cleaned up code spacing

This commit is contained in:
Jeffrey Ventrella 2013-05-07 08:43:14 -07:00
parent 65181cb4e0
commit fe11d929e3
6 changed files with 172 additions and 180 deletions

View file

@ -322,7 +322,6 @@ bool Avatar::getIsNearInteractingOther() {
void Avatar::simulate(float deltaTime) {
// update balls
if (_balls) { _balls->simulate(deltaTime); }
@ -496,7 +495,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
void Avatar::updateHead(float deltaTime) {
//apply the head lean values to the springy position...
if (fabs( _head.leanSideways + _head.leanForward ) > 0.0f) {
if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
glm::vec3 headLean =
_orientation.getRight() * _head.leanSideways +
_orientation.getFront() * _head.leanForward;
@ -514,7 +513,7 @@ void Avatar::updateHead(float deltaTime) {
if (_head.noise) {
// Move toward new target
_headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
_headYaw += (_head.yawTarget - _headYaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime);
_headYaw += (_head.yawTarget - _headYaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime);
_headRoll *= 1.f - (DECAY * deltaTime);
}
@ -661,7 +660,7 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) {
//apply forces from collision
applyCollisionWithOtherAvatar(otherAvatar, deltaTime );
applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
}
// test other avatar hand position for proximity
@ -695,7 +694,7 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
glm::vec3 vectorBetweenJoints(_joint[b].springyPosition - otherAvatar->_joint[o].springyPosition);
float distanceBetweenJoints = glm::length(vectorBetweenJoints);
if (distanceBetweenJoints > 0.0 ) { // to avoid divide by zero
if (distanceBetweenJoints > 0.0) { // to avoid divide by zero
float combinedRadius = _joint[b].radius + otherAvatar->_joint[o].radius;
// check for collision
@ -706,7 +705,7 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * deltaTime;
float ballMomentum = 1.0 - COLLISION_BALL_FRICTION * deltaTime;
if (ballMomentum < 0.0 ) { ballMomentum = 0.0;}
if (ballMomentum < 0.0) { ballMomentum = 0.0;}
_joint[b].springyVelocity += ballPushForce;
otherAvatar->_joint[o].springyVelocity -= ballPushForce;
@ -717,7 +716,7 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
// accumulate forces and frictions to apply to the velocities of avatar bodies
bodyPushForce += directionVector * COLLISION_BODY_FORCE * deltaTime;
bodyMomentum -= COLLISION_BODY_FRICTION * deltaTime;
if (bodyMomentum < 0.0 ) { bodyMomentum = 0.0;}
if (bodyMomentum < 0.0) { bodyMomentum = 0.0;}
}// check for collision
} // to avoid divide by zero
@ -736,7 +735,7 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
void Avatar::setDisplayingHead(bool displayingHead ) {
void Avatar::setDisplayingHead(bool displayingHead) {
_displayingHead = displayingHead;
}
@ -755,25 +754,25 @@ void Avatar::setGravity(glm::vec3 gravity) {
void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
// render a simple round on the ground projected down from the avatar's position
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f ), 0.1f, 0.2f );
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
/*
// show avatar position
glColor4f(0.5f, 0.5f, 0.5f, 0.6 );
glColor4f(0.5f, 0.5f, 0.5f, 0.6);
glPushMatrix();
glTranslatef(_position.x, _position.y, _position.z);
glScalef(0.03, 0.03, 0.03 );
glutSolidSphere(1, 10, 10 );
glScalef(0.03, 0.03, 0.03);
glutSolidSphere(1, 10, 10);
glPopMatrix();
*/
if (usingBigSphereCollisionTest ) {
if (usingBigSphereCollisionTest) {
// show TEST big sphere
glColor4f(0.5f, 0.6f, 0.8f, 0.7 );
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 );
glScalef(_TEST_bigSphereRadius, _TEST_bigSphereRadius, _TEST_bigSphereRadius);
glutSolidSphere(1, 20, 20);
glPopMatrix();
}
@ -786,7 +785,7 @@ void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
}
// if this is my avatar, then render my interactions with the other avatar
if (_isMine ) {
if (_isMine) {
_avatarTouch.render(cameraPosition);
}
@ -847,7 +846,7 @@ void Avatar::renderHead(bool lookingInMirror) {
glEnable(GL_RESCALE_NORMAL);
// show head orientation
//renderOrientationDirections(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition, _joint[ AVATAR_JOINT_HEAD_BASE ].orientation, 0.2f );
//renderOrientationDirections(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition, _joint[ AVATAR_JOINT_HEAD_BASE ].orientation, 0.2f);
glPushMatrix();
@ -875,7 +874,7 @@ void Avatar::renderHead(bool lookingInMirror) {
//glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
//glRotatef(_bodyRoll - _headRoll, 0, 0, 1);
// don't let body pitch and roll affect the head..
glRotatef( _headPitch, 1, 0, 0);
glRotatef(_headPitch, 1, 0, 0);
glRotatef(-_headRoll, 0, 0, 1);
} else {
glRotatef(_bodyYaw + _headYaw, 0, 1, 0);
@ -1012,7 +1011,7 @@ void Avatar::renderHead(bool lookingInMirror) {
glPopMatrix();
}
void Avatar::setHandMovementValues(glm::vec3 handOffset ) {
void Avatar::setHandMovementValues(glm::vec3 handOffset) {
_movedHandOffset = handOffset;
}
@ -1025,11 +1024,11 @@ void Avatar::initializeSkeleton() {
for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
_joint[b].isCollidable = true;
_joint[b].parent = AVATAR_JOINT_NULL;
_joint[b].position = glm::vec3(0.0, 0.0, 0.0 );
_joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0 );
_joint[b].springyPosition = glm::vec3(0.0, 0.0, 0.0 );
_joint[b].springyVelocity = glm::vec3(0.0, 0.0, 0.0 );
_joint[b].rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f );
_joint[b].position = glm::vec3(0.0, 0.0, 0.0);
_joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0);
_joint[b].springyPosition = glm::vec3(0.0, 0.0, 0.0);
_joint[b].springyVelocity = glm::vec3(0.0, 0.0, 0.0);
_joint[b].rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
_joint[b].yaw = 0.0;
_joint[b].pitch = 0.0;
_joint[b].roll = 0.0;
@ -1066,19 +1065,19 @@ void Avatar::initializeSkeleton() {
_joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
// specify the default pose position
_joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.0 );
_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.1, -0.01 );
_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3(-0.06, 0.04, -0.01 );
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3(-0.03, 0.0, -0.01 );
_joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
_joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, -0.01 );
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, -0.01 );
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
_joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.0 );
_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.1, -0.01 );
_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, -0.01 );
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, -0.01 );
_joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
_joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, -0.01 );
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, -0.01 );
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
_joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.04, 0.0, -0.02 );
@ -1173,7 +1172,7 @@ void Avatar::initializeSkeleton() {
_joint[ AVATAR_JOINT_HEAD_BASE ].length +
_joint[ AVATAR_JOINT_HEAD_BASE ].radius
);
//printf( "_height = %f\n", _height );
//printf("_height = %f\n", _height);
// generate world positions
updateSkeleton();
@ -1184,7 +1183,7 @@ void Avatar::initializeSkeleton() {
void Avatar::calculateBoneLengths() {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
_joint[b].length = glm::length( _joint[b].defaultPosePosition );
_joint[b].length = glm::length(_joint[b].defaultPosePosition);
}
_maxArmLength
@ -1197,35 +1196,35 @@ void Avatar::updateSkeleton() {
// rotate body...
_orientation.setToIdentity();
_orientation.yaw ( _bodyYaw );
_orientation.pitch( _bodyPitch );
_orientation.roll ( _bodyRoll );
_orientation.yaw (_bodyYaw );
_orientation.pitch(_bodyPitch);
_orientation.roll (_bodyRoll );
// calculate positions of all bones by traversing the skeleton tree:
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
if ( _joint[b].parent == AVATAR_JOINT_NULL ) {
_joint[b].orientation.set( _orientation );
if (_joint[b].parent == AVATAR_JOINT_NULL) {
_joint[b].orientation.set(_orientation);
_joint[b].position = _position;
}
else {
_joint[b].orientation.set( _joint[ _joint[b].parent ].orientation );
_joint[b].orientation.set(_joint[ _joint[b].parent ].orientation);
_joint[b].position = _joint[ _joint[b].parent ].position;
}
// if this is not my avatar, then hand position comes from transmitted data
if ( ! _isMine ) {
if (! _isMine) {
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handPosition;
}
// the following will be replaced by a proper rotation...close
float xx = glm::dot( _joint[b].defaultPosePosition, _joint[b].orientation.getRight() );
float yy = glm::dot( _joint[b].defaultPosePosition, _joint[b].orientation.getUp () );
float zz = glm::dot( _joint[b].defaultPosePosition, _joint[b].orientation.getFront() );
float xx = glm::dot(_joint[b].defaultPosePosition, _joint[b].orientation.getRight());
float yy = glm::dot(_joint[b].defaultPosePosition, _joint[b].orientation.getUp ());
float zz = glm::dot(_joint[b].defaultPosePosition, _joint[b].orientation.getFront());
glm::vec3 rotatedJointVector( xx, yy, zz );
glm::vec3 rotatedJointVector(xx, yy, zz);
//glm::vec3 myEuler ( 0.0f, 0.0f, 0.0f );
//glm::quat myQuat ( myEuler );
//glm::vec3 myEuler (0.0f, 0.0f, 0.0f);
//glm::quat myQuat (myEuler);
_joint[b].position += rotatedJointVector;
}
@ -1234,31 +1233,31 @@ void Avatar::updateSkeleton() {
void Avatar::initializeBodySprings() {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
_joint[b].springyPosition = _joint[b].position;
_joint[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
_joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
}
}
void Avatar::updateBodySprings( float deltaTime ) {
void Avatar::updateBodySprings(float deltaTime) {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
glm::vec3 springVector( _joint[b].springyPosition );
glm::vec3 springVector(_joint[b].springyPosition);
if ( _joint[b].parent == AVATAR_JOINT_NULL ) {
if (_joint[b].parent == AVATAR_JOINT_NULL) {
springVector -= _position;
}
else {
springVector -= _joint[ _joint[b].parent ].springyPosition;
}
float length = glm::length( springVector );
float length = glm::length(springVector);
if ( length > 0.0f ) {
if (length > 0.0f) {
glm::vec3 springDirection = springVector / length;
float force = (length - _joint[b].length) * BODY_SPRING_FORCE * deltaTime;
_joint[b].springyVelocity -= springDirection * force;
if ( _joint[b].parent != AVATAR_JOINT_NULL ) {
if (_joint[b].parent != AVATAR_JOINT_NULL) {
_joint[_joint[b].parent].springyVelocity += springDirection * force;
}
}
@ -1271,7 +1270,7 @@ void Avatar::updateBodySprings( float deltaTime ) {
_joint[b].springyVelocity *= decay;
}
else {
_joint[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
_joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
}
_joint[b].springyPosition += _joint[b].springyVelocity * deltaTime;
@ -1290,17 +1289,17 @@ const glm::vec3& Avatar::getHeadPosition() const {
void Avatar::updateArmIKAndConstraints( float deltaTime ) {
void Avatar::updateArmIKAndConstraints(float deltaTime) {
// determine the arm vector
glm::vec3 armVector = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
armVector -= _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
// test to see if right hand is being dragged beyond maximum arm length
float distance = glm::length( armVector );
float distance = glm::length(armVector);
// don't let right hand get dragged beyond maximum arm length...
if ( distance > _maxArmLength ) {
if (distance > _maxArmLength) {
// reset right hand to be constrained to maximum arm length
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
glm::vec3 armNormal = armVector / distance;
@ -1315,13 +1314,13 @@ void Avatar::updateArmIKAndConstraints( float deltaTime ) {
glm::vec3 newElbowPosition = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
newElbowPosition += armVector * ONE_HALF;
glm::vec3 perpendicular = glm::cross( _orientation.getFront(), armVector );
glm::vec3 perpendicular = glm::cross(_orientation.getFront(), armVector);
newElbowPosition += perpendicular * ( 1.0f - ( _maxArmLength / distance ) ) * ONE_HALF;
newElbowPosition += perpendicular * (1.0f - (_maxArmLength / distance)) * ONE_HALF;
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].position = newElbowPosition;
// set wrist position
glm::vec3 vv( _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position );
glm::vec3 vv(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
vv -= _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position;
glm::vec3 newWristPosition = _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position + vv * 0.7f;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].position = newWristPosition;
@ -1333,53 +1332,53 @@ void Avatar::renderBody() {
// Render joint positions as spheres
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
if ( b != AVATAR_JOINT_HEAD_BASE ) { // the head is rendered as a special case in "renderHead"
if (b != AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case in "renderHead"
//render bone orientation
//renderOrientationDirections( _joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0 );
//renderOrientationDirections(_joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0);
if ( _usingBodySprings ) {
glColor3fv( skinColor );
if (_usingBodySprings) {
glColor3fv(skinColor);
glPushMatrix();
glTranslatef( _joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z );
glutSolidSphere( _joint[b].radius, 20.0f, 20.0f );
glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z);
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
else {
glColor3fv( skinColor );
glColor3fv(skinColor);
glPushMatrix();
glTranslatef( _joint[b].position.x, _joint[b].position.y, _joint[b].position.z );
glutSolidSphere( _joint[b].radius, 20.0f, 20.0f );
glTranslatef(_joint[b].position.x, _joint[b].position.y, _joint[b].position.z);
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
}
}
// Render lines connecting the joint positions
if ( _usingBodySprings ) {
glColor3f( 0.4f, 0.5f, 0.6f );
if (_usingBodySprings) {
glColor3f(0.4f, 0.5f, 0.6f);
glLineWidth(3.0);
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
if ( _joint[b].parent != AVATAR_JOINT_NULL )
if ( b != AVATAR_JOINT_HEAD_TOP ) {
glBegin( GL_LINE_STRIP );
glVertex3fv( &_joint[ _joint[ b ].parent ].springyPosition.x );
glVertex3fv( &_joint[ b ].springyPosition.x );
if (_joint[b].parent != AVATAR_JOINT_NULL)
if (b != AVATAR_JOINT_HEAD_TOP) {
glBegin(GL_LINE_STRIP);
glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x);
glVertex3fv(&_joint[ b ].springyPosition.x);
glEnd();
}
}
}
/*
else {
glColor3fv( skinColor );
glColor3fv(skinColor);
glLineWidth(3.0);
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
if ( _joint[b].parent != AVATAR_JOINT_NULL ) {
glBegin( GL_LINE_STRIP );
glVertex3fv( &_joint[ _joint[ b ].parent ].position.x );
glVertex3fv( &_joint[ b ].position.x);
if (_joint[b].parent != AVATAR_JOINT_NULL) {
glBegin(GL_LINE_STRIP);
glVertex3fv(&_joint[ _joint[ b ].parent ].position.x);
glVertex3fv(&_joint[ b ].position.x);
glEnd();
}
}
@ -1442,9 +1441,7 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) {
//printLog("Packet: [%s]\n", packetData);
//printLog("Version: %s\n", device);
_transmitterInitialReading = glm::vec3( rot3,
rot2,
rot1 );
_transmitterInitialReading = glm::vec3(rot3, rot2, rot1);
}
const int TRANSMITTER_COUNT = 100;
if (_transmitterPackets % TRANSMITTER_COUNT == 0) {
@ -1452,7 +1449,7 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) {
timeval now;
gettimeofday(&now, NULL);
double msecsElapsed = diffclock(&_transmitterTimer, &now);
_transmitterHz = static_cast<float>( (double)TRANSMITTER_COUNT / (msecsElapsed / 1000.0) );
_transmitterHz = static_cast<float>((double)TRANSMITTER_COUNT / (msecsElapsed / 1000.0));
_transmitterTimer = now;
printLog("Transmitter Hz: %3.1f\n", _transmitterHz);
}
@ -1469,12 +1466,12 @@ void Avatar::processTransmitterData(unsigned char* packetData, int numBytes) {
glm::vec3 angularVelocity;
if (deviceType != DEVICE_GLASS) {
angularVelocity = glm::vec3(glm::degrees(gyrZ), glm::degrees(-gyrX), glm::degrees(gyrY));
setHeadFromGyros( &eulerAngles, &angularVelocity,
setHeadFromGyros(&eulerAngles, &angularVelocity,
(_transmitterHz == 0.f) ? 0.f : 1.f / _transmitterHz, 1.0);
} else {
angularVelocity = glm::vec3(glm::degrees(gyrY), glm::degrees(-gyrX), glm::degrees(-gyrZ));
setHeadFromGyros( &eulerAngles, &angularVelocity,
setHeadFromGyros(&eulerAngles, &angularVelocity,
(_transmitterHz == 0.f) ? 0.f : 1.f / _transmitterHz, 1000.0);
}

View file

@ -16,10 +16,10 @@ const float THREAD_RADIUS = 0.012;
AvatarTouch::AvatarTouch() {
_myHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
_yourHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
_myBodyPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
_yourBodyPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
_myHandPosition = glm::vec3(0.0f, 0.0f, 0.0f);
_yourHandPosition = glm::vec3(0.0f, 0.0f, 0.0f);
_myBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f);
_yourBodyPosition = glm::vec3(0.0f, 0.0f, 0.0f);
_myHandState = 0;
_yourHandState = 0;
_reachableRadius = 0.0f;
@ -28,7 +28,7 @@ AvatarTouch::AvatarTouch() {
_handsCloseEnoughToGrasp = false;
for (int p=0; p<NUM_POINTS; p++) {
_point[p] = glm::vec3( 0.0, 0.0, 0.0 );
_point[p] = glm::vec3(0.0, 0.0, 0.0);
}
}
@ -65,7 +65,7 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
if (_canReachToOtherAvatar) {
glColor4f( 0.3, 0.4, 0.5, 0.5 );
glColor4f(0.3, 0.4, 0.5, 0.5);
glm::vec3 p(_yourBodyPosition);
p.y = 0.0005f;
renderCircle(p, _reachableRadius, glm::vec3(0.0f, 1.0f, 0.0f), 30);
@ -74,9 +74,9 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
if (_yourHandState == 1) {
glPushMatrix();
glTranslatef(_yourHandPosition.x, _yourHandPosition.y, _yourHandPosition.z);
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.4, 0.2 ); glutSolidSphere( 0.025f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.2, 0.1 ); glutSolidSphere( 0.030f, 10.0f, 10.0f );
glColor4f(1.0, 1.0, 0.8, 0.3); glutSolidSphere(0.020f, 10.0f, 10.0f);
glColor4f(1.0, 1.0, 0.4, 0.2); glutSolidSphere(0.025f, 10.0f, 10.0f);
glColor4f(1.0, 1.0, 0.2, 0.1); glutSolidSphere(0.030f, 10.0f, 10.0f);
glPopMatrix();
}
@ -86,13 +86,13 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
if (_handsCloseEnoughToGrasp) {
glLineWidth(2.0);
glColor4f( 0.7f, 0.4f, 0.1f, 0.3 );
glColor4f(0.7f, 0.4f, 0.1f, 0.3);
glBegin(GL_LINE_STRIP);
glVertex3f( v1.x, v1.y, v1.z );
glVertex3f( v2.x, v2.y, v2.z );
glVertex3f(v1.x, v1.y, v1.z);
glVertex3f(v2.x, v2.y, v2.z);
glEnd();
glColor4f( 1.0f, 1.0f, 0.0f, 0.8 );
glColor4f(1.0f, 1.0f, 0.0f, 0.8);
for (int p=0; p<NUM_POINTS; p++) {
glBegin(GL_POINTS);
@ -106,9 +106,9 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
if (_myHandState == 1) {
glPushMatrix();
glTranslatef(_myHandPosition.x, _myHandPosition.y, _myHandPosition.z);
glColor4f( 1.0, 1.0, 0.8, 0.3 ); glutSolidSphere( 0.020f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.4, 0.2 ); glutSolidSphere( 0.025f, 10.0f, 10.0f );
glColor4f( 1.0, 1.0, 0.2, 0.1 ); glutSolidSphere( 0.030f, 10.0f, 10.0f );
glColor4f(1.0, 1.0, 0.8, 0.3); glutSolidSphere(0.020f, 10.0f, 10.0f);
glColor4f(1.0, 1.0, 0.4, 0.2); glutSolidSphere(0.025f, 10.0f, 10.0f);
glColor4f(1.0, 1.0, 0.2, 0.1); glutSolidSphere(0.030f, 10.0f, 10.0f);
glPopMatrix();
}
}
@ -120,7 +120,7 @@ void AvatarTouch::simulate (float deltaTime) {
float distance = glm::length(v);
if (distance < _reachableRadius ) {
if (distance < _reachableRadius) {
_canReachToOtherAvatar = true;
} else {
_canReachToOtherAvatar = false;
@ -129,10 +129,10 @@ void AvatarTouch::simulate (float deltaTime) {
/*
for (int p=0; p<NUM_POINTS; p++) {
_point[p] = _myHandPosition + v * ( (float)p / (float)NUM_POINTS );
_point[p].x += randFloatInRange( -THREAD_RADIUS, THREAD_RADIUS );
_point[p].y += randFloatInRange( -THREAD_RADIUS, THREAD_RADIUS );
_point[p].z += randFloatInRange( -THREAD_RADIUS, THREAD_RADIUS );
_point[p] = _myHandPosition + v * ((float)p / (float)NUM_POINTS);
_point[p].x += randFloatInRange(-THREAD_RADIUS, THREAD_RADIUS);
_point[p].y += randFloatInRange(-THREAD_RADIUS, THREAD_RADIUS);
_point[p].z += randFloatInRange(-THREAD_RADIUS, THREAD_RADIUS);
}
*/

View file

@ -26,24 +26,24 @@ Camera::Camera() {
_rightShift = 0.0;
_distance = 0.0;
_idealYaw = 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 );
_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( float deltaTime ) {
void Camera::update(float deltaTime) {
if ( _mode == CAMERA_MODE_NULL ) {
if (_mode == CAMERA_MODE_NULL) {
_modeShift = 0.0;
} else {
// use iterative forces to keep the camera at the desired position and angle
updateFollowMode( deltaTime );
updateFollowMode(deltaTime);
if ( _modeShift < 1.0f ) {
if (_modeShift < 1.0f) {
_modeShift += MODE_SHIFT_RATE * deltaTime;
if ( _modeShift > 1.0f ) {
if (_modeShift > 1.0f) {
_modeShift = 1.0f;
}
}
@ -53,22 +53,19 @@ void Camera::update( float deltaTime ) {
generateOrientation();
}
// generate the ortho-normals for the orientation based on the three Euler angles
void Camera::generateOrientation() {
_orientation.setToIdentity();
_orientation.pitch( _pitch );
_orientation.yaw ( _yaw );
_orientation.roll ( _roll );
_orientation.pitch(_pitch);
_orientation.yaw (_yaw );
_orientation.roll (_roll );
}
// use iterative forces to keep the camera at the desired position and angle
void Camera::updateFollowMode( float deltaTime ) {
void Camera::updateFollowMode(float deltaTime) {
// derive t from tightness
float t = _tightness * deltaTime;
if ( t > 1.0 ) {
if (t > 1.0) {
t = 1.0;
}
@ -114,8 +111,6 @@ void Camera::setFarClip (float f) {
_frustumNeedsReshape = true;
}
// call to find out if the view frustum needs to be reshaped
bool Camera::getFrustumNeedsReshape() {
return _frustumNeedsReshape;

View file

@ -33,14 +33,14 @@ HandControl::HandControl() {
_envelope = 0.0f;
}
void HandControl::setScreenDimensions( int width, int height ) {
void HandControl::setScreenDimensions(int width, int height) {
_width = width;
_height = height;
_startX = _width / 2;
_startY = _height / 2;
}
void HandControl::update( int x, int y ) {
void HandControl::update(int x, int y) {
_lastX = _x;
_lastY = _y;
_x = x;
@ -49,22 +49,22 @@ void HandControl::update( int x, int y ) {
_velocityY = _y - _lastY;
// if the mouse is moving, ramp up the envelope to increase amplitude of hand movement...
if (( _velocityX != 0 )
|| ( _velocityY != 0 )) {
if ((_velocityX != 0)
|| (_velocityY != 0)) {
_enabled = true;
if ( _envelope < 1.0 ) {
if (_envelope < 1.0) {
_envelope += _rampUpRate;
if ( _envelope >= 1.0 ) {
if (_envelope >= 1.0) {
_envelope = 1.0;
}
}
}
// if not enabled ramp down the envelope to decrease amplitude of hand movement...
if ( ! _enabled ) {
if ( _envelope > 0.0 ) {
if (! _enabled) {
if (_envelope > 0.0) {
_envelope -= _rampDownRate;
if ( _envelope <= 0.0 ) {
if (_envelope <= 0.0) {
_startX = _width / 2;
_startY = _height / 2;
_envelope = 0.0;
@ -77,14 +77,14 @@ void HandControl::update( int x, int y ) {
_backFront = 0.0;
// if envelope is greater than zero, apply mouse movement to values to be output
if ( _envelope > 0.0 ) {
_leftRight += ( ( _x - _startX ) / (float)_width ) * _envelope;
_downUp += ( ( _y - _startY ) / (float)_height ) * _envelope;
if (_envelope > 0.0) {
_leftRight += ((_x - _startX) / (float)_width ) * _envelope;
_downUp += ((_y - _startY) / (float)_height) * _envelope;
}
}
glm::vec3 HandControl::getValues() {
return glm::vec3( _leftRight, _downUp, _backFront );
return glm::vec3(_leftRight, _downUp, _backFront);
}
void HandControl::stop() {

View file

@ -172,7 +172,7 @@ void drawtext(int x, int y, float scale, float rotate, float thick, int mono,
// Draws text on screen as stroked so it can be resized
//
glPushMatrix();
glTranslatef( static_cast<float>(x), static_cast<float>(y), 0.0f);
glTranslatef(static_cast<float>(x), static_cast<float>(y), 0.0f);
glColor3f(r,g,b);
glRotated(rotate,0,0,1);
// glLineWidth(thick);
@ -208,7 +208,7 @@ void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, gl
}
void drawGroundPlaneGrid(float size) {
glColor3f( 0.4f, 0.5f, 0.3f );
glColor3f(0.4f, 0.5f, 0.3f);
glLineWidth(2.0);
for (float x = 0; x <= size; x++) {
@ -234,7 +234,7 @@ void drawGroundPlaneGrid(float size) {
void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, float darkness) {
glColor4f( 0.0f, 0.0f, 0.0f, darkness );
glColor4f(0.0f, 0.0f, 0.0f, darkness);
int num = 20;
float y = 0.001f;
@ -264,7 +264,7 @@ void renderDiskShadow(glm::vec3 position, glm::vec3 upDirection, float radius, f
void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::vec3 cameraPosition) {
glm::vec3 vectorToPosition(glm::normalize(position - cameraPosition));
glm::vec3 right = glm::cross(vectorToPosition, glm::vec3( 0.0f, 1.0f, 0.0f));
glm::vec3 right = glm::cross(vectorToPosition, glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec3 up = glm::cross(right, vectorToPosition);
glBegin(GL_LINE_STRIP);
@ -285,7 +285,7 @@ void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::ve
}
void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides ) {
void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides) {
glm::vec3 perp1 = glm::vec3(surfaceNormal.y, surfaceNormal.z, surfaceNormal.x);
glm::vec3 perp2 = glm::vec3(surfaceNormal.z, surfaceNormal.x, surfaceNormal.y);
@ -306,27 +306,27 @@ void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int
}
void renderOrientationDirections( glm::vec3 position, Orientation orientation, float size ) {
void renderOrientationDirections(glm::vec3 position, Orientation orientation, float size) {
glm::vec3 pRight = position + orientation.getRight() * size;
glm::vec3 pUp = position + orientation.getUp() * size;
glm::vec3 pUp = position + orientation.getUp () * size;
glm::vec3 pFront = position + orientation.getFront() * size;
glColor3f( 1.0f, 0.0f, 0.0f );
glBegin( GL_LINE_STRIP );
glVertex3f( position.x, position.y, position.z );
glVertex3f( pRight.x, pRight.y, pRight.z );
glColor3f(1.0f, 0.0f, 0.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(position.x, position.y, position.z);
glVertex3f(pRight.x, pRight.y, pRight.z);
glEnd();
glColor3f( 0.0f, 1.0f, 0.0f );
glBegin( GL_LINE_STRIP );
glVertex3f( position.x, position.y, position.z );
glVertex3f( pUp.x, pUp.y, pUp.z );
glColor3f(0.0f, 1.0f, 0.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(position.x, position.y, position.z);
glVertex3f(pUp.x, pUp.y, pUp.z);
glEnd();
glColor3f( 0.0f, 0.0f, 1.0f );
glBegin( GL_LINE_STRIP );
glVertex3f( position.x, position.y, position.z );
glVertex3f( pFront.x, pFront.y, pFront.z );
glColor3f(0.0f, 0.0f, 1.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(position.x, position.y, position.z);
glVertex3f(pFront.x, pFront.y, pFront.z);
glEnd();
}

View file

@ -1030,27 +1030,27 @@ void display(void)
// this version uses a ramp-up/ramp-down timer in the camera to determine shift between first and thirs-person view
/*
if ( myAvatar.getSpeed() < 0.02 ) {
if (myAvatar.getSpeed() < 0.02) {
if (myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
if (myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
}
//printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift());
myCamera.setPitch ( thirdPersonPitch + myCamera.getModeShift() * ( firstPersonPitch - thirdPersonPitch ));
myCamera.setUpShift ( thirdPersonUpShift + myCamera.getModeShift() * ( firstPersonUpShift - thirdPersonUpShift ));
myCamera.setDistance ( thirdPersonDistance + myCamera.getModeShift() * ( firstPersonDistance - thirdPersonDistance ));
myCamera.setTightness ( thirdPersonTightness + myCamera.getModeShift() * ( firstPersonTightness - thirdPersonTightness ));
//printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift());
myCamera.setPitch (thirdPersonPitch + myCamera.getModeShift() * (firstPersonPitch - thirdPersonPitch ));
myCamera.setUpShift (thirdPersonUpShift + myCamera.getModeShift() * (firstPersonUpShift - thirdPersonUpShift ));
myCamera.setDistance (thirdPersonDistance + myCamera.getModeShift() * (firstPersonDistance - thirdPersonDistance ));
myCamera.setTightness (thirdPersonTightness + myCamera.getModeShift() * (firstPersonTightness - thirdPersonTightness));
} else {
if (myCamera.getMode() != CAMERA_MODE_THIRD_PERSON ) {
if (myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
}
//printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift());
myCamera.setPitch ( firstPersonPitch + myCamera.getModeShift() * ( thirdPersonPitch - firstPersonPitch ));
myCamera.setUpShift ( firstPersonUpShift + myCamera.getModeShift() * ( thirdPersonUpShift - firstPersonUpShift ));
myCamera.setDistance ( firstPersonDistance + myCamera.getModeShift() * ( thirdPersonDistance - firstPersonDistance ));
myCamera.setTightness ( firstPersonTightness + myCamera.getModeShift() * ( thirdPersonTightness - firstPersonTightness ));
//printf("myCamera.getModeShift() = %f\n", myCamera.getModeShift());
myCamera.setPitch (firstPersonPitch + myCamera.getModeShift() * (thirdPersonPitch - firstPersonPitch ));
myCamera.setUpShift (firstPersonUpShift + myCamera.getModeShift() * (thirdPersonUpShift - firstPersonUpShift ));
myCamera.setDistance (firstPersonDistance + myCamera.getModeShift() * (thirdPersonDistance - firstPersonDistance ));
myCamera.setTightness (firstPersonTightness + myCamera.getModeShift() * (thirdPersonTightness - firstPersonTightness));
}
*/
@ -1083,7 +1083,7 @@ void display(void)
if (::viewFrustumFromOffset && ::frustumOn) {
// set the camera to third-person view but offset so we can see the frustum
viewFrustumOffsetCamera.setTargetYaw(::viewFrustumOffsetYaw + myAvatar.getBodyYaw() );
viewFrustumOffsetCamera.setTargetYaw(::viewFrustumOffsetYaw + myAvatar.getBodyYaw());
viewFrustumOffsetCamera.setPitch (::viewFrustumOffsetPitch );
viewFrustumOffsetCamera.setRoll (::viewFrustumOffsetRoll );
viewFrustumOffsetCamera.setUpShift (::viewFrustumOffsetUp );
@ -1778,7 +1778,7 @@ glm::vec3 getGravity(glm::vec3 pos) {
}
void mouseFunc(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN ) {
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
if (state == GLUT_DOWN && !menu.mouseClick(x, y)) {
mouseX = x;
mouseY = y;