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https://github.com/overte-org/overte.git
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cleaned up some stuff
This commit is contained in:
parent
7cae808d29
commit
0b014c5635
5 changed files with 11 additions and 42 deletions
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@ -1702,11 +1702,7 @@ void Application::displaySide(Camera& whichCamera) {
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// Render my own Avatar
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// Render my own Avatar
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_myAvatar.render(_lookingInMirror->isChecked(), _myCamera.getPosition());
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_myAvatar.render(_lookingInMirror->isChecked(), _myCamera.getPosition());
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if (_renderLookatOn->isChecked()) {
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_myAvatar.setDisplayingLookatVectors(_renderLookatOn->isChecked());
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_myAvatar.setDisplayingLookatVectors(true);
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} else {
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_myAvatar.setDisplayingLookatVectors(false);
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}
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}
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}
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// Render the world box
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// Render the world box
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@ -400,7 +400,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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// set head lookat position
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// set head lookat position
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if (_isMine) {
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if (_isMine) {
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if (_interactingOther) {
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if (_interactingOther) {
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_head.setLookAtPosition(_interactingOther->getAverageEyePosition());
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_head.setLookAtPosition(_interactingOther->caclulateAverageEyePosition());
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} else {
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} else {
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_head.setLookAtPosition(glm::vec3(0.0f, 0.0f, 0.0f)); // 0,0,0 represents NOT looking at anything
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_head.setLookAtPosition(glm::vec3(0.0f, 0.0f, 0.0f)); // 0,0,0 represents NOT looking at anything
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}
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}
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@ -421,11 +421,6 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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}
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}
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}
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}
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glm::vec3 Avatar::getAverageEyePosition() {
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return _head.getAverageEyePosition();
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}
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void Avatar::checkForMouseRayTouching() {
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void Avatar::checkForMouseRayTouching() {
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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@ -587,15 +582,6 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d
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}
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}
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}
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}
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}
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}
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/*
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if (jointCollision) {
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if (!_usingBodySprings) {
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_usingBodySprings = true;
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initializeBodySprings();
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}
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}
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*/
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}
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}
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}
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}
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@ -716,13 +702,6 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
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otherAvatar->_velocity *= bodyMomentum;
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otherAvatar->_velocity *= bodyMomentum;
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}
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}
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void Avatar::setDisplayingHead(bool displayingHead) {
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_displayingHead = displayingHead;
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}
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void Avatar::setDisplayingLookatVectors(bool displayingLookatVectors) {
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_head.setRenderLookatVectors(displayingLookatVectors);
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}
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static TextRenderer* textRenderer() {
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static TextRenderer* textRenderer() {
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static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 24, -1, false, TextRenderer::SHADOW_EFFECT);
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static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 24, -1, false, TextRenderer::SHADOW_EFFECT);
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@ -94,7 +94,7 @@ public:
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float getAbsoluteHeadYaw() const;
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float getAbsoluteHeadYaw() const;
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float getAbsoluteHeadPitch() const;
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float getAbsoluteHeadPitch() const;
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glm::vec3 getAverageEyePosition(); // get the position smack-dab between the eyes (for lookat)
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glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
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const glm::vec3& getHeadPosition() const ; // get the position of the avatar's rigid body head
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const glm::vec3& getHeadPosition() const ; // get the position of the avatar's rigid body head
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const glm::vec3& getSpringyHeadPosition() const ; // get the springy position of the avatar's head
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const glm::vec3& getSpringyHeadPosition() const ; // get the springy position of the avatar's head
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const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].springyPosition; };
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const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].springyPosition; };
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@ -113,9 +113,9 @@ public:
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void simulate(float deltaTime, Transmitter* transmitter);
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void simulate(float deltaTime, Transmitter* transmitter);
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void setMovedHandOffset(glm::vec3 movedHandOffset) { _movedHandOffset = movedHandOffset; }
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void setMovedHandOffset(glm::vec3 movedHandOffset) { _movedHandOffset = movedHandOffset; }
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void updateArmIKAndConstraints( float deltaTime );
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void updateArmIKAndConstraints( float deltaTime );
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void setDisplayingHead( bool displayingHead );
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void setDisplayingHead( bool displayingHead ) { _displayingHead = displayingHead; }
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void setDisplayingLookatVectors(bool displayingLookatVectors);
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void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors); }
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// Set what driving keys are being pressed to control thrust levels
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// Set what driving keys are being pressed to control thrust levels
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void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };
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void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };
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bool getDriveKeys(int key) { return _driveKeys[key]; };
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bool getDriveKeys(int key) { return _driveKeys[key]; };
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@ -7,7 +7,6 @@
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#include "Head.h"
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#include "Head.h"
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#include "Util.h"
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#include "Util.h"
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#include <vector>
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#include <vector>
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#include <SharedUtil.h>
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#include <lodepng.h>
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#include <lodepng.h>
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using namespace std;
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using namespace std;
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@ -118,7 +117,7 @@ void Head::determineIfLookingAtSomething() {
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if ( fabs(_lookAtPosition.x + _lookAtPosition.y + _lookAtPosition.z) == 0.0 ) { // a lookatPosition of 0,0,0 signifies NOT looking
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if ( fabs(_lookAtPosition.x + _lookAtPosition.y + _lookAtPosition.z) == 0.0 ) { // a lookatPosition of 0,0,0 signifies NOT looking
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_lookingAtSomething = false;
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_lookingAtSomething = false;
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} else {
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} else {
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glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - getAverageEyePosition());
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glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - caclulateAverageEyePosition());
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float dot = glm::dot(targetLookatAxis, _orientation.getFront());
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float dot = glm::dot(targetLookatAxis, _orientation.getFront());
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if (dot < MINIMUM_EYE_ROTATION_DOT) { // too far off from center for the eyes to rotate
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if (dot < MINIMUM_EYE_ROTATION_DOT) { // too far off from center for the eyes to rotate
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_lookingAtSomething = false;
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_lookingAtSomething = false;
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@ -128,10 +127,6 @@ void Head::determineIfLookingAtSomething() {
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}
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}
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}
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}
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glm::vec3 Head::getAverageEyePosition() {
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return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF;
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}
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void Head::calculateGeometry(bool lookingInMirror) {
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void Head::calculateGeometry(bool lookingInMirror) {
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//generate orientation directions based on Euler angles...
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//generate orientation directions based on Euler angles...
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@ -188,10 +183,8 @@ void Head::render(bool lookingInMirror) {
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renderMouth();
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renderMouth();
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renderEyeBrows();
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renderEyeBrows();
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if (_renderLookatVectors) {
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if (_renderLookatVectors && _lookingAtSomething) {
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if (_lookingAtSomething) {
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renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
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renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
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}
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}
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}
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}
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}
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@ -15,6 +15,7 @@
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#include "InterfaceConfig.h"
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#include "InterfaceConfig.h"
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#include "SerialInterface.h"
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#include "SerialInterface.h"
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#include "Orientation.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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enum eyeContactTargets
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{
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{
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@ -45,7 +46,7 @@ public:
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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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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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float getAverageLoudness() {return _averageLoudness;};
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glm::vec3 getAverageEyePosition();
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glm::vec3 caclulateAverageEyePosition() { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; }
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float yawRate;
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float yawRate;
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float noise;
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float noise;
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