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https://github.com/JulianGro/overte.git
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renamed "bodyPosition" to "position". (This corresponds to the position of the avatar on the ground, where y=0). I will next add a new "getBodyPosition" which returns the avatar's center of gravity - is useful for certain purposes, such as setting collision volumes, etc.
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a73ea8c255
commit
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6 changed files with 29 additions and 29 deletions
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@ -157,7 +157,7 @@ int audioCallback (const void *inputBuffer,
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// memcpy the three float positions
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for (int p = 0; p < 3; p++) {
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memcpy(currentPacketPtr, &data->linkedHead->getBodyPosition()[p], sizeof(float));
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memcpy(currentPacketPtr, &data->linkedHead->getPosition()[p], sizeof(float));
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currentPacketPtr += sizeof(float);
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}
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@ -328,7 +328,7 @@ void Head::simulate(float deltaTime) {
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//------------------------------------------------------
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updateAvatarCollisionDetectionAndResponse
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(
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otherAvatar->getBodyPosition(),
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otherAvatar->getPosition(),
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otherAvatar->getGirth(),
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otherAvatar->getHeight(),
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otherAvatar->getBodyUpDirection(),
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@ -378,12 +378,12 @@ void Head::simulate(float deltaTime) {
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}
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if ( AVATAR_GRAVITY ) {
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if ( _bodyPosition.y > _bone[ AVATAR_BONE_RIGHT_FOOT ].radius * 2.0 ) {
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if ( _position.y > _bone[ AVATAR_BONE_RIGHT_FOOT ].radius * 2.0 ) {
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_velocity += glm::dvec3( 0.0, -1.0, 0.0 ) * ( 6.0 * deltaTime );
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}
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else {
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if ( _bodyPosition.y < _bone[ AVATAR_BONE_RIGHT_FOOT ].radius ) {
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_bodyPosition.y = _bone[ AVATAR_BONE_RIGHT_FOOT ].radius;
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if ( _position.y < _bone[ AVATAR_BONE_RIGHT_FOOT ].radius ) {
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_position.y = _bone[ AVATAR_BONE_RIGHT_FOOT ].radius;
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_velocity.y = 0.0;
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}
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}
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@ -474,7 +474,7 @@ void Head::simulate(float deltaTime) {
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//----------------------------------------------------------
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// update position by velocity
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//----------------------------------------------------------
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_bodyPosition += (glm::vec3)_velocity * deltaTime;
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_position += (glm::vec3)_velocity * deltaTime;
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//----------------------------------------------------------
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// decay velocity
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@ -600,7 +600,7 @@ void Head::updateAvatarCollisionDetectionAndResponse
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( glm::vec3 collisionPosition, float collisionGirth, float collisionHeight, glm::vec3 collisionUpVector, float deltaTime ) {
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float myBodyApproximateBoundingRadius = 1.0f;
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glm::vec3 vectorFromMyBodyToBigSphere(_bodyPosition - collisionPosition);
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glm::vec3 vectorFromMyBodyToBigSphere(_position - collisionPosition);
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bool jointCollision = false;
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float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
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@ -647,7 +647,7 @@ void Head::render(bool lookingInMirror) {
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//---------------------------------------------------
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glColor4f( 0.5f, 0.5f, 0.5f, 0.6 );
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glPushMatrix();
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glTranslatef(_bodyPosition.x, _bodyPosition.y, _bodyPosition.z);
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glTranslatef(_position.x, _position.y, _position.z);
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glScalef( 0.03, 0.03, 0.03 );
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glutSolidSphere( 1, 10, 10 );
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glPopMatrix();
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@ -1017,7 +1017,7 @@ void Head::updateSkeleton() {
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for (int b=0; b<NUM_AVATAR_BONES; b++) {
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if ( _bone[b].parent == AVATAR_BONE_NULL ) {
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_bone[b].orientation.set( _orientation );
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_bone[b].position = _bodyPosition;
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_bone[b].position = _position;
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}
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else {
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_bone[b].orientation.set( _bone[ _bone[b].parent ].orientation );
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@ -1056,7 +1056,7 @@ void Head::updateBodySprings( float deltaTime ) {
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glm::vec3 springVector( _bone[b].springyPosition );
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if ( _bone[b].parent == AVATAR_BONE_NULL ) {
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springVector -= _bodyPosition;
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springVector -= _position;
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}
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else {
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springVector -= _bone[ _bone[b].parent ].springyPosition;
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@ -185,7 +185,7 @@ int VoxelSystem::treeToArrays(VoxelNode *currentNode, const glm::vec3& nodePosi
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int voxelsAdded = 0;
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float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE);
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glm::vec3 viewerPosition = viewerHead->getBodyPosition();
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glm::vec3 viewerPosition = viewerHead->getPosition();
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// debug LOD code
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glm::vec3 debugNodePosition;
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@ -304,7 +304,7 @@ void displayStats(void)
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char legend2[] = "* - toggle stars, & - toggle paint mode, '-' - send erase all, '%' - send add scene";
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drawtext(10, statsVerticalOffset + 32, 0.10f, 0, 1.0, 0, legend2);
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glm::vec3 avatarPos = myAvatar.getBodyPosition();
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glm::vec3 avatarPos = myAvatar.getPosition();
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char stats[200];
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sprintf(stats, "FPS = %3.0f Pkts/s = %d Bytes/s = %d Head(x,y,z)= %4.2f, %4.2f, %4.2f ",
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@ -396,8 +396,8 @@ void init(void)
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if (noiseOn) {
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myAvatar.setNoise(noise);
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}
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myAvatar.setBodyPosition(start_location);
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myCamera.setPosition( start_location );
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myAvatar.setPosition(start_location);
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myCamera.setPosition(start_location);
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#ifdef MARKER_CAPTURE
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@ -438,7 +438,7 @@ void reset_sensors()
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renderYawRate = 0;
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renderPitchRate = 0;
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myAvatar.setBodyPosition(start_location);
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myAvatar.setPosition(start_location);
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headMouseX = WIDTH/2;
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headMouseY = HEIGHT/2;
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@ -551,7 +551,7 @@ void updateAvatar(float frametime)
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// If I'm in paint mode, send a voxel out to VOXEL server agents.
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if (::paintOn) {
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glm::vec3 avatarPos = myAvatar.getBodyPosition();
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glm::vec3 avatarPos = myAvatar.getPosition();
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// For some reason, we don't want to flip X and Z here.
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::paintingVoxel.x = avatarPos.x/10.0;
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@ -833,7 +833,7 @@ void display(void)
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//----------------------------------------------------
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// set the camera to third-person view behind my av
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//----------------------------------------------------
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myCamera.setTargetPosition ( myAvatar.getBodyPosition() );
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myCamera.setTargetPosition ( myAvatar.getPosition() );
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myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() );
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myCamera.setPitch ( 0.0 ); // temporarily, this must be 0.0 or else bad juju
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myCamera.setRoll ( 0.0 );
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@ -1265,7 +1265,7 @@ void shiftPaintingColor()
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}
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void setupPaintingVoxel() {
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glm::vec3 avatarPos = myAvatar.getBodyPosition();
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glm::vec3 avatarPos = myAvatar.getPosition();
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::paintingVoxel.x = avatarPos.z/-10.0; // voxel space x is negative z head space
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::paintingVoxel.y = avatarPos.y/-10.0; // voxel space y is negative y head space
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@ -69,7 +69,7 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
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// and return the number of bytes to push the pointer
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// Body world position
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memcpy(destinationBuffer, &_bodyPosition, sizeof(float) * 3);
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memcpy(destinationBuffer, &_position, sizeof(float) * 3);
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destinationBuffer += sizeof(float) * 3;
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// Body rotation (NOTE: This needs to become a quaternion to save two bytes)
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@ -125,7 +125,7 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
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unsigned char* startPosition = sourceBuffer;
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// Body world position
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memcpy(&_bodyPosition, sourceBuffer, sizeof(float) * 3);
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memcpy(&_position, sourceBuffer, sizeof(float) * 3);
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sourceBuffer += sizeof(float) * 3;
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// Body rotation (NOTE: This needs to become a quaternion to save two bytes)
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@ -171,14 +171,14 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
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return sourceBuffer - startPosition;
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}
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glm::vec3 AvatarData::getBodyPosition() {
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return glm::vec3(_bodyPosition.x,
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_bodyPosition.y,
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_bodyPosition.z);
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glm::vec3 AvatarData::getPosition() {
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return glm::vec3(_position.x,
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_position.y,
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_position.z);
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}
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void AvatarData::setBodyPosition(glm::vec3 bodyPosition) {
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_bodyPosition = bodyPosition;
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void AvatarData::setPosition(glm::vec3 position) {
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_position = position;
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}
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void AvatarData::setHandPosition(glm::vec3 handPosition) {
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@ -20,8 +20,8 @@ public:
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AvatarData* clone() const;
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glm::vec3 getBodyPosition();
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void setBodyPosition(glm::vec3 bodyPosition);
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glm::vec3 getPosition();
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void setPosition(glm::vec3 position);
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void setHandPosition(glm::vec3 handPosition);
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int getBroadcastData(unsigned char* destinationBuffer);
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@ -75,7 +75,7 @@ public:
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void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
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protected:
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glm::vec3 _bodyPosition;
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glm::vec3 _position;
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glm::vec3 _handPosition;
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// Body rotation
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