fixed bug causing camera to not get updated position of other av

This commit is contained in:
Jeffrey Ventrella 2013-05-28 18:49:16 -07:00
parent e4c0aeb9a0
commit b98d03337d
3 changed files with 38 additions and 22 deletions

View file

@ -509,6 +509,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
if (_interactingOther) {
_avatarTouch.setHasInteractingOther(true);
_avatarTouch.setYourBodyPosition(_interactingOther->_position);
_avatarTouch.setYourOrientation (_interactingOther->_orientation);
_avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
@ -561,6 +562,8 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
_velocity += vectorFromMyHandToYourHand * force;
}
}
} else {
_avatarTouch.setHasInteractingOther(false);
}
}//if (_isMine)

View file

@ -28,6 +28,7 @@ AvatarTouch::AvatarTouch() {
_weAreHoldingHands = false;
_canReachToOtherAvatar = false;
_handsCloseEnoughToGrasp = false;
_hasInteractingOther = false;
_myOrientation.setToIdentity();
_yourOrientation.setToIdentity();
@ -36,36 +37,46 @@ AvatarTouch::AvatarTouch() {
}
}
void AvatarTouch::setHasInteractingOther(bool hasInteractingOther) {
_hasInteractingOther = hasInteractingOther;
}
void AvatarTouch::simulate (float deltaTime) {
glm::vec3 vectorBetweenBodies = _yourBodyPosition - _myBodyPosition;
float distanceBetweenBodies = glm::length(vectorBetweenBodies);
glm::vec3 directionBetweenBodies = vectorBetweenBodies / distanceBetweenBodies;
bool facingEachOther = false;
if (( glm::dot(_myOrientation.getFront(), _yourOrientation.getFront()) < -AVATAR_FACING_THRESHOLD)
&& ( glm::dot(_myOrientation.getFront(), directionBetweenBodies ) > AVATAR_FACING_THRESHOLD)) {
facingEachOther = true;
}
_canReachToOtherAvatar = false; // default
if ((distanceBetweenBodies < _reachableRadius)
&& (facingEachOther)) {
_vectorBetweenHands = _yourHandPosition - _myHandPosition;
if (_hasInteractingOther) {
glm::vec3 vectorBetweenBodies = _yourBodyPosition - _myBodyPosition;
float distanceBetweenBodies = glm::length(vectorBetweenBodies);
glm::vec3 directionBetweenBodies = vectorBetweenBodies / distanceBetweenBodies;
float distanceBetweenHands = glm::length(_vectorBetweenHands);
if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP) {
_handsCloseEnoughToGrasp = true;
} else {
_handsCloseEnoughToGrasp = false;
bool facingEachOther = false;
if (( glm::dot(_myOrientation.getFront(), _yourOrientation.getFront()) < -AVATAR_FACING_THRESHOLD) // we're facing each other
&& ( glm::dot(_myOrientation.getFront(), directionBetweenBodies ) > AVATAR_FACING_THRESHOLD)) { // I'm facing you
facingEachOther = true;
}
_canReachToOtherAvatar = true;
} else {
_canReachToOtherAvatar = false;
}
if ((distanceBetweenBodies < _reachableRadius)
&& (facingEachOther)) {
_canReachToOtherAvatar = true;
_vectorBetweenHands = _yourHandPosition - _myHandPosition;
float distanceBetweenHands = glm::length(_vectorBetweenHands);
if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP) {
_handsCloseEnoughToGrasp = true;
} else {
_handsCloseEnoughToGrasp = false;
}
}
}
}
void AvatarTouch::render(glm::vec3 cameraPosition) {
if (_canReachToOtherAvatar) {

View file

@ -28,6 +28,7 @@ public:
void simulate(float deltaTime);
void render(glm::vec3 cameraPosition);
void setHasInteractingOther(bool hasInteractingOther);
void setMyHandPosition (glm::vec3 position ) { _myHandPosition = position; }
void setYourHandPosition(glm::vec3 position ) { _yourHandPosition = position; }
void setMyOrientation (Orientation orientation) { _myOrientation = orientation; }
@ -47,6 +48,7 @@ private:
static const int NUM_POINTS = 100;
bool _hasInteractingOther;
bool _weAreHoldingHands;
glm::vec3 _point [NUM_POINTS];
glm::vec3 _myBodyPosition;