improving lookat behavior

This commit is contained in:
Jeffrey Ventrella 2013-05-21 17:38:17 -07:00
parent 7bb94ae8de
commit c32d621d5f
4 changed files with 76 additions and 14 deletions

View file

@ -20,6 +20,10 @@
#include <PacketHeaders.h>
#include <OculusManager.h>
//test
static glm::vec3 headLean(0.0f, 0.0f, 0.0f);
using namespace std;
const bool BALLS_ON = false;
@ -51,6 +55,11 @@ const float PERIPERSONAL_RADIUS = 1.0f;
const float AVATAR_BRAKING_STRENGTH = 40.0f;
const float JOINT_TOUCH_RANGE = 0.0005f;
const float LEAN_SENSITIVITY = 0.15;
const float LEAN_MAX = 0.45;
const float LEAN_AVERAGING = 10.0;
const float HEAD_RATE_MAX = 50.f;
float skinColor [] = {1.0, 0.84, 0.66};
float darkSkinColor[] = {0.9, 0.78, 0.63};
float lightBlue [] = {0.7, 0.8, 1.0 };
@ -134,16 +143,12 @@ void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterfa
_head.addRoll (measuredRollRate * deltaTime);
// Update head lean distance based on accelerometer data
const float LEAN_SENSITIVITY = 0.15;
const float LEAN_MAX = 0.45;
const float LEAN_AVERAGING = 10.0;
glm::vec3 headRotationRates(_head.getPitch(), _head.getYaw(), _head.getRoll());
float headRateMax = 50.f;
glm::vec3 leaning = (serialInterface->getLastAcceleration() - serialInterface->getGravity())
* LEAN_SENSITIVITY
* (1.f - fminf(glm::length(headRotationRates), headRateMax) / headRateMax);
* (1.f - fminf(glm::length(headRotationRates), HEAD_RATE_MAX) / HEAD_RATE_MAX);
leaning.y = 0.f;
if (glm::length(leaning) < LEAN_MAX) {
_head.setLeanForward(_head.getLeanForward() * (1.f - LEAN_AVERAGING * deltaTime) +
@ -364,11 +369,27 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
//apply the head lean values to the springy position...
if (fabs(_head.getLeanSideways() + _head.getLeanForward()) > 0.0f) {
glm::vec3 headLean =
_orientation.getRight() * _head.getLeanSideways() +
_orientation.getFront() * _head.getLeanForward();
/*
glm::vec3 leanForce =
_orientation.getRight() * _head.getLeanSideways() +
_orientation.getFront() * _head.getLeanForward() * 10.0f;
float magnitude = 1.0f * deltaTime;
if (magnitude > 1.0f ) {
headLean = leanForce;
} else {
headLean += (leanForce - headLean ) * magnitude;
}
*/
// this is not a long-term solution, but it works ok for initial purposes of making the avatar lean
_joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f;
_joint[ AVATAR_JOINT_CHEST ].springyPosition += headLean * 0.4f;
_joint[ AVATAR_JOINT_NECK_BASE ].springyPosition += headLean * 0.7f;
@ -385,17 +406,15 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].springyPosition += headLean * 0.2f;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].springyPosition += headLean * 0.1f;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition += headLean * 0.0f;
}
}
// set head lookat position
if (_interactingOther) {
_head.setLooking(true);
if (_isMine) {
_head.setLookAtPosition(_interactingOther->getSpringyHeadPosition());
}
if ((_interactingOther)
&& (_isMine)) {
_head.setLookAtPosition(_interactingOther->getSpringyHeadPosition());
} else {
_head.setLooking(false);
_head.setLookAtPosition(glm::vec3(0.0f, 0.0f, 0.0f));
//_head.setLooking(false);
}
_head.setBodyRotation (glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));

View file

@ -46,6 +46,7 @@ Head::Head() :
_returnSpringScale(1.0f),
_bodyRotation(0.0f, 0.0f, 0.0f),
_headRotation(0.0f, 0.0f, 0.0f) {
_lookingAtSomething = false;
}
void Head::reset() {
@ -99,6 +100,7 @@ void Head::simulate(float deltaTime, bool isMine) {
}
/*
void Head::setLooking(bool looking) {
_lookingAtSomething = looking;
@ -111,8 +113,45 @@ void Head::setLooking(bool looking) {
_lookingAtSomething = false;
}
}
*/
void Head::setLookAtPosition(const glm::vec3& lookAtPosition) {
_lookAtPosition = lookAtPosition;
if ( fabs(lookAtPosition.x + lookAtPosition.y + lookAtPosition.z) == 0.0 ) { // a lookatPosition of 0,0,0 signifies NOT looking
_lookingAtSomething = false;
} else {
_lookingAtSomething = true;
}
glm::vec3 averageEyePosition = _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF;
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - averageEyePosition);
float dot = glm::dot(targetLookatAxis, _orientation.getFront());
if (dot < MINIMUM_EYE_ROTATION) {
_lookingAtSomething = false;
}
/*
if ( fabs(lookAtPosition.x + lookAtPosition.y + lookAtPosition.z) == 0.0 ) { // a lookatPosition of 0,0,0 signifies NOT looking
_lookingAtSomething = false;
} else {
glm::vec3 averageEyePosition = _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF;
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - averageEyePosition);
float dot = glm::dot(targetLookatAxis, _orientation.getFront());
if (dot < MINIMUM_EYE_ROTATION) {
_lookingAtSomething = false;
} else {
_lookAtPosition = lookAtPosition;
_lookingAtSomething = true;
}
}
*/
}
void Head::calculateGeometry(bool lookingInMirror) {
@ -405,6 +444,7 @@ void Head::renderEyeBalls() {
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
glRotatef(180.0f, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
} else {
//rotate the eyeball to aim straight ahead

View file

@ -31,7 +31,7 @@ public:
void simulate(float deltaTime, bool isMine);
void render(bool lookingInMirror);
void setLooking(bool looking);
//void setLooking(bool looking);
void setScale (float scale ) { _scale = scale; }
void setPosition (glm::vec3 position ) { _position = position; }
@ -43,6 +43,8 @@ public:
void setAverageLoudness(float averageLoudness ) { _averageLoudness = averageLoudness; }
void setAudioLoudness (float audioLoudness ) { _audioLoudness = audioLoudness; }
void setReturnToCenter (bool returnHeadToCenter) { _returnHeadToCenter = returnHeadToCenter; }
void setLookAtPosition (const glm::vec3& lookAtPosition); // overrides method in HeadData
const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
float getAverageLoudness() {return _averageLoudness;};

View file

@ -31,6 +31,7 @@ void HeadData::addRoll(float roll) {
setRoll(_roll + roll);
}
void HeadData::addLean(float sideways, float forwards) {
// Add lean as impulse
_leanSideways += sideways;