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1556 lines
62 KiB
C++
1556 lines
62 KiB
C++
//
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// Avatar.cpp
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// interface
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//
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// Created by Philip Rosedale on 9/11/12.
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// adapted by Jeffrey Ventrella
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// Copyright (c) 2013 Physical, Inc.. All rights reserved.
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//
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#include <glm/glm.hpp>
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#include <vector>
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#include <lodepng.h>
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#include <SharedUtil.h>
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#include "Avatar.h"
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#include "Log.h"
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#include "ui/TextRenderer.h"
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#include <AgentList.h>
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#include <AgentTypes.h>
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#include <PacketHeaders.h>
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using namespace std;
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const bool BALLS_ON = false;
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const bool USING_AVATAR_GRAVITY = true;
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const float GRAVITY_SCALE = 6.0f;
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const float BOUNCE = 0.3f;
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const float DECAY = 0.1;
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const float THRUST_MAG = 1200.0;
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const float YAW_MAG = 500.0;
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const float BODY_SPIN_FRICTION = 5.0;
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const float BODY_UPRIGHT_FORCE = 10.0;
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const float BODY_PITCH_WHILE_WALKING = 30.0;
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const float BODY_ROLL_WHILE_TURNING = 0.1;
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const float LIN_VEL_DECAY = 5.0;
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const float MY_HAND_HOLDING_PULL = 0.2;
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const float YOUR_HAND_HOLDING_PULL = 1.0;
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const float BODY_SPRING_DEFAULT_TIGHTNESS = 1500.0f;
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const float BODY_SPRING_FORCE = 300.0f;
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const float BODY_SPRING_DECAY = 16.0f;
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const float COLLISION_RADIUS_SCALAR = 1.8;
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const float COLLISION_BALL_FORCE = 1.0;
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const float COLLISION_BODY_FORCE = 6.0;
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const float COLLISION_BALL_FRICTION = 60.0;
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const float COLLISION_BODY_FRICTION = 0.5;
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float skinColor [] = {1.0, 0.84, 0.66};
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float lightBlue [] = {0.7, 0.8, 1.0};
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float browColor [] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
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float mouthColor[] = {1, 0, 0};
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float BrowRollAngle [5] = {0, 15, 30, -30, -15};
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float BrowPitchAngle[3] = {-70, -60, -50};
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float eyeColor [3] = {1,1,1};
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float MouthWidthChoices[3] = {0.5, 0.77, 0.3};
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float browWidth = 0.8;
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float browThickness = 0.16;
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bool usingBigSphereCollisionTest = true;
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char iris_texture_file[] = "resources/images/green_eye.png";
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float chatMessageScale = 0.0015;
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float chatMessageHeight = 0.45;
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vector<unsigned char> iris_texture;
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unsigned int iris_texture_width = 512;
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unsigned int iris_texture_height = 256;
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Avatar::Avatar(bool isMine) {
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_orientation.setToIdentity();
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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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_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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for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = false;
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_head.pupilSize = 0.10;
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_head.interPupilDistance = 0.6;
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_head.interBrowDistance = 0.75;
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_head.nominalPupilSize = 0.10;
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_head.pitchRate = 0.0;
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_head.yawRate = 0.0;
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_head.rollRate = 0.0;
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_head.eyebrowPitch[0] = -30;
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_head.eyebrowPitch[1] = -30;
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_head.eyebrowRoll [0] = 20;
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_head.eyebrowRoll [1] = -20;
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_head.mouthPitch = 0;
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_head.mouthYaw = 0;
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_head.mouthWidth = 1.0;
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_head.mouthHeight = 0.2;
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_head.eyeballPitch[0] = 0;
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_head.eyeballPitch[1] = 0;
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_head.eyeballScaleX = 1.2;
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_head.eyeballScaleY = 1.5;
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_head.eyeballScaleZ = 1.0;
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_head.eyeballYaw[0] = 0;
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_head.eyeballYaw[1] = 0;
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_head.pitchTarget = 0;
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_head.yawTarget = 0;
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_head.noiseEnvelope = 1.0;
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_head.pupilConverge = 10.0;
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_head.leanForward = 0.0;
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_head.leanSideways = 0.0;
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_head.eyeContact = 1;
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_head.eyeContactTarget = LEFT_EYE;
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_head.scale = 1.0;
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_head.audioAttack = 0.0;
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_head.averageLoudness = 0.0;
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_head.lastLoudness = 0.0;
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_head.browAudioLift = 0.0;
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_head.noise = 0;
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_head.returnSpringScale = 1.0;
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_movedHandOffset = glm::vec3(0.0f, 0.0f, 0.0f);
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_usingBodySprings = true;
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_renderYaw = 0.0;
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_renderPitch = 0.0;
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_sphere = NULL;
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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); // default
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initializeSkeleton();
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_avatarTouch.setReachableRadius(0.6);
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if (iris_texture.size() == 0) {
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switchToResourcesParentIfRequired();
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unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
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if (error != 0) {
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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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if (BALLS_ON) { _balls = new Balls(100); }
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else { _balls = NULL; }
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}
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Avatar::Avatar(const Avatar &otherAvatar) {
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_velocity = otherAvatar._velocity;
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_thrust = otherAvatar._thrust;
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_rotation = otherAvatar._rotation;
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_bodyYaw = otherAvatar._bodyYaw;
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_bodyPitch = otherAvatar._bodyPitch;
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_bodyRoll = otherAvatar._bodyRoll;
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_bodyPitchDelta = otherAvatar._bodyPitchDelta;
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_bodyYawDelta = otherAvatar._bodyYawDelta;
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_bodyRollDelta = otherAvatar._bodyRollDelta;
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_mousePressed = otherAvatar._mousePressed;
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_mode = otherAvatar._mode;
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_isMine = otherAvatar._isMine;
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_renderYaw = otherAvatar._renderYaw;
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_renderPitch = otherAvatar._renderPitch;
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_maxArmLength = otherAvatar._maxArmLength;
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_transmitterTimer = otherAvatar._transmitterTimer;
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_transmitterIsFirstData = otherAvatar._transmitterIsFirstData;
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_transmitterTimeLastReceived = otherAvatar._transmitterTimeLastReceived;
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_transmitterHz = otherAvatar._transmitterHz;
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_transmitterInitialReading = otherAvatar._transmitterInitialReading;
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_transmitterPackets = otherAvatar._transmitterPackets;
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_TEST_bigSphereRadius = otherAvatar._TEST_bigSphereRadius;
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_TEST_bigSpherePosition = otherAvatar._TEST_bigSpherePosition;
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_movedHandOffset = otherAvatar._movedHandOffset;
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_usingBodySprings = otherAvatar._usingBodySprings;
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_orientation.set(otherAvatar._orientation);
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_sphere = NULL;
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initializeSkeleton();
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = otherAvatar._driveKeys[i];
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_head.pupilSize = otherAvatar._head.pupilSize;
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_head.interPupilDistance = otherAvatar._head.interPupilDistance;
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_head.interBrowDistance = otherAvatar._head.interBrowDistance;
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_head.nominalPupilSize = otherAvatar._head.nominalPupilSize;
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_head.yawRate = otherAvatar._head.yawRate;
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_head.pitchRate = otherAvatar._head.pitchRate;
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_head.rollRate = otherAvatar._head.rollRate;
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_head.eyebrowPitch[0] = otherAvatar._head.eyebrowPitch[0];
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_head.eyebrowPitch[1] = otherAvatar._head.eyebrowPitch[1];
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_head.eyebrowRoll [0] = otherAvatar._head.eyebrowRoll [0];
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_head.eyebrowRoll [1] = otherAvatar._head.eyebrowRoll [1];
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_head.mouthPitch = otherAvatar._head.mouthPitch;
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_head.mouthYaw = otherAvatar._head.mouthYaw;
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_head.mouthWidth = otherAvatar._head.mouthWidth;
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_head.mouthHeight = otherAvatar._head.mouthHeight;
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_head.eyeballPitch[0] = otherAvatar._head.eyeballPitch[0];
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_head.eyeballPitch[1] = otherAvatar._head.eyeballPitch[1];
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_head.eyeballScaleX = otherAvatar._head.eyeballScaleX;
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_head.eyeballScaleY = otherAvatar._head.eyeballScaleY;
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_head.eyeballScaleZ = otherAvatar._head.eyeballScaleZ;
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_head.eyeballYaw[0] = otherAvatar._head.eyeballYaw[0];
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_head.eyeballYaw[1] = otherAvatar._head.eyeballYaw[1];
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_head.pitchTarget = otherAvatar._head.pitchTarget;
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_head.yawTarget = otherAvatar._head.yawTarget;
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_head.noiseEnvelope = otherAvatar._head.noiseEnvelope;
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_head.pupilConverge = otherAvatar._head.pupilConverge;
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_head.leanForward = otherAvatar._head.leanForward;
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_head.leanSideways = otherAvatar._head.leanSideways;
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_head.eyeContact = otherAvatar._head.eyeContact;
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_head.eyeContactTarget = otherAvatar._head.eyeContactTarget;
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_head.scale = otherAvatar._head.scale;
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_head.audioAttack = otherAvatar._head.audioAttack;
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_head.averageLoudness = otherAvatar._head.averageLoudness;
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_head.lastLoudness = otherAvatar._head.lastLoudness;
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_head.browAudioLift = otherAvatar._head.browAudioLift;
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_head.noise = otherAvatar._head.noise;
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_distanceToNearestAvatar = otherAvatar._distanceToNearestAvatar;
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initializeSkeleton();
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if (iris_texture.size() == 0) {
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switchToResourcesParentIfRequired();
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unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
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if (error != 0) {
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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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Avatar::~Avatar() {
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if (_sphere != NULL) {
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gluDeleteQuadric(_sphere);
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}
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}
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Avatar* Avatar::clone() const {
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return new Avatar(*this);
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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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}
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// this pertains to moving the head with the glasses
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// Using serial data, update avatar/render position and angles
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void Avatar::UpdateGyros(float frametime, SerialInterface* serialInterface, glm::vec3* gravity) {
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float measured_pitch_rate = 0.0f;
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float measured_roll_rate = 0.0f;
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if (serialInterface->active && USING_INVENSENSE_MPU9150) {
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measured_pitch_rate = serialInterface->getLastPitch();
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_head.yawRate = serialInterface->getLastYaw();
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measured_roll_rate = -1 * serialInterface->getLastRoll();
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} else {
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measured_pitch_rate = serialInterface->getRelativeValue(HEAD_PITCH_RATE);
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_head.yawRate = serialInterface->getRelativeValue(HEAD_YAW_RATE);
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measured_roll_rate = serialInterface->getRelativeValue(HEAD_ROLL_RATE);
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}
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// Update avatar head position based on measured gyro rates
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const float HEAD_ROTATION_SCALE = 0.70;
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const float HEAD_ROLL_SCALE = 0.40;
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const float MAX_PITCH = 45;
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const float MIN_PITCH = -45;
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const float MAX_YAW = 85;
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const float MIN_YAW = -85;
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if ((_headPitch < MAX_PITCH) && (_headPitch > MIN_PITCH)) {
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addHeadPitch(measured_pitch_rate * -HEAD_ROTATION_SCALE * frametime);
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}
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addHeadRoll(measured_roll_rate * HEAD_ROLL_SCALE * frametime);
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if ((_headYaw < MAX_YAW) && (_headYaw > MIN_YAW)) {
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addHeadYaw(_head.yawRate * HEAD_ROTATION_SCALE * frametime);
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}
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}
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float Avatar::getAbsoluteHeadYaw() const {
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return _bodyYaw + _headYaw;
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}
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void Avatar::addLean(float x, float z) {
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// Add Body 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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}
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void Avatar::setMousePressed(bool mousePressed) {
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_mousePressed = mousePressed;
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}
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bool Avatar::getIsNearInteractingOther() {
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return _avatarTouch.getAbleToReachOtherAvatar();
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}
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void Avatar::simulate(float deltaTime) {
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// update balls
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if (_balls) { _balls->simulate(deltaTime); }
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// update avatar skeleton
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updateSkeleton();
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//detect and respond to collisions with other avatars...
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if (_isMine) {
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updateAvatarCollisions(deltaTime);
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}
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//update the movement of the hand and process handshaking with other avatars...
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updateHandMovementAndTouching(deltaTime);
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_avatarTouch.simulate(deltaTime);
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// apply gravity and collision with the ground/floor
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if (USING_AVATAR_GRAVITY) {
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if (_position.y > _pelvisStandingHeight + 0.01f) {
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_velocity += _gravity * (GRAVITY_SCALE * deltaTime);
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} else if (_position.y < _pelvisStandingHeight) {
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_position.y = _pelvisStandingHeight;
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_velocity.y = -_velocity.y * BOUNCE;
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}
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}
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// update body springs
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updateBodySprings(deltaTime);
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// test for avatar collision response with the big sphere
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if (usingBigSphereCollisionTest) {
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updateCollisionWithSphere(_TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime);
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}
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// driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
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if (_isMine) {
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_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
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if (_driveKeys[FWD ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getFront();}
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if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getFront();}
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if (_driveKeys[RIGHT ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getRight();}
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if (_driveKeys[LEFT ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getRight();}
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if (_driveKeys[UP ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getUp();}
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if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getUp();}
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if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;}
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if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;}
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}
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// update body yaw by body yaw delta
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if (_isMine) {
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_bodyPitch += _bodyPitchDelta * deltaTime;
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_bodyYaw += _bodyYawDelta * deltaTime;
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_bodyRoll += _bodyRollDelta * deltaTime;
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}
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// decay body rotation momentum
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float bodySpinMomentum = 1.0 - BODY_SPIN_FRICTION * deltaTime;
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if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
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_bodyPitchDelta *= bodySpinMomentum;
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_bodyYawDelta *= bodySpinMomentum;
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_bodyRollDelta *= bodySpinMomentum;
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// add thrust to velocity
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_velocity += _thrust * deltaTime;
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// calculate speed
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_speed = glm::length(_velocity);
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//pitch and roll the body as a function of forward speed and turning delta
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float forwardComponentOfVelocity = glm::dot(_orientation.getFront(), _velocity);
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_bodyPitch += BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity;
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_bodyRoll += BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta;
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// these forces keep the body upright...
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float tiltDecay = 1.0 - BODY_UPRIGHT_FORCE * deltaTime;
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if (tiltDecay < 0.0f) {tiltDecay = 0.0f;}
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_bodyPitch *= tiltDecay;
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_bodyRoll *= tiltDecay;
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// update position by velocity
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_position += _velocity * deltaTime;
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// decay velocity
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_velocity *= (1.0 - LIN_VEL_DECAY * deltaTime);
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// If someone is near, damp velocity as a function of closeness
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const float AVATAR_BRAKING_RANGE = 1.2f;
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const float AVATAR_BRAKING_STRENGTH = 25.f;
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if (_isMine && (_distanceToNearestAvatar < AVATAR_BRAKING_RANGE)) {
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_velocity *=
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(1.f - deltaTime * AVATAR_BRAKING_STRENGTH *
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(AVATAR_BRAKING_RANGE - _distanceToNearestAvatar));
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}
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// update head information
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updateHead(deltaTime);
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// use speed and angular velocity to determine walking vs. standing
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if (_speed + fabs(_bodyYawDelta) > 0.2) {
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_mode = AVATAR_MODE_WALKING;
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} else {
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_mode = AVATAR_MODE_INTERACTING;
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}
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}
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void Avatar::updateHandMovementAndTouching(float deltaTime) {
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// reset hand and arm positions according to hand movement
|
|
glm::vec3 transformedHandMovement
|
|
= _orientation.getRight() * _movedHandOffset.x * 2.0f
|
|
+ _orientation.getUp() * -_movedHandOffset.y * 1.0f
|
|
+ _orientation.getFront() * -_movedHandOffset.y * 1.0f;
|
|
|
|
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += transformedHandMovement;
|
|
|
|
if (_isMine)
|
|
{
|
|
_avatarTouch.setMyBodyPosition(_position);
|
|
|
|
Avatar * _interactingOther = NULL;
|
|
float closestDistance = std::numeric_limits<float>::max();
|
|
|
|
//loop through all the other avatars for potential interactions...
|
|
AgentList* agentList = AgentList::getInstance();
|
|
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
|
|
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
|
|
Avatar *otherAvatar = (Avatar *)agent->getLinkedData();
|
|
|
|
/*
|
|
// Test: Show angle between your fwd vector and nearest avatar
|
|
glm::vec3 vectorBetweenUs = otherAvatar->getJointPosition(AVATAR_JOINT_PELVIS) -
|
|
getJointPosition(AVATAR_JOINT_PELVIS);
|
|
glm::vec3 myForwardVector = _orientation.getFront();
|
|
printLog("Angle between: %f\n", angleBetween(&vectorBetweenUs, &myForwardVector));
|
|
*/
|
|
|
|
// test whether shoulders are close enough to allow for reaching to touch hands
|
|
glm::vec3 v(_position - otherAvatar->_position);
|
|
float distance = glm::length(v);
|
|
if (distance < closestDistance) {
|
|
closestDistance = distance;
|
|
_interactingOther = otherAvatar;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_interactingOther) {
|
|
_avatarTouch.setYourBodyPosition(_interactingOther->_position);
|
|
_avatarTouch.setYourHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
|
|
_avatarTouch.setYourHandState (_interactingOther->_handState);
|
|
}
|
|
|
|
}//if (_isMine)
|
|
|
|
//constrain right arm length and re-adjust elbow position as it bends
|
|
// NOTE - the following must be called on all avatars - not just _isMine
|
|
updateArmIKAndConstraints(deltaTime);
|
|
|
|
if (_isMine) {
|
|
//Set the vector we send for hand position to other people to be our right hand
|
|
setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
|
|
|
|
if (_mousePressed) {
|
|
_handState = 1;
|
|
} else {
|
|
_handState = 0;
|
|
}
|
|
|
|
_avatarTouch.setMyHandState(_handState);
|
|
|
|
if (_handState == 1) {
|
|
_avatarTouch.setMyHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Avatar::updateHead(float deltaTime) {
|
|
|
|
//apply the head lean values to the springy position...
|
|
if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
|
|
glm::vec3 headLean =
|
|
_orientation.getRight() * _head.leanSideways +
|
|
_orientation.getFront() * _head.leanForward;
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition += headLean;
|
|
}
|
|
|
|
// Decay head back to center if turned on
|
|
if (_returnHeadToCenter) {
|
|
// Decay back toward center
|
|
_headPitch *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime);
|
|
_headYaw *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime);
|
|
_headRoll *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime);
|
|
}
|
|
|
|
if (_head.noise) {
|
|
// Move toward new target
|
|
_headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
|
|
_headYaw += (_head.yawTarget - _headYaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime);
|
|
_headRoll *= 1.f - (DECAY * deltaTime);
|
|
}
|
|
|
|
_head.leanForward *= (1.f - DECAY * 30 * deltaTime);
|
|
_head.leanSideways *= (1.f - DECAY * 30 * deltaTime);
|
|
|
|
// Update where the avatar's eyes are
|
|
//
|
|
// First, decide if we are making eye contact or not
|
|
if (randFloat() < 0.005) {
|
|
_head.eyeContact = !_head.eyeContact;
|
|
_head.eyeContact = 1;
|
|
if (!_head.eyeContact) {
|
|
// If we just stopped making eye contact,move the eyes markedly away
|
|
_head.eyeballPitch[0] = _head.eyeballPitch[1] = _head.eyeballPitch[0] + 5.0 + (randFloat() - 0.5) * 10;
|
|
_head.eyeballYaw [0] = _head.eyeballYaw [1] = _head.eyeballYaw [0] + 5.0 + (randFloat() - 0.5) * 5;
|
|
} else {
|
|
// If now making eye contact, turn head to look right at viewer
|
|
SetNewHeadTarget(0,0);
|
|
}
|
|
}
|
|
|
|
const float DEGREES_BETWEEN_VIEWER_EYES = 3;
|
|
const float DEGREES_TO_VIEWER_MOUTH = 7;
|
|
|
|
if (_head.eyeContact) {
|
|
// Should we pick a new eye contact target?
|
|
if (randFloat() < 0.01) {
|
|
// Choose where to look next
|
|
if (randFloat() < 0.1) {
|
|
_head.eyeContactTarget = MOUTH;
|
|
} else {
|
|
if (randFloat() < 0.5) _head.eyeContactTarget = LEFT_EYE; else _head.eyeContactTarget = RIGHT_EYE;
|
|
}
|
|
}
|
|
// Set eyeball pitch and yaw to make contact
|
|
float eye_target_yaw_adjust = 0;
|
|
float eye_target_pitch_adjust = 0;
|
|
if (_head.eyeContactTarget == LEFT_EYE) eye_target_yaw_adjust = DEGREES_BETWEEN_VIEWER_EYES;
|
|
if (_head.eyeContactTarget == RIGHT_EYE) eye_target_yaw_adjust = -DEGREES_BETWEEN_VIEWER_EYES;
|
|
if (_head.eyeContactTarget == MOUTH) eye_target_pitch_adjust = DEGREES_TO_VIEWER_MOUTH;
|
|
|
|
_head.eyeballPitch[0] = _head.eyeballPitch[1] = -_headPitch + eye_target_pitch_adjust;
|
|
_head.eyeballYaw[0] = _head.eyeballYaw[1] = -_headYaw + eye_target_yaw_adjust;
|
|
}
|
|
|
|
if (_head.noise)
|
|
{
|
|
_headPitch += (randFloat() - 0.5) * 0.2 * _head.noiseEnvelope;
|
|
_headYaw += (randFloat() - 0.5) * 0.3 *_head.noiseEnvelope;
|
|
//PupilSize += (randFloat() - 0.5) * 0.001*NoiseEnvelope;
|
|
|
|
if (randFloat() < 0.005) _head.mouthWidth = MouthWidthChoices[rand()%3];
|
|
|
|
if (!_head.eyeContact) {
|
|
if (randFloat() < 0.01) _head.eyeballPitch[0] = _head.eyeballPitch[1] = (randFloat() - 0.5) * 20;
|
|
if (randFloat() < 0.01) _head.eyeballYaw[0] = _head.eyeballYaw[1] = (randFloat()- 0.5) * 10;
|
|
}
|
|
|
|
if ((randFloat() < 0.005) && (fabs(_head.pitchTarget - _headPitch) < 1.0) && (fabs(_head.yawTarget - _headYaw) < 1.0)) {
|
|
SetNewHeadTarget((randFloat()-0.5) * 20.0, (randFloat()-0.5) * 45.0);
|
|
}
|
|
|
|
if (0) {
|
|
|
|
// Pick new target
|
|
_head.pitchTarget = (randFloat() - 0.5) * 45;
|
|
_head.yawTarget = (randFloat() - 0.5) * 22;
|
|
}
|
|
if (randFloat() < 0.01)
|
|
{
|
|
_head.eyebrowPitch[0] = _head.eyebrowPitch[1] = BrowPitchAngle[rand()%3];
|
|
_head.eyebrowRoll [0] = _head.eyebrowRoll[1] = BrowRollAngle[rand()%5];
|
|
_head.eyebrowRoll [1] *=-1;
|
|
}
|
|
}
|
|
|
|
// Update audio trailing average for rendering facial animations
|
|
const float AUDIO_AVERAGING_SECS = 0.05;
|
|
_head.averageLoudness = (1.f - deltaTime / AUDIO_AVERAGING_SECS) * _head.averageLoudness +
|
|
(deltaTime / AUDIO_AVERAGING_SECS) * _audioLoudness;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
float Avatar::getHeight() {
|
|
return _height;
|
|
}
|
|
|
|
|
|
void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float deltaTime) {
|
|
float myBodyApproximateBoundingRadius = 1.0f;
|
|
glm::vec3 vectorFromMyBodyToBigSphere(_position - position);
|
|
bool jointCollision = false;
|
|
|
|
float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
|
|
if (distanceToBigSphere < myBodyApproximateBoundingRadius + radius) {
|
|
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
|
glm::vec3 vectorFromJointToBigSphereCenter(_joint[b].springyPosition - position);
|
|
float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
|
|
float combinedRadius = _joint[b].radius + radius;
|
|
|
|
if (distanceToBigSphereCenter < combinedRadius) {
|
|
jointCollision = true;
|
|
if (distanceToBigSphereCenter > 0.0) {
|
|
glm::vec3 directionVector = vectorFromJointToBigSphereCenter / distanceToBigSphereCenter;
|
|
|
|
float penetration = 1.0 - (distanceToBigSphereCenter / combinedRadius);
|
|
glm::vec3 collisionForce = vectorFromJointToBigSphereCenter * penetration;
|
|
|
|
_joint[b].springyVelocity += collisionForce * 0.0f * deltaTime;
|
|
_velocity += collisionForce * 40.0f * deltaTime;
|
|
_joint[b].springyPosition = position + directionVector * combinedRadius;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (jointCollision) {
|
|
if (!_usingBodySprings) {
|
|
_usingBodySprings = true;
|
|
initializeBodySprings();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void Avatar::updateAvatarCollisions(float deltaTime) {
|
|
|
|
// Reset detector for nearest avatar
|
|
_distanceToNearestAvatar = std::numeric_limits<float>::max();
|
|
|
|
//loop through all the other avatars for potential interactions...
|
|
AgentList* agentList = AgentList::getInstance();
|
|
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
|
|
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
|
|
Avatar *otherAvatar = (Avatar *)agent->getLinkedData();
|
|
|
|
// check if the bounding spheres of the two avatars are colliding
|
|
glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
|
|
if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) {
|
|
//apply forces from collision
|
|
applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
|
|
}
|
|
|
|
// test other avatar hand position for proximity
|
|
glm::vec3 v(_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position);
|
|
v -= otherAvatar->getPosition();
|
|
|
|
float distance = glm::length(v);
|
|
if (distance < _distanceToNearestAvatar) {
|
|
_distanceToNearestAvatar = distance;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//detect collisions with other avatars and respond
|
|
void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) {
|
|
|
|
float bodyMomentum = 1.0f;
|
|
glm::vec3 bodyPushForce = glm::vec3(0.0f, 0.0f, 0.0f);
|
|
|
|
// loop through the joints of each avatar to check for every possible collision
|
|
for (int b=1; b<NUM_AVATAR_JOINTS; b++) {
|
|
if (_joint[b].isCollidable) {
|
|
|
|
for (int o=b+1; o<NUM_AVATAR_JOINTS; o++) {
|
|
if (otherAvatar->_joint[o].isCollidable) {
|
|
|
|
glm::vec3 vectorBetweenJoints(_joint[b].springyPosition - otherAvatar->_joint[o].springyPosition);
|
|
float distanceBetweenJoints = glm::length(vectorBetweenJoints);
|
|
|
|
if (distanceBetweenJoints > 0.0) { // to avoid divide by zero
|
|
float combinedRadius = _joint[b].radius + otherAvatar->_joint[o].radius;
|
|
|
|
// check for collision
|
|
if (distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
|
|
glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
|
|
|
|
// push balls away from each other and apply friction
|
|
glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * deltaTime;
|
|
|
|
float ballMomentum = 1.0 - COLLISION_BALL_FRICTION * deltaTime;
|
|
if (ballMomentum < 0.0) { ballMomentum = 0.0;}
|
|
|
|
_joint[b].springyVelocity += ballPushForce;
|
|
otherAvatar->_joint[o].springyVelocity -= ballPushForce;
|
|
|
|
_joint[b].springyVelocity *= ballMomentum;
|
|
otherAvatar->_joint[o].springyVelocity *= ballMomentum;
|
|
|
|
// accumulate forces and frictions to apply to the velocities of avatar bodies
|
|
bodyPushForce += directionVector * COLLISION_BODY_FORCE * deltaTime;
|
|
bodyMomentum -= COLLISION_BODY_FRICTION * deltaTime;
|
|
if (bodyMomentum < 0.0) { bodyMomentum = 0.0;}
|
|
|
|
}// check for collision
|
|
} // to avoid divide by zero
|
|
} // o loop
|
|
} // collidable
|
|
} // b loop
|
|
} // collidable
|
|
|
|
|
|
//apply forces and frictions on the bodies of both avatars
|
|
_velocity += bodyPushForce;
|
|
otherAvatar->_velocity -= bodyPushForce;
|
|
_velocity *= bodyMomentum;
|
|
otherAvatar->_velocity *= bodyMomentum;
|
|
}
|
|
|
|
|
|
|
|
void Avatar::setDisplayingHead(bool displayingHead) {
|
|
_displayingHead = displayingHead;
|
|
}
|
|
|
|
|
|
static TextRenderer* textRenderer() {
|
|
static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 24);
|
|
return renderer;
|
|
}
|
|
|
|
|
|
void Avatar::setGravity(glm::vec3 gravity) {
|
|
_gravity = gravity;
|
|
}
|
|
|
|
|
|
void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
|
|
|
|
// render a simple round on the ground projected down from the avatar's position
|
|
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
|
|
|
|
/*
|
|
// show avatar position
|
|
glColor4f(0.5f, 0.5f, 0.5f, 0.6);
|
|
glPushMatrix();
|
|
glTranslatef(_position.x, _position.y, _position.z);
|
|
glScalef(0.03, 0.03, 0.03);
|
|
glutSolidSphere(1, 10, 10);
|
|
glPopMatrix();
|
|
*/
|
|
|
|
if (usingBigSphereCollisionTest) {
|
|
// show TEST big sphere
|
|
glColor4f(0.5f, 0.6f, 0.8f, 0.7);
|
|
glPushMatrix();
|
|
glTranslatef(_TEST_bigSpherePosition.x, _TEST_bigSpherePosition.y, _TEST_bigSpherePosition.z);
|
|
glScalef(_TEST_bigSphereRadius, _TEST_bigSphereRadius, _TEST_bigSphereRadius);
|
|
glutSolidSphere(1, 20, 20);
|
|
glPopMatrix();
|
|
}
|
|
|
|
//render body
|
|
renderBody();
|
|
|
|
// render head
|
|
if (_displayingHead) {
|
|
renderHead(lookingInMirror);
|
|
}
|
|
|
|
// if this is my avatar, then render my interactions with the other avatar
|
|
if (_isMine) {
|
|
_avatarTouch.render(cameraPosition);
|
|
}
|
|
|
|
// Render the balls
|
|
if (_balls) {
|
|
glPushMatrix();
|
|
glTranslatef(_position.x, _position.y, _position.z);
|
|
_balls->render();
|
|
glPopMatrix();
|
|
}
|
|
|
|
if (!_chatMessage.empty()) {
|
|
int width = 0;
|
|
int lastWidth;
|
|
for (string::iterator it = _chatMessage.begin(); it != _chatMessage.end(); it++) {
|
|
width += (lastWidth = textRenderer()->computeWidth(*it));
|
|
}
|
|
glPushMatrix();
|
|
|
|
// extract the view direction from the modelview matrix: transform (0, 0, 1) by the
|
|
// transpose of the modelview to get its direction in world space, then use the X/Z
|
|
// components to determine the angle
|
|
float modelview[16];
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, modelview);
|
|
|
|
glTranslatef(_position.x, _position.y + chatMessageHeight, _position.z);
|
|
glRotatef(atan2(-modelview[2], -modelview[10]) * 180 / PI, 0, 1, 0);
|
|
|
|
glColor3f(0, 0.8, 0);
|
|
glRotatef(180, 0, 0, 1);
|
|
glScalef(chatMessageScale, chatMessageScale, 1.0f);
|
|
|
|
glDisable(GL_LIGHTING);
|
|
if (_keyState == NO_KEY_DOWN) {
|
|
textRenderer()->draw(-width/2, 0, _chatMessage.c_str());
|
|
|
|
} else {
|
|
// rather than using substr and allocating a new string, just replace the last
|
|
// character with a null, then restore it
|
|
int lastIndex = _chatMessage.size() - 1;
|
|
char lastChar = _chatMessage[lastIndex];
|
|
_chatMessage[lastIndex] = '\0';
|
|
textRenderer()->draw(-width/2, 0, _chatMessage.c_str());
|
|
_chatMessage[lastIndex] = lastChar;
|
|
glColor3f(0, 1, 0);
|
|
textRenderer()->draw(width/2 - lastWidth, 0, _chatMessage.c_str() + lastIndex);
|
|
}
|
|
glEnable(GL_LIGHTING);
|
|
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
|
|
void Avatar::renderHead(bool lookingInMirror) {
|
|
int side = 0;
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_RESCALE_NORMAL);
|
|
|
|
// show head orientation
|
|
//renderOrientationDirections(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition, _joint[ AVATAR_JOINT_HEAD_BASE ].orientation, 0.2f);
|
|
|
|
glPushMatrix();
|
|
|
|
if (_usingBodySprings) {
|
|
glTranslatef(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.x,
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.y,
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.z);
|
|
}
|
|
else {
|
|
glTranslatef(_joint[ AVATAR_JOINT_HEAD_BASE ].position.x,
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].position.y,
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].position.z);
|
|
}
|
|
|
|
glScalef
|
|
(
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].radius,
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].radius,
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].radius
|
|
);
|
|
|
|
|
|
if (lookingInMirror) {
|
|
glRotatef(_bodyYaw - _headYaw, 0, 1, 0);
|
|
//glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
|
|
//glRotatef(_bodyRoll - _headRoll, 0, 0, 1);
|
|
// don't let body pitch and roll affect the head..
|
|
glRotatef(_headPitch, 1, 0, 0);
|
|
glRotatef(-_headRoll, 0, 0, 1);
|
|
} else {
|
|
glRotatef(_bodyYaw + _headYaw, 0, 1, 0);
|
|
//glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
|
|
//glRotatef(_bodyRoll + _headRoll, 0, 0, 1);
|
|
// don't let body pitch and roll affect the head..
|
|
glRotatef(_headPitch, 1, 0, 0);
|
|
glRotatef(_headRoll, 0, 0, 1);
|
|
}
|
|
|
|
//glScalef(2.0, 2.0, 2.0);
|
|
glColor3fv(skinColor);
|
|
|
|
glutSolidSphere(1, 30, 30);
|
|
|
|
// Ears
|
|
glPushMatrix();
|
|
glTranslatef(1.0, 0, 0);
|
|
for(side = 0; side < 2; side++) {
|
|
glPushMatrix();
|
|
glScalef(0.3, 0.65, .65);
|
|
glutSolidSphere(0.5, 30, 30);
|
|
glPopMatrix();
|
|
glTranslatef(-2.0, 0, 0);
|
|
}
|
|
glPopMatrix();
|
|
|
|
|
|
// Update audio attack data for facial animation (eyebrows and mouth)
|
|
_head.audioAttack = 0.9 * _head.audioAttack + 0.1 * fabs(_audioLoudness - _head.lastLoudness);
|
|
_head.lastLoudness = _audioLoudness;
|
|
|
|
|
|
const float BROW_LIFT_THRESHOLD = 100;
|
|
if (_head.audioAttack > BROW_LIFT_THRESHOLD)
|
|
_head.browAudioLift += sqrt(_head.audioAttack) / 1000.0;
|
|
|
|
_head.browAudioLift *= .90;
|
|
|
|
|
|
// Render Eyebrows
|
|
glPushMatrix();
|
|
glTranslatef(-_head.interBrowDistance / 2.0,0.4,0.45);
|
|
for(side = 0; side < 2; side++) {
|
|
glColor3fv(browColor);
|
|
glPushMatrix();
|
|
glTranslatef(0, 0.35 + _head.browAudioLift, 0);
|
|
glRotatef(_head.eyebrowPitch[side]/2.0, 1, 0, 0);
|
|
glRotatef(_head.eyebrowRoll[side]/2.0, 0, 0, 1);
|
|
glScalef(browWidth, browThickness, 1);
|
|
glutSolidCube(0.5);
|
|
glPopMatrix();
|
|
glTranslatef(_head.interBrowDistance, 0, 0);
|
|
}
|
|
glPopMatrix();
|
|
|
|
// Mouth
|
|
glPushMatrix();
|
|
glTranslatef(0,-0.35,0.75);
|
|
glColor3f(0,0,0);
|
|
glRotatef(_head.mouthPitch, 1, 0, 0);
|
|
glRotatef(_head.mouthYaw, 0, 0, 1);
|
|
glScalef(_head.mouthWidth*(.7 + sqrt(_head.averageLoudness)/60.0), _head.mouthHeight*(1.0 + sqrt(_head.averageLoudness)/30.0), 1);
|
|
glutSolidCube(0.5);
|
|
glPopMatrix();
|
|
|
|
glTranslatef(0, 1.0, 0);
|
|
|
|
glTranslatef(-_head.interPupilDistance/2.0,-0.68,0.7);
|
|
// Right Eye
|
|
glRotatef(-10, 1, 0, 0);
|
|
glColor3fv(eyeColor);
|
|
glPushMatrix();
|
|
{
|
|
glTranslatef(_head.interPupilDistance/10.0, 0, 0.05);
|
|
glRotatef(20, 0, 0, 1);
|
|
glScalef(_head.eyeballScaleX, _head.eyeballScaleY, _head.eyeballScaleZ);
|
|
glutSolidSphere(0.25, 30, 30);
|
|
}
|
|
glPopMatrix();
|
|
|
|
// Right Pupil
|
|
if (_sphere == NULL) {
|
|
_sphere = gluNewQuadric();
|
|
gluQuadricTexture(_sphere, GL_TRUE);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
gluQuadricOrientation(_sphere, GLU_OUTSIDE);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iris_texture_width, iris_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &iris_texture[0]);
|
|
}
|
|
|
|
glPushMatrix();
|
|
{
|
|
glRotatef(_head.eyeballPitch[1], 1, 0, 0);
|
|
glRotatef(_head.eyeballYaw[1] + _headYaw + _head.pupilConverge, 0, 1, 0);
|
|
glTranslatef(0,0,.35);
|
|
glRotatef(-75,1,0,0);
|
|
glScalef(1.0, 0.4, 1.0);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
gluSphere(_sphere, _head.pupilSize, 15, 15);
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
glPopMatrix();
|
|
// Left Eye
|
|
glColor3fv(eyeColor);
|
|
glTranslatef(_head.interPupilDistance, 0, 0);
|
|
glPushMatrix();
|
|
{
|
|
glTranslatef(-_head.interPupilDistance/10.0, 0, .05);
|
|
glRotatef(-20, 0, 0, 1);
|
|
glScalef(_head.eyeballScaleX, _head.eyeballScaleY, _head.eyeballScaleZ);
|
|
glutSolidSphere(0.25, 30, 30);
|
|
}
|
|
glPopMatrix();
|
|
// Left Pupil
|
|
glPushMatrix();
|
|
{
|
|
glRotatef(_head.eyeballPitch[0], 1, 0, 0);
|
|
glRotatef(_head.eyeballYaw[0] + _headYaw - _head.pupilConverge, 0, 1, 0);
|
|
glTranslatef(0, 0, .35);
|
|
glRotatef(-75, 1, 0, 0);
|
|
glScalef(1.0, 0.4, 1.0);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
gluSphere(_sphere, _head.pupilSize, 15, 15);
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
glPopMatrix();
|
|
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
void Avatar::setHandMovementValues(glm::vec3 handOffset) {
|
|
_movedHandOffset = handOffset;
|
|
}
|
|
|
|
AvatarMode Avatar::getMode() {
|
|
return _mode;
|
|
}
|
|
|
|
void Avatar::initializeSkeleton() {
|
|
|
|
for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
|
|
_joint[b].isCollidable = true;
|
|
_joint[b].parent = AVATAR_JOINT_NULL;
|
|
_joint[b].position = glm::vec3(0.0, 0.0, 0.0);
|
|
_joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0);
|
|
_joint[b].springyPosition = glm::vec3(0.0, 0.0, 0.0);
|
|
_joint[b].springyVelocity = glm::vec3(0.0, 0.0, 0.0);
|
|
_joint[b].rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
|
|
_joint[b].yaw = 0.0;
|
|
_joint[b].pitch = 0.0;
|
|
_joint[b].roll = 0.0;
|
|
_joint[b].length = 0.0;
|
|
_joint[b].radius = 0.0;
|
|
_joint[b].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
|
_joint[b].orientation.setToIdentity();
|
|
}
|
|
|
|
// specify the parental hierarchy
|
|
_joint[ AVATAR_JOINT_PELVIS ].parent = AVATAR_JOINT_NULL;
|
|
_joint[ AVATAR_JOINT_TORSO ].parent = AVATAR_JOINT_PELVIS;
|
|
_joint[ AVATAR_JOINT_CHEST ].parent = AVATAR_JOINT_TORSO;
|
|
_joint[ AVATAR_JOINT_NECK_BASE ].parent = AVATAR_JOINT_CHEST;
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].parent = AVATAR_JOINT_NECK_BASE;
|
|
_joint[ AVATAR_JOINT_HEAD_TOP ].parent = AVATAR_JOINT_HEAD_BASE;
|
|
_joint[ AVATAR_JOINT_LEFT_COLLAR ].parent = AVATAR_JOINT_CHEST;
|
|
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].parent = AVATAR_JOINT_LEFT_COLLAR;
|
|
_joint[ AVATAR_JOINT_LEFT_ELBOW ].parent = AVATAR_JOINT_LEFT_SHOULDER;
|
|
_joint[ AVATAR_JOINT_LEFT_WRIST ].parent = AVATAR_JOINT_LEFT_ELBOW;
|
|
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].parent = AVATAR_JOINT_LEFT_WRIST;
|
|
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].parent = AVATAR_JOINT_CHEST;
|
|
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].parent = AVATAR_JOINT_RIGHT_COLLAR;
|
|
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].parent = AVATAR_JOINT_RIGHT_SHOULDER;
|
|
_joint[ AVATAR_JOINT_RIGHT_WRIST ].parent = AVATAR_JOINT_RIGHT_ELBOW;
|
|
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].parent = AVATAR_JOINT_RIGHT_WRIST;
|
|
_joint[ AVATAR_JOINT_LEFT_HIP ].parent = AVATAR_JOINT_PELVIS;
|
|
_joint[ AVATAR_JOINT_LEFT_KNEE ].parent = AVATAR_JOINT_LEFT_HIP;
|
|
_joint[ AVATAR_JOINT_LEFT_HEEL ].parent = AVATAR_JOINT_LEFT_KNEE;
|
|
_joint[ AVATAR_JOINT_LEFT_TOES ].parent = AVATAR_JOINT_LEFT_HEEL;
|
|
_joint[ AVATAR_JOINT_RIGHT_HIP ].parent = AVATAR_JOINT_PELVIS;
|
|
_joint[ AVATAR_JOINT_RIGHT_KNEE ].parent = AVATAR_JOINT_RIGHT_HIP;
|
|
_joint[ AVATAR_JOINT_RIGHT_HEEL ].parent = AVATAR_JOINT_RIGHT_KNEE;
|
|
_joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
|
|
|
|
// specify the default pose position
|
|
_joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
|
|
_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
|
|
_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.0 );
|
|
_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.1, -0.01 );
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
|
|
_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, -0.01 );
|
|
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, -0.01 );
|
|
_joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
|
|
_joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
|
|
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
|
|
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, -0.01 );
|
|
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, -0.01 );
|
|
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
|
|
_joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
|
|
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
|
|
_joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.04, 0.0, -0.02 );
|
|
_joint[ AVATAR_JOINT_LEFT_KNEE ].defaultPosePosition = glm::vec3( 0.0, -0.22, 0.02 );
|
|
_joint[ AVATAR_JOINT_LEFT_HEEL ].defaultPosePosition = glm::vec3( 0.0, -0.22, -0.01 );
|
|
_joint[ AVATAR_JOINT_LEFT_TOES ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.05 );
|
|
_joint[ AVATAR_JOINT_RIGHT_HIP ].defaultPosePosition = glm::vec3( 0.04, 0.0, -0.02 );
|
|
_joint[ AVATAR_JOINT_RIGHT_KNEE ].defaultPosePosition = glm::vec3( 0.0, -0.22, 0.02 );
|
|
_joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( 0.0, -0.22, -0.01 );
|
|
_joint[ AVATAR_JOINT_RIGHT_TOES ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.05 );
|
|
|
|
// specify the radii of the bone positions
|
|
_joint[ AVATAR_JOINT_PELVIS ].radius = 0.06;
|
|
_joint[ AVATAR_JOINT_TORSO ].radius = 0.055;
|
|
_joint[ AVATAR_JOINT_CHEST ].radius = 0.075;
|
|
_joint[ AVATAR_JOINT_NECK_BASE ].radius = 0.03;
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].radius = 0.07;
|
|
|
|
_joint[ AVATAR_JOINT_LEFT_COLLAR ].radius = 0.029;
|
|
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].radius = 0.023;
|
|
_joint[ AVATAR_JOINT_LEFT_ELBOW ].radius = 0.017;
|
|
_joint[ AVATAR_JOINT_LEFT_WRIST ].radius = 0.017;
|
|
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].radius = 0.01;
|
|
|
|
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].radius = 0.029;
|
|
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].radius = 0.023;
|
|
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].radius = 0.015;
|
|
_joint[ AVATAR_JOINT_RIGHT_WRIST ].radius = 0.015;
|
|
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].radius = 0.01;
|
|
|
|
_joint[ AVATAR_JOINT_LEFT_HIP ].radius = 0.03;
|
|
_joint[ AVATAR_JOINT_LEFT_KNEE ].radius = 0.02;
|
|
_joint[ AVATAR_JOINT_LEFT_HEEL ].radius = 0.015;
|
|
_joint[ AVATAR_JOINT_LEFT_TOES ].radius = 0.02;
|
|
|
|
_joint[ AVATAR_JOINT_RIGHT_HIP ].radius = 0.03;
|
|
_joint[ AVATAR_JOINT_RIGHT_KNEE ].radius = 0.02;
|
|
_joint[ AVATAR_JOINT_RIGHT_HEEL ].radius = 0.015;
|
|
_joint[ AVATAR_JOINT_RIGHT_TOES ].radius = 0.02;
|
|
|
|
// specify the tightness of the springy positions as far as attraction to rigid body
|
|
_joint[ AVATAR_JOINT_PELVIS ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 1.0;
|
|
_joint[ AVATAR_JOINT_TORSO ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.8;
|
|
_joint[ AVATAR_JOINT_CHEST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
|
_joint[ AVATAR_JOINT_NECK_BASE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.4;
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
|
|
|
|
_joint[ AVATAR_JOINT_LEFT_COLLAR ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
|
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
|
_joint[ AVATAR_JOINT_LEFT_ELBOW ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
|
_joint[ AVATAR_JOINT_LEFT_WRIST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
|
|
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
|
|
|
|
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
|
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
|
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
|
_joint[ AVATAR_JOINT_RIGHT_WRIST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
|
|
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
|
|
|
|
_joint[ AVATAR_JOINT_LEFT_HIP ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
|
_joint[ AVATAR_JOINT_LEFT_KNEE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
|
_joint[ AVATAR_JOINT_LEFT_HEEL ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
|
_joint[ AVATAR_JOINT_LEFT_TOES ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
|
_joint[ AVATAR_JOINT_RIGHT_HIP ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
|
_joint[ AVATAR_JOINT_RIGHT_KNEE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
|
_joint[ AVATAR_JOINT_RIGHT_HEEL ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
|
_joint[ AVATAR_JOINT_RIGHT_TOES ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
|
|
|
// to aid in hand-shaking and hand-holding, the right hand is not collidable
|
|
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].isCollidable = false;
|
|
_joint[ AVATAR_JOINT_RIGHT_WRIST ].isCollidable = false;
|
|
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].isCollidable = false;
|
|
|
|
// calculate bone length
|
|
calculateBoneLengths();
|
|
|
|
_pelvisStandingHeight =
|
|
_joint[ AVATAR_JOINT_LEFT_HEEL ].radius +
|
|
_joint[ AVATAR_JOINT_LEFT_HEEL ].length +
|
|
_joint[ AVATAR_JOINT_LEFT_KNEE ].length;
|
|
|
|
_height =
|
|
(
|
|
_pelvisStandingHeight +
|
|
_joint[ AVATAR_JOINT_LEFT_HEEL ].radius +
|
|
_joint[ AVATAR_JOINT_LEFT_HEEL ].length +
|
|
_joint[ AVATAR_JOINT_LEFT_KNEE ].length +
|
|
_joint[ AVATAR_JOINT_PELVIS ].length +
|
|
_joint[ AVATAR_JOINT_TORSO ].length +
|
|
_joint[ AVATAR_JOINT_CHEST ].length +
|
|
_joint[ AVATAR_JOINT_NECK_BASE ].length +
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].length +
|
|
_joint[ AVATAR_JOINT_HEAD_BASE ].radius
|
|
);
|
|
//printf("_height = %f\n", _height);
|
|
|
|
// generate world positions
|
|
updateSkeleton();
|
|
|
|
//set spring positions to be in the skeleton bone positions
|
|
initializeBodySprings();
|
|
}
|
|
|
|
void Avatar::calculateBoneLengths() {
|
|
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
|
_joint[b].length = glm::length(_joint[b].defaultPosePosition);
|
|
}
|
|
|
|
_maxArmLength
|
|
= _joint[ AVATAR_JOINT_RIGHT_ELBOW ].length
|
|
+ _joint[ AVATAR_JOINT_RIGHT_WRIST ].length
|
|
+ _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].length;
|
|
}
|
|
|
|
void Avatar::updateSkeleton() {
|
|
|
|
// rotate body...
|
|
_orientation.setToIdentity();
|
|
_orientation.yaw (_bodyYaw );
|
|
_orientation.pitch(_bodyPitch);
|
|
_orientation.roll (_bodyRoll );
|
|
|
|
// calculate positions of all bones by traversing the skeleton tree:
|
|
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
|
if (_joint[b].parent == AVATAR_JOINT_NULL) {
|
|
_joint[b].orientation.set(_orientation);
|
|
_joint[b].position = _position;
|
|
}
|
|
else {
|
|
_joint[b].orientation.set(_joint[ _joint[b].parent ].orientation);
|
|
_joint[b].position = _joint[ _joint[b].parent ].position;
|
|
}
|
|
|
|
// if this is not my avatar, then hand position comes from transmitted data
|
|
if (! _isMine) {
|
|
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handPosition;
|
|
}
|
|
|
|
// the following will be replaced by a proper rotation...close
|
|
float xx = glm::dot(_joint[b].defaultPosePosition, _joint[b].orientation.getRight());
|
|
float yy = glm::dot(_joint[b].defaultPosePosition, _joint[b].orientation.getUp ());
|
|
float zz = glm::dot(_joint[b].defaultPosePosition, _joint[b].orientation.getFront());
|
|
|
|
glm::vec3 rotatedJointVector(xx, yy, zz);
|
|
|
|
//glm::vec3 myEuler (0.0f, 0.0f, 0.0f);
|
|
//glm::quat myQuat (myEuler);
|
|
|
|
_joint[b].position += rotatedJointVector;
|
|
}
|
|
}
|
|
|
|
void Avatar::initializeBodySprings() {
|
|
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
|
_joint[b].springyPosition = _joint[b].position;
|
|
_joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
|
}
|
|
}
|
|
|
|
void Avatar::updateBodySprings(float deltaTime) {
|
|
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
|
glm::vec3 springVector(_joint[b].springyPosition);
|
|
|
|
if (_joint[b].parent == AVATAR_JOINT_NULL) {
|
|
springVector -= _position;
|
|
}
|
|
else {
|
|
springVector -= _joint[ _joint[b].parent ].springyPosition;
|
|
}
|
|
|
|
float length = glm::length(springVector);
|
|
|
|
if (length > 0.0f) {
|
|
glm::vec3 springDirection = springVector / length;
|
|
|
|
float force = (length - _joint[b].length) * BODY_SPRING_FORCE * deltaTime;
|
|
|
|
_joint[b].springyVelocity -= springDirection * force;
|
|
|
|
if (_joint[b].parent != AVATAR_JOINT_NULL) {
|
|
_joint[_joint[b].parent].springyVelocity += springDirection * force;
|
|
}
|
|
}
|
|
|
|
_joint[b].springyVelocity += (_joint[b].position - _joint[b].springyPosition) * _joint[b].springBodyTightness * deltaTime;
|
|
|
|
float decay = 1.0 - BODY_SPRING_DECAY * deltaTime;
|
|
|
|
if (decay > 0.0) {
|
|
_joint[b].springyVelocity *= decay;
|
|
}
|
|
else {
|
|
_joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
_joint[b].springyPosition += _joint[b].springyVelocity * deltaTime;
|
|
}
|
|
}
|
|
|
|
const glm::vec3& Avatar::getHeadPosition() const {
|
|
|
|
|
|
//if (_usingBodySprings) {
|
|
// return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition;
|
|
//}
|
|
|
|
return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition;
|
|
}
|
|
|
|
|
|
|
|
void Avatar::updateArmIKAndConstraints(float deltaTime) {
|
|
|
|
// determine the arm vector
|
|
glm::vec3 armVector = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
|
|
armVector -= _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
|
|
|
|
// test to see if right hand is being dragged beyond maximum arm length
|
|
float distance = glm::length(armVector);
|
|
|
|
// don't let right hand get dragged beyond maximum arm length...
|
|
if (distance > _maxArmLength) {
|
|
// reset right hand to be constrained to maximum arm length
|
|
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
|
|
glm::vec3 armNormal = armVector / distance;
|
|
armVector = armNormal * _maxArmLength;
|
|
distance = _maxArmLength;
|
|
glm::vec3 constrainedPosition = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
|
|
constrainedPosition += armVector;
|
|
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = constrainedPosition;
|
|
}
|
|
|
|
// set elbow position
|
|
glm::vec3 newElbowPosition = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
|
|
newElbowPosition += armVector * ONE_HALF;
|
|
|
|
glm::vec3 perpendicular = glm::cross(_orientation.getFront(), armVector);
|
|
|
|
newElbowPosition += perpendicular * (1.0f - (_maxArmLength / distance)) * ONE_HALF;
|
|
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].position = newElbowPosition;
|
|
|
|
// set wrist position
|
|
glm::vec3 vv(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
|
|
vv -= _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position;
|
|
glm::vec3 newWristPosition = _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position + vv * 0.7f;
|
|
_joint[ AVATAR_JOINT_RIGHT_WRIST ].position = newWristPosition;
|
|
}
|
|
|
|
|
|
void Avatar::renderBody() {
|
|
|
|
// Render joint positions as spheres
|
|
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
|
|
|
if (b != AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case in "renderHead"
|
|
|
|
//render bone orientation
|
|
//renderOrientationDirections(_joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0);
|
|
|
|
if (_usingBodySprings) {
|
|
glColor3fv(skinColor);
|
|
glPushMatrix();
|
|
glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z);
|
|
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
|
|
glPopMatrix();
|
|
}
|
|
else {
|
|
glColor3fv(skinColor);
|
|
glPushMatrix();
|
|
glTranslatef(_joint[b].position.x, _joint[b].position.y, _joint[b].position.z);
|
|
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Render lines connecting the joint positions
|
|
if (_usingBodySprings) {
|
|
glColor3f(0.4f, 0.5f, 0.6f);
|
|
glLineWidth(3.0);
|
|
|
|
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
|
|
if (_joint[b].parent != AVATAR_JOINT_NULL)
|
|
if (b != AVATAR_JOINT_HEAD_TOP) {
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x);
|
|
glVertex3fv(&_joint[ b ].springyPosition.x);
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
else {
|
|
glColor3fv(skinColor);
|
|
glLineWidth(3.0);
|
|
|
|
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
|
|
if (_joint[b].parent != AVATAR_JOINT_NULL) {
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex3fv(&_joint[ _joint[ b ].parent ].position.x);
|
|
glVertex3fv(&_joint[ b ].position.x);
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
void Avatar::SetNewHeadTarget(float pitch, float yaw) {
|
|
_head.pitchTarget = pitch;
|
|
_head.yawTarget = yaw;
|
|
}
|
|
|
|
//
|
|
// Process UDP interface data from Android transmitter or Google Glass
|
|
//
|
|
void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) {
|
|
// Read a packet from a transmitter app, process the data
|
|
float
|
|
accX, accY, accZ, // Measured acceleration
|
|
graX, graY, graZ, // Gravity
|
|
gyrX, gyrY, gyrZ, // Gyro velocity in radians/sec as (pitch, roll, yaw)
|
|
linX, linY, linZ, // Linear Acceleration (less gravity)
|
|
rot1, rot2, rot3, rot4; // Rotation of device:
|
|
// rot1 = roll, ranges from -1 to 1, 0 = flat on table
|
|
// rot2 = pitch, ranges from -1 to 1, 0 = flat on table
|
|
// rot3 = yaw, ranges from -1 to 1
|
|
char device[100]; // Device ID
|
|
|
|
enum deviceTypes { DEVICE_GLASS, DEVICE_ANDROID, DEVICE_IPHONE, DEVICE_UNKNOWN };
|
|
|
|
sscanf((char *)packetData,
|
|
"tacc %f %f %f gra %f %f %f gyr %f %f %f lin %f %f %f rot %f %f %f %f dna \"%s",
|
|
&accX, &accY, &accZ,
|
|
&graX, &graY, &graZ,
|
|
&gyrX, &gyrY, &gyrZ,
|
|
&linX, &linY, &linZ,
|
|
&rot1, &rot2, &rot3, &rot4, (char *)&device);
|
|
|
|
// decode transmitter device type
|
|
deviceTypes deviceType = DEVICE_UNKNOWN;
|
|
if (strcmp(device, "ADR")) {
|
|
deviceType = DEVICE_ANDROID;
|
|
} else {
|
|
deviceType = DEVICE_GLASS;
|
|
}
|
|
|
|
if (_transmitterPackets++ == 0) {
|
|
// If first packet received, note time, turn head spring return OFF, get start rotation
|
|
gettimeofday(&_transmitterTimer, NULL);
|
|
if (deviceType == DEVICE_GLASS) {
|
|
setHeadReturnToCenter(true);
|
|
setHeadSpringScale(10.f);
|
|
printLog("Using Google Glass to drive head, springs ON.\n");
|
|
|
|
} else {
|
|
setHeadReturnToCenter(false);
|
|
printLog("Using Transmitter %s to drive head, springs OFF.\n", device);
|
|
|
|
}
|
|
//printLog("Packet: [%s]\n", packetData);
|
|
//printLog("Version: %s\n", device);
|
|
|
|
_transmitterInitialReading = glm::vec3(rot3, rot2, rot1);
|
|
}
|
|
const int TRANSMITTER_COUNT = 100;
|
|
if (_transmitterPackets % TRANSMITTER_COUNT == 0) {
|
|
// Every 100 packets, record the observed Hz of the transmitter data
|
|
timeval now;
|
|
gettimeofday(&now, NULL);
|
|
double msecsElapsed = diffclock(&_transmitterTimer, &now);
|
|
_transmitterHz = static_cast<float>((double)TRANSMITTER_COUNT / (msecsElapsed / 1000.0));
|
|
_transmitterTimer = now;
|
|
printLog("Transmitter Hz: %3.1f\n", _transmitterHz);
|
|
}
|
|
//printLog("Gyr: %3.1f, %3.1f, %3.1f\n", glm::degrees(gyrZ), glm::degrees(-gyrX), glm::degrees(gyrY));
|
|
//printLog("Rot: %3.1f, %3.1f, %3.1f, %3.1f\n", rot1, rot2, rot3, rot4);
|
|
|
|
// Update the head with the transmitter data
|
|
glm::vec3 eulerAngles((rot3 - _transmitterInitialReading.x) * 180.f,
|
|
-(rot2 - _transmitterInitialReading.y) * 180.f,
|
|
(rot1 - _transmitterInitialReading.z) * 180.f);
|
|
if (eulerAngles.x > 180.f) { eulerAngles.x -= 360.f; }
|
|
if (eulerAngles.x < -180.f) { eulerAngles.x += 360.f; }
|
|
|
|
glm::vec3 angularVelocity;
|
|
if (deviceType != DEVICE_GLASS) {
|
|
angularVelocity = glm::vec3(glm::degrees(gyrZ), glm::degrees(-gyrX), glm::degrees(gyrY));
|
|
setHeadFromGyros(&eulerAngles, &angularVelocity,
|
|
(_transmitterHz == 0.f) ? 0.f : 1.f / _transmitterHz, 1.0);
|
|
|
|
} else {
|
|
angularVelocity = glm::vec3(glm::degrees(gyrY), glm::degrees(-gyrX), glm::degrees(-gyrZ));
|
|
setHeadFromGyros(&eulerAngles, &angularVelocity,
|
|
(_transmitterHz == 0.f) ? 0.f : 1.f / _transmitterHz, 1000.0);
|
|
|
|
}
|
|
}
|
|
|
|
void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity, float deltaTime, float smoothingTime) {
|
|
//
|
|
// Given absolute position and angular velocity information, update the avatar's head angles
|
|
// with the goal of fast instantaneous updates that gradually follow the absolute data.
|
|
//
|
|
// Euler Angle format is (Yaw, Pitch, Roll) in degrees
|
|
//
|
|
// Angular Velocity is (Yaw, Pitch, Roll) in degrees per second
|
|
//
|
|
// SMOOTHING_TIME is the time is seconds over which the head should average to the
|
|
// absolute eulerAngles passed.
|
|
//
|
|
//
|
|
float const MAX_YAW = 90.f;
|
|
float const MIN_YAW = -90.f;
|
|
float const MAX_PITCH = 85.f;
|
|
float const MIN_PITCH = -85.f;
|
|
float const MAX_ROLL = 90.f;
|
|
float const MIN_ROLL = -90.f;
|
|
|
|
if (deltaTime == 0.f) {
|
|
// On first sample, set head to absolute position
|
|
setHeadYaw(eulerAngles->x);
|
|
setHeadPitch(eulerAngles->y);
|
|
setHeadRoll(eulerAngles->z);
|
|
} else {
|
|
glm::vec3 angles(getHeadYaw(), getHeadPitch(), getHeadRoll());
|
|
// Increment by detected velocity
|
|
angles += (*angularVelocity) * deltaTime;
|
|
// Smooth to slowly follow absolute values
|
|
angles = ((1.f - deltaTime / smoothingTime) * angles) + (deltaTime / smoothingTime) * (*eulerAngles);
|
|
setHeadYaw(fmin(fmax(angles.x, MIN_YAW), MAX_YAW));
|
|
setHeadPitch(fmin(fmax(angles.y, MIN_PITCH), MAX_PITCH));
|
|
setHeadRoll(fmin(fmax(angles.z, MIN_ROLL), MAX_ROLL));
|
|
//printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
const char AVATAR_DATA_FILENAME[] = "avatar.ifd";
|
|
|
|
void Avatar::writeAvatarDataToFile() {
|
|
// write the avatar position and yaw to a local file
|
|
FILE* avatarFile = fopen(AVATAR_DATA_FILENAME, "w");
|
|
|
|
if (avatarFile) {
|
|
fprintf(avatarFile, "%f,%f,%f %f", _position.x, _position.y, _position.z, _bodyYaw);
|
|
fclose(avatarFile);
|
|
}
|
|
}
|
|
|
|
void Avatar::readAvatarDataFromFile() {
|
|
FILE* avatarFile = fopen(AVATAR_DATA_FILENAME, "r");
|
|
|
|
if (avatarFile) {
|
|
glm::vec3 readPosition;
|
|
float readYaw;
|
|
fscanf(avatarFile, "%f,%f,%f %f", &readPosition.x, &readPosition.y, &readPosition.z, &readYaw);
|
|
|
|
// make sure these values are sane
|
|
if (!isnan(readPosition.x) && !isnan(readPosition.y) && !isnan(readPosition.z) && !isnan(readYaw)) {
|
|
_position = readPosition;
|
|
_bodyYaw = readYaw;
|
|
}
|
|
fclose(avatarFile);
|
|
}
|
|
}
|
|
|