mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
Merge pull request #490 from PhilipRosedale/master
Added render choice for balls versus voxel avatars
This commit is contained in:
commit
fcf3def87c
5 changed files with 84 additions and 108 deletions
|
@ -1386,7 +1386,7 @@ void Application::initMenu() {
|
|||
|
||||
optionsMenu->addAction("Noise", this, SLOT(setNoise(bool)), Qt::Key_N)->setCheckable(true);
|
||||
(_gyroLook = optionsMenu->addAction("Gyro Look"))->setCheckable(true);
|
||||
_gyroLook->setChecked(true);
|
||||
_gyroLook->setChecked(false);
|
||||
(_mouseLook = optionsMenu->addAction("Mouse Look"))->setCheckable(true);
|
||||
_mouseLook->setChecked(false);
|
||||
(_showHeadMouse = optionsMenu->addAction("Head Mouse"))->setCheckable(true);
|
||||
|
@ -1409,6 +1409,8 @@ void Application::initMenu() {
|
|||
_renderAtmosphereOn->setShortcut(Qt::SHIFT | Qt::Key_A);
|
||||
(_renderAvatarsOn = renderMenu->addAction("Avatars"))->setCheckable(true);
|
||||
_renderAvatarsOn->setChecked(true);
|
||||
(_renderAvatarBalls = renderMenu->addAction("Avatar as Balls"))->setCheckable(true);
|
||||
_renderAvatarBalls->setChecked(false);
|
||||
(_renderFrameTimerOn = renderMenu->addAction("Show Timer"))->setCheckable(true);
|
||||
_renderFrameTimerOn->setChecked(false);
|
||||
(_renderLookatOn = renderMenu->addAction("Lookat Vectors"))->setCheckable(true);
|
||||
|
@ -1965,13 +1967,13 @@ void Application::displaySide(Camera& whichCamera) {
|
|||
if (!avatar->isInitialized()) {
|
||||
avatar->init();
|
||||
}
|
||||
avatar->render(false);
|
||||
avatar->render(false, _renderAvatarBalls->isChecked());
|
||||
}
|
||||
}
|
||||
agentList->unlock();
|
||||
|
||||
// Render my own Avatar
|
||||
_myAvatar.render(_lookingInMirror->isChecked());
|
||||
_myAvatar.render(_lookingInMirror->isChecked(), _renderAvatarBalls->isChecked());
|
||||
_myAvatar.setDisplayingLookatVectors(_renderLookatOn->isChecked());
|
||||
}
|
||||
|
||||
|
|
|
@ -172,6 +172,7 @@ private:
|
|||
QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
|
||||
QAction* _echoAudioMode; // Are we asking the mixer to echo back our audio?
|
||||
QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
|
||||
QAction* _renderAvatarBalls; // Switch between voxels and joints/balls for avatar render
|
||||
QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view
|
||||
QAction* _showHeadMouse; // Whether the have the mouse near edge of screen move your view
|
||||
QAction* _transmitterDrives; // Whether to have Transmitter data move/steer the Avatar
|
||||
|
|
|
@ -927,7 +927,7 @@ void Avatar::setGravity(glm::vec3 gravity) {
|
|||
}
|
||||
}
|
||||
|
||||
void Avatar::render(bool lookingInMirror) {
|
||||
void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
|
||||
|
||||
_cameraPosition = Application::getInstance()->getCamera()->getPosition();
|
||||
|
||||
|
@ -945,7 +945,7 @@ void Avatar::render(bool lookingInMirror) {
|
|||
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
|
||||
|
||||
// render body
|
||||
renderBody(lookingInMirror);
|
||||
renderBody(lookingInMirror, renderAvatarBalls);
|
||||
|
||||
// if this is my avatar, then render my interactions with the other avatar
|
||||
if (!_owningAgent) {
|
||||
|
@ -1141,118 +1141,89 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
|
|||
return glm::angleAxis(angle * proportion, axis);
|
||||
}
|
||||
|
||||
void Avatar::renderBody(bool lookingInMirror) {
|
||||
void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
|
||||
|
||||
const float RENDER_OPAQUE_BEYOND = 1.0f; // Meters beyond which body is shown opaque
|
||||
const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
|
||||
|
||||
// Render the body's voxels
|
||||
_voxels.render(false);
|
||||
|
||||
// Render the body as balls and cones
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
|
||||
|
||||
float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
|
||||
(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
|
||||
// Render the body as balls and cones
|
||||
if (renderAvatarBalls) {
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
|
||||
|
||||
float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
|
||||
(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
|
||||
|
||||
if (lookingInMirror || _owningAgent) {
|
||||
alpha = 1.0f;
|
||||
}
|
||||
|
||||
if (lookingInMirror || _owningAgent) {
|
||||
alpha = 1.0f;
|
||||
}
|
||||
|
||||
// Always render other people, and render myself when beyond threshold distance
|
||||
if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
|
||||
if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
|
||||
_head.render(lookingInMirror, _cameraPosition, alpha);
|
||||
}
|
||||
} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
|
||||
|| b == BODY_BALL_RIGHT_ELBOW
|
||||
|| b == BODY_BALL_RIGHT_WRIST
|
||||
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
|
||||
// Render the body ball sphere
|
||||
if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
|
||||
|| b == BODY_BALL_RIGHT_WRIST
|
||||
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
|
||||
glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
|
||||
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
|
||||
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
|
||||
} else {
|
||||
glColor4f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
|
||||
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
|
||||
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f,
|
||||
alpha);
|
||||
}
|
||||
|
||||
if ((b != BODY_BALL_HEAD_TOP )
|
||||
&& (b != BODY_BALL_HEAD_BASE )) {
|
||||
glPushMatrix();
|
||||
glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
|
||||
glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
// Render the cone connecting this ball to its parent
|
||||
if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
|
||||
if ((b != BODY_BALL_HEAD_TOP )
|
||||
&& (b != BODY_BALL_HEAD_BASE )
|
||||
&& (b != BODY_BALL_PELVIS )
|
||||
&& (b != BODY_BALL_TORSO )
|
||||
&& (b != BODY_BALL_CHEST )
|
||||
&& (b != BODY_BALL_LEFT_COLLAR )
|
||||
&& (b != BODY_BALL_LEFT_SHOULDER )
|
||||
&& (b != BODY_BALL_RIGHT_COLLAR )
|
||||
&& (b != BODY_BALL_RIGHT_SHOULDER)) {
|
||||
glColor3fv(DARK_SKIN_COLOR);
|
||||
|
||||
float r1 = _bodyBall[_bodyBall[b].parentBall ].radius * 0.8;
|
||||
float r2 = _bodyBall[b].radius * 0.8;
|
||||
if (b == BODY_BALL_HEAD_BASE) {
|
||||
r1 *= 0.5f;
|
||||
}
|
||||
renderJointConnectingCone
|
||||
(
|
||||
_bodyBall[_bodyBall[b].parentBall].position,
|
||||
_bodyBall[b].position, r2, r2
|
||||
);
|
||||
// Always render other people, and render myself when beyond threshold distance
|
||||
if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
|
||||
if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
|
||||
_head.render(lookingInMirror, _cameraPosition, alpha);
|
||||
}
|
||||
}
|
||||
} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
|
||||
|| b == BODY_BALL_RIGHT_ELBOW
|
||||
|| b == BODY_BALL_RIGHT_WRIST
|
||||
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
|
||||
// Render the body ball sphere
|
||||
if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
|
||||
|| b == BODY_BALL_RIGHT_WRIST
|
||||
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
|
||||
glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
|
||||
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
|
||||
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
|
||||
} else {
|
||||
glColor4f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
|
||||
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
|
||||
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f,
|
||||
alpha);
|
||||
}
|
||||
|
||||
if ((b != BODY_BALL_HEAD_TOP )
|
||||
&& (b != BODY_BALL_HEAD_BASE )) {
|
||||
glPushMatrix();
|
||||
glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
|
||||
glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
// Render the cone connecting this ball to its parent
|
||||
if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
|
||||
if ((b != BODY_BALL_HEAD_TOP )
|
||||
&& (b != BODY_BALL_HEAD_BASE )
|
||||
&& (b != BODY_BALL_PELVIS )
|
||||
&& (b != BODY_BALL_TORSO )
|
||||
&& (b != BODY_BALL_CHEST )
|
||||
&& (b != BODY_BALL_LEFT_COLLAR )
|
||||
&& (b != BODY_BALL_LEFT_SHOULDER )
|
||||
&& (b != BODY_BALL_RIGHT_COLLAR )
|
||||
&& (b != BODY_BALL_RIGHT_SHOULDER)) {
|
||||
glColor3fv(DARK_SKIN_COLOR);
|
||||
|
||||
float r1 = _bodyBall[_bodyBall[b].parentBall ].radius * 0.8;
|
||||
float r2 = _bodyBall[b].radius * 0.8;
|
||||
if (b == BODY_BALL_HEAD_BASE) {
|
||||
r1 *= 0.5f;
|
||||
}
|
||||
renderJointConnectingCone
|
||||
(
|
||||
_bodyBall[_bodyBall[b].parentBall].position,
|
||||
_bodyBall[b].position, r2, r2
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Render the body's voxels
|
||||
_voxels.render(false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity, float deltaTime, float smoothingTime) {
|
||||
//
|
||||
// Given absolute position and angular velocity information, update the avatar's head angles
|
||||
// with the goal of fast instantaneous updates that gradually follow the absolute data.
|
||||
//
|
||||
// Euler Angle format is (Yaw, Pitch, Roll) in degrees
|
||||
//
|
||||
// Angular Velocity is (Yaw, Pitch, Roll) in degrees per second
|
||||
//
|
||||
// SMOOTHING_TIME is the time is seconds over which the head should average to the
|
||||
// absolute eulerAngles passed.
|
||||
//
|
||||
//
|
||||
|
||||
if (deltaTime == 0.f) {
|
||||
// On first sample, set head to absolute position
|
||||
_head.setYaw (eulerAngles->x);
|
||||
_head.setPitch(eulerAngles->y);
|
||||
_head.setRoll (eulerAngles->z);
|
||||
} else {
|
||||
glm::vec3 angles(_head.getYaw(), _head.getPitch(), _head.getRoll());
|
||||
// Increment by detected velocity
|
||||
angles += (*angularVelocity) * deltaTime;
|
||||
// Smooth to slowly follow absolute values
|
||||
angles = ((1.f - deltaTime / smoothingTime) * angles) + (deltaTime / smoothingTime) * (*eulerAngles);
|
||||
_head.setYaw (angles.x);
|
||||
_head.setPitch(angles.y);
|
||||
_head.setRoll (angles.z);
|
||||
// printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z);
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::loadData(QSettings* set) {
|
||||
set->beginGroup("Avatar");
|
||||
|
|
|
@ -88,7 +88,7 @@ public:
|
|||
void updateHeadFromGyros(float frametime, SerialInterface * serialInterface);
|
||||
void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
|
||||
void addBodyYaw(float y) {_bodyYaw += y;};
|
||||
void render(bool lookingInMirror);
|
||||
void render(bool lookingInMirror, bool renderAvatarBalls);
|
||||
|
||||
//setters
|
||||
void setMousePressed (bool mousePressed ) { _mousePressed = mousePressed;}
|
||||
|
@ -202,7 +202,7 @@ private:
|
|||
// private methods...
|
||||
glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
|
||||
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
|
||||
void renderBody(bool lookingInMirror);
|
||||
void renderBody(bool lookingInMirror, bool renderAvatarBalls);
|
||||
void initializeBodyBalls();
|
||||
void resetBodyBalls();
|
||||
void updateBodyBalls( float deltaTime );
|
||||
|
@ -216,7 +216,6 @@ private:
|
|||
void updateCollisionWithVoxels();
|
||||
void applyCollisionWithScene(const glm::vec3& penetration);
|
||||
void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
|
||||
void setHeadFromGyros(glm::vec3 * eulerAngles, glm::vec3 * angularVelocity, float deltaTime, float smoothingTime);
|
||||
void checkForMouseRayTouching();
|
||||
void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
|
||||
};
|
||||
|
|
|
@ -104,6 +104,7 @@ void Head::simulate(float deltaTime, bool isMine) {
|
|||
|
||||
const float HEAD_MOTION_DECAY = 0.00;
|
||||
|
||||
/*
|
||||
// Decay head back to center if turned on
|
||||
if (isMine && _returnHeadToCenter) {
|
||||
|
||||
|
@ -121,6 +122,7 @@ void Head::simulate(float deltaTime, bool isMine) {
|
|||
if (fabs(_yaw ) < RETURN_RANGE) { _yaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
|
||||
if (fabs(_roll ) < RETURN_RANGE) { _roll *= (1.0f - RETURN_STRENGTH * deltaTime); }
|
||||
}
|
||||
*/
|
||||
|
||||
// decay lean
|
||||
_leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
|
||||
|
@ -151,6 +153,7 @@ void Head::simulate(float deltaTime, bool isMine) {
|
|||
if (USING_PHYSICAL_MOHAWK) {
|
||||
updateHairPhysics(deltaTime);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Head::determineIfLookingAtSomething() {
|
||||
|
|
Loading…
Reference in a new issue