() const { return _headRoll; };
|
||||
void addHeadPitch(float p) { setHeadPitch(_headPitch - p); }
|
||||
void addHeadYaw(float y){_headYaw -= y; }
|
||||
void addHeadRoll(float r){_headRoll += r; }
|
||||
|
||||
// Head vector deflection from pelvix in X,Z
|
||||
void setHeadLeanSideways(float s) {_headLeanSideways = s; };
|
||||
float getHeadLeanSideways() const { return _headLeanSideways; };
|
||||
void setHeadLeanForward(float f) {_headLeanForward = f; };
|
||||
float getHeadLeanForward() const { return _headLeanForward; };
|
||||
|
||||
// Hand State
|
||||
void setHandState(char s) { _handState = s; };
|
||||
|
@ -108,6 +92,8 @@ public:
|
|||
void setWantColor(bool wantColor) { _wantColor = wantColor; }
|
||||
void setWantDelta(bool wantDelta) { _wantDelta = wantDelta; }
|
||||
|
||||
void setHeadData(HeadData* headData) { _headData = headData; }
|
||||
|
||||
protected:
|
||||
// privatize the copy constructor and assignment operator so they cannot be called
|
||||
AvatarData(const AvatarData&);
|
||||
|
@ -115,20 +101,11 @@ protected:
|
|||
|
||||
glm::vec3 _position;
|
||||
glm::vec3 _handPosition;
|
||||
glm::vec3 _lookatPosition;
|
||||
|
||||
// Body rotation
|
||||
float _bodyYaw;
|
||||
float _bodyPitch;
|
||||
float _bodyRoll;
|
||||
|
||||
// Head rotation (relative to body)
|
||||
float _headYaw;
|
||||
float _headPitch;
|
||||
float _headRoll;
|
||||
|
||||
float _headLeanSideways;
|
||||
float _headLeanForward;
|
||||
|
||||
// Audio loudness (used to drive facial animation)
|
||||
float _audioLoudness;
|
||||
|
@ -158,6 +135,8 @@ protected:
|
|||
bool _wantResIn;
|
||||
bool _wantColor;
|
||||
bool _wantDelta;
|
||||
|
||||
HeadData* _headData;
|
||||
};
|
||||
|
||||
#endif /* defined(__hifi__AvatarData__) */
|
||||
|
|
38
libraries/avatars/src/HeadData.cpp
Normal file
38
libraries/avatars/src/HeadData.cpp
Normal file
|
@ -0,0 +1,38 @@
|
|||
//
|
||||
// HeadData.cpp
|
||||
// hifi
|
||||
//
|
||||
// Created by Stephen Birarda on 5/20/13.
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#include "HeadData.h"
|
||||
|
||||
HeadData::HeadData() :
|
||||
_yaw(0.0f),
|
||||
_pitch(0.0f),
|
||||
_roll(0.0f),
|
||||
_lookAtPosition(0.0f, 0.0f, 0.0f),
|
||||
_leanSideways(0.0f),
|
||||
_leanForward(0.0f)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void HeadData::addYaw(float yaw) {
|
||||
setYaw(_yaw + yaw);
|
||||
}
|
||||
|
||||
void HeadData::addPitch(float pitch) {
|
||||
setPitch(_pitch + pitch);
|
||||
}
|
||||
|
||||
void HeadData::addRoll(float roll) {
|
||||
setRoll(_roll + roll);
|
||||
}
|
||||
|
||||
void HeadData::addLean(float sideways, float forwards) {
|
||||
// Add lean as impulse
|
||||
_leanSideways += sideways;
|
||||
_leanForward += forwards;
|
||||
}
|
60
libraries/avatars/src/HeadData.h
Normal file
60
libraries/avatars/src/HeadData.h
Normal file
|
@ -0,0 +1,60 @@
|
|||
//
|
||||
// HeadData.h
|
||||
// hifi
|
||||
//
|
||||
// Created by Stephen Birarda on 5/20/13.
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#ifndef __hifi__HeadData__
|
||||
#define __hifi__HeadData__
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
const float MIN_HEAD_YAW = -85;
|
||||
const float MAX_HEAD_YAW = 85;
|
||||
const float MIN_HEAD_PITCH = -60;
|
||||
const float MAX_HEAD_PITCH = 60;
|
||||
const float MIN_HEAD_ROLL = -50;
|
||||
const float MAX_HEAD_ROLL = 50;
|
||||
|
||||
class HeadData {
|
||||
public:
|
||||
HeadData();
|
||||
|
||||
float getLeanSideways() const { return _leanSideways; }
|
||||
void setLeanSideways(float leanSideways) { _leanSideways = leanSideways; }
|
||||
|
||||
float getLeanForward() const { return _leanForward; }
|
||||
void setLeanForward(float leanForward) { _leanForward = leanForward; }
|
||||
|
||||
float getYaw() const { return _yaw; }
|
||||
void setYaw(float yaw) { _yaw = glm::clamp(yaw, MIN_HEAD_YAW, MAX_HEAD_YAW); }
|
||||
|
||||
float getPitch() const { return _pitch; }
|
||||
void setPitch(float pitch) { _pitch = glm::clamp(pitch, MIN_HEAD_PITCH, MAX_HEAD_PITCH); }
|
||||
|
||||
float getRoll() const { return _roll; }
|
||||
void setRoll(float roll) { _roll = glm::clamp(roll, MIN_HEAD_ROLL, MAX_HEAD_ROLL); }
|
||||
|
||||
void addYaw(float yaw);
|
||||
void addPitch(float pitch);
|
||||
void addRoll(float roll);
|
||||
void addLean(float sideways, float forwards);
|
||||
|
||||
const glm::vec3& getLookAtPosition() const { return _lookAtPosition; }
|
||||
void setLookAtPosition(const glm::vec3& lookAtPosition) { _lookAtPosition = lookAtPosition; }
|
||||
|
||||
friend class AvatarData;
|
||||
protected:
|
||||
float _yaw;
|
||||
float _pitch;
|
||||
float _roll;
|
||||
glm::vec3 _lookAtPosition;
|
||||
float _leanSideways;
|
||||
float _leanForward;
|
||||
};
|
||||
|
||||
#endif /* defined(__hifi__HeadData__) */
|
Loading…
Reference in a new issue