Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Stephen Birarda 2013-04-15 18:34:18 -07:00
commit c6f8cc50a9
5 changed files with 302 additions and 228 deletions

View file

@ -9,10 +9,13 @@
#include "Camera.h"
//------------------------
Camera::Camera()
{
mode = CAMERA_MODE_THIRD_PERSON;
tightness = DEFAULT_CAMERA_TIGHTNESS;
fieldOfView = 60.0; // default
yaw = 0.0;
pitch = 0.0;
@ -21,13 +24,15 @@ Camera::Camera()
distance = 0.0;
targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
position = glm::vec3( 0.0, 0.0, 0.0 );
idealPosition = glm::vec3( 0.0, 0.0, 0.0 );
orientation.setToIdentity();
}
//------------------------
void Camera::update()
//------------------------------------
void Camera::update( float deltaTime )
{
double radian = ( yaw / 180.0 ) * PIE;
@ -36,11 +41,19 @@ void Camera::update()
double z = distance * cos( radian );
double y = up;
position = targetPosition + glm::vec3( x, y, z );
idealPosition = targetPosition + glm::vec3( x, y, z );
//------------------------------------------------------------------------
float t = tightness * deltaTime;
if ( t > 1.0 ){
t = 1.0;
}
position += ( idealPosition - position ) * t;
//-------------------------------------------------------------------------
//geterate the ortho-normals for the orientation based on the Euler angles
//------------------------------------------------------------------------
//-------------------------------------------------------------------------
orientation.setToIdentity();
orientation.yaw ( yaw );
orientation.pitch ( pitch );

View file

@ -20,13 +20,14 @@ enum CameraMode
NUM_CAMERA_MODES
};
static const float DEFAULT_CAMERA_TIGHTNESS = 10.0f;
class Camera
{
public:
Camera();
void update();
void update( float deltaTime );
void setMode ( CameraMode m ) { mode = m; }
void setYaw ( float y ) { yaw = y; }
@ -34,8 +35,9 @@ public:
void setRoll ( float r ) { roll = r; }
void setUp ( float u ) { up = u; }
void setDistance ( float d ) { distance = d; }
void setTargetPosition ( glm::vec3 t ) { targetPosition = t; };
void setPosition ( glm::vec3 p ) { position = p; };
void setTargetPosition ( glm::vec3 t ) { targetPosition = t; }
void setPosition ( glm::vec3 p ) { position = p; }
void setTightness ( float t ) { tightness = t; }
void setOrientation ( Orientation o ) { orientation.set(o); }
float getYaw () { return yaw; }
@ -49,6 +51,7 @@ private:
CameraMode mode;
glm::vec3 position;
glm::vec3 idealPosition;
glm::vec3 targetPosition;
float fieldOfView;
float yaw;
@ -56,6 +59,7 @@ private:
float roll;
float up;
float distance;
float tightness;
Orientation orientation;
};

View file

@ -3,7 +3,7 @@
// interface
//
// Created by Philip Rosedale on 9/11/12.
// adapted by Jeffrey Ventrella, starting on April 2, 2013
// adapted by Jeffrey Ventrella
// Copyright (c) 2012 Physical, Inc.. All rights reserved.
//
@ -36,6 +36,8 @@ float browWidth = 0.8;
float browThickness = 0.16;
const float DECAY = 0.1;
const float THRUST_MAG = 10.0;
const float YAW_MAG = 300.0;
char iris_texture_file[] = "resources/images/green_eye.png";
@ -45,10 +47,6 @@ unsigned int iris_texture_height = 256;
Head::Head() {
initializeAvatar();
//position = glm::vec3(0,0,0);
//velocity = glm::vec3(0,0,0);
//thrust = glm::vec3(0,0,0);
for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = false;
@ -93,7 +91,6 @@ Head::Head() {
usingSprings = false;
springForce = 6.0f;
springToBodyTightness = 4.0f;
springVelocityDecay = 16.0f;
if (iris_texture.size() == 0) {
@ -104,8 +101,7 @@ Head::Head() {
}
}
for (int o=0; o<NUM_OTHER_AVATARS; o++)
{
for (int o=0; o<NUM_OTHER_AVATARS; o++) {
DEBUG_otherAvatarListTimer[o] = 0.0f;
DEBUG_otherAvatarListPosition[o] = glm::vec3( 0.0f, 0.0f, 0.0f );
}
@ -113,11 +109,11 @@ Head::Head() {
//--------------------------------------------------
// test... just slam them into random positions...
//--------------------------------------------------
DEBUG_otherAvatarListPosition[ 0 ] = glm::vec3( 0.0, 0.1, 2.0 );
DEBUG_otherAvatarListPosition[ 1 ] = glm::vec3( 4.0, 0.1, 2.0 );
DEBUG_otherAvatarListPosition[ 2 ] = glm::vec3( 2.0, 0.1, 2.0 );
DEBUG_otherAvatarListPosition[ 3 ] = glm::vec3( 1.0, 0.1, -4.0 );
DEBUG_otherAvatarListPosition[ 4 ] = glm::vec3( -2.0, 0.1, -2.0 );
DEBUG_otherAvatarListPosition[ 0 ] = glm::vec3( 0.0, 0.3, 2.0 );
DEBUG_otherAvatarListPosition[ 1 ] = glm::vec3( 4.0, 0.3, 2.0 );
DEBUG_otherAvatarListPosition[ 2 ] = glm::vec3( 2.0, 0.3, 2.0 );
DEBUG_otherAvatarListPosition[ 3 ] = glm::vec3( 1.0, 0.3, -4.0 );
DEBUG_otherAvatarListPosition[ 4 ] = glm::vec3( -2.0, 0.3, -2.0 );
}
@ -248,13 +244,18 @@ void Head::setLeanSideways(float dist){
leanSideways = dist;
}
void Head::setTriggeringAction( bool d ) {
triggeringAction = d;
}
void Head::simulate(float deltaTime) {
//-------------------------------------
// DEBUG - other avatars...
//-------------------------------------
closeEnoughToInteract = 0.5f;
//closeEnoughToInteract = 0.3f;
closestOtherAvatar = -1;
float closestDistance = 10000.0f;
@ -276,26 +277,15 @@ void Head::simulate(float deltaTime) {
*/
for (int o=0; o<NUM_OTHER_AVATARS; o++) {
/*
//-------------------------------------
// move the debug other avatars around...
//-------------------------------------
DEBUG_otherAvatarListTimer[o] += deltaTime;
float x = 6.0f * sin( DEBUG_otherAvatarListTimer[o] * 0.07 + o * 129.0 );
float z = 6.0f * sin( DEBUG_otherAvatarListTimer[o] * 0.10 + o * 12.0 );
float y = 0.0f;
*/
//-------------------------------------
// test other avs for proximity...
//-------------------------------------
glm::vec3 v( avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position );
glm::vec3 v( bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
v -= DEBUG_otherAvatarListPosition[o];
float distance = glm::length( v );
if ( distance < closeEnoughToInteract ) {
if ( distance < avatar.maxArmLength ) {
if ( distance < closestDistance ) {
closestDistance = distance;
closestOtherAvatar = o;
@ -321,7 +311,7 @@ void Head::simulate(float deltaTime) {
//printf( "just started moving hand\n" );
}
}
else{
else {
if ( previousHandBeingMoved ){
usingSprings = false;
//printf( "just stopped moving hand\n" );
@ -336,14 +326,11 @@ void Head::simulate(float deltaTime) {
previousHandBeingMoved = handBeingMoved;
handBeingMoved = false;
const float THRUST_MAG = 10.0;
const float YAW_MAG = 300.0;
//-------------------------------------------------
// this handles the avatar being driven around...
//-------------------------------------------------
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
//notice that the z values from avatar.orientation are flipped to accommodate different coordinate system
if (driveKeys[FWD]) {
glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z );
avatar.thrust += front * THRUST_MAG;
@ -379,9 +366,15 @@ void Head::simulate(float deltaTime) {
Yaw = _bodyYaw;
//----------------------------------------------------------
// decay body yaw delta
//----------------------------------------------------------
const float TEST_YAW_DECAY = 5.0;
bodyYawDelta *= ( 1.0 - TEST_YAW_DECAY * deltaTime );
//----------------------------------------------------------
// add thrust to velocity
//----------------------------------------------------------
avatar.velocity += glm::dvec3( avatar.thrust * deltaTime );
_bodyPosition += (glm::vec3)avatar.velocity * deltaTime;
@ -390,25 +383,13 @@ void Head::simulate(float deltaTime) {
//avatar.velocity *= 0.9;
//----------------------------------------------------------
// decay velocity
//----------------------------------------------------------
const float LIN_VEL_DECAY = 5.0;
avatar.velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
/*
// Increment velocity as time
velocity += thrust * deltaTime;
// Increment position as a function of velocity
position += velocity * deltaTime;
*/
/*
// Decay velocity
const float LIN_VEL_DECAY = 5.0;
velocity *= (1.0 - LIN_VEL_DECAY*deltaTime);
*/
if (!noise) {
// Decay back toward center
@ -523,7 +504,7 @@ void Head::render(int faceToFace, int isMine) {
//---------------------------------------------------
// show avatar orientation
//---------------------------------------------------
renderOrientationDirections(avatar.bone[ AVATAR_BONE_HEAD ].position, avatar.bone[ AVATAR_BONE_HEAD ].orientation, 0.2f );
renderOrientationDirections(bone[ AVATAR_BONE_HEAD ].position, bone[ AVATAR_BONE_HEAD ].orientation, 0.2f );
//---------------------------------------------------
// render body
@ -549,7 +530,7 @@ void Head::render(int faceToFace, int isMine) {
if ( usingSprings ) {
if ( closestOtherAvatar != -1 ) {
glm::vec3 v1( avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position );
glm::vec3 v1( bone[ AVATAR_BONE_RIGHT_HAND ].position );
glm::vec3 v2( DEBUG_otherAvatarListPosition[ closestOtherAvatar ] );
glLineWidth( 5.0 );
@ -565,25 +546,25 @@ void Head::render(int faceToFace, int isMine) {
void Head::renderOrientationDirections( glm::vec3 position, Orientation orientation, float size ) {
glm::vec3 pRight = position + orientation.getRight () * size;
glm::vec3 pUp = position + orientation.getUp () * size;
glm::vec3 pFront = position + orientation.getFront () * size;
glm::vec3 pRight = position + orientation.right * size;
glm::vec3 pUp = position + orientation.up * size;
glm::vec3 pFront = position + orientation.front * size;
glColor3f( 1.0f, 0.0f, 0.0f );
glBegin( GL_LINE_STRIP );
glVertex3f( avatar.bone[ AVATAR_BONE_HEAD ].position.x, avatar.bone[ AVATAR_BONE_HEAD ].position.y, avatar.bone[ AVATAR_BONE_HEAD ].position.z );
glVertex3f( bone[ AVATAR_BONE_HEAD ].position.x, bone[ AVATAR_BONE_HEAD ].position.y, bone[ AVATAR_BONE_HEAD ].position.z );
glVertex3f( pRight.x, pRight.y, pRight.z );
glEnd();
glColor3f( 0.0f, 1.0f, 0.0f );
glBegin( GL_LINE_STRIP );
glVertex3f( avatar.bone[ AVATAR_BONE_HEAD ].position.x, avatar.bone[ AVATAR_BONE_HEAD ].position.y, avatar.bone[ AVATAR_BONE_HEAD ].position.z );
glVertex3f( bone[ AVATAR_BONE_HEAD ].position.x, bone[ AVATAR_BONE_HEAD ].position.y, bone[ AVATAR_BONE_HEAD ].position.z );
glVertex3f( pUp.x, pUp.y, pUp.z );
glEnd();
glColor3f( 0.0f, 0.0f, 1.0f );
glBegin( GL_LINE_STRIP );
glVertex3f( avatar.bone[ AVATAR_BONE_HEAD ].position.x, avatar.bone[ AVATAR_BONE_HEAD ].position.y, avatar.bone[ AVATAR_BONE_HEAD ].position.z );
glVertex3f( bone[ AVATAR_BONE_HEAD ].position.x, bone[ AVATAR_BONE_HEAD ].position.y, bone[ AVATAR_BONE_HEAD ].position.z );
glVertex3f( pFront.x, pFront.y, pFront.z );
glEnd();
}
@ -602,17 +583,17 @@ void Head::renderHead( int faceToFace, int isMine ) {
if ( usingSprings ) {
glTranslatef
(
avatar.bone[ AVATAR_BONE_HEAD ].springyPosition.x,
avatar.bone[ AVATAR_BONE_HEAD ].springyPosition.y,
avatar.bone[ AVATAR_BONE_HEAD ].springyPosition.z
bone[ AVATAR_BONE_HEAD ].springyPosition.x,
bone[ AVATAR_BONE_HEAD ].springyPosition.y,
bone[ AVATAR_BONE_HEAD ].springyPosition.z
);
}
else {
glTranslatef
(
avatar.bone[ AVATAR_BONE_HEAD ].position.x,
avatar.bone[ AVATAR_BONE_HEAD ].position.y,
avatar.bone[ AVATAR_BONE_HEAD ].position.z
bone[ AVATAR_BONE_HEAD ].position.x,
bone[ AVATAR_BONE_HEAD ].position.y,
bone[ AVATAR_BONE_HEAD ].position.z
);
}
@ -626,9 +607,8 @@ void Head::renderHead( int faceToFace, int isMine ) {
glRotatef( _bodyYaw, 0, 1, 0);
//hand->render(1);
// Don't render a head if it is really close to your location, because that is your own head!
// Don't render a head if it is really close to your location, because that is your own head!
//if (!isMine || faceToFace)
{
@ -771,9 +751,12 @@ void Head::setHandMovement( glm::vec3 movement ) {
movedHandOffset = movement;
}
AvatarMode Head::getMode() {
return mode;
}
void Head::initializeAvatar() {
//avatar.position = glm::vec3( 0.0, 0.0, 0.0 );
avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
avatar.orientation.setToIdentity();
@ -786,11 +769,16 @@ void Head::initializeAvatar() {
bodyYawDelta = 0.0;
triggeringAction = false;
mode = AVATAR_MODE_STANDING;
for (int b=0; b<NUM_AVATAR_BONES; b++) {
avatar.bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
avatar.bone[b].orientation.setToIdentity();
bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
bone[b].springBodyTightness = 4.0;
bone[b].orientation.setToIdentity();
}
//----------------------------------------------------------------------------
@ -800,73 +788,73 @@ void Head::initializeAvatar() {
//----------------------------------------------------------------------------
// spine and head
//----------------------------------------------------------------------------
avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
avatar.bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
avatar.bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
avatar.bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
avatar.bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
//----------------------------------------------------------------------------
// left chest and arm
//----------------------------------------------------------------------------
avatar.bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].parent = AVATAR_BONE_LEFT_CHEST;
avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].parent = AVATAR_BONE_LEFT_SHOULDER;
avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
avatar.bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
bone[ AVATAR_BONE_LEFT_SHOULDER ].parent = AVATAR_BONE_LEFT_CHEST;
bone[ AVATAR_BONE_LEFT_UPPER_ARM ].parent = AVATAR_BONE_LEFT_SHOULDER;
bone[ AVATAR_BONE_LEFT_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
//----------------------------------------------------------------------------
// right chest and arm
//----------------------------------------------------------------------------
avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].parent = AVATAR_BONE_RIGHT_CHEST;
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].parent = AVATAR_BONE_RIGHT_SHOULDER;
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].parent = AVATAR_BONE_RIGHT_UPPER_ARM;
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].parent = AVATAR_BONE_RIGHT_FOREARM;
bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
bone[ AVATAR_BONE_RIGHT_SHOULDER ].parent = AVATAR_BONE_RIGHT_CHEST;
bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].parent = AVATAR_BONE_RIGHT_SHOULDER;
bone[ AVATAR_BONE_RIGHT_FOREARM ].parent = AVATAR_BONE_RIGHT_UPPER_ARM;
bone[ AVATAR_BONE_RIGHT_HAND ].parent = AVATAR_BONE_RIGHT_FOREARM;
//----------------------------------------------------------------------------
// left pelvis and leg
//----------------------------------------------------------------------------
avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
avatar.bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
avatar.bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
avatar.bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
//----------------------------------------------------------------------------
// right pelvis and leg
//----------------------------------------------------------------------------
avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
//----------------------------------------------------------
// specify the default pose position
//----------------------------------------------------------
avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
avatar.bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
avatar.bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
avatar.bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
avatar.bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.06, 0.06, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.06, 0.06, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
avatar.bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.3, 0.0 );
bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.06, 0.06, 0.0 );
bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, 0.0 );
bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.06, 0.06, 0.0 );
bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, 0.0 );
bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.0 );
bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.0 );
bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
//----------------------------------------------------------------------------
// calculate bone length
@ -880,23 +868,22 @@ void Head::initializeAvatar() {
}
void Head::calculateBoneLengths() {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
avatar.bone[b].length = glm::length( avatar.bone[b].defaultPosePosition );
bone[b].length = glm::length( bone[b].defaultPosePosition );
}
avatar.maxArmLength
= avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].length
+ avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].length
+ avatar.bone[ AVATAR_BONE_RIGHT_HAND ].length;
= bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].length
+ bone[ AVATAR_BONE_RIGHT_FOREARM ].length
+ bone[ AVATAR_BONE_RIGHT_HAND ].length;
}
void Head::updateAvatarSkeleton() {
//----------------------------------
// rotate...
// rotate body...
//----------------------------------
avatar.orientation.setToIdentity();
avatar.orientation.yaw( _bodyYaw );
@ -910,37 +897,37 @@ void Head::updateAvatarSkeleton() {
avatar.bone[b].position = _bodyPosition;
}
else {
avatar.bone[b].orientation.set( avatar.bone[ avatar.bone[b].parent ].orientation );
avatar.bone[b].position = avatar.bone[ avatar.bone[b].parent ].position;
bone[b].orientation.set( bone[ bone[b].parent ].orientation );
bone[b].position = bone[ bone[b].parent ].position;
}
float xx = glm::dot( avatar.bone[b].defaultPosePosition, avatar.bone[b].orientation.getRight () );
float yy = glm::dot( avatar.bone[b].defaultPosePosition, avatar.bone[b].orientation.getUp () );
float zz = -glm::dot( avatar.bone[b].defaultPosePosition, avatar.bone[b].orientation.getFront () );
float xx = glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getRight () );
float yy = glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getUp () );
float zz = -glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getFront () );
glm::vec3 rotatedBoneVector( xx, yy, zz );
avatar.bone[b].position += rotatedBoneVector;
bone[b].position += rotatedBoneVector;
}
}
void Head::initializeAvatarSprings() {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
avatar.bone[b].springyPosition = avatar.bone[b].position;
avatar.bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
bone[b].springyPosition = bone[b].position;
bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
}
}
void Head::updateAvatarSprings( float deltaTime ) {
for (int b=0; b<NUM_AVATAR_BONES; b++) {
glm::vec3 springVector( avatar.bone[b].springyPosition );
glm::vec3 springVector( bone[b].springyPosition );
if ( avatar.bone[b].parent == AVATAR_BONE_NULL ) {
springVector -= _bodyPosition;
}
else {
springVector -= avatar.bone[ avatar.bone[b].parent ].springyPosition;
springVector -= bone[ bone[b].parent ].springyPosition;
}
float length = glm::length( springVector );
@ -948,24 +935,24 @@ void Head::updateAvatarSprings( float deltaTime ) {
if ( length > 0.0f ) {
glm::vec3 springDirection = springVector / length;
float force = ( length - avatar.bone[b].length ) * springForce * deltaTime;
float force = ( length - bone[b].length ) * springForce * deltaTime;
avatar.bone[ b ].springyVelocity -= springDirection * force;
avatar.bone[ avatar.bone[b].parent ].springyVelocity += springDirection * force;
bone[ b ].springyVelocity -= springDirection * force;
bone[ bone[b].parent ].springyVelocity += springDirection * force;
}
avatar.bone[b].springyVelocity += ( avatar.bone[b].position - avatar.bone[b].springyPosition ) * springToBodyTightness * deltaTime;
bone[b].springyVelocity += ( bone[b].position - bone[b].springyPosition ) * bone[b].springBodyTightness * deltaTime;
float decay = 1.0 - springVelocityDecay * deltaTime;
if ( decay > 0.0 ) {
avatar.bone[b].springyVelocity *= decay;
bone[b].springyVelocity *= decay;
}
else {
avatar.bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
}
avatar.bone[b].springyPosition += avatar.bone[b].springyVelocity;
bone[b].springyPosition += bone[b].springyVelocity;
}
}
@ -1003,9 +990,9 @@ glm::vec3 Head::getHeadLookatDirectionRight() {
glm::vec3 Head::getHeadPosition() {
return glm::vec3
(
avatar.bone[ AVATAR_BONE_HEAD ].position.x,
avatar.bone[ AVATAR_BONE_HEAD ].position.y,
avatar.bone[ AVATAR_BONE_HEAD ].position.z
bone[ AVATAR_BONE_HEAD ].position.x,
bone[ AVATAR_BONE_HEAD ].position.y,
bone[ AVATAR_BONE_HEAD ].position.z
);
}
@ -1014,24 +1001,37 @@ void Head::updateHandMovement() {
transformedHandMovement
= avatar.orientation.getRight() * -movedHandOffset.x
+ avatar.orientation.getUp() * -movedHandOffset.y
+ avatar.orientation.getFront() * -movedHandOffset.y * 0.4f;
+ avatar.orientation.getUp() * -movedHandOffset.y * 0.5f
+ avatar.orientation.getFront() * -movedHandOffset.y;
bone[ AVATAR_BONE_RIGHT_HAND ].position += transformedHandMovement;
//if holding hands, add a pull to the hand...
if ( usingSprings ) {
if ( closestOtherAvatar != -1 ) {
glm::vec3 handShakePull( DEBUG_otherAvatarListPosition[ closestOtherAvatar ]);
handShakePull -= avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position;
handShakePull *= 0.3;
transformedHandMovement += handShakePull;
if ( closestOtherAvatar != -1 ) {
if ( triggeringAction ) {
/*
glm::vec3 handShakePull( DEBUG_otherAvatarListPosition[ closestOtherAvatar ]);
handShakePull -= bone[ AVATAR_BONE_RIGHT_HAND ].position;
handShakePull *= 1.0;
transformedHandMovement += handShakePull;
*/
bone[ AVATAR_BONE_RIGHT_HAND ].position = DEBUG_otherAvatarListPosition[ closestOtherAvatar ];
}
}
}
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position += transformedHandMovement;
glm::vec3 armVector = avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position;
armVector -= avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
//-------------------------------------------------------------------------------
// determine the arm vector
//-------------------------------------------------------------------------------
glm::vec3 armVector = bone[ AVATAR_BONE_RIGHT_HAND ].position;
armVector -= bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
//-------------------------------------------------------------------------------
// test to see if right hand is being dragged beyond maximum arm length
@ -1045,40 +1045,53 @@ void Head::updateHandMovement() {
//-------------------------------------------------------------------------------
// reset right hand to be constrained to maximum arm length
//-------------------------------------------------------------------------------
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
bone[ AVATAR_BONE_RIGHT_HAND ].position = bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
glm::vec3 armNormal = armVector / distance;
armVector = armNormal * avatar.maxArmLength;
distance = avatar.maxArmLength;
glm::vec3 constrainedPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
glm::vec3 constrainedPosition = bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
constrainedPosition += armVector;
avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position = constrainedPosition;
bone[ AVATAR_BONE_RIGHT_HAND ].position = constrainedPosition;
}
/*
//-------------------------------------------------------------------------------
// keep arm from going through av body...
//-------------------------------------------------------------------------------
glm::vec3 adjustedArmVector = bone[ AVATAR_BONE_RIGHT_HAND ].position;
adjustedArmVector -= bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
float rightComponent = glm::dot( adjustedArmVector, avatar.orientation.getRight() );
if ( rightComponent < 0.0 )
{
bone[ AVATAR_BONE_RIGHT_HAND ].position -= avatar.orientation.getRight() * rightComponent;
}
*/
//-----------------------------------------------------------------------------
// set elbow position
//-----------------------------------------------------------------------------
glm::vec3 newElbowPosition = avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
newElbowPosition += armVector * (float)ONE_HALF;
glm::vec3 newElbowPosition = bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
newElbowPosition += armVector * ONE_HALF;
glm::vec3 perpendicular = glm::cross( avatar.orientation.getFront(), armVector );
// XXXBHG - Jeffery, you should clean this up. You can't multiple glm::vec3's by doubles, only floats
newElbowPosition += perpendicular * (float)(( 1.0f - ( avatar.maxArmLength / distance ) ) * ONE_HALF);
avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
newElbowPosition += perpendicular * ( 1.0f - ( avatar.maxArmLength / distance ) ) * ONE_HALF;
bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
//-----------------------------------------------------------------------------
// set wrist position
//-----------------------------------------------------------------------------
glm::vec3 vv( avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position );
vv -= avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
glm::vec3 newWristPosition = avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
glm::vec3 vv( bone[ AVATAR_BONE_RIGHT_HAND ].position );
vv -= bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
glm::vec3 newWristPosition = bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
newWristPosition += vv * 0.7f;
avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].position = newWristPosition;
bone[ AVATAR_BONE_RIGHT_FOREARM ].position = newWristPosition;
}
void Head::renderBody()
{
void Head::renderBody() {
//-----------------------------------------
// Render bone positions as spheres
//-----------------------------------------
@ -1086,14 +1099,14 @@ void Head::renderBody()
if ( usingSprings ) {
glColor3fv( lightBlue );
glPushMatrix();
glTranslatef( avatar.bone[b].springyPosition.x, avatar.bone[b].springyPosition.y, avatar.bone[b].springyPosition.z );
glTranslatef( bone[b].springyPosition.x, bone[b].springyPosition.y, bone[b].springyPosition.z );
glutSolidSphere( 0.02f, 10.0f, 5.0f );
glPopMatrix();
}
else {
glColor3fv( skinColor );
glPushMatrix();
glTranslatef( avatar.bone[b].position.x, avatar.bone[b].position.y, avatar.bone[b].position.z );
glTranslatef( bone[b].position.x, bone[b].position.y, bone[b].position.z );
glutSolidSphere( 0.02f, 10.0f, 5.0f );
glPopMatrix();
}
@ -1103,13 +1116,13 @@ void Head::renderBody()
// Render lines connecting the bone positions
//-----------------------------------------------------
if ( usingSprings ) {
glColor3f( 0.2f, 0.3f, 0.4f );
glColor3f( 0.4f, 0.5f, 0.6f );
glLineWidth(3.0);
for (int b=1; b<NUM_AVATAR_BONES; b++) {
glBegin( GL_LINE_STRIP );
glVertex3fv( &avatar.bone[ avatar.bone[ b ].parent ].springyPosition.x );
glVertex3fv( &avatar.bone[ b ].springyPosition.x );
glVertex3fv( &bone[ bone[ b ].parent ].springyPosition.x );
glVertex3fv( &bone[ b ].springyPosition.x );
glEnd();
}
}
@ -1119,11 +1132,26 @@ void Head::renderBody()
for (int b=1; b<NUM_AVATAR_BONES; b++) {
glBegin( GL_LINE_STRIP );
glVertex3fv( &avatar.bone[ avatar.bone[ b ].parent ].position.x );
glVertex3fv( &avatar.bone[ b ].position.x);
glVertex3fv( &bone[ bone[ b ].parent ].position.x );
glVertex3fv( &bone[ b ].position.x);
glEnd();
}
}
if (( usingSprings ) && ( triggeringAction )) {
glColor4f( 1.0, 1.0, 0.5, 0.5 );
glPushMatrix();
glTranslatef
(
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.x,
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.y,
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.z
);
glutSolidSphere( 0.03f, 10.0f, 5.0f );
glPopMatrix();
}
}
void Head::SetNewHeadTarget(float pitch, float yaw) {

View file

@ -32,7 +32,17 @@ enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
#define ROT_RIGHT 7
#define MAX_DRIVE_KEYS 8
#define NUM_OTHER_AVATARS 5
#define NUM_OTHER_AVATARS 5 // temporary - for testing purposes!
enum AvatarMode
{
AVATAR_MODE_STANDING = 0,
AVATAR_MODE_WALKING,
AVATAR_MODE_COMMUNICATING,
NUM_AVATAR_MODES
};
enum AvatarBones
{
@ -71,7 +81,7 @@ struct AvatarBone
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
glm::dvec3 springyVelocity; // used for special effects ( the velocity of the springy position)
float springBodyTightness; // how tightly (0 to 1) the springy position tries to stay on the position
float springBodyTightness; // how tightly the springy position tries to stay on the position
float yaw; // the yaw Euler angle of the bone rotation off the parent
float pitch; // the pitch Euler angle of the bone rotation off the parent
float roll; // the roll Euler angle of the bone rotation off the parent
@ -85,7 +95,6 @@ struct Avatar
glm::vec3 thrust;
float maxArmLength;
Orientation orientation;
AvatarBone bone[ NUM_AVATAR_BONES ];
};
class Head : public AvatarData {
@ -205,13 +214,11 @@ class Head : public AvatarData {
bool handBeingMoved;
bool previousHandBeingMoved;
glm::vec3 movedHandOffset;
//glm::vec3 movedHandPosition;
int driveKeys[MAX_DRIVE_KEYS];
float springVelocityDecay;
float springForce;
float springToBodyTightness; // XXXBHG - this had been commented out, but build breaks without it.
int eyeContact;
eyeContactTargets eyeContactTarget;
@ -219,6 +226,10 @@ class Head : public AvatarData {
GLUquadric *sphere;
Avatar avatar;
AvatarBone bone[ NUM_AVATAR_BONES ];
AvatarMode mode;
void initializeAvatar();
void updateAvatarSkeleton();
void initializeAvatarSprings();

View file

@ -164,8 +164,11 @@ int displayHeadMouse = 1; // Display sample mouse pointer controlled by
int headMouseX, headMouseY;
int mouseX, mouseY; // Where is the mouse
int mouseStartX, mouseStartY; // Mouse location at start of last down click
int mousePressed = 0; // true if mouse has been pressed (clear when finished)
// Mouse location at start of last down click
int mouseStartX;// = WIDTH / 2;
int mouseStartY;// = HEIGHT / 2;
int mousePressed = 0; // true if mouse has been pressed (clear when finished)
Menu menu; // main menu
int menuOn = 1; // Whether to show onscreen menu
@ -692,24 +695,27 @@ void display(void)
if ( displayHead ) {
//-----------------------------------------------
// set the camera to looking at my own face
//-----------------------------------------------
myCamera.setYaw ( - myAvatar.getBodyYaw() );
myCamera.setPitch ( 0.0 );
myCamera.setRoll ( 0.0 );
myCamera.setUp ( 0.4 );
myCamera.setDistance( 0.03 );
myCamera.update();
//-----------------------------------------------
myCamera.setTargetPosition ( myAvatar.getPos() );
myCamera.setYaw ( - myAvatar.getBodyYaw() );
myCamera.setPitch ( 0.0 );
myCamera.setRoll ( 0.0 );
myCamera.setUp ( 0.53 );
myCamera.setDistance ( 0.03 );
myCamera.setTightness ( 100.0f );
myCamera.update ( 1.f/FPS );
} else {
//----------------------------------------------------
// set the camera to third-person view behind my av
//----------------------------------------------------
myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() );
myCamera.setPitch ( 0.0 );
myCamera.setRoll ( 0.0 );
myCamera.setUp ( 0.2 );
myCamera.setDistance( 1.6 );
myCamera.setDistance( 0.5 );
myCamera.update();
myCamera.setTargetPosition ( myAvatar.getPos() );
myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() );
myCamera.setPitch ( 10.0 );
myCamera.setRoll ( 0.0 );
myCamera.setUp ( 0.45 );
myCamera.setDistance ( 0.5 );
myCamera.setTightness ( 10.0f );
myCamera.update ( 1.f/FPS );
}
// Note: whichCamera is used to pick between the normal camera myCamera for our
// main camera, vs, an alternate camera. The alternate camera we support right now
@ -727,11 +733,11 @@ void display(void)
// set the camera to third-person view but offset so we can see the frustum
//----------------------------------------------------
viewFrustumOffsetCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw );
viewFrustumOffsetCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
viewFrustumOffsetCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
viewFrustumOffsetCamera.setUp ( 0.2 + ::viewFrustumOffsetUp );
viewFrustumOffsetCamera.setDistance ( 0.5 + ::viewFrustumOffsetDistance );
viewFrustumOffsetCamera.update();
viewFrustumOffsetCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
viewFrustumOffsetCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
viewFrustumOffsetCamera.setUp ( 0.2 + 0.2 );
viewFrustumOffsetCamera.setDistance( 0.5 + 0.2 );
viewFrustumOffsetCamera.update( 1.f/FPS );
whichCamera = viewFrustumOffsetCamera;
}
@ -1285,8 +1291,7 @@ void *networkReceive(void *args)
return NULL;
}
void idle(void)
{
void idle(void) {
timeval check;
gettimeofday(&check, NULL);
@ -1294,26 +1299,39 @@ void idle(void)
if (diffclock(&lastTimeIdle, &check) > IDLE_SIMULATE_MSECS) {
// If mouse is being dragged, update hand movement in the avatar
if ( mousePressed == 1 ) {
float xOffset = ( mouseX - mouseStartX ) / ( WIDTH * ONE_HALF );
float yOffset = ( mouseY - mouseStartY ) / ( HEIGHT * ONE_HALF );
float leftRight = xOffset;
float downUp = yOffset;
float backFront = 0.0;
glm::vec3 handMovement( leftRight, downUp, backFront );
myAvatar.setHandMovement( handMovement );
//if ( mousePressed == 1 )
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
// triggered in the avatar. The action is context-based.
//--------------------------------------------------------
if ( mousePressed == 1 ) {
myAvatar.setTriggeringAction( true );
}
else {
myAvatar.setTriggeringAction( false );
}
// Simulation
simulateHead(1.f/FPS);
simulateHead( 1.f/FPS );
//test
/*
// simulate the other agents
for(std::vector<Agent>::iterator agent = agentList.getAgents().begin(); agent != agentList.getAgents().end(); agent++)
{
if (agent->getLinkedData() != NULL)
@ -1372,8 +1390,8 @@ void mouseFunc( int button, int state, int x, int y )
mouseX = x;
mouseY = y;
mousePressed = 1;
mouseStartX = x;
mouseStartY = y;
//mouseStartX = x;
//mouseStartY = y;
}
}
if( button == GLUT_LEFT_BUTTON && state == GLUT_UP ) {