renamed Yaw Pitch Roll to _headYaw, _headPitch, _headRoll, in Head class. And also added a "bigSphere avatar collision test", also added a bone radius (for collision detection)

This commit is contained in:
Jeffrey Ventrella 2013-04-17 23:18:36 -07:00
parent 46c95ea4af
commit bd0eb9f69c
4 changed files with 162 additions and 74 deletions

View file

@ -38,6 +38,8 @@ float MouthWidthChoices[3] = {0.5, 0.77, 0.3};
float browWidth = 0.8;
float browThickness = 0.16;
bool usingBigSphereCollisionTest = false;
const float DECAY = 0.1;
const float THRUST_MAG = 10.0;
const float YAW_MAG = 300.0;
@ -65,13 +67,16 @@ Head::Head(bool isMine) {
initializeSkeleton();
_TEST_bigSphereRadius = 0.3f;
_TEST_bigSpherePosition = glm::vec3( 0.0f, _TEST_bigSphereRadius, 2.0f );
for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = false;
PupilSize = 0.10;
interPupilDistance = 0.6;
interBrowDistance = 0.75;
NominalPupilSize = 0.10;
Yaw = 0.0;
_headYaw = 0.0;
EyebrowPitch[0] = EyebrowPitch[1] = -30;
EyebrowRoll[0] = 20;
EyebrowRoll[1] = -20;
@ -153,7 +158,7 @@ Head::Head(const Head &otherHead) {
interPupilDistance = otherHead.interPupilDistance;
interBrowDistance = otherHead.interBrowDistance;
NominalPupilSize = otherHead.NominalPupilSize;
Yaw = otherHead.Yaw;
_headYaw = otherHead._headYaw;
EyebrowPitch[0] = otherHead.EyebrowPitch[0];
EyebrowPitch[1] = otherHead.EyebrowPitch[1];
EyebrowRoll[0] = otherHead.EyebrowRoll[0];
@ -202,7 +207,7 @@ Head* Head::clone() const {
}
void Head::reset() {
Pitch = Yaw = Roll = 0;
_headPitch = _headYaw = _headRoll = 0;
leanForward = leanSideways = 0;
}
@ -214,13 +219,13 @@ void Head::UpdateGyros(float frametime, SerialInterface * serialInterface, int h
{
const float PITCH_ACCEL_COUPLING = 0.5;
const float ROLL_ACCEL_COUPLING = -1.0;
float measured_pitch_rate = serialInterface->getRelativeValue(PITCH_RATE);
YawRate = serialInterface->getRelativeValue(YAW_RATE);
float measured_pitch_rate = serialInterface->getRelativeValue(HEAD_PITCH_RATE);
_headYawRate = serialInterface->getRelativeValue(HEAD_YAW_RATE);
float measured_lateral_accel = serialInterface->getRelativeValue(ACCEL_X) -
ROLL_ACCEL_COUPLING*serialInterface->getRelativeValue(ROLL_RATE);
ROLL_ACCEL_COUPLING*serialInterface->getRelativeValue(HEAD_ROLL_RATE);
float measured_fwd_accel = serialInterface->getRelativeValue(ACCEL_Z) -
PITCH_ACCEL_COUPLING*serialInterface->getRelativeValue(PITCH_RATE);
float measured_roll_rate = serialInterface->getRelativeValue(ROLL_RATE);
PITCH_ACCEL_COUPLING*serialInterface->getRelativeValue(HEAD_PITCH_RATE);
float measured_roll_rate = serialInterface->getRelativeValue(HEAD_ROLL_RATE);
//std::cout << "Pitch Rate: " << serialInterface->getRelativeValue(PITCH_RATE) <<
// " fwd_accel: " << serialInterface->getRelativeValue(ACCEL_Z) << "\n";
@ -237,18 +242,18 @@ void Head::UpdateGyros(float frametime, SerialInterface * serialInterface, int h
const float MAX_YAW = 85;
const float MIN_YAW = -85;
if ((Pitch < MAX_PITCH) && (Pitch > MIN_PITCH))
if ((_headPitch < MAX_PITCH) && (_headPitch > MIN_PITCH))
addPitch(measured_pitch_rate * -HEAD_ROTATION_SCALE * frametime);
addRoll(-measured_roll_rate * HEAD_ROLL_SCALE * frametime);
if (head_mirror) {
if ((Yaw < MAX_YAW) && (Yaw > MIN_YAW))
addYaw(-YawRate * HEAD_ROTATION_SCALE * frametime);
if ((_headYaw < MAX_YAW) && (_headYaw > MIN_YAW))
addYaw(-_headYawRate * HEAD_ROTATION_SCALE * frametime);
addLean(-measured_lateral_accel * frametime * HEAD_LEAN_SCALE, -measured_fwd_accel*frametime * HEAD_LEAN_SCALE);
} else {
if ((Yaw < MAX_YAW) && (Yaw > MIN_YAW))
addYaw(YawRate * -HEAD_ROTATION_SCALE * frametime);
if ((_headYaw < MAX_YAW) && (_headYaw > MIN_YAW))
addYaw(_headYawRate * -HEAD_ROTATION_SCALE * frametime);
addLean(measured_lateral_accel * frametime * -HEAD_LEAN_SCALE, measured_fwd_accel*frametime * HEAD_LEAN_SCALE);
}
}
@ -256,7 +261,7 @@ void Head::UpdateGyros(float frametime, SerialInterface * serialInterface, int h
void Head::addLean(float x, float z) {
// Add Body lean as impulse
leanSideways += x;
leanForward += z;
leanForward += z;
}
@ -277,7 +282,7 @@ void Head::setTriggeringAction( bool d ) {
void Head::simulate(float deltaTime) {
//-------------------------------------------------------------
// if the avatar being simulated is mone, then loop through
// if the avatar being simulated is mine, then loop through
// all the other avatars to get information about them...
//-------------------------------------------------------------
if ( _isMine )
@ -288,6 +293,7 @@ void Head::simulate(float deltaTime) {
_closestOtherAvatar = -1;
float closestDistance = 10000.0f;
/*
AgentList * agentList = AgentList::getInstance();
for(std::vector<Agent>::iterator agent = agentList->getAgents().begin();
@ -297,10 +303,12 @@ void Head::simulate(float deltaTime) {
Head *otherAvatar = (Head *)agent->getLinkedData();
// when this is working, I will grab the position here...
glm::vec3 otherAvatarPosition = otherAvatar->getBodyPosition();
//glm::vec3 otherAvatarPosition = otherAvatar->getBodyPosition();
}
}
*/
///for testing only (prior to having real avs working)
for (int o=0; o<NUM_OTHER_AVATARS; o++) {
//-------------------------------------
// test other avs for proximity...
@ -317,7 +325,15 @@ void Head::simulate(float deltaTime) {
}
}
}
}
if ( usingBigSphereCollisionTest ) {
//--------------------------------------------------------------
// test for avatar collision response (using a big sphere :)
//--------------------------------------------------------------
updateBigSphereCollisionTest(deltaTime);
}
}//if ( _isMine )
//------------------------
// update avatar skeleton
@ -340,7 +356,7 @@ void Head::simulate(float deltaTime) {
//printf( "just stopped moving hand\n" );
}
}
if ( _handBeingMoved ) {
updateHandMovement();
updateBodySprings( deltaTime );
@ -407,10 +423,10 @@ void Head::simulate(float deltaTime) {
_bodyYaw += _bodyYawDelta * deltaTime;
}
//----------------------------------------------------------
// (for now) set head yaw to body yaw
//----------------------------------------------------------
Yaw = _bodyYaw;
// we will be eventually getting head rotation from elsewhere. For now, just setting it to body rotation
_headYaw = _bodyYaw;
_headPitch = _bodyPitch;
_headRoll = _bodyRoll;
//----------------------------------------------------------
// decay body yaw delta
@ -422,11 +438,11 @@ void Head::simulate(float deltaTime) {
// add thrust to velocity
//----------------------------------------------------------
_avatar.velocity += glm::dvec3(_avatar.thrust * deltaTime);
//----------------------------------------------------------
// update position by velocity
//----------------------------------------------------------
_bodyPosition += (glm::vec3)_avatar.velocity * deltaTime;
//----------------------------------------------------------
// update position by velocity
//----------------------------------------------------------
_bodyPosition += (glm::vec3)_avatar.velocity * deltaTime;
//----------------------------------------------------------
// decay velocity
@ -436,15 +452,15 @@ void Head::simulate(float deltaTime) {
if (!noise) {
// Decay back toward center
Pitch *= (1.f - DECAY*2*deltaTime);
Yaw *= (1.f - DECAY*2*deltaTime);
Roll *= (1.f - DECAY*2*deltaTime);
_headPitch *= (1.0f - DECAY*2*deltaTime);
_headYaw *= (1.0f - DECAY*2*deltaTime);
_headRoll *= (1.0f - DECAY*2*deltaTime);
}
else {
// Move toward new target
Pitch += (PitchTarget - Pitch)*10*deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
Yaw += (YawTarget - Yaw)*10*deltaTime; // (1.f - DECAY*deltaTime);
Roll *= (1.f - DECAY*deltaTime);
_headPitch += (PitchTarget - _headPitch)*10*deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
_headYaw += (YawTarget - _headYaw)*10*deltaTime; // (1.f - DECAY*deltaTime);
_headRoll *= (1.f - DECAY*deltaTime);
}
leanForward *= (1.f - DECAY*30.f*deltaTime);
@ -486,15 +502,15 @@ void Head::simulate(float deltaTime) {
if (eyeContactTarget == RIGHT_EYE) eye_target_yaw_adjust = -DEGREES_BETWEEN_VIEWER_EYES;
if (eyeContactTarget == MOUTH) eye_target_pitch_adjust = DEGREES_TO_VIEWER_MOUTH;
EyeballPitch[0] = EyeballPitch[1] = -Pitch + eye_target_pitch_adjust;
EyeballYaw[0] = EyeballYaw[1] = -Yaw + eye_target_yaw_adjust;
EyeballPitch[0] = EyeballPitch[1] = -_headPitch + eye_target_pitch_adjust;
EyeballYaw[0] = EyeballYaw[1] = -_headYaw + eye_target_yaw_adjust;
}
if (noise)
{
Pitch += (randFloat() - 0.5)*0.2*NoiseEnvelope;
Yaw += (randFloat() - 0.5)*0.3*NoiseEnvelope;
_headPitch += (randFloat() - 0.5)*0.2*NoiseEnvelope;
_headYaw += (randFloat() - 0.5)*0.3*NoiseEnvelope;
//PupilSize += (randFloat() - 0.5)*0.001*NoiseEnvelope;
if (randFloat() < 0.005) MouthWidth = MouthWidthChoices[rand()%3];
@ -504,7 +520,7 @@ void Head::simulate(float deltaTime) {
if (randFloat() < 0.01) EyeballYaw[0] = EyeballYaw[1] = (randFloat()- 0.5)*10;
}
if ((randFloat() < 0.005) && (fabs(PitchTarget - Pitch) < 1.0) && (fabs(YawTarget - Yaw) < 1.0)) {
if ((randFloat() < 0.005) && (fabs(PitchTarget - _headPitch) < 1.0) && (fabs(YawTarget - _headYaw) < 1.0)) {
SetNewHeadTarget((randFloat()-0.5)*20.0, (randFloat()-0.5)*45.0);
}
@ -526,18 +542,83 @@ void Head::simulate(float deltaTime) {
//--------------------------------------------------------------------------------
// This is a workspace for testing avatar body collision detection and response
//--------------------------------------------------------------------------------
void Head::updateBigSphereCollisionTest( float deltaTime ) {
float myBodyApproximateBoundingRadius = 1.0f;
glm::vec3 vectorFromMyBodyToBigSphere(_bodyPosition - _TEST_bigSpherePosition);
bool jointCollision = false;
float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
if ( distanceToBigSphere < myBodyApproximateBoundingRadius + _TEST_bigSphereRadius)
{
for (int b=0; b<NUM_AVATAR_BONES; b++)
{
glm::vec3 vectorFromJointToBigSphere(_bone[b].position - _TEST_bigSpherePosition);
float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphere);
float combinedRadius = _bone[b].radius + _TEST_bigSphereRadius;
if ( distanceToBigSphereCenter < combinedRadius )
{
jointCollision = true;
if (distanceToBigSphereCenter > 0.0)
{
float amp = 1.0 - (distanceToBigSphereCenter / combinedRadius);
glm::vec3 collisionForce = vectorFromJointToBigSphere * amp;
_bone[b].springyVelocity += collisionForce * 8.0f * deltaTime;
_avatar.velocity += collisionForce * 18.0f * deltaTime;
}
}
}
if ( jointCollision ) {
//----------------------------------------------------------
// add gravity to velocity
//----------------------------------------------------------
_avatar.velocity += glm::dvec3( 0.0, -1.0, 0.0 ) * 0.05;
//----------------------------------------------------------
// ground collisions
//----------------------------------------------------------
if ( _bodyPosition.y < 0.0 ) {
_bodyPosition.y = 0.0;
if ( _avatar.velocity.y < 0.0 ) {
_avatar.velocity.y *= -0.7;
}
}
}
}
}
void Head::render(int faceToFace) {
//---------------------------------------------------
// show avatar position
//---------------------------------------------------
glColor4f( 0.5f, 0.5f, 0.5f, 0.6 );
glPushMatrix();
glTranslatef(_bodyPosition.x, _bodyPosition.y, _bodyPosition.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();
}
//---------------------------------------------------
// show avatar orientation
//---------------------------------------------------
@ -645,19 +726,22 @@ void Head::renderHead(int faceToFace) {
glScalef( 0.03, 0.03, 0.03 );
glRotatef(_bodyYaw, 0, 1, 0);// should this use Yaw?
glRotatef(Pitch, 1, 0, 0);
glRotatef(Roll, 0, 0, 1);
glRotatef(_headYaw, 0, 1, 0);
glRotatef(_headPitch, 1, 0, 0);
glRotatef(_headRoll, 0, 0, 1);
// Overall scale of head
if (faceToFace) glScalef(2.0, 2.0, 2.0);
else glScalef(0.75, 1.0, 1.0);
glColor3fv(skinColor);
// Head
if (!_isMine) glColor3f(0,0,1); // Temp: Other people are BLUE
if (_isMine) {
glColor3fv(skinColor);
}
else {
glColor3f(0,0,1); // Temp: Other people are BLUE
}
glutSolidSphere(1, 30, 30);
// Ears
@ -805,6 +889,7 @@ void Head::initializeSkeleton() {
_bone[b].pitch = 0.0;
_bone[b].roll = 0.0;
_bone[b].length = 0.0;
_bone[b].radius = 0.02; //default
_bone[b].springBodyTightness = 4.0;
_bone[b].orientation.setToIdentity();
}
@ -1144,14 +1229,14 @@ void Head::renderBody() {
glColor3fv( lightBlue );
glPushMatrix();
glTranslatef( _bone[b].springyPosition.x, _bone[b].springyPosition.y, _bone[b].springyPosition.z );
glutSolidSphere( 0.02f, 10.0f, 5.0f );
glutSolidSphere( _bone[b].radius, 10.0f, 5.0f );
glPopMatrix();
}
else {
glColor3fv( skinColor );
glPushMatrix();
glTranslatef( _bone[b].position.x, _bone[b].position.y, _bone[b].position.z );
glutSolidSphere( 0.02f, 10.0f, 5.0f );
glutSolidSphere( _bone[b].radius, 10.0f, 5.0f );
glPopMatrix();
}
}

View file

@ -90,6 +90,7 @@ struct AvatarBone
float roll; // the roll Euler angle of the bone rotation off the parent
Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll
float length; // the length of the bone
float radius; // used for detecting collisions for certain physical effects
};
struct Avatar
@ -110,9 +111,9 @@ class Head : public AvatarData {
void reset();
void UpdateGyros(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity);
void setNoise (float mag) { noise = mag; }
void setPitch(float p) {Pitch = p; }
void setYaw(float y) {Yaw = y; }
void setRoll(float r) {Roll = r; };
void setPitch(float p) {_headPitch = p; }
void setYaw(float y) {_headYaw = y; }
void setRoll(float r) {_headRoll = r; };
void setScale(float s) {scale = s; };
void setRenderYaw(float y) {renderYaw = y;}
void setRenderPitch(float p) {renderPitch = p;}
@ -120,14 +121,14 @@ class Head : public AvatarData {
float getRenderPitch() {return renderPitch;}
void setLeanForward(float dist);
void setLeanSideways(float dist);
void addPitch(float p) {Pitch -= p; }
void addYaw(float y){Yaw -= y; }
void addRoll(float r){Roll += r; }
void addPitch(float p) {_headPitch -= p; }
void addYaw(float y){_headYaw -= y; }
void addRoll(float r){_headRoll += r; }
void addLean(float x, float z);
float getPitch() {return Pitch;}
float getRoll() {return Roll;}
float getYaw() {return Yaw;}
float getLastMeasuredYaw() {return YawRate;}
float getPitch() {return _headPitch;}
float getRoll() {return _headRoll;}
float getYaw() {return _headYaw;}
float getLastMeasuredYaw() {return _headYawRate;}
float getBodyYaw() {return _bodyYaw;};
void addBodyYaw(float y) {_bodyYaw += y;};
@ -179,12 +180,12 @@ class Head : public AvatarData {
private:
bool _isMine;
float noise;
float Pitch;
float Yaw;
float Roll;
float PitchRate;
float YawRate;
float RollRate;
float _headPitch;
float _headYaw;
float _headRoll;
float _headPitchRate;
float _headYawRate;
float _headRollRate;
float EyeballPitch[2];
float EyeballYaw[2];
float EyebrowPitch[2];
@ -211,7 +212,9 @@ class Head : public AvatarData {
float averageLoudness;
float audioAttack;
float browAudioLift;
glm::vec3 _TEST_bigSpherePosition;
float _TEST_bigSphereRadius;
//temporary - placeholder for real other avs
glm::vec3 DEBUG_otherAvatarListPosition [ NUM_OTHER_AVATARS ];
@ -257,6 +260,7 @@ class Head : public AvatarData {
void initializeBodySprings();
void updateBodySprings( float deltaTime );
void calculateBoneLengths();
void updateBigSphereCollisionTest( float deltaTime );
void readSensors();
};

View file

@ -28,9 +28,9 @@
#define ACCEL_Z 5
// Gyro sensors, in coodinate system of head/airplane
#define PITCH_RATE 1
#define YAW_RATE 0
#define ROLL_RATE 2
#define HEAD_PITCH_RATE 1
#define HEAD_YAW_RATE 0
#define HEAD_ROLL_RATE 2
class SerialInterface {
public:

View file

@ -170,8 +170,8 @@ int headMouseX, headMouseY;
int mouseX, mouseY; // Where is the mouse
// Mouse location at start of last down click
int mouseStartX;// = WIDTH / 2;
int mouseStartY;// = HEIGHT / 2;
int mouseStartX = WIDTH / 2;
int mouseStartY = HEIGHT / 2;
int mousePressed = 0; // true if mouse has been pressed (clear when finished)
Menu menu; // main menu
@ -382,8 +382,8 @@ void updateAvatarHand(float deltaTime) {
//
void updateAvatar(float frametime)
{
float gyroPitchRate = serialPort.getRelativeValue(PITCH_RATE);
float gyroYawRate = serialPort.getRelativeValue(YAW_RATE);
float gyroPitchRate = serialPort.getRelativeValue(HEAD_PITCH_RATE);
float gyroYawRate = serialPort.getRelativeValue(HEAD_YAW_RATE );
myAvatar.UpdateGyros(frametime, &serialPort, headMirror, &gravity);
@ -1334,22 +1334,21 @@ void idle(void) {
// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time
if (diffclock(&lastTimeIdle, &check) > IDLE_SIMULATE_MSECS) {
// If mouse is being dragged, update hand movement in the avatar
//if ( mousePressed == 1 )
if ( myAvatar.getMode() == AVATAR_MODE_COMMUNICATING ) {
//if ( myAvatar.getMode() == AVATAR_MODE_COMMUNICATING ) {
float leftRight = ( mouseX - mouseStartX ) / (float)WIDTH;
float downUp = ( mouseY - mouseStartY ) / (float)HEIGHT;
float backFront = 0.0;
glm::vec3 handMovement( leftRight, downUp, backFront );
myAvatar.setHandMovement( handMovement );
}
/*}
else {
mouseStartX = mouseX;
mouseStartY = mouseY;
//mouseStartX = (float)WIDTH / 2.0f;
//mouseStartY = (float)HEIGHT / 2.0f;
}
*/
//--------------------------------------------------------
// when the mouse is being pressed, an 'action' is being