mirror of
https://github.com/lubosz/overte.git
synced 2025-04-24 14:03:17 +02:00
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:
parent
46c95ea4af
commit
bd0eb9f69c
4 changed files with 162 additions and 74 deletions
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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();
|
||||
};
|
||||
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue