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https://github.com/overte-org/overte.git
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Merge pull request #67 from Ventrella/master
preparations and housecleaning
This commit is contained in:
commit
0b6be57b6d
3 changed files with 245 additions and 256 deletions
|
@ -48,26 +48,20 @@ unsigned int iris_texture_height = 256;
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Head::Head() {
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initializeAvatar();
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avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
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avatar.orientation.setToIdentity();
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closestOtherAvatar = 0;
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_bodyYaw = -90.0;
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_bodyPitch = 0.0;
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_bodyRoll = 0.0;
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bodyYawDelta = 0.0;
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triggeringAction = false;
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mode = AVATAR_MODE_STANDING;
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_avatar.orientation.setToIdentity();
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_avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
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_avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
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_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
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_closestOtherAvatar = 0;
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_bodyYaw = -90.0;
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_bodyPitch = 0.0;
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_bodyRoll = 0.0;
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_bodyYawDelta = 0.0;
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_triggeringAction = false;
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_mode = AVATAR_MODE_STANDING;
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initializeSkeleton();
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = false;
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PupilSize = 0.10;
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@ -102,17 +96,15 @@ Head::Head() {
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browAudioLift = 0.0;
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noise = 0;
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handBeingMoved = false;
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previousHandBeingMoved = false;
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movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
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_handBeingMoved = false;
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_previousHandBeingMoved = false;
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_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
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_usingSprings = false;
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_springForce = 6.0f;
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_springVelocityDecay = 16.0f;
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sphere = NULL;
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usingSprings = false;
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springForce = 6.0f;
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springVelocityDecay = 16.0f;
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if (iris_texture.size() == 0) {
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switchToResourcesParentIfRequired();
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unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
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@ -137,30 +129,23 @@ Head::Head() {
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}
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Head::Head(const Head &otherHead) {
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initializeAvatar();
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avatar.velocity = otherHead.avatar.velocity;
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avatar.thrust = otherHead.avatar.thrust;
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avatar.orientation.set( otherHead.avatar.orientation );
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closestOtherAvatar = otherHead.closestOtherAvatar;
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_bodyYaw = otherHead._bodyYaw;
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_bodyPitch = otherHead._bodyPitch;
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_bodyRoll = otherHead._bodyRoll;
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bodyYawDelta = otherHead.bodyYawDelta;
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triggeringAction = otherHead.triggeringAction;
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mode = otherHead.mode;
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_avatar.orientation.set( otherHead._avatar.orientation );
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_avatar.velocity = otherHead._avatar.velocity;
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_avatar.thrust = otherHead._avatar.thrust;
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_rotation = otherHead._rotation;
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_closestOtherAvatar = otherHead._closestOtherAvatar;
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_bodyYaw = otherHead._bodyYaw;
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_bodyPitch = otherHead._bodyPitch;
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_bodyRoll = otherHead._bodyRoll;
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_bodyYawDelta = otherHead._bodyYawDelta;
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_triggeringAction = otherHead._triggeringAction;
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_mode = otherHead._mode;
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initializeSkeleton();
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = otherHead.driveKeys[i];
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PupilSize = otherHead.PupilSize;
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@ -283,7 +268,7 @@ void Head::setLeanSideways(float dist){
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}
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void Head::setTriggeringAction( bool d ) {
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triggeringAction = d;
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_triggeringAction = d;
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}
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@ -294,7 +279,7 @@ void Head::simulate(float deltaTime) {
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// DEBUG - other avatars...
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//-------------------------------------
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//closeEnoughToInteract = 0.3f;
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closestOtherAvatar = -1;
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_closestOtherAvatar = -1;
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float closestDistance = 10000.0f;
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@ -318,15 +303,15 @@ void Head::simulate(float deltaTime) {
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//-------------------------------------
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// test other avs for proximity...
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//-------------------------------------
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glm::vec3 v( bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
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glm::vec3 v( _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
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v -= DEBUG_otherAvatarListPosition[o];
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float distance = glm::length( v );
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if ( distance < avatar.maxArmLength ) {
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if ( distance < _avatar.maxArmLength ) {
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if ( distance < closestDistance ) {
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closestDistance = distance;
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closestOtherAvatar = o;
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_closestOtherAvatar = o;
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}
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}
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}
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@ -342,80 +327,80 @@ void Head::simulate(float deltaTime) {
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//------------------------------------------------------------------------
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// reset hand and elbow position according to hand movement
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//------------------------------------------------------------------------
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if ( handBeingMoved ){
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if (! previousHandBeingMoved ){
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if ( _handBeingMoved ){
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if (! _previousHandBeingMoved ){
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initializeBodySprings();
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usingSprings = true;
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_usingSprings = true;
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//printf( "just started moving hand\n" );
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}
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}
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else {
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if ( previousHandBeingMoved ){
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usingSprings = false;
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if ( _previousHandBeingMoved ){
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_usingSprings = false;
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//printf( "just stopped moving hand\n" );
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}
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}
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if ( handBeingMoved ) {
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if ( _handBeingMoved ) {
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updateHandMovement();
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updateBodySprings( deltaTime );
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}
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previousHandBeingMoved = handBeingMoved;
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handBeingMoved = false;
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_previousHandBeingMoved = _handBeingMoved;
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_handBeingMoved = false;
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//-------------------------------------------------
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// this handles the avatar being driven around...
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//-------------------------------------------------
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avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
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_avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
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if (driveKeys[FWD]) {
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glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z );
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avatar.thrust += front * THRUST_MAG;
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glm::vec3 front( _avatar.orientation.getFront().x, _avatar.orientation.getFront().y, _avatar.orientation.getFront().z );
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_avatar.thrust += front * THRUST_MAG;
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}
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if (driveKeys[BACK]) {
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glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z );
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avatar.thrust -= front * THRUST_MAG;
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glm::vec3 front( _avatar.orientation.getFront().x, _avatar.orientation.getFront().y, _avatar.orientation.getFront().z );
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_avatar.thrust -= front * THRUST_MAG;
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}
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if (driveKeys[RIGHT]) {
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glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z );
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avatar.thrust -= right * THRUST_MAG;
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glm::vec3 right( _avatar.orientation.getRight().x, _avatar.orientation.getRight().y, _avatar.orientation.getRight().z );
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_avatar.thrust -= right * THRUST_MAG;
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}
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if (driveKeys[LEFT]) {
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glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z );
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avatar.thrust += right * THRUST_MAG;
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glm::vec3 right( _avatar.orientation.getRight().x, _avatar.orientation.getRight().y, _avatar.orientation.getRight().z );
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_avatar.thrust += right * THRUST_MAG;
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}
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if (driveKeys[UP]) {
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glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z );
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avatar.thrust += up * THRUST_MAG;
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glm::vec3 up( _avatar.orientation.getUp().x, _avatar.orientation.getUp().y, _avatar.orientation.getUp().z );
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_avatar.thrust += up * THRUST_MAG;
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}
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if (driveKeys[DOWN]) {
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glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z );
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avatar.thrust -= up * THRUST_MAG;
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glm::vec3 up( _avatar.orientation.getUp().x, _avatar.orientation.getUp().y, _avatar.orientation.getUp().z );
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_avatar.thrust -= up * THRUST_MAG;
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}
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if (driveKeys[ROT_RIGHT]) {
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bodyYawDelta -= YAW_MAG * deltaTime;
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_bodyYawDelta -= YAW_MAG * deltaTime;
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}
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if (driveKeys[ROT_LEFT]) {
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bodyYawDelta += YAW_MAG * deltaTime;
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_bodyYawDelta += YAW_MAG * deltaTime;
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}
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//----------------------------------------------------------
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float translationalSpeed = glm::length( avatar.velocity );
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float rotationalSpeed = fabs( bodyYawDelta );
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float translationalSpeed = glm::length( _avatar.velocity );
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float rotationalSpeed = fabs( _bodyYawDelta );
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if ( translationalSpeed + rotationalSpeed > 0.2 )
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{
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mode = AVATAR_MODE_WALKING;
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_mode = AVATAR_MODE_WALKING;
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}
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else
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{
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mode = AVATAR_MODE_COMMUNICATING;
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_mode = AVATAR_MODE_COMMUNICATING;
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}
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//----------------------------------------------------------
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// update body yaw by body yaw delta
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//----------------------------------------------------------
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_bodyYaw += bodyYawDelta * deltaTime;
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_bodyYaw += _bodyYawDelta * deltaTime;
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//----------------------------------------------------------
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// (for now) set head yaw to body yaw
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@ -426,23 +411,23 @@ void Head::simulate(float deltaTime) {
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// decay body yaw delta
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//----------------------------------------------------------
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const float TEST_YAW_DECAY = 5.0;
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bodyYawDelta *= ( 1.0 - TEST_YAW_DECAY * deltaTime );
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_bodyYawDelta *= ( 1.0 - TEST_YAW_DECAY * deltaTime );
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//----------------------------------------------------------
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// add thrust to velocity
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//----------------------------------------------------------
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avatar.velocity += glm::dvec3( avatar.thrust * deltaTime );
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_avatar.velocity += glm::dvec3( _avatar.thrust * deltaTime );
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//----------------------------------------------------------
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// update position by velocity
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//----------------------------------------------------------
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_bodyPosition += (glm::vec3)avatar.velocity * deltaTime;
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_bodyPosition += (glm::vec3)_avatar.velocity * deltaTime;
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//----------------------------------------------------------
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// decay velocity
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//----------------------------------------------------------
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const float LIN_VEL_DECAY = 5.0;
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avatar.velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
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_avatar.velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
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@ -560,7 +545,7 @@ void Head::render(int faceToFace, int isMine) {
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//---------------------------------------------------
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// show avatar orientation
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//---------------------------------------------------
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renderOrientationDirections(bone[ AVATAR_BONE_HEAD ].position, bone[ AVATAR_BONE_HEAD ].orientation, 0.2f );
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renderOrientationDirections( _bone[ AVATAR_BONE_HEAD ].position, _bone[ AVATAR_BONE_HEAD ].orientation, 0.2f );
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//---------------------------------------------------
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// render body
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@ -583,11 +568,11 @@ void Head::render(int faceToFace, int isMine) {
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glPopMatrix();
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}
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if ( usingSprings ) {
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if ( closestOtherAvatar != -1 ) {
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if ( _usingSprings ) {
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if ( _closestOtherAvatar != -1 ) {
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glm::vec3 v1( bone[ AVATAR_BONE_RIGHT_HAND ].position );
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glm::vec3 v2( DEBUG_otherAvatarListPosition[ closestOtherAvatar ] );
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glm::vec3 v1( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
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glm::vec3 v2( DEBUG_otherAvatarListPosition[ _closestOtherAvatar ] );
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glLineWidth( 5.0 );
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glColor4f( 0.9f, 0.5f, 0.2f, 0.6 );
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@ -639,20 +624,20 @@ void Head::renderHead( int faceToFace, int isMine ) {
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glPushMatrix();
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if ( usingSprings ) {
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if ( _usingSprings ) {
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glTranslatef
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(
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bone[ AVATAR_BONE_HEAD ].springyPosition.x,
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bone[ AVATAR_BONE_HEAD ].springyPosition.y,
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bone[ AVATAR_BONE_HEAD ].springyPosition.z
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_bone[ AVATAR_BONE_HEAD ].springyPosition.x,
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_bone[ AVATAR_BONE_HEAD ].springyPosition.y,
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_bone[ AVATAR_BONE_HEAD ].springyPosition.z
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);
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}
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else {
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glTranslatef
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(
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bone[ AVATAR_BONE_HEAD ].position.x,
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bone[ AVATAR_BONE_HEAD ].position.y,
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bone[ AVATAR_BONE_HEAD ].position.z
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_bone[ AVATAR_BONE_HEAD ].position.x,
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_bone[ AVATAR_BONE_HEAD ].position.y,
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_bone[ AVATAR_BONE_HEAD ].position.z
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);
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}
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@ -801,12 +786,12 @@ void Head::renderHead( int faceToFace, int isMine ) {
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void Head::setHandMovement( glm::vec3 movement ) {
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handBeingMoved = true;
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movedHandOffset = movement;
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_handBeingMoved = true;
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_movedHandOffset = movement;
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}
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AvatarMode Head::getMode() {
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return mode;
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return _mode;
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}
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@ -833,16 +818,21 @@ void Head::initializeAvatar() {
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}
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void Head::initializeSkeleton() {
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for (int b=0; b<NUM_AVATAR_BONES; b++) {
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bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
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bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
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bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
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bone[b].springBodyTightness = 4.0;
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bone[b].orientation.setToIdentity();
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_bone[b].parent = AVATAR_BONE_NULL;
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_bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
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_bone[b].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
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_bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
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_bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
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_bone[b].rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
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_bone[b].yaw = 0.0;
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_bone[b].pitch = 0.0;
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_bone[b].roll = 0.0;
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_bone[b].length = 0.0;
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_bone[b].springBodyTightness = 4.0;
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_bone[b].orientation.setToIdentity();
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}
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//----------------------------------------------------------------------------
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@ -852,73 +842,73 @@ void Head::initializeSkeleton() {
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//----------------------------------------------------------------------------
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// spine and head
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//----------------------------------------------------------------------------
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bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
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bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
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bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
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bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
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bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
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_bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
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_bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
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_bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
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_bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
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_bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
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//----------------------------------------------------------------------------
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// left chest and arm
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//----------------------------------------------------------------------------
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bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
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bone[ AVATAR_BONE_LEFT_SHOULDER ].parent = AVATAR_BONE_LEFT_CHEST;
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bone[ AVATAR_BONE_LEFT_UPPER_ARM ].parent = AVATAR_BONE_LEFT_SHOULDER;
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bone[ AVATAR_BONE_LEFT_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
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bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
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_bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
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_bone[ AVATAR_BONE_LEFT_SHOULDER ].parent = AVATAR_BONE_LEFT_CHEST;
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_bone[ AVATAR_BONE_LEFT_UPPER_ARM ].parent = AVATAR_BONE_LEFT_SHOULDER;
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_bone[ AVATAR_BONE_LEFT_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
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_bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
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//----------------------------------------------------------------------------
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// right chest and arm
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//----------------------------------------------------------------------------
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bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
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bone[ AVATAR_BONE_RIGHT_SHOULDER ].parent = AVATAR_BONE_RIGHT_CHEST;
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bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].parent = AVATAR_BONE_RIGHT_SHOULDER;
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bone[ AVATAR_BONE_RIGHT_FOREARM ].parent = AVATAR_BONE_RIGHT_UPPER_ARM;
|
||||
bone[ AVATAR_BONE_RIGHT_HAND ].parent = AVATAR_BONE_RIGHT_FOREARM;
|
||||
_bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
|
||||
_bone[ AVATAR_BONE_RIGHT_SHOULDER ].parent = AVATAR_BONE_RIGHT_CHEST;
|
||||
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].parent = AVATAR_BONE_RIGHT_SHOULDER;
|
||||
_bone[ AVATAR_BONE_RIGHT_FOREARM ].parent = AVATAR_BONE_RIGHT_UPPER_ARM;
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].parent = AVATAR_BONE_RIGHT_FOREARM;
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// left pelvis and leg
|
||||
//----------------------------------------------------------------------------
|
||||
bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||
bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
|
||||
bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
|
||||
bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
|
||||
_bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||
_bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
|
||||
_bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
|
||||
_bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// right pelvis and leg
|
||||
//----------------------------------------------------------------------------
|
||||
bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||
bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
|
||||
bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
|
||||
bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
|
||||
_bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||
_bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
|
||||
_bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
|
||||
_bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
|
||||
|
||||
|
||||
//----------------------------------------------------------
|
||||
// specify the default pose position
|
||||
//----------------------------------------------------------
|
||||
bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.3, 0.0 );
|
||||
bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
|
||||
bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
|
||||
bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
|
||||
bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
|
||||
bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.06, 0.06, 0.0 );
|
||||
bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, 0.0 );
|
||||
bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
|
||||
bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
||||
bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
|
||||
bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.06, 0.06, 0.0 );
|
||||
bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, 0.0 );
|
||||
bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
|
||||
bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
||||
bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
|
||||
bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.0 );
|
||||
bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||
bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||
bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
|
||||
bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.0 );
|
||||
bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||
bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||
bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
|
||||
_bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.3, 0.0 );
|
||||
_bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
|
||||
_bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
|
||||
_bone[ AVATAR_BONE_NECK ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
|
||||
_bone[ AVATAR_BONE_HEAD ].defaultPosePosition = glm::vec3( 0.0, 0.06, 0.0 );
|
||||
_bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition = glm::vec3( -0.06, 0.06, 0.0 );
|
||||
_bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, 0.0 );
|
||||
_bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
|
||||
_bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
||||
_bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
|
||||
_bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition = glm::vec3( 0.06, 0.06, 0.0 );
|
||||
_bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, 0.0 );
|
||||
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition = glm::vec3( 0.0, -0.12, 0.0 );
|
||||
_bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition = glm::vec3( 0.0, -0.05, 0.0 );
|
||||
_bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.0 );
|
||||
_bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||
_bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||
_bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
|
||||
_bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.0 );
|
||||
_bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||
_bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||
_bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// calculate bone length
|
||||
|
@ -936,13 +926,13 @@ void Head::initializeSkeleton() {
|
|||
|
||||
void Head::calculateBoneLengths() {
|
||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||
bone[b].length = glm::length( bone[b].defaultPosePosition );
|
||||
_bone[b].length = glm::length( _bone[b].defaultPosePosition );
|
||||
}
|
||||
|
||||
avatar.maxArmLength
|
||||
= bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].length
|
||||
+ bone[ AVATAR_BONE_RIGHT_FOREARM ].length
|
||||
+ bone[ AVATAR_BONE_RIGHT_HAND ].length;
|
||||
_avatar.maxArmLength
|
||||
= _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].length
|
||||
+ _bone[ AVATAR_BONE_RIGHT_FOREARM ].length
|
||||
+ _bone[ AVATAR_BONE_RIGHT_HAND ].length;
|
||||
}
|
||||
|
||||
|
||||
|
@ -951,54 +941,54 @@ void Head::updateSkeleton() {
|
|||
//----------------------------------
|
||||
// rotate body...
|
||||
//----------------------------------
|
||||
avatar.orientation.setToIdentity();
|
||||
avatar.orientation.yaw( _bodyYaw );
|
||||
_avatar.orientation.setToIdentity();
|
||||
_avatar.orientation.yaw( _bodyYaw );
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// calculate positions of all bones by traversing the skeleton tree:
|
||||
//------------------------------------------------------------------------
|
||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||
if ( bone[b].parent == AVATAR_BONE_NULL ) {
|
||||
bone[b].orientation.set(avatar.orientation);
|
||||
if ( _bone[b].parent == AVATAR_BONE_NULL ) {
|
||||
_bone[b].orientation.set( _avatar.orientation );
|
||||
//printf( "bodyPosition = %f, %f, %f\n", bodyPosition.x, bodyPosition.y, bodyPosition.z );
|
||||
glm::vec3 ppp = _bodyPosition;
|
||||
|
||||
// ppp.y += 0.2;
|
||||
|
||||
bone[b].position = ppp;// + glm::vec3( 0.0f, 1.0f, 0.0f ) * 1.0f;
|
||||
_bone[b].position = ppp;// + glm::vec3( 0.0f, 1.0f, 0.0f ) * 1.0f;
|
||||
}
|
||||
else {
|
||||
bone[b].orientation.set( bone[ bone[b].parent ].orientation );
|
||||
bone[b].position = bone[ bone[b].parent ].position;
|
||||
_bone[b].orientation.set( _bone[ _bone[b].parent ].orientation );
|
||||
_bone[b].position = _bone[ _bone[b].parent ].position;
|
||||
}
|
||||
|
||||
float xx = glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getRight () );
|
||||
float yy = glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getUp () );
|
||||
float zz = -glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getFront () );
|
||||
float xx = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getRight () );
|
||||
float yy = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getUp () );
|
||||
float zz = -glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getFront () );
|
||||
|
||||
glm::vec3 rotatedBoneVector( xx, yy, zz );
|
||||
bone[b].position += rotatedBoneVector;
|
||||
_bone[b].position += rotatedBoneVector;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Head::initializeBodySprings() {
|
||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||
bone[b].springyPosition = bone[b].position;
|
||||
bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
_bone[b].springyPosition = _bone[b].position;
|
||||
_bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Head::updateBodySprings( float deltaTime ) {
|
||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||
glm::vec3 springVector( bone[b].springyPosition );
|
||||
glm::vec3 springVector( _bone[b].springyPosition );
|
||||
|
||||
if ( bone[b].parent == AVATAR_BONE_NULL ) {
|
||||
if ( _bone[b].parent == AVATAR_BONE_NULL ) {
|
||||
springVector -= _bodyPosition;
|
||||
}
|
||||
else {
|
||||
springVector -= bone[ bone[b].parent ].springyPosition;
|
||||
springVector -= _bone[ _bone[b].parent ].springyPosition;
|
||||
}
|
||||
|
||||
float length = glm::length( springVector );
|
||||
|
@ -1006,24 +996,24 @@ void Head::updateBodySprings( float deltaTime ) {
|
|||
if ( length > 0.0f ) {
|
||||
glm::vec3 springDirection = springVector / length;
|
||||
|
||||
float force = ( length - bone[b].length ) * springForce * deltaTime;
|
||||
float force = ( length - _bone[b].length ) * _springForce * deltaTime;
|
||||
|
||||
bone[ b ].springyVelocity -= springDirection * force;
|
||||
bone[ bone[b].parent ].springyVelocity += springDirection * force;
|
||||
_bone[ b ].springyVelocity -= springDirection * force;
|
||||
_bone[ _bone[b].parent ].springyVelocity += springDirection * force;
|
||||
}
|
||||
|
||||
bone[b].springyVelocity += ( bone[b].position - bone[b].springyPosition ) * bone[b].springBodyTightness * deltaTime;
|
||||
_bone[b].springyVelocity += ( _bone[b].position - _bone[b].springyPosition ) * _bone[b].springBodyTightness * deltaTime;
|
||||
|
||||
float decay = 1.0 - springVelocityDecay * deltaTime;
|
||||
float decay = 1.0 - _springVelocityDecay * deltaTime;
|
||||
|
||||
if ( decay > 0.0 ) {
|
||||
bone[b].springyVelocity *= decay;
|
||||
_bone[b].springyVelocity *= decay;
|
||||
}
|
||||
else {
|
||||
bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
_bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
}
|
||||
|
||||
bone[b].springyPosition += bone[b].springyVelocity;
|
||||
_bone[b].springyPosition += _bone[b].springyVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1034,36 +1024,36 @@ float Head::getBodyYaw() {
|
|||
glm::vec3 Head::getHeadLookatDirection() {
|
||||
return glm::vec3
|
||||
(
|
||||
avatar.orientation.getFront().x,
|
||||
avatar.orientation.getFront().y,
|
||||
avatar.orientation.getFront().z
|
||||
_avatar.orientation.getFront().x,
|
||||
_avatar.orientation.getFront().y,
|
||||
_avatar.orientation.getFront().z
|
||||
);
|
||||
}
|
||||
|
||||
glm::vec3 Head::getHeadLookatDirectionUp() {
|
||||
return glm::vec3
|
||||
(
|
||||
avatar.orientation.getUp().x,
|
||||
avatar.orientation.getUp().y,
|
||||
avatar.orientation.getUp().z
|
||||
_avatar.orientation.getUp().x,
|
||||
_avatar.orientation.getUp().y,
|
||||
_avatar.orientation.getUp().z
|
||||
);
|
||||
}
|
||||
|
||||
glm::vec3 Head::getHeadLookatDirectionRight() {
|
||||
return glm::vec3
|
||||
(
|
||||
avatar.orientation.getRight().x,
|
||||
avatar.orientation.getRight().y,
|
||||
avatar.orientation.getRight().z
|
||||
_avatar.orientation.getRight().x,
|
||||
_avatar.orientation.getRight().y,
|
||||
_avatar.orientation.getRight().z
|
||||
);
|
||||
}
|
||||
|
||||
glm::vec3 Head::getHeadPosition() {
|
||||
return glm::vec3
|
||||
(
|
||||
bone[ AVATAR_BONE_HEAD ].position.x,
|
||||
bone[ AVATAR_BONE_HEAD ].position.y,
|
||||
bone[ AVATAR_BONE_HEAD ].position.z
|
||||
_bone[ AVATAR_BONE_HEAD ].position.x,
|
||||
_bone[ AVATAR_BONE_HEAD ].position.y,
|
||||
_bone[ AVATAR_BONE_HEAD ].position.z
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -1071,26 +1061,26 @@ void Head::updateHandMovement() {
|
|||
glm::vec3 transformedHandMovement;
|
||||
|
||||
transformedHandMovement
|
||||
= avatar.orientation.getRight() * -movedHandOffset.x
|
||||
+ avatar.orientation.getUp() * -movedHandOffset.y * 0.5f
|
||||
+ avatar.orientation.getFront() * -movedHandOffset.y;
|
||||
= _avatar.orientation.getRight() * -_movedHandOffset.x
|
||||
+ _avatar.orientation.getUp() * -_movedHandOffset.y * 0.5f
|
||||
+ _avatar.orientation.getFront() * -_movedHandOffset.y;
|
||||
|
||||
bone[ AVATAR_BONE_RIGHT_HAND ].position += transformedHandMovement;
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].position += transformedHandMovement;
|
||||
|
||||
//if holding hands, add a pull to the hand...
|
||||
if ( usingSprings ) {
|
||||
if ( closestOtherAvatar != -1 ) {
|
||||
if ( triggeringAction ) {
|
||||
if ( _usingSprings ) {
|
||||
if ( _closestOtherAvatar != -1 ) {
|
||||
if ( _triggeringAction ) {
|
||||
|
||||
/*
|
||||
glm::vec3 handShakePull( DEBUG_otherAvatarListPosition[ closestOtherAvatar ]);
|
||||
handShakePull -= bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||
handShakePull -= _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||
|
||||
handShakePull *= 1.0;
|
||||
|
||||
transformedHandMovement += handShakePull;
|
||||
*/
|
||||
bone[ AVATAR_BONE_RIGHT_HAND ].position = DEBUG_otherAvatarListPosition[ closestOtherAvatar ];
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].position = DEBUG_otherAvatarListPosition[ _closestOtherAvatar ];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1100,8 +1090,8 @@ void Head::updateHandMovement() {
|
|||
//-------------------------------------------------------------------------------
|
||||
// determine the arm vector
|
||||
//-------------------------------------------------------------------------------
|
||||
glm::vec3 armVector = bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||
armVector -= bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||
glm::vec3 armVector = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||
armVector -= _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
|
@ -1112,52 +1102,52 @@ void Head::updateHandMovement() {
|
|||
//-------------------------------------------------------------------------------
|
||||
// if right hand is being dragged beyond maximum arm length...
|
||||
//-------------------------------------------------------------------------------
|
||||
if ( distance > avatar.maxArmLength ) {
|
||||
if ( distance > _avatar.maxArmLength ) {
|
||||
//-------------------------------------------------------------------------------
|
||||
// reset right hand to be constrained to maximum arm length
|
||||
//-------------------------------------------------------------------------------
|
||||
bone[ AVATAR_BONE_RIGHT_HAND ].position = bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||
glm::vec3 armNormal = armVector / distance;
|
||||
armVector = armNormal * avatar.maxArmLength;
|
||||
distance = avatar.maxArmLength;
|
||||
glm::vec3 constrainedPosition = bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||
armVector = armNormal * _avatar.maxArmLength;
|
||||
distance = _avatar.maxArmLength;
|
||||
glm::vec3 constrainedPosition = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||
constrainedPosition += armVector;
|
||||
bone[ AVATAR_BONE_RIGHT_HAND ].position = constrainedPosition;
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].position = constrainedPosition;
|
||||
}
|
||||
|
||||
/*
|
||||
//-------------------------------------------------------------------------------
|
||||
// keep arm from going through av body...
|
||||
//-------------------------------------------------------------------------------
|
||||
glm::vec3 adjustedArmVector = bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||
adjustedArmVector -= bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||
glm::vec3 adjustedArmVector = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||
adjustedArmVector -= _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||
|
||||
float rightComponent = glm::dot( adjustedArmVector, avatar.orientation.getRight() );
|
||||
|
||||
if ( rightComponent < 0.0 )
|
||||
{
|
||||
bone[ AVATAR_BONE_RIGHT_HAND ].position -= avatar.orientation.getRight() * rightComponent;
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].position -= avatar.orientation.getRight() * rightComponent;
|
||||
}
|
||||
*/
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// set elbow position
|
||||
//-----------------------------------------------------------------------------
|
||||
glm::vec3 newElbowPosition = bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||
glm::vec3 newElbowPosition = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||
newElbowPosition += armVector * ONE_HALF;
|
||||
glm::vec3 perpendicular = glm::cross( avatar.orientation.getFront(), armVector );
|
||||
glm::vec3 perpendicular = glm::cross( _avatar.orientation.getFront(), armVector );
|
||||
|
||||
newElbowPosition += perpendicular * ( 1.0f - ( avatar.maxArmLength / distance ) ) * ONE_HALF;
|
||||
bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
|
||||
newElbowPosition += perpendicular * ( 1.0f - ( _avatar.maxArmLength / distance ) ) * ONE_HALF;
|
||||
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// set wrist position
|
||||
//-----------------------------------------------------------------------------
|
||||
glm::vec3 vv( bone[ AVATAR_BONE_RIGHT_HAND ].position );
|
||||
vv -= bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
|
||||
glm::vec3 newWristPosition = bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
|
||||
glm::vec3 vv( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
|
||||
vv -= _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
|
||||
glm::vec3 newWristPosition = _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
|
||||
newWristPosition += vv * 0.7f;
|
||||
bone[ AVATAR_BONE_RIGHT_FOREARM ].position = newWristPosition;
|
||||
_bone[ AVATAR_BONE_RIGHT_FOREARM ].position = newWristPosition;
|
||||
}
|
||||
|
||||
|
||||
|
@ -1167,17 +1157,17 @@ void Head::renderBody() {
|
|||
// Render bone positions as spheres
|
||||
//-----------------------------------------
|
||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||
if ( usingSprings ) {
|
||||
if ( _usingSprings ) {
|
||||
glColor3fv( lightBlue );
|
||||
glPushMatrix();
|
||||
glTranslatef( bone[b].springyPosition.x, bone[b].springyPosition.y, bone[b].springyPosition.z );
|
||||
glTranslatef( _bone[b].springyPosition.x, _bone[b].springyPosition.y, _bone[b].springyPosition.z );
|
||||
glutSolidSphere( 0.02f, 10.0f, 5.0f );
|
||||
glPopMatrix();
|
||||
}
|
||||
else {
|
||||
glColor3fv( skinColor );
|
||||
glPushMatrix();
|
||||
glTranslatef( bone[b].position.x, bone[b].position.y, bone[b].position.z );
|
||||
glTranslatef( _bone[b].position.x, _bone[b].position.y, _bone[b].position.z );
|
||||
glutSolidSphere( 0.02f, 10.0f, 5.0f );
|
||||
glPopMatrix();
|
||||
}
|
||||
|
@ -1186,14 +1176,14 @@ void Head::renderBody() {
|
|||
//-----------------------------------------------------
|
||||
// Render lines connecting the bone positions
|
||||
//-----------------------------------------------------
|
||||
if ( usingSprings ) {
|
||||
if ( _usingSprings ) {
|
||||
glColor3f( 0.4f, 0.5f, 0.6f );
|
||||
glLineWidth(3.0);
|
||||
|
||||
for (int b=1; b<NUM_AVATAR_BONES; b++) {
|
||||
glBegin( GL_LINE_STRIP );
|
||||
glVertex3fv( &bone[ bone[ b ].parent ].springyPosition.x );
|
||||
glVertex3fv( &bone[ b ].springyPosition.x );
|
||||
glVertex3fv( &_bone[ _bone[ b ].parent ].springyPosition.x );
|
||||
glVertex3fv( &_bone[ b ].springyPosition.x );
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
@ -1203,21 +1193,21 @@ void Head::renderBody() {
|
|||
|
||||
for (int b=1; b<NUM_AVATAR_BONES; b++) {
|
||||
glBegin( GL_LINE_STRIP );
|
||||
glVertex3fv( &bone[ bone[ b ].parent ].position.x );
|
||||
glVertex3fv( &bone[ b ].position.x);
|
||||
glVertex3fv( &_bone[ _bone[ b ].parent ].position.x );
|
||||
glVertex3fv( &_bone[ b ].position.x);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (( usingSprings ) && ( triggeringAction )) {
|
||||
if (( _usingSprings ) && ( _triggeringAction )) {
|
||||
glColor4f( 1.0, 1.0, 0.5, 0.5 );
|
||||
glPushMatrix();
|
||||
glTranslatef
|
||||
(
|
||||
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.x,
|
||||
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.y,
|
||||
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.z
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.x,
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.y,
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.z
|
||||
);
|
||||
glutSolidSphere( 0.03f, 10.0f, 5.0f );
|
||||
glPopMatrix();
|
||||
|
|
|
@ -20,6 +20,11 @@
|
|||
#include "InterfaceConfig.h"
|
||||
#include "SerialInterface.h"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
|
||||
enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
|
||||
|
||||
#define FWD 0
|
||||
|
@ -80,6 +85,7 @@ struct AvatarBone
|
|||
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
|
||||
glm::dvec3 springyVelocity; // used for special effects ( the velocity of the springy position)
|
||||
float springBodyTightness; // how tightly the springy position tries to stay on the position
|
||||
glm::quat rotation; // this will eventually replace yaw, pitch and roll (and maybe orienttion)
|
||||
float yaw; // the yaw Euler angle of the bone rotation off the parent
|
||||
float pitch; // the pitch Euler angle of the bone rotation off the parent
|
||||
float roll; // the roll Euler angle of the bone rotation off the parent
|
||||
|
@ -158,9 +164,9 @@ class Head : public AvatarData {
|
|||
bool getDriveKeys(int key) { return driveKeys[key]; };
|
||||
|
||||
// Set/Get update the thrust that will move the avatar around
|
||||
void setThrust(glm::vec3 newThrust) { avatar.thrust = newThrust; };
|
||||
void addThrust(glm::vec3 newThrust) { avatar.thrust += newThrust; };
|
||||
glm::vec3 getThrust() { return avatar.thrust; };
|
||||
void setThrust(glm::vec3 newThrust) { _avatar.thrust = newThrust; };
|
||||
void addThrust(glm::vec3 newThrust) { _avatar.thrust += newThrust; };
|
||||
glm::vec3 getThrust() { return _avatar.thrust; };
|
||||
|
||||
//
|
||||
// Related to getting transmitter UDP data used to animate the avatar hand
|
||||
|
@ -204,37 +210,33 @@ class Head : public AvatarData {
|
|||
float audioAttack;
|
||||
float browAudioLift;
|
||||
|
||||
bool triggeringAction;
|
||||
|
||||
float bodyYawDelta;
|
||||
|
||||
float closeEnoughToInteract;
|
||||
int closestOtherAvatar;
|
||||
|
||||
//temporary - placeholder for real other avs
|
||||
glm::vec3 DEBUG_otherAvatarListPosition [ NUM_OTHER_AVATARS ];
|
||||
float DEBUG_otherAvatarListTimer [ NUM_OTHER_AVATARS ];
|
||||
|
||||
bool usingSprings;
|
||||
|
||||
bool handBeingMoved;
|
||||
bool previousHandBeingMoved;
|
||||
glm::vec3 movedHandOffset;
|
||||
bool _triggeringAction;
|
||||
float _bodyYawDelta;
|
||||
float _closeEnoughToInteract;
|
||||
int _closestOtherAvatar;
|
||||
bool _usingSprings;
|
||||
bool _handBeingMoved;
|
||||
bool _previousHandBeingMoved;
|
||||
glm::vec3 _movedHandOffset;
|
||||
float _springVelocityDecay;
|
||||
float _springForce;
|
||||
glm::quat _rotation; // the rotation of the avatar body as a whole
|
||||
AvatarBone _bone[ NUM_AVATAR_BONES ];
|
||||
AvatarMode _mode;
|
||||
Avatar _avatar;
|
||||
|
||||
int driveKeys[MAX_DRIVE_KEYS];
|
||||
|
||||
float springVelocityDecay;
|
||||
float springForce;
|
||||
|
||||
int eyeContact;
|
||||
eyeContactTargets eyeContactTarget;
|
||||
|
||||
GLUquadric *sphere;
|
||||
Avatar avatar;
|
||||
|
||||
AvatarBone bone[ NUM_AVATAR_BONES ];
|
||||
|
||||
AvatarMode mode;
|
||||
|
||||
float renderYaw, renderPitch; // Pitch from view frustum when this is own head.
|
||||
|
||||
|
@ -244,18 +246,16 @@ class Head : public AvatarData {
|
|||
timeval transmitterTimer;
|
||||
float transmitterHz;
|
||||
int transmitterPackets;
|
||||
|
||||
|
||||
//-------------------------------------------
|
||||
//-----------------------------
|
||||
// private methods...
|
||||
//-------------------------------------------
|
||||
//-----------------------------
|
||||
void initializeAvatar();
|
||||
void initializeSkeleton();
|
||||
void updateSkeleton();
|
||||
void initializeBodySprings();
|
||||
void updateBodySprings( float deltaTime );
|
||||
void calculateBoneLengths();
|
||||
|
||||
void readSensors();
|
||||
};
|
||||
|
||||
|
|
|
@ -22,7 +22,6 @@ void Orientation::setToIdentity() {
|
|||
front = glm::vec3( 0.0, 0.0, 1.0 );
|
||||
}
|
||||
|
||||
|
||||
void Orientation::set( Orientation o ) {
|
||||
right = o.right;
|
||||
up = o.up;
|
||||
|
@ -125,7 +124,7 @@ void Orientation::testForOrthogonalAndNormalizedVectors( float epsilon ) {
|
|||
|
||||
|
||||
//----------------------------------------------------------------
|
||||
// make sure vectors are orthoginal (or close enough)
|
||||
// make sure vectors are orthogonal (or close enough)
|
||||
//----------------------------------------------------------------
|
||||
glm::vec3 rightCross = glm::cross( up, front );
|
||||
glm::vec3 upCross = glm::cross( front, right );
|
||||
|
|
Loading…
Reference in a new issue