diff --git a/interface/src/Head.cpp b/interface/src/Head.cpp index 0a7390613b..059851ee0a 100644 --- a/interface/src/Head.cpp +++ b/interface/src/Head.cpp @@ -18,6 +18,9 @@ #include #include #include +//#include +//#include +//#include //looks like we might not need this using namespace std; @@ -35,6 +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; @@ -46,7 +51,6 @@ unsigned int iris_texture_width = 512; unsigned int iris_texture_height = 256; Head::Head(bool isMine) { - initializeAvatar(); _avatar.orientation.setToIdentity(); _avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 ); @@ -63,13 +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; @@ -129,9 +136,7 @@ Head::Head(bool isMine) { DEBUG_otherAvatarListPosition[ 4 ] = glm::vec3( -2.0, 0.3, -2.0 ); } - Head::Head(const Head &otherHead) { - initializeAvatar(); _avatar.orientation.set( otherHead._avatar.orientation ); _avatar.velocity = otherHead._avatar.velocity; @@ -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; } @@ -275,50 +280,60 @@ void Head::setTriggeringAction( bool d ) { void Head::simulate(float deltaTime) { - - //------------------------------------- - // DEBUG - other avatars... - //------------------------------------- - //closeEnoughToInteract = 0.3f; - _closestOtherAvatar = -1; - float closestDistance = 10000.0f; - - - /* - AgentList * agentList = AgentList::getInstance(); + + //------------------------------------------------------------- + // if the avatar being simulated is mine, then loop through + // all the other avatars to get information about them... + //------------------------------------------------------------- + if ( _isMine ) + { + //------------------------------------- + // DEBUG - other avatars... + //------------------------------------- + _closestOtherAvatar = -1; + float closestDistance = 10000.0f; + + /* + AgentList * agentList = AgentList::getInstance(); for(std::vector::iterator agent = agentList->getAgents().begin(); agent != agentList->getAgents().end(); agent++) { if (( agent->getLinkedData() != NULL && ( agent->getType() == AGENT_TYPE_INTERFACE ) )) { - Head *agentHead = (Head *)agent->getLinkedData(); + Head *otherAvatar = (Head *)agent->getLinkedData(); - // when this is working, I will grab the position here... - //glm::vec3 pos = agentHead->getPos(); - + // when this is working, I will grab the position here... + //glm::vec3 otherAvatarPosition = otherAvatar->getBodyPosition(); } } - */ - - for (int o=0; osimulate(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 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 //--------------------------------------------------- @@ -556,31 +634,37 @@ void Head::render(int faceToFace) { //--------------------------------------------------- renderHead(faceToFace); - //--------------------------------------------------- - // render other avatars (DEBUG TEST) - //--------------------------------------------------- - for (int o=0; o BROW_LIFT_THRESHOLD) - browAudioLift += sqrt(audioAttack)/1000.0; - - browAudioLift *= .90; - - glPushMatrix(); - glTranslatef(-interBrowDistance/2.0,0.4,0.45); - for(side = 0; side < 2; side++) { - glColor3fv(browColor); - glPushMatrix(); - glTranslatef(0, 0.35 + browAudioLift, 0); - glRotatef(EyebrowPitch[side]/2.0, 1, 0, 0); - glRotatef(EyebrowRoll[side]/2.0, 0, 0, 1); - glScalef(browWidth, browThickness, 1); - glutSolidCube(0.5); - glPopMatrix(); - glTranslatef(interBrowDistance, 0, 0); - } - glPopMatrix(); - - - // Mouth - - glPushMatrix(); - glTranslatef(0,-0.35,0.75); - glColor3f(0,0,0); - glRotatef(MouthPitch, 1, 0, 0); - glRotatef(MouthYaw, 0, 0, 1); - glScalef(MouthWidth*(.7 + sqrt(averageLoudness)/60.0), MouthHeight*(1.0 + sqrt(averageLoudness)/30.0), 1); - glutSolidCube(0.5); - glPopMatrix(); - - glTranslatef(0, 1.0, 0); - - glTranslatef(-interPupilDistance/2.0,-0.68,0.7); - // Right Eye - glRotatef(-10, 1, 0, 0); - glColor3fv(eyeColor); - glPushMatrix(); - { - glTranslatef(interPupilDistance/10.0, 0, 0.05); - glRotatef(20, 0, 0, 1); - glScalef(EyeballScaleX, EyeballScaleY, EyeballScaleZ); - glutSolidSphere(0.25, 30, 30); - } - glPopMatrix(); - - // Right Pupil - if (sphere == NULL) { - sphere = gluNewQuadric(); - gluQuadricTexture(sphere, GL_TRUE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - gluQuadricOrientation(sphere, GLU_OUTSIDE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iris_texture_width, iris_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &iris_texture[0]); - } - - glPushMatrix(); - { - glRotatef(EyeballPitch[1], 1, 0, 0); - glRotatef(EyeballYaw[1] + PupilConverge, 0, 1, 0); - glTranslatef(0,0,.35); - glRotatef(-75,1,0,0); - glScalef(1.0, 0.4, 1.0); - - glEnable(GL_TEXTURE_2D); - gluSphere(sphere, PupilSize, 15, 15); - glDisable(GL_TEXTURE_2D); - } - - glPopMatrix(); - // Left Eye - glColor3fv(eyeColor); - glTranslatef(interPupilDistance, 0, 0); - glPushMatrix(); - { - glTranslatef(-interPupilDistance/10.0, 0, .05); - glRotatef(-20, 0, 0, 1); - glScalef(EyeballScaleX, EyeballScaleY, EyeballScaleZ); - glutSolidSphere(0.25, 30, 30); - } - glPopMatrix(); - // Left Pupil - glPushMatrix(); - { - glRotatef(EyeballPitch[0], 1, 0, 0); - glRotatef(EyeballYaw[0] - PupilConverge, 0, 1, 0); - glTranslatef(0, 0, .35); - glRotatef(-75, 1, 0, 0); - glScalef(1.0, 0.4, 1.0); - - glEnable(GL_TEXTURE_2D); - gluSphere(sphere, PupilSize, 15, 15); - glDisable(GL_TEXTURE_2D); - } - - glPopMatrix(); - } + else { + glColor3f(0,0,1); // Temp: Other people are BLUE + } + glutSolidSphere(1, 30, 30); + + // Ears + glPushMatrix(); + glTranslatef(1.0, 0, 0); + for(side = 0; side < 2; side++) { + glPushMatrix(); + glScalef(0.3, 0.65, .65); + glutSolidSphere(0.5, 30, 30); + glPopMatrix(); + glTranslatef(-2.0, 0, 0); + } + glPopMatrix(); + + // Eyebrows + audioAttack = 0.9*audioAttack + 0.1*fabs(loudness - lastLoudness); + lastLoudness = loudness; + + const float BROW_LIFT_THRESHOLD = 100; + if (audioAttack > BROW_LIFT_THRESHOLD) + browAudioLift += sqrt(audioAttack)/1000.0; + + browAudioLift *= .90; + + glPushMatrix(); + glTranslatef(-interBrowDistance/2.0,0.4,0.45); + for(side = 0; side < 2; side++) { + glColor3fv(browColor); + glPushMatrix(); + glTranslatef(0, 0.35 + browAudioLift, 0); + glRotatef(EyebrowPitch[side]/2.0, 1, 0, 0); + glRotatef(EyebrowRoll[side]/2.0, 0, 0, 1); + glScalef(browWidth, browThickness, 1); + glutSolidCube(0.5); + glPopMatrix(); + glTranslatef(interBrowDistance, 0, 0); + } + glPopMatrix(); + + + // Mouth + + glPushMatrix(); + glTranslatef(0,-0.35,0.75); + glColor3f(0,0,0); + glRotatef(MouthPitch, 1, 0, 0); + glRotatef(MouthYaw, 0, 0, 1); + glScalef(MouthWidth*(.7 + sqrt(averageLoudness)/60.0), MouthHeight*(1.0 + sqrt(averageLoudness)/30.0), 1); + glutSolidCube(0.5); + glPopMatrix(); + + glTranslatef(0, 1.0, 0); + + glTranslatef(-interPupilDistance/2.0,-0.68,0.7); + // Right Eye + glRotatef(-10, 1, 0, 0); + glColor3fv(eyeColor); + glPushMatrix(); + { + glTranslatef(interPupilDistance/10.0, 0, 0.05); + glRotatef(20, 0, 0, 1); + glScalef(EyeballScaleX, EyeballScaleY, EyeballScaleZ); + glutSolidSphere(0.25, 30, 30); + } + glPopMatrix(); + + // Right Pupil + if (sphere == NULL) { + sphere = gluNewQuadric(); + gluQuadricTexture(sphere, GL_TRUE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + gluQuadricOrientation(sphere, GLU_OUTSIDE); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iris_texture_width, iris_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &iris_texture[0]); + } + + glPushMatrix(); + { + glRotatef(EyeballPitch[1], 1, 0, 0); + glRotatef(EyeballYaw[1] + PupilConverge, 0, 1, 0); + glTranslatef(0,0,.35); + glRotatef(-75,1,0,0); + glScalef(1.0, 0.4, 1.0); + + glEnable(GL_TEXTURE_2D); + gluSphere(sphere, PupilSize, 15, 15); + glDisable(GL_TEXTURE_2D); + } + + glPopMatrix(); + // Left Eye + glColor3fv(eyeColor); + glTranslatef(interPupilDistance, 0, 0); + glPushMatrix(); + { + glTranslatef(-interPupilDistance/10.0, 0, .05); + glRotatef(-20, 0, 0, 1); + glScalef(EyeballScaleX, EyeballScaleY, EyeballScaleZ); + glutSolidSphere(0.25, 30, 30); + } + glPopMatrix(); + // Left Pupil + glPushMatrix(); + { + glRotatef(EyeballPitch[0], 1, 0, 0); + glRotatef(EyeballYaw[0] - PupilConverge, 0, 1, 0); + glTranslatef(0, 0, .35); + glRotatef(-75, 1, 0, 0); + glScalef(1.0, 0.4, 1.0); + + glEnable(GL_TEXTURE_2D); + gluSphere(sphere, PupilSize, 15, 15); + glDisable(GL_TEXTURE_2D); + } + + glPopMatrix(); + + glPopMatrix(); } @@ -795,44 +876,22 @@ AvatarMode Head::getMode() { } -void Head::initializeAvatar() { -/* - avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 ); - avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 ); - avatar.orientation.setToIdentity(); - - closestOtherAvatar = 0; - - _bodyYaw = -90.0; - _bodyPitch = 0.0; - _bodyRoll = 0.0; - - bodyYawDelta = 0.0; - - triggeringAction = false; - - mode = AVATAR_MODE_STANDING; - - initializeSkeleton(); - */ -} - - void Head::initializeSkeleton() { for (int b=0; b #include -#include - +#include //looks like we might not need this enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH}; @@ -85,12 +84,13 @@ struct AvatarBone 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 the springy position tries to stay on the position - glm::quat rotation; // this will eventually replace yaw, pitch and roll (and maybe orienttion) + glm::quat rotation; // this will eventually replace yaw, pitch and roll (and maybe orientation) 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 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 @@ -111,9 +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;} @@ -121,14 +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;}; @@ -180,12 +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]; @@ -212,7 +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 ]; @@ -253,12 +255,12 @@ class Head : public AvatarData { //----------------------------- // private methods... //----------------------------- - void initializeAvatar(); void initializeSkeleton(); void updateSkeleton(); void initializeBodySprings(); void updateBodySprings( float deltaTime ); void calculateBoneLengths(); + void updateBigSphereCollisionTest( float deltaTime ); void readSensors(); }; diff --git a/interface/src/SerialInterface.h b/interface/src/SerialInterface.h index 50fde4a13d..457c4b5efa 100644 --- a/interface/src/SerialInterface.h +++ b/interface/src/SerialInterface.h @@ -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: diff --git a/interface/src/main.cpp b/interface/src/main.cpp index c770462cdc..9a7ec2440e 100644 --- a/interface/src/main.cpp +++ b/interface/src/main.cpp @@ -167,8 +167,8 @@ 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 @@ -379,8 +379,8 @@ 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); @@ -833,7 +833,6 @@ void display(void) // brad's frustum for debugging if (::frustumOn) render_view_frustum(); - //Render my own avatar myAvatar.render(true); } @@ -1319,22 +1318,21 @@ 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 @@ -1348,14 +1346,13 @@ void idle(void) { } // - // Sample hardware, update view frustum if needed, send avatar data to mixer/agents + // Sample hardware, update view frustum if needed, Lsend avatar data to mixer/agents // updateAvatar( 1.f/FPS ); - - //test - /* - for(std::vector::iterator agent = agentList.getAgents().begin(); agent != agentList.getAgents().end(); agent++) + //loop through all the other avatars and simulate them. + AgentList * agentList = AgentList::getInstance(); + for(std::vector::iterator agent = agentList->getAgents().begin(); agent != agentList->getAgents().end(); agent++) { if (agent->getLinkedData() != NULL) { @@ -1363,7 +1360,7 @@ void idle(void) { agentHead->simulate(1.f/FPS); } } - */ + updateAvatarHand(1.f/FPS); diff --git a/libraries/avatars/src/AvatarData.cpp b/libraries/avatars/src/AvatarData.cpp index 1cb77ab70a..ac1a27d9f2 100644 --- a/libraries/avatars/src/AvatarData.cpp +++ b/libraries/avatars/src/AvatarData.cpp @@ -63,7 +63,7 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) { memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3); destinationBuffer += sizeof(float) * 3; - //std::cout << _bodyPosition.x << ", " << _bodyPosition.y << ", " << _bodyPosition.z << "\n"; + std::cout << _handPosition.x << ", " << _handPosition.y << ", " << _handPosition.z << "\n"; return destinationBuffer - bufferStart; }