some preliminary work on avatarRenderer

This commit is contained in:
Jeffrey Ventrella 2013-05-20 07:38:00 -07:00
parent bbeac7701a
commit 7f0d2e572e
6 changed files with 43 additions and 38 deletions

View file

@ -302,7 +302,6 @@ void Application::paintGL() {
_myCamera.setTargetRotation(_myAvatar.getBodyYaw() - 180.0f,
0.0f,
0.0f);
} else {
if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
@ -1635,6 +1634,7 @@ void Application::displaySide(Camera& whichCamera) {
// Render my own Avatar
_myAvatar.render(_lookingInMirror, _myCamera.getPosition());
//_avatarRenderer.render();
}
// Render the world box

View file

@ -186,6 +186,9 @@ private:
Oscilloscope _audioScope;
Avatar _myAvatar; // The rendered avatar of oneself
//AvatarRenderer _avatarRenderer;
Camera _myCamera; // My view onto the world
Camera _viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode

View file

@ -58,6 +58,7 @@ bool usingBigSphereCollisionTest = true;
float chatMessageScale = 0.0015;
float chatMessageHeight = 0.45;
Avatar::Avatar(bool isMine) {
_orientation.setToIdentity();
@ -691,19 +692,6 @@ void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
_cameraPosition = cameraPosition; // store this for use in various parts of the code
// 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);
@ -714,10 +702,12 @@ void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
glPopMatrix();
}
// 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);
//render body
renderBody(lookingInMirror);
// if this is my avatar, then render my interactions with the other avatar
if (_isMine) {
_avatarTouch.render(_cameraPosition);
@ -1038,10 +1028,12 @@ void Avatar::updateBodySprings(float deltaTime) {
_joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
}
/*
//apply forces from touch...
if (_joint[b].touchForce > 0.0) {
_joint[b].springyVelocity += _mouseRayDirection * _joint[b].touchForce * 0.7f;
}
*/
//update position by velocity...
_joint[b].springyPosition += _joint[b].springyVelocity * deltaTime;

View file

@ -15,6 +15,7 @@
#include <Orientation.h>
#include "world.h"
#include "AvatarTouch.h"
#include "AvatarRenderer.h"
#include "InterfaceConfig.h"
#include "SerialInterface.h"
#include "Balls.h"

View file

@ -10,54 +10,61 @@
#include "AvatarRenderer.h"
#include "InterfaceConfig.h"
/*
AvatarRenderer::AvatarRenderer() {
}
// this method renders the avatar
void AvatarRenderer::render(Avatar *avatarToRender, bool lookingInMirror, glm::vec3 cameraPosition) {
void AvatarRenderer::render() {
avatar = avatarToRender;
/*
// show avatar position
glColor4f(0.5f, 0.5f, 0.5f, 0.6);
glPushMatrix();
glm::vec3 j( avatar->getJointPosition( AVATAR_JOINT_PELVIS ) );
glm::vec3 j( getJointPosition( AVATAR_JOINT_PELVIS ) );
glTranslatef(j.x, j.y, j.z);
glScalef(0.08, 0.08, 0.08);
glutSolidSphere(1, 10, 10);
glPopMatrix();
*/
//renderDiskShadow(avatar->getJointPosition( AVATAR_JOINT_PELVIS ), glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
renderDiskShadow(getJointPosition( AVATAR_JOINT_PELVIS ), glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
//renderBody();
//renderBody(lookingInMirror);
}
void AvatarRenderer::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"
if (b == AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case
if (_displayingHead) {
_head.render(lookingInMirror);
}
} else {
//show direction vectors of the bone orientation
//renderOrientationDirections(_joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0);
glm::vec3 j( avatar->getJointPosition( AVATAR_JOINT_PELVIS ) );
glColor3fv(skinColor);
glColor3fv(_avatar->skinColor);
glPushMatrix();
glTranslatef(j.x, j.y, j.z);
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
glTranslatef(_avatar->[b].springyPosition.x, _avatar->_joint[b].springyPosition.y, _avatar->_joint[b].springyPosition.z);
glutSolidSphere(_avatar->_joint[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
if (_joint[b].touchForce > 0.0f) {
float alpha = _joint[b].touchForce * 0.2;
float r = _joint[b].radius * 1.1f + 0.005f;
glColor4f(0.5f, 0.2f, 0.2f, alpha);
glPushMatrix();
glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z);
glScalef(r, r, r);
glutSolidSphere(1, 20, 20);
glPopMatrix();
}
}
// Render lines connecting the joint positions
glColor3f(0.4f, 0.5f, 0.6f);
glLineWidth(3.0);
@ -71,5 +78,6 @@ void AvatarRenderer::renderBody() {
glEnd();
}
}
*/
}
*/

View file

@ -11,16 +11,17 @@
#include "Avatar.h"
#include <glm/glm.hpp>
class AvatarRenderer {
/*
class AvatarRenderer : public Avatar {
public:
AvatarRenderer();
void render(Avatar *avatarToRender, bool lookingInMirror, glm::vec3 cameraPosition );
void render();
private:
Avatar *avatar;
void renderBody();
};
*/
#endif