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synced 2025-04-23 09:33:45 +02:00
added get avatar bone
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parent
8b9017a244
commit
84ca2dcb32
3 changed files with 61 additions and 15 deletions
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@ -95,7 +95,6 @@ Head::Head() {
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usingSprings = false;
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springForce = 6.0f;
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springToBodyTightness = 4.0f;
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springVelocityDecay = 16.0f;
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hand = new Hand(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));
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@ -782,23 +781,27 @@ void Head::setHandMovement( glm::vec3 movement ) {
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void Head::initializeAvatar() {
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//avatar.position = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.orientation.setToIdentity();
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closestOtherAvatar = 0;
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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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bodyYawDelta = 0.0;
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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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bodyYawDelta = 0.0;
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for (int b=0; b<NUM_AVATAR_BONES; b++) {
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avatar.bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.bone[b].parent = AVATAR_BONE_NULL;
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avatar.bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.bone[b].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.bone[b].yaw = 0.0f;
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avatar.bone[b].pitch = 0.0f;
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avatar.bone[b].roll = 0.0f;
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avatar.bone[b].length = 0.0f;
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avatar.bone[b].orientation.setToIdentity();
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}
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@ -877,6 +880,41 @@ void Head::initializeAvatar() {
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avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
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//----------------------------------------------------------------------------------------------------------------
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// set the spring body tightness (determines how tightly the springy positions stay on the bone positions
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//----------------------------------------------------------------------------------------------------------------
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for (int b=0; b<NUM_AVATAR_BONES; b++) {
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avatar.bone[b].springBodyTightness = 4.0f;
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}
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/*
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avatar.bone[ AVATAR_BONE_NULL ].springBodyTightness = 0.8f;
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avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_MID_SPINE ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_CHEST_SPINE ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_NECK ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_HEAD ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_LEFT_CHEST ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_LEFT_HAND ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_RIGHT_HAND ].springBodyTightness = 0.0f;
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avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].springBodyTightness = 0.8f;
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avatar.bone[ AVATAR_BONE_LEFT_THIGH ].springBodyTightness = 0.8f;
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avatar.bone[ AVATAR_BONE_LEFT_SHIN ].springBodyTightness = 0.8f;
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avatar.bone[ AVATAR_BONE_LEFT_FOOT ].springBodyTightness = 0.8f;
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avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].springBodyTightness = 0.8f;
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avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].springBodyTightness = 0.8f;
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avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].springBodyTightness = 0.8f;
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avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].springBodyTightness = 0.8f;
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*/
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//----------------------------------------------------------------------------
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// calculate bone length
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//----------------------------------------------------------------------------
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@ -957,14 +995,15 @@ void Head::updateAvatarSprings( float deltaTime ) {
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if ( length > 0.0f ) {
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glm::vec3 springDirection = springVector / length;
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float force = ( length - avatar.bone[b].length ) * springForce * deltaTime;
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float force = ( length - avatar.bone[b].length ) * springForce * deltaTime;
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avatar.bone[ b ].springyVelocity -= springDirection * force;
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avatar.bone[ avatar.bone[b].parent ].springyVelocity += springDirection * force;
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}
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avatar.bone[b].springyVelocity += ( avatar.bone[b].position - avatar.bone[b].springyPosition ) * springToBodyTightness * deltaTime;
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avatar.bone[b].springyVelocity += ( avatar.bone[b].position - avatar.bone[b].springyPosition ) *
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avatar.bone[b].springBodyTightness * deltaTime;
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float decay = 1.0 - springVelocityDecay * deltaTime;
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if ( decay > 0.0 ) {
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@ -1000,6 +1039,11 @@ glm::vec3 Head::getHeadLookatDirectionUp() {
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);
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}
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glm::vec3 Head::getBonePosition( AvatarBones b )
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{
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return avatar.bone[b].position;
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}
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glm::vec3 Head::getHeadLookatDirectionRight() {
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return glm::vec3
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(
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@ -109,6 +109,7 @@ struct AvatarBone
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glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
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glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
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glm::dvec3 springyVelocity; // used for special effects ( the velocity of the springy position)
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float springBodyTightness; // how tightly (0 to 1) the springy position tries to stay on the position
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float yaw; // the yaw Euler angle of the bone rotation off the parent
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float pitch; // the pitch Euler angle of the bone rotation off the parent
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float roll; // the roll Euler angle of the bone rotation off the parent
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@ -159,6 +160,7 @@ class Head : public AgentData {
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glm::vec3 getHeadLookatDirectionUp();
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glm::vec3 getHeadLookatDirectionRight();
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glm::vec3 getHeadPosition();
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glm::vec3 getBonePosition( AvatarBones b );
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glm::vec3 getBodyPosition();
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void render(int faceToFace, int isMine);
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@ -254,7 +256,7 @@ class Head : public AgentData {
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float springVelocityDecay;
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float springForce;
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float springToBodyTightness;
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//float springToBodyTightness;
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int eyeContact;
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eyeContactTargets eyeContactTarget;
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@ -24,7 +24,7 @@ static const double ONE_THIRD = 0.3333333;
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static const double PIE = 3.14159265359;
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static const double PI_TIMES_TWO = 3.14159265359 * 2.0;
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static const double PI_OVER_180 = 3.14159265359 / 180.0;
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static const double EPSILON = 0.00001; //smallish number - used as margin of error for some values
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static const double EPSILON = 0.00001; //smallish number - used as margin of error for some computations
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static const double SQUARE_ROOT_OF_2 = sqrt(2);
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static const double SQUARE_ROOT_OF_3 = sqrt(3);
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static const double METER = 1.0;
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