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fixed sneaky array-out-of-bounds error in avatar bones and cleaned up some of the code for testing hand shake target positions
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parent
623c998439
commit
d962230556
3 changed files with 33 additions and 29 deletions
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@ -120,20 +120,18 @@ Head::Head(bool isMine) {
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printLog("error %u: %s\n", error, lodepng_error_text(error));
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printLog("error %u: %s\n", error, lodepng_error_text(error));
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}
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}
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}
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}
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for (int o=0; o<NUM_OTHER_AVATARS; o++) {
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if (_isMine)
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_DEBUG_otherAvatarListTimer[o] = 0.0f;
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{
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_DEBUG_otherAvatarListPosition[o] = glm::vec3( 0.0f, 0.0f, 0.0f );
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//--------------------------------------------------
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}
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// test... just slam them into random positions...
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//--------------------------------------------------
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//--------------------------------------------------
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_DEBUG_otherAvatarListPosition[ 0 ] = glm::vec3( 0.0f, 0.3f, 2.0f );
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// test... just slam them into random positions...
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_DEBUG_otherAvatarListPosition[ 1 ] = glm::vec3( 4.0f, 0.3f, 2.0f );
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//--------------------------------------------------
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_DEBUG_otherAvatarListPosition[ 2 ] = glm::vec3( 2.0f, 0.3f, 2.0f );
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_DEBUG_otherAvatarListPosition[ 0 ] = glm::vec3( 0.0, 0.3, 2.0 );
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_DEBUG_otherAvatarListPosition[ 3 ] = glm::vec3( 1.0f, 0.3f, -4.0f );
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_DEBUG_otherAvatarListPosition[ 1 ] = glm::vec3( 4.0, 0.3, 2.0 );
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_DEBUG_otherAvatarListPosition[ 4 ] = glm::vec3( -2.0f, 0.3f, -2.0f );
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_DEBUG_otherAvatarListPosition[ 2 ] = glm::vec3( 2.0, 0.3, 2.0 );
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}
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_DEBUG_otherAvatarListPosition[ 3 ] = glm::vec3( 1.0, 0.3, -4.0 );
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_DEBUG_otherAvatarListPosition[ 4 ] = glm::vec3( -2.0, 0.3, -2.0 );
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}
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}
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Head::Head(const Head &otherHead) {
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Head::Head(const Head &otherHead) {
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@ -1023,7 +1021,7 @@ void Head::updateSkeleton() {
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if ( ! _isMine ) {
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if ( ! _isMine ) {
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_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handPosition;
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_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handPosition;
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}
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}
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float xx = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getRight() );
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float xx = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getRight() );
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float yy = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getUp () );
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float yy = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getUp () );
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float zz = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getFront() );
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float zz = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getFront() );
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@ -1065,9 +1063,12 @@ void Head::updateBodySprings( float deltaTime ) {
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float force = ( length - _bone[b].length ) * _springForce * deltaTime;
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float force = ( length - _bone[b].length ) * _springForce * deltaTime;
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_bone[ b ].springyVelocity -= springDirection * force;
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_bone[ b ].springyVelocity -= springDirection * force;
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_bone[ _bone[b].parent ].springyVelocity += springDirection * force;
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if ( _bone[b].parent != AVATAR_BONE_NULL ) {
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_bone[ _bone[b].parent ].springyVelocity += springDirection * force;
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}
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}
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}
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_bone[b].springyVelocity += ( _bone[b].position - _bone[b].springyPosition ) * _bone[b].springBodyTightness * deltaTime;
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_bone[b].springyVelocity += ( _bone[b].position - _bone[b].springyPosition ) * _bone[b].springBodyTightness * deltaTime;
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float decay = 1.0 - _springVelocityDecay * deltaTime;
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float decay = 1.0 - _springVelocityDecay * deltaTime;
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@ -1144,11 +1145,12 @@ void Head::updateHandMovement() {
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transformedHandMovement += handShakePull;
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transformedHandMovement += handShakePull;
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*/
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*/
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_bone[ AVATAR_BONE_RIGHT_HAND ].position = _DEBUG_otherAvatarListPosition[ _closestOtherAvatar ];
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_bone[ AVATAR_BONE_RIGHT_HAND ].position = _DEBUG_otherAvatarListPosition[ _closestOtherAvatar ];
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}
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}
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}
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}
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}
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}
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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// determine the arm vector
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// determine the arm vector
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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@ -1247,10 +1249,12 @@ void Head::renderBody() {
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glLineWidth(3.0);
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glLineWidth(3.0);
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for (int b=1; b<NUM_AVATAR_BONES; b++) {
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for (int b=1; b<NUM_AVATAR_BONES; b++) {
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glBegin( GL_LINE_STRIP );
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if ( _bone[b].parent != AVATAR_BONE_NULL ) {
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glVertex3fv( &_bone[ _bone[ b ].parent ].springyPosition.x );
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glBegin( GL_LINE_STRIP );
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glVertex3fv( &_bone[ b ].springyPosition.x );
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glVertex3fv( &_bone[ _bone[ b ].parent ].springyPosition.x );
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glEnd();
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glVertex3fv( &_bone[ b ].springyPosition.x );
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glEnd();
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}
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}
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}
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}
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}
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else {
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else {
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@ -1258,10 +1262,12 @@ void Head::renderBody() {
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glLineWidth(3.0);
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glLineWidth(3.0);
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for (int b=1; b<NUM_AVATAR_BONES; b++) {
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for (int b=1; b<NUM_AVATAR_BONES; b++) {
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glBegin( GL_LINE_STRIP );
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if ( _bone[b].parent != AVATAR_BONE_NULL ) {
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glVertex3fv( &_bone[ _bone[ b ].parent ].position.x );
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glBegin( GL_LINE_STRIP );
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glVertex3fv( &_bone[ b ].position.x);
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glVertex3fv( &_bone[ _bone[ b ].parent ].position.x );
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glEnd();
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glVertex3fv( &_bone[ b ].position.x);
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glEnd();
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}
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}
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}
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}
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}
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@ -214,7 +214,6 @@ class Head : public AvatarData {
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glm::vec3 _TEST_bigSpherePosition;
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glm::vec3 _TEST_bigSpherePosition;
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float _TEST_bigSphereRadius;
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float _TEST_bigSphereRadius;
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glm::vec3 _DEBUG_otherAvatarListPosition[ NUM_OTHER_AVATARS ];
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glm::vec3 _DEBUG_otherAvatarListPosition[ NUM_OTHER_AVATARS ];
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float _DEBUG_otherAvatarListTimer [ NUM_OTHER_AVATARS ];
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bool _triggeringAction;
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bool _triggeringAction;
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float _bodyYawDelta;
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float _bodyYawDelta;
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float _closeEnoughToInteract;
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float _closeEnoughToInteract;
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@ -20,8 +20,7 @@ using avatars_lib::printLog;
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//
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//
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// tosh - yep, I noticed... :-)
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// tosh - yep, I noticed... :-)
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//
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//
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// JJV - I noticed too :-)
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//
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static bool testingForNormalizationAndOrthogonality = false;
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static bool testingForNormalizationAndOrthogonality = false;
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Orientation::Orientation() {
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Orientation::Orientation() {
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