mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 19:04:32 +02:00
Moved direction vectors to AvatarData, made them align with OpenGL view space
(to avoid the 180 degree rotations).
This commit is contained in:
parent
9b301eb235
commit
021dce72be
6 changed files with 66 additions and 63 deletions
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@ -288,22 +288,22 @@ void Application::paintGL() {
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if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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_myCamera.setTightness (100.0f);
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_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getHead().getWorldAlignedOrientation());
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_myCamera.setTargetRotation(_myAvatar.getHead().getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI, 0.0f)));
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} else if (OculusManager::isConnected()) {
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_myCamera.setUpShift (0.0f);
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_myCamera.setDistance (0.0f);
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_myCamera.setTightness (100.0f);
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_myCamera.setTargetPosition(_myAvatar.getHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getHead().getOrientation() * glm::quat(glm::vec3(0.0f, PI, 0.0f)));
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_myCamera.setTargetRotation(_myAvatar.getHead().getOrientation());
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} else if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
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_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getHead().getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI, 0.0f)));
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_myCamera.setTargetRotation(_myAvatar.getHead().getWorldAlignedOrientation());
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} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
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_myCamera.setTargetPosition(_myAvatar.getHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getHead().getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI, 0.0f)));
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_myCamera.setTargetRotation(_myAvatar.getHead().getWorldAlignedOrientation());
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}
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// important...
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@ -1111,7 +1111,7 @@ void Application::initMenu() {
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_window->setMenuBar(menuBar);
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QMenu* fileMenu = menuBar->addMenu("File");
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fileMenu->addAction("Quit", this, SLOT(quit()), (Qt::Key_Q || Qt::Key_Control));
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fileMenu->addAction("Quit", this, SLOT(quit()), Qt::CTRL | Qt::Key_Q);
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QMenu* pairMenu = menuBar->addMenu("Pair");
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pairMenu->addAction("Pair", this, SLOT(pair()));
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@ -259,9 +259,9 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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}
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glm::quat orientation = getOrientation();
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 right = orientation * IDENTITY_RIGHT;
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glm::vec3 up = orientation * IDENTITY_UP;
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glm::vec3 front = orientation * AVATAR_FRONT;
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glm::vec3 right = orientation * AVATAR_RIGHT;
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glm::vec3 up = orientation * AVATAR_UP;
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// driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
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if (!_owningAgent) {
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@ -331,8 +331,8 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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const float BODY_ROLL_WHILE_TURNING = 0.2;
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float forwardComponentOfVelocity = glm::dot(getBodyFrontDirection(), _velocity);
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orientation = orientation * glm::quat(glm::radians(glm::vec3(
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BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity, 0.0f,
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-BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta)));
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-BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity, 0.0f,
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BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta)));
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// these forces keep the body upright...
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float tiltDecay = BODY_UPRIGHT_FORCE * deltaTime;
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@ -476,14 +476,14 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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glm::quat orientation = getOrientation();
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// reset hand and arm positions according to hand movement
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glm::vec3 right = orientation * IDENTITY_RIGHT;
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glm::vec3 up = orientation * IDENTITY_UP;
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 right = orientation * AVATAR_RIGHT;
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glm::vec3 up = orientation * AVATAR_UP;
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glm::vec3 front = orientation * AVATAR_FRONT;
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glm::vec3 transformedHandMovement
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= right * _movedHandOffset.x * 2.0f
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+ up * -_movedHandOffset.y * 2.0f
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+ front * -_movedHandOffset.y * 2.0f;
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+ front * -_movedHandOffset.z * 2.0f;
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += transformedHandMovement;
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@ -884,32 +884,32 @@ void Avatar::initializeSkeleton() {
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// specify the default pose position
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_joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
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_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.01 );
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_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.01 );
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_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.14, -0.01 );
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_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
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_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
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_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.14, 0.01 );
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_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.04, 0.00 );
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_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, -0.01 );
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_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( 0.05, 0.0, -0.01 );
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_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, 0.01 );
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_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.01 );
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_joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
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_joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
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_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
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_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, -0.01 );
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_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( -0.05, 0.0, -0.01 );
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_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, 0.01 );
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_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.01 );
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_joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
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_joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
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_joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( 0.05, 0.0, -0.02 );
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_joint[ AVATAR_JOINT_LEFT_KNEE ].defaultPosePosition = glm::vec3( -0.01, -0.25, 0.03 );
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_joint[ AVATAR_JOINT_LEFT_HEEL ].defaultPosePosition = glm::vec3( -0.01, -0.22, -0.08 );
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_joint[ AVATAR_JOINT_LEFT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, 0.05 );
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_joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.02 );
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_joint[ AVATAR_JOINT_LEFT_KNEE ].defaultPosePosition = glm::vec3( 0.01, -0.25, -0.03 );
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_joint[ AVATAR_JOINT_LEFT_HEEL ].defaultPosePosition = glm::vec3( 0.01, -0.22, 0.08 );
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_joint[ AVATAR_JOINT_LEFT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, -0.05 );
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_joint[ AVATAR_JOINT_RIGHT_HIP ].defaultPosePosition = glm::vec3( -0.05, 0.0, -0.02 );
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_joint[ AVATAR_JOINT_RIGHT_KNEE ].defaultPosePosition = glm::vec3( 0.01, -0.25, 0.03 );
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_joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( 0.01, -0.22, -0.08 );
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_joint[ AVATAR_JOINT_RIGHT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, 0.05 );
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_joint[ AVATAR_JOINT_RIGHT_HIP ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.02 );
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_joint[ AVATAR_JOINT_RIGHT_KNEE ].defaultPosePosition = glm::vec3( -0.01, -0.25, -0.03 );
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_joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( -0.01, -0.22, 0.08 );
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_joint[ AVATAR_JOINT_RIGHT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, -0.05 );
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// specify the radii of the joints
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_joint[ AVATAR_JOINT_PELVIS ].radius = 0.07;
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@ -1120,14 +1120,14 @@ void Avatar::updateArmIKAndConstraints(float deltaTime) {
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glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
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glm::quat orientation = getOrientation();
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glm::vec3 currentUp = orientation * IDENTITY_UP;
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glm::vec3 currentUp = orientation * AVATAR_UP;
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float angle = glm::degrees(acosf(glm::clamp(glm::dot(currentUp, _worldUpDirection), -1.0f, 1.0f)));
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if (angle < EPSILON) {
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return glm::quat();
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}
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glm::vec3 axis;
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if (angle > 179.99f) { // 180 degree rotation; must use another axis
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axis = orientation * IDENTITY_RIGHT;
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axis = orientation * AVATAR_RIGHT;
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} else {
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axis = glm::normalize(glm::cross(currentUp, _worldUpDirection));
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}
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@ -11,7 +11,6 @@
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <AvatarData.h>
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#include <Orientation.h>
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#include "world.h"
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#include "AvatarTouch.h"
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#include "InterfaceConfig.h"
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@ -71,9 +70,9 @@ public:
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const glm::vec3& getHeadPosition () const { return _joint[ AVATAR_JOINT_HEAD_BASE ].position;}
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const glm::vec3& getSpringyHeadPosition () const { return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition;}
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const glm::vec3& getJointPosition (AvatarJointID j) const { return _joint[j].springyPosition;}
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glm::vec3 getBodyRightDirection () const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getBodyUpDirection () const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getBodyFrontDirection () const { return getOrientation() * IDENTITY_FRONT; }
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glm::vec3 getBodyRightDirection () const { return getOrientation() * AVATAR_RIGHT; }
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glm::vec3 getBodyUpDirection () const { return getOrientation() * AVATAR_UP; }
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glm::vec3 getBodyFrontDirection () const { return getOrientation() * AVATAR_FRONT; }
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const glm::vec3& getVelocity () const { return _velocity;}
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float getSpeed () const { return _speed;}
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float getHeight () const { return _height;}
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@ -172,9 +172,9 @@ void Head::determineIfLookingAtSomething() {
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void Head::calculateGeometry() {
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//generate orientation directions
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glm::quat orientation = getOrientation();
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glm::vec3 right = orientation * IDENTITY_RIGHT;
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glm::vec3 up = orientation * IDENTITY_UP;
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 right = orientation * AVATAR_RIGHT;
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glm::vec3 up = orientation * AVATAR_UP;
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glm::vec3 front = orientation * AVATAR_FRONT;
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//calculate the eye positions
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_leftEyePosition = _position
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@ -347,9 +347,9 @@ void Head::renderMouth() {
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float s = sqrt(_averageLoudness);
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glm::quat orientation = getOrientation();
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glm::vec3 right = orientation * IDENTITY_RIGHT;
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glm::vec3 up = orientation * IDENTITY_UP;
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 right = orientation * AVATAR_RIGHT;
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glm::vec3 up = orientation * AVATAR_UP;
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glm::vec3 front = orientation * AVATAR_FRONT;
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glm::vec3 r = right * _scale * (0.30f + s * 0.0014f );
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glm::vec3 u = up * _scale * (0.05f + s * 0.0040f );
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@ -415,9 +415,9 @@ void Head::renderEyeBrows() {
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glm::vec3 rightBottom = _leftEyePosition;
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glm::quat orientation = getOrientation();
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glm::vec3 right = orientation * IDENTITY_RIGHT;
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glm::vec3 up = orientation * IDENTITY_UP;
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 right = orientation * AVATAR_RIGHT;
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glm::vec3 up = orientation * AVATAR_UP;
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glm::vec3 front = orientation * AVATAR_FRONT;
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glm::vec3 r = right * length;
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glm::vec3 u = up * height;
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@ -502,20 +502,20 @@ void Head::renderEyeBalls() {
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//rotate the eyeball to aim towards the lookat position
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glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _leftEyePosition); // the lookat direction
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glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
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float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
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glm::vec3 rotationAxis = glm::cross(targetLookatAxis, AVATAR_UP);
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float angle = 180.0f - angleBetween(targetLookatAxis, AVATAR_UP);
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glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glRotatef(180.0, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
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} else {
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//rotate the eyeball to aim straight ahead
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glm::vec3 rotationAxisToHeadFront = glm::cross(front, IDENTITY_UP);
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float angleToHeadFront = 180.0f - angleBetween(front, IDENTITY_UP);
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glm::vec3 rotationAxisToHeadFront = glm::cross(front, AVATAR_UP);
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float angleToHeadFront = 180.0f - angleBetween(front, AVATAR_UP);
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glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z);
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//set the amount of roll (for correction after previous rotations)
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float rollRotation = angleBetween(front, IDENTITY_FRONT);
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float dot = glm::dot(front, -IDENTITY_RIGHT);
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float rollRotation = angleBetween(front, AVATAR_FRONT);
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float dot = glm::dot(front, -AVATAR_RIGHT);
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if ( dot < 0.0f ) { rollRotation = -rollRotation; }
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glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
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}
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//rotate the eyeball to aim towards the lookat position
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glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _rightEyePosition);
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glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
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float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
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glm::vec3 rotationAxis = glm::cross(targetLookatAxis, AVATAR_UP);
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float angle = 180.0f - angleBetween(targetLookatAxis, AVATAR_UP);
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glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glRotatef(180.0f, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
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} else {
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//rotate the eyeball to aim straight ahead
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glm::vec3 rotationAxisToHeadFront = glm::cross(front, IDENTITY_UP);
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float angleToHeadFront = 180.0f - angleBetween(front, IDENTITY_UP);
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glm::vec3 rotationAxisToHeadFront = glm::cross(front, AVATAR_UP);
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float angleToHeadFront = 180.0f - angleBetween(front, AVATAR_UP);
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glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z);
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//set the amount of roll (for correction after previous rotations)
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float rollRotation = angleBetween(front, IDENTITY_FRONT);
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float dot = glm::dot(front, -IDENTITY_RIGHT);
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float rollRotation = angleBetween(front, AVATAR_FRONT);
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float dot = glm::dot(front, -AVATAR_RIGHT);
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if ( dot < 0.0f ) { rollRotation = -rollRotation; }
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glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
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}
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@ -596,9 +596,9 @@ void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosi
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void Head::updateHairPhysics(float deltaTime) {
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glm::quat orientation = getOrientation();
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glm::vec3 right = orientation * IDENTITY_RIGHT;
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glm::vec3 up = orientation * IDENTITY_UP;
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 right = orientation * AVATAR_RIGHT;
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glm::vec3 up = orientation * AVATAR_UP;
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glm::vec3 front = orientation * AVATAR_FRONT;
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for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
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@ -14,7 +14,6 @@
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#include "world.h"
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#include "InterfaceConfig.h"
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#include "SerialInterface.h"
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#include "Orientation.h"
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#include <SharedUtil.h>
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enum eyeContactTargets
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glm::quat getOrientation() const;
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glm::quat getWorldAlignedOrientation () const;
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glm::vec3 getRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getUpDirection () const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
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glm::vec3 getRightDirection() const { return getOrientation() * AVATAR_RIGHT; }
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glm::vec3 getUpDirection () const { return getOrientation() * AVATAR_UP; }
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glm::vec3 getFrontDirection() const { return getOrientation() * AVATAR_FRONT; }
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const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
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float getAverageLoudness() {return _averageLoudness;};
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@ -20,6 +20,11 @@ const int WANT_RESIN_AT_BIT = 0;
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const int WANT_COLOR_AT_BIT = 1;
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const int WANT_DELTA_AT_BIT = 2;
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// this is where the coordinate system is represented
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const glm::vec3 AVATAR_RIGHT = glm::vec3(1.0f, 0.0f, 0.0f);
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||||
const glm::vec3 AVATAR_UP = glm::vec3(0.0f, 1.0f, 0.0f);
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||||
const glm::vec3 AVATAR_FRONT = glm::vec3(0.0f, 0.0f, -1.0f);
|
||||
|
||||
enum KeyState
|
||||
{
|
||||
NO_KEY_DOWN,
|
||||
|
|
Loading…
Reference in a new issue