mirror of
https://github.com/overte-org/overte.git
synced 2025-08-06 07:10:06 +02:00
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;
|
||||||
Head::Head() {
|
Head::Head() {
|
||||||
initializeAvatar();
|
initializeAvatar();
|
||||||
|
|
||||||
|
_avatar.orientation.setToIdentity();
|
||||||
avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
|
_avatar.velocity = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
|
_avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
avatar.orientation.setToIdentity();
|
_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
|
||||||
|
_closestOtherAvatar = 0;
|
||||||
closestOtherAvatar = 0;
|
|
||||||
|
|
||||||
_bodyYaw = -90.0;
|
_bodyYaw = -90.0;
|
||||||
_bodyPitch = 0.0;
|
_bodyPitch = 0.0;
|
||||||
_bodyRoll = 0.0;
|
_bodyRoll = 0.0;
|
||||||
|
_bodyYawDelta = 0.0;
|
||||||
bodyYawDelta = 0.0;
|
_triggeringAction = false;
|
||||||
|
_mode = AVATAR_MODE_STANDING;
|
||||||
triggeringAction = false;
|
|
||||||
|
|
||||||
mode = AVATAR_MODE_STANDING;
|
|
||||||
|
|
||||||
initializeSkeleton();
|
initializeSkeleton();
|
||||||
|
|
||||||
|
|
||||||
for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = false;
|
for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = false;
|
||||||
|
|
||||||
PupilSize = 0.10;
|
PupilSize = 0.10;
|
||||||
|
@ -102,17 +96,15 @@ Head::Head() {
|
||||||
browAudioLift = 0.0;
|
browAudioLift = 0.0;
|
||||||
noise = 0;
|
noise = 0;
|
||||||
|
|
||||||
handBeingMoved = false;
|
_handBeingMoved = false;
|
||||||
previousHandBeingMoved = false;
|
_previousHandBeingMoved = false;
|
||||||
movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
|
_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
|
_usingSprings = false;
|
||||||
|
_springForce = 6.0f;
|
||||||
|
_springVelocityDecay = 16.0f;
|
||||||
|
|
||||||
sphere = NULL;
|
sphere = NULL;
|
||||||
|
|
||||||
usingSprings = false;
|
|
||||||
|
|
||||||
springForce = 6.0f;
|
|
||||||
springVelocityDecay = 16.0f;
|
|
||||||
|
|
||||||
if (iris_texture.size() == 0) {
|
if (iris_texture.size() == 0) {
|
||||||
switchToResourcesParentIfRequired();
|
switchToResourcesParentIfRequired();
|
||||||
unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
|
unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
|
||||||
|
@ -137,30 +129,23 @@ Head::Head() {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Head::Head(const Head &otherHead) {
|
Head::Head(const Head &otherHead) {
|
||||||
initializeAvatar();
|
initializeAvatar();
|
||||||
|
|
||||||
avatar.velocity = otherHead.avatar.velocity;
|
_avatar.orientation.set( otherHead._avatar.orientation );
|
||||||
avatar.thrust = otherHead.avatar.thrust;
|
_avatar.velocity = otherHead._avatar.velocity;
|
||||||
avatar.orientation.set( otherHead.avatar.orientation );
|
_avatar.thrust = otherHead._avatar.thrust;
|
||||||
|
_rotation = otherHead._rotation;
|
||||||
closestOtherAvatar = otherHead.closestOtherAvatar;
|
_closestOtherAvatar = otherHead._closestOtherAvatar;
|
||||||
|
|
||||||
_bodyYaw = otherHead._bodyYaw;
|
_bodyYaw = otherHead._bodyYaw;
|
||||||
_bodyPitch = otherHead._bodyPitch;
|
_bodyPitch = otherHead._bodyPitch;
|
||||||
_bodyRoll = otherHead._bodyRoll;
|
_bodyRoll = otherHead._bodyRoll;
|
||||||
|
_bodyYawDelta = otherHead._bodyYawDelta;
|
||||||
bodyYawDelta = otherHead.bodyYawDelta;
|
_triggeringAction = otherHead._triggeringAction;
|
||||||
|
_mode = otherHead._mode;
|
||||||
triggeringAction = otherHead.triggeringAction;
|
|
||||||
|
|
||||||
mode = otherHead.mode;
|
|
||||||
|
|
||||||
initializeSkeleton();
|
initializeSkeleton();
|
||||||
|
|
||||||
|
|
||||||
for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = otherHead.driveKeys[i];
|
for (int i = 0; i < MAX_DRIVE_KEYS; i++) driveKeys[i] = otherHead.driveKeys[i];
|
||||||
|
|
||||||
PupilSize = otherHead.PupilSize;
|
PupilSize = otherHead.PupilSize;
|
||||||
|
@ -283,7 +268,7 @@ void Head::setLeanSideways(float dist){
|
||||||
}
|
}
|
||||||
|
|
||||||
void Head::setTriggeringAction( bool d ) {
|
void Head::setTriggeringAction( bool d ) {
|
||||||
triggeringAction = d;
|
_triggeringAction = d;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -294,7 +279,7 @@ void Head::simulate(float deltaTime) {
|
||||||
// DEBUG - other avatars...
|
// DEBUG - other avatars...
|
||||||
//-------------------------------------
|
//-------------------------------------
|
||||||
//closeEnoughToInteract = 0.3f;
|
//closeEnoughToInteract = 0.3f;
|
||||||
closestOtherAvatar = -1;
|
_closestOtherAvatar = -1;
|
||||||
float closestDistance = 10000.0f;
|
float closestDistance = 10000.0f;
|
||||||
|
|
||||||
|
|
||||||
|
@ -318,15 +303,15 @@ void Head::simulate(float deltaTime) {
|
||||||
//-------------------------------------
|
//-------------------------------------
|
||||||
// test other avs for proximity...
|
// test other avs for proximity...
|
||||||
//-------------------------------------
|
//-------------------------------------
|
||||||
glm::vec3 v( bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
|
glm::vec3 v( _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
|
||||||
v -= DEBUG_otherAvatarListPosition[o];
|
v -= DEBUG_otherAvatarListPosition[o];
|
||||||
|
|
||||||
float distance = glm::length( v );
|
float distance = glm::length( v );
|
||||||
|
|
||||||
if ( distance < avatar.maxArmLength ) {
|
if ( distance < _avatar.maxArmLength ) {
|
||||||
if ( distance < closestDistance ) {
|
if ( distance < closestDistance ) {
|
||||||
closestDistance = distance;
|
closestDistance = distance;
|
||||||
closestOtherAvatar = o;
|
_closestOtherAvatar = o;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -342,80 +327,80 @@ void Head::simulate(float deltaTime) {
|
||||||
//------------------------------------------------------------------------
|
//------------------------------------------------------------------------
|
||||||
// reset hand and elbow position according to hand movement
|
// reset hand and elbow position according to hand movement
|
||||||
//------------------------------------------------------------------------
|
//------------------------------------------------------------------------
|
||||||
if ( handBeingMoved ){
|
if ( _handBeingMoved ){
|
||||||
if (! previousHandBeingMoved ){
|
if (! _previousHandBeingMoved ){
|
||||||
initializeBodySprings();
|
initializeBodySprings();
|
||||||
usingSprings = true;
|
_usingSprings = true;
|
||||||
//printf( "just started moving hand\n" );
|
//printf( "just started moving hand\n" );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
if ( previousHandBeingMoved ){
|
if ( _previousHandBeingMoved ){
|
||||||
usingSprings = false;
|
_usingSprings = false;
|
||||||
//printf( "just stopped moving hand\n" );
|
//printf( "just stopped moving hand\n" );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( handBeingMoved ) {
|
if ( _handBeingMoved ) {
|
||||||
updateHandMovement();
|
updateHandMovement();
|
||||||
updateBodySprings( deltaTime );
|
updateBodySprings( deltaTime );
|
||||||
}
|
}
|
||||||
|
|
||||||
previousHandBeingMoved = handBeingMoved;
|
_previousHandBeingMoved = _handBeingMoved;
|
||||||
handBeingMoved = false;
|
_handBeingMoved = false;
|
||||||
|
|
||||||
//-------------------------------------------------
|
//-------------------------------------------------
|
||||||
// this handles the avatar being driven around...
|
// this handles the avatar being driven around...
|
||||||
//-------------------------------------------------
|
//-------------------------------------------------
|
||||||
avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
|
_avatar.thrust = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
|
|
||||||
if (driveKeys[FWD]) {
|
if (driveKeys[FWD]) {
|
||||||
glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z );
|
glm::vec3 front( _avatar.orientation.getFront().x, _avatar.orientation.getFront().y, _avatar.orientation.getFront().z );
|
||||||
avatar.thrust += front * THRUST_MAG;
|
_avatar.thrust += front * THRUST_MAG;
|
||||||
}
|
}
|
||||||
if (driveKeys[BACK]) {
|
if (driveKeys[BACK]) {
|
||||||
glm::vec3 front( avatar.orientation.getFront().x, avatar.orientation.getFront().y, avatar.orientation.getFront().z );
|
glm::vec3 front( _avatar.orientation.getFront().x, _avatar.orientation.getFront().y, _avatar.orientation.getFront().z );
|
||||||
avatar.thrust -= front * THRUST_MAG;
|
_avatar.thrust -= front * THRUST_MAG;
|
||||||
}
|
}
|
||||||
if (driveKeys[RIGHT]) {
|
if (driveKeys[RIGHT]) {
|
||||||
glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z );
|
glm::vec3 right( _avatar.orientation.getRight().x, _avatar.orientation.getRight().y, _avatar.orientation.getRight().z );
|
||||||
avatar.thrust -= right * THRUST_MAG;
|
_avatar.thrust -= right * THRUST_MAG;
|
||||||
}
|
}
|
||||||
if (driveKeys[LEFT]) {
|
if (driveKeys[LEFT]) {
|
||||||
glm::vec3 right( avatar.orientation.getRight().x, avatar.orientation.getRight().y, avatar.orientation.getRight().z );
|
glm::vec3 right( _avatar.orientation.getRight().x, _avatar.orientation.getRight().y, _avatar.orientation.getRight().z );
|
||||||
avatar.thrust += right * THRUST_MAG;
|
_avatar.thrust += right * THRUST_MAG;
|
||||||
}
|
}
|
||||||
if (driveKeys[UP]) {
|
if (driveKeys[UP]) {
|
||||||
glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z );
|
glm::vec3 up( _avatar.orientation.getUp().x, _avatar.orientation.getUp().y, _avatar.orientation.getUp().z );
|
||||||
avatar.thrust += up * THRUST_MAG;
|
_avatar.thrust += up * THRUST_MAG;
|
||||||
}
|
}
|
||||||
if (driveKeys[DOWN]) {
|
if (driveKeys[DOWN]) {
|
||||||
glm::vec3 up( avatar.orientation.getUp().x, avatar.orientation.getUp().y, avatar.orientation.getUp().z );
|
glm::vec3 up( _avatar.orientation.getUp().x, _avatar.orientation.getUp().y, _avatar.orientation.getUp().z );
|
||||||
avatar.thrust -= up * THRUST_MAG;
|
_avatar.thrust -= up * THRUST_MAG;
|
||||||
}
|
}
|
||||||
if (driveKeys[ROT_RIGHT]) {
|
if (driveKeys[ROT_RIGHT]) {
|
||||||
bodyYawDelta -= YAW_MAG * deltaTime;
|
_bodyYawDelta -= YAW_MAG * deltaTime;
|
||||||
}
|
}
|
||||||
if (driveKeys[ROT_LEFT]) {
|
if (driveKeys[ROT_LEFT]) {
|
||||||
bodyYawDelta += YAW_MAG * deltaTime;
|
_bodyYawDelta += YAW_MAG * deltaTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
float translationalSpeed = glm::length( avatar.velocity );
|
float translationalSpeed = glm::length( _avatar.velocity );
|
||||||
float rotationalSpeed = fabs( bodyYawDelta );
|
float rotationalSpeed = fabs( _bodyYawDelta );
|
||||||
if ( translationalSpeed + rotationalSpeed > 0.2 )
|
if ( translationalSpeed + rotationalSpeed > 0.2 )
|
||||||
{
|
{
|
||||||
mode = AVATAR_MODE_WALKING;
|
_mode = AVATAR_MODE_WALKING;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
mode = AVATAR_MODE_COMMUNICATING;
|
_mode = AVATAR_MODE_COMMUNICATING;
|
||||||
}
|
}
|
||||||
|
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
// update body yaw by body yaw delta
|
// update body yaw by body yaw delta
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
_bodyYaw += bodyYawDelta * deltaTime;
|
_bodyYaw += _bodyYawDelta * deltaTime;
|
||||||
|
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
// (for now) set head yaw to body yaw
|
// (for now) set head yaw to body yaw
|
||||||
|
@ -426,23 +411,23 @@ void Head::simulate(float deltaTime) {
|
||||||
// decay body yaw delta
|
// decay body yaw delta
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
const float TEST_YAW_DECAY = 5.0;
|
const float TEST_YAW_DECAY = 5.0;
|
||||||
bodyYawDelta *= ( 1.0 - TEST_YAW_DECAY * deltaTime );
|
_bodyYawDelta *= ( 1.0 - TEST_YAW_DECAY * deltaTime );
|
||||||
|
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
// add thrust to velocity
|
// add thrust to velocity
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
avatar.velocity += glm::dvec3( avatar.thrust * deltaTime );
|
_avatar.velocity += glm::dvec3( _avatar.thrust * deltaTime );
|
||||||
|
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
// update position by velocity
|
// update position by velocity
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
_bodyPosition += (glm::vec3)avatar.velocity * deltaTime;
|
_bodyPosition += (glm::vec3)_avatar.velocity * deltaTime;
|
||||||
|
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
// decay velocity
|
// decay velocity
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
const float LIN_VEL_DECAY = 5.0;
|
const float LIN_VEL_DECAY = 5.0;
|
||||||
avatar.velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
|
_avatar.velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -560,7 +545,7 @@ void Head::render(int faceToFace, int isMine) {
|
||||||
//---------------------------------------------------
|
//---------------------------------------------------
|
||||||
// show avatar orientation
|
// show avatar orientation
|
||||||
//---------------------------------------------------
|
//---------------------------------------------------
|
||||||
renderOrientationDirections(bone[ AVATAR_BONE_HEAD ].position, bone[ AVATAR_BONE_HEAD ].orientation, 0.2f );
|
renderOrientationDirections( _bone[ AVATAR_BONE_HEAD ].position, _bone[ AVATAR_BONE_HEAD ].orientation, 0.2f );
|
||||||
|
|
||||||
//---------------------------------------------------
|
//---------------------------------------------------
|
||||||
// render body
|
// render body
|
||||||
|
@ -583,11 +568,11 @@ void Head::render(int faceToFace, int isMine) {
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( usingSprings ) {
|
if ( _usingSprings ) {
|
||||||
if ( closestOtherAvatar != -1 ) {
|
if ( _closestOtherAvatar != -1 ) {
|
||||||
|
|
||||||
glm::vec3 v1( bone[ AVATAR_BONE_RIGHT_HAND ].position );
|
glm::vec3 v1( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
|
||||||
glm::vec3 v2( DEBUG_otherAvatarListPosition[ closestOtherAvatar ] );
|
glm::vec3 v2( DEBUG_otherAvatarListPosition[ _closestOtherAvatar ] );
|
||||||
|
|
||||||
glLineWidth( 5.0 );
|
glLineWidth( 5.0 );
|
||||||
glColor4f( 0.9f, 0.5f, 0.2f, 0.6 );
|
glColor4f( 0.9f, 0.5f, 0.2f, 0.6 );
|
||||||
|
@ -639,20 +624,20 @@ void Head::renderHead( int faceToFace, int isMine ) {
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
|
|
||||||
|
|
||||||
if ( usingSprings ) {
|
if ( _usingSprings ) {
|
||||||
glTranslatef
|
glTranslatef
|
||||||
(
|
(
|
||||||
bone[ AVATAR_BONE_HEAD ].springyPosition.x,
|
_bone[ AVATAR_BONE_HEAD ].springyPosition.x,
|
||||||
bone[ AVATAR_BONE_HEAD ].springyPosition.y,
|
_bone[ AVATAR_BONE_HEAD ].springyPosition.y,
|
||||||
bone[ AVATAR_BONE_HEAD ].springyPosition.z
|
_bone[ AVATAR_BONE_HEAD ].springyPosition.z
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
glTranslatef
|
glTranslatef
|
||||||
(
|
(
|
||||||
bone[ AVATAR_BONE_HEAD ].position.x,
|
_bone[ AVATAR_BONE_HEAD ].position.x,
|
||||||
bone[ AVATAR_BONE_HEAD ].position.y,
|
_bone[ AVATAR_BONE_HEAD ].position.y,
|
||||||
bone[ AVATAR_BONE_HEAD ].position.z
|
_bone[ AVATAR_BONE_HEAD ].position.z
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -801,12 +786,12 @@ void Head::renderHead( int faceToFace, int isMine ) {
|
||||||
|
|
||||||
|
|
||||||
void Head::setHandMovement( glm::vec3 movement ) {
|
void Head::setHandMovement( glm::vec3 movement ) {
|
||||||
handBeingMoved = true;
|
_handBeingMoved = true;
|
||||||
movedHandOffset = movement;
|
_movedHandOffset = movement;
|
||||||
}
|
}
|
||||||
|
|
||||||
AvatarMode Head::getMode() {
|
AvatarMode Head::getMode() {
|
||||||
return mode;
|
return _mode;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -833,16 +818,21 @@ void Head::initializeAvatar() {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Head::initializeSkeleton() {
|
void Head::initializeSkeleton() {
|
||||||
|
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||||
bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
|
_bone[b].parent = AVATAR_BONE_NULL;
|
||||||
bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
|
_bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
|
_bone[b].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
bone[b].springBodyTightness = 4.0;
|
_bone[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
bone[b].orientation.setToIdentity();
|
_bone[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
|
_bone[b].rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
|
||||||
|
_bone[b].yaw = 0.0;
|
||||||
|
_bone[b].pitch = 0.0;
|
||||||
|
_bone[b].roll = 0.0;
|
||||||
|
_bone[b].length = 0.0;
|
||||||
|
_bone[b].springBodyTightness = 4.0;
|
||||||
|
_bone[b].orientation.setToIdentity();
|
||||||
}
|
}
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
|
@ -852,73 +842,73 @@ void Head::initializeSkeleton() {
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// spine and head
|
// spine and head
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
|
_bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
|
||||||
bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
|
_bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||||
bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
|
_bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
|
||||||
bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
|
_bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
|
||||||
bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
|
_bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// left chest and arm
|
// left chest and arm
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
|
_bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
|
||||||
bone[ AVATAR_BONE_LEFT_SHOULDER ].parent = AVATAR_BONE_LEFT_CHEST;
|
_bone[ AVATAR_BONE_LEFT_SHOULDER ].parent = AVATAR_BONE_LEFT_CHEST;
|
||||||
bone[ AVATAR_BONE_LEFT_UPPER_ARM ].parent = AVATAR_BONE_LEFT_SHOULDER;
|
_bone[ AVATAR_BONE_LEFT_UPPER_ARM ].parent = AVATAR_BONE_LEFT_SHOULDER;
|
||||||
bone[ AVATAR_BONE_LEFT_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
|
_bone[ AVATAR_BONE_LEFT_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
|
||||||
bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
|
_bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// right chest and arm
|
// right chest and arm
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
|
_bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
|
||||||
bone[ AVATAR_BONE_RIGHT_SHOULDER ].parent = AVATAR_BONE_RIGHT_CHEST;
|
_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_UPPER_ARM ].parent = AVATAR_BONE_RIGHT_SHOULDER;
|
||||||
bone[ AVATAR_BONE_RIGHT_FOREARM ].parent = AVATAR_BONE_RIGHT_UPPER_ARM;
|
_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_HAND ].parent = AVATAR_BONE_RIGHT_FOREARM;
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// left pelvis and leg
|
// left pelvis and leg
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
_bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||||
bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
|
_bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
|
||||||
bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
|
_bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
|
||||||
bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
|
_bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// right pelvis and leg
|
// right pelvis and leg
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
_bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||||
bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
|
_bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
|
||||||
bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
|
_bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
|
||||||
bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
|
_bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
|
||||||
|
|
||||||
|
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
// specify the default pose position
|
// specify the default pose position
|
||||||
//----------------------------------------------------------
|
//----------------------------------------------------------
|
||||||
bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition = glm::vec3( 0.0, 0.3, 0.0 );
|
_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// calculate bone length
|
// calculate bone length
|
||||||
|
@ -936,13 +926,13 @@ void Head::initializeSkeleton() {
|
||||||
|
|
||||||
void Head::calculateBoneLengths() {
|
void Head::calculateBoneLengths() {
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
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
|
_avatar.maxArmLength
|
||||||
= bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].length
|
= _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].length
|
||||||
+ bone[ AVATAR_BONE_RIGHT_FOREARM ].length
|
+ _bone[ AVATAR_BONE_RIGHT_FOREARM ].length
|
||||||
+ bone[ AVATAR_BONE_RIGHT_HAND ].length;
|
+ _bone[ AVATAR_BONE_RIGHT_HAND ].length;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -951,54 +941,54 @@ void Head::updateSkeleton() {
|
||||||
//----------------------------------
|
//----------------------------------
|
||||||
// rotate body...
|
// rotate body...
|
||||||
//----------------------------------
|
//----------------------------------
|
||||||
avatar.orientation.setToIdentity();
|
_avatar.orientation.setToIdentity();
|
||||||
avatar.orientation.yaw( _bodyYaw );
|
_avatar.orientation.yaw( _bodyYaw );
|
||||||
|
|
||||||
//------------------------------------------------------------------------
|
//------------------------------------------------------------------------
|
||||||
// calculate positions of all bones by traversing the skeleton tree:
|
// calculate positions of all bones by traversing the skeleton tree:
|
||||||
//------------------------------------------------------------------------
|
//------------------------------------------------------------------------
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||||
if ( bone[b].parent == AVATAR_BONE_NULL ) {
|
if ( _bone[b].parent == AVATAR_BONE_NULL ) {
|
||||||
bone[b].orientation.set(avatar.orientation);
|
_bone[b].orientation.set( _avatar.orientation );
|
||||||
//printf( "bodyPosition = %f, %f, %f\n", bodyPosition.x, bodyPosition.y, bodyPosition.z );
|
//printf( "bodyPosition = %f, %f, %f\n", bodyPosition.x, bodyPosition.y, bodyPosition.z );
|
||||||
glm::vec3 ppp = _bodyPosition;
|
glm::vec3 ppp = _bodyPosition;
|
||||||
|
|
||||||
// ppp.y += 0.2;
|
// 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 {
|
else {
|
||||||
bone[b].orientation.set( bone[ bone[b].parent ].orientation );
|
_bone[b].orientation.set( _bone[ _bone[b].parent ].orientation );
|
||||||
bone[b].position = bone[ bone[b].parent ].position;
|
_bone[b].position = _bone[ _bone[b].parent ].position;
|
||||||
}
|
}
|
||||||
|
|
||||||
float xx = glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getRight () );
|
float xx = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getRight () );
|
||||||
float yy = glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getUp () );
|
float yy = glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getUp () );
|
||||||
float zz = -glm::dot( bone[b].defaultPosePosition, bone[b].orientation.getFront () );
|
float zz = -glm::dot( _bone[b].defaultPosePosition, _bone[b].orientation.getFront () );
|
||||||
|
|
||||||
glm::vec3 rotatedBoneVector( xx, yy, zz );
|
glm::vec3 rotatedBoneVector( xx, yy, zz );
|
||||||
bone[b].position += rotatedBoneVector;
|
_bone[b].position += rotatedBoneVector;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Head::initializeBodySprings() {
|
void Head::initializeBodySprings() {
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||||
bone[b].springyPosition = bone[b].position;
|
_bone[b].springyPosition = _bone[b].position;
|
||||||
bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
_bone[b].springyVelocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Head::updateBodySprings( float deltaTime ) {
|
void Head::updateBodySprings( float deltaTime ) {
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
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;
|
springVector -= _bodyPosition;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
springVector -= bone[ bone[b].parent ].springyPosition;
|
springVector -= _bone[ _bone[b].parent ].springyPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
float length = glm::length( springVector );
|
float length = glm::length( springVector );
|
||||||
|
@ -1006,24 +996,24 @@ void Head::updateBodySprings( float deltaTime ) {
|
||||||
if ( length > 0.0f ) {
|
if ( length > 0.0f ) {
|
||||||
glm::vec3 springDirection = springVector / length;
|
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[ b ].springyVelocity -= springDirection * force;
|
||||||
bone[ bone[b].parent ].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 ) {
|
if ( decay > 0.0 ) {
|
||||||
bone[b].springyVelocity *= decay;
|
_bone[b].springyVelocity *= decay;
|
||||||
}
|
}
|
||||||
else {
|
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() {
|
glm::vec3 Head::getHeadLookatDirection() {
|
||||||
return glm::vec3
|
return glm::vec3
|
||||||
(
|
(
|
||||||
avatar.orientation.getFront().x,
|
_avatar.orientation.getFront().x,
|
||||||
avatar.orientation.getFront().y,
|
_avatar.orientation.getFront().y,
|
||||||
avatar.orientation.getFront().z
|
_avatar.orientation.getFront().z
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 Head::getHeadLookatDirectionUp() {
|
glm::vec3 Head::getHeadLookatDirectionUp() {
|
||||||
return glm::vec3
|
return glm::vec3
|
||||||
(
|
(
|
||||||
avatar.orientation.getUp().x,
|
_avatar.orientation.getUp().x,
|
||||||
avatar.orientation.getUp().y,
|
_avatar.orientation.getUp().y,
|
||||||
avatar.orientation.getUp().z
|
_avatar.orientation.getUp().z
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 Head::getHeadLookatDirectionRight() {
|
glm::vec3 Head::getHeadLookatDirectionRight() {
|
||||||
return glm::vec3
|
return glm::vec3
|
||||||
(
|
(
|
||||||
avatar.orientation.getRight().x,
|
_avatar.orientation.getRight().x,
|
||||||
avatar.orientation.getRight().y,
|
_avatar.orientation.getRight().y,
|
||||||
avatar.orientation.getRight().z
|
_avatar.orientation.getRight().z
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 Head::getHeadPosition() {
|
glm::vec3 Head::getHeadPosition() {
|
||||||
return glm::vec3
|
return glm::vec3
|
||||||
(
|
(
|
||||||
bone[ AVATAR_BONE_HEAD ].position.x,
|
_bone[ AVATAR_BONE_HEAD ].position.x,
|
||||||
bone[ AVATAR_BONE_HEAD ].position.y,
|
_bone[ AVATAR_BONE_HEAD ].position.y,
|
||||||
bone[ AVATAR_BONE_HEAD ].position.z
|
_bone[ AVATAR_BONE_HEAD ].position.z
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1071,26 +1061,26 @@ void Head::updateHandMovement() {
|
||||||
glm::vec3 transformedHandMovement;
|
glm::vec3 transformedHandMovement;
|
||||||
|
|
||||||
transformedHandMovement
|
transformedHandMovement
|
||||||
= avatar.orientation.getRight() * -movedHandOffset.x
|
= _avatar.orientation.getRight() * -_movedHandOffset.x
|
||||||
+ avatar.orientation.getUp() * -movedHandOffset.y * 0.5f
|
+ _avatar.orientation.getUp() * -_movedHandOffset.y * 0.5f
|
||||||
+ avatar.orientation.getFront() * -movedHandOffset.y;
|
+ _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 holding hands, add a pull to the hand...
|
||||||
if ( usingSprings ) {
|
if ( _usingSprings ) {
|
||||||
if ( closestOtherAvatar != -1 ) {
|
if ( _closestOtherAvatar != -1 ) {
|
||||||
if ( triggeringAction ) {
|
if ( _triggeringAction ) {
|
||||||
|
|
||||||
/*
|
/*
|
||||||
glm::vec3 handShakePull( DEBUG_otherAvatarListPosition[ closestOtherAvatar ]);
|
glm::vec3 handShakePull( DEBUG_otherAvatarListPosition[ closestOtherAvatar ]);
|
||||||
handShakePull -= bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
handShakePull -= _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||||
|
|
||||||
handShakePull *= 1.0;
|
handShakePull *= 1.0;
|
||||||
|
|
||||||
transformedHandMovement += handShakePull;
|
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
|
// determine the arm vector
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
glm::vec3 armVector = bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
glm::vec3 armVector = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||||
armVector -= bone[ AVATAR_BONE_RIGHT_SHOULDER ].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 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
|
// 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;
|
glm::vec3 armNormal = armVector / distance;
|
||||||
armVector = armNormal * avatar.maxArmLength;
|
armVector = armNormal * _avatar.maxArmLength;
|
||||||
distance = avatar.maxArmLength;
|
distance = _avatar.maxArmLength;
|
||||||
glm::vec3 constrainedPosition = bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
glm::vec3 constrainedPosition = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||||
constrainedPosition += armVector;
|
constrainedPosition += armVector;
|
||||||
bone[ AVATAR_BONE_RIGHT_HAND ].position = constrainedPosition;
|
_bone[ AVATAR_BONE_RIGHT_HAND ].position = constrainedPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
// keep arm from going through av body...
|
// keep arm from going through av body...
|
||||||
//-------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------
|
||||||
glm::vec3 adjustedArmVector = bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
glm::vec3 adjustedArmVector = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||||
adjustedArmVector -= bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
adjustedArmVector -= _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||||
|
|
||||||
float rightComponent = glm::dot( adjustedArmVector, avatar.orientation.getRight() );
|
float rightComponent = glm::dot( adjustedArmVector, avatar.orientation.getRight() );
|
||||||
|
|
||||||
if ( rightComponent < 0.0 )
|
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
|
// 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;
|
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;
|
newElbowPosition += perpendicular * ( 1.0f - ( _avatar.maxArmLength / distance ) ) * ONE_HALF;
|
||||||
bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
|
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
// set wrist position
|
// set wrist position
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
glm::vec3 vv( bone[ AVATAR_BONE_RIGHT_HAND ].position );
|
glm::vec3 vv( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
|
||||||
vv -= bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
|
vv -= _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
|
||||||
glm::vec3 newWristPosition = bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
|
glm::vec3 newWristPosition = _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
|
||||||
newWristPosition += vv * 0.7f;
|
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
|
// Render bone positions as spheres
|
||||||
//-----------------------------------------
|
//-----------------------------------------
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||||
if ( usingSprings ) {
|
if ( _usingSprings ) {
|
||||||
glColor3fv( lightBlue );
|
glColor3fv( lightBlue );
|
||||||
glPushMatrix();
|
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 );
|
glutSolidSphere( 0.02f, 10.0f, 5.0f );
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
glColor3fv( skinColor );
|
glColor3fv( skinColor );
|
||||||
glPushMatrix();
|
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 );
|
glutSolidSphere( 0.02f, 10.0f, 5.0f );
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
}
|
}
|
||||||
|
@ -1186,14 +1176,14 @@ void Head::renderBody() {
|
||||||
//-----------------------------------------------------
|
//-----------------------------------------------------
|
||||||
// Render lines connecting the bone positions
|
// Render lines connecting the bone positions
|
||||||
//-----------------------------------------------------
|
//-----------------------------------------------------
|
||||||
if ( usingSprings ) {
|
if ( _usingSprings ) {
|
||||||
glColor3f( 0.4f, 0.5f, 0.6f );
|
glColor3f( 0.4f, 0.5f, 0.6f );
|
||||||
glLineWidth(3.0);
|
glLineWidth(3.0);
|
||||||
|
|
||||||
for (int b=1; b<NUM_AVATAR_BONES; b++) {
|
for (int b=1; b<NUM_AVATAR_BONES; b++) {
|
||||||
glBegin( GL_LINE_STRIP );
|
glBegin( GL_LINE_STRIP );
|
||||||
glVertex3fv( &bone[ bone[ b ].parent ].springyPosition.x );
|
glVertex3fv( &_bone[ _bone[ b ].parent ].springyPosition.x );
|
||||||
glVertex3fv( &bone[ b ].springyPosition.x );
|
glVertex3fv( &_bone[ b ].springyPosition.x );
|
||||||
glEnd();
|
glEnd();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1203,21 +1193,21 @@ void Head::renderBody() {
|
||||||
|
|
||||||
for (int b=1; b<NUM_AVATAR_BONES; b++) {
|
for (int b=1; b<NUM_AVATAR_BONES; b++) {
|
||||||
glBegin( GL_LINE_STRIP );
|
glBegin( GL_LINE_STRIP );
|
||||||
glVertex3fv( &bone[ bone[ b ].parent ].position.x );
|
glVertex3fv( &_bone[ _bone[ b ].parent ].position.x );
|
||||||
glVertex3fv( &bone[ b ].position.x);
|
glVertex3fv( &_bone[ b ].position.x);
|
||||||
glEnd();
|
glEnd();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if (( usingSprings ) && ( triggeringAction )) {
|
if (( _usingSprings ) && ( _triggeringAction )) {
|
||||||
glColor4f( 1.0, 1.0, 0.5, 0.5 );
|
glColor4f( 1.0, 1.0, 0.5, 0.5 );
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glTranslatef
|
glTranslatef
|
||||||
(
|
(
|
||||||
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.x,
|
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.x,
|
||||||
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.y,
|
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.y,
|
||||||
bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.z
|
_bone[ AVATAR_BONE_RIGHT_HAND ].springyPosition.z
|
||||||
);
|
);
|
||||||
glutSolidSphere( 0.03f, 10.0f, 5.0f );
|
glutSolidSphere( 0.03f, 10.0f, 5.0f );
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
|
|
|
@ -20,6 +20,11 @@
|
||||||
#include "InterfaceConfig.h"
|
#include "InterfaceConfig.h"
|
||||||
#include "SerialInterface.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};
|
enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
|
||||||
|
|
||||||
#define FWD 0
|
#define FWD 0
|
||||||
|
@ -80,6 +85,7 @@ struct AvatarBone
|
||||||
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
|
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)
|
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
|
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 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 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
|
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]; };
|
bool getDriveKeys(int key) { return driveKeys[key]; };
|
||||||
|
|
||||||
// Set/Get update the thrust that will move the avatar around
|
// Set/Get update the thrust that will move the avatar around
|
||||||
void setThrust(glm::vec3 newThrust) { avatar.thrust = newThrust; };
|
void setThrust(glm::vec3 newThrust) { _avatar.thrust = newThrust; };
|
||||||
void addThrust(glm::vec3 newThrust) { avatar.thrust += newThrust; };
|
void addThrust(glm::vec3 newThrust) { _avatar.thrust += newThrust; };
|
||||||
glm::vec3 getThrust() { return avatar.thrust; };
|
glm::vec3 getThrust() { return _avatar.thrust; };
|
||||||
|
|
||||||
//
|
//
|
||||||
// Related to getting transmitter UDP data used to animate the avatar hand
|
// Related to getting transmitter UDP data used to animate the avatar hand
|
||||||
|
@ -204,37 +210,33 @@ class Head : public AvatarData {
|
||||||
float audioAttack;
|
float audioAttack;
|
||||||
float browAudioLift;
|
float browAudioLift;
|
||||||
|
|
||||||
bool triggeringAction;
|
|
||||||
|
|
||||||
float bodyYawDelta;
|
|
||||||
|
|
||||||
float closeEnoughToInteract;
|
|
||||||
int closestOtherAvatar;
|
|
||||||
|
|
||||||
//temporary - placeholder for real other avs
|
//temporary - placeholder for real other avs
|
||||||
glm::vec3 DEBUG_otherAvatarListPosition [ NUM_OTHER_AVATARS ];
|
glm::vec3 DEBUG_otherAvatarListPosition [ NUM_OTHER_AVATARS ];
|
||||||
float DEBUG_otherAvatarListTimer [ NUM_OTHER_AVATARS ];
|
float DEBUG_otherAvatarListTimer [ NUM_OTHER_AVATARS ];
|
||||||
|
|
||||||
bool usingSprings;
|
bool _triggeringAction;
|
||||||
|
float _bodyYawDelta;
|
||||||
bool handBeingMoved;
|
float _closeEnoughToInteract;
|
||||||
bool previousHandBeingMoved;
|
int _closestOtherAvatar;
|
||||||
glm::vec3 movedHandOffset;
|
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];
|
int driveKeys[MAX_DRIVE_KEYS];
|
||||||
|
|
||||||
float springVelocityDecay;
|
|
||||||
float springForce;
|
|
||||||
|
|
||||||
int eyeContact;
|
int eyeContact;
|
||||||
eyeContactTargets eyeContactTarget;
|
eyeContactTargets eyeContactTarget;
|
||||||
|
|
||||||
GLUquadric *sphere;
|
GLUquadric *sphere;
|
||||||
Avatar avatar;
|
|
||||||
|
|
||||||
AvatarBone bone[ NUM_AVATAR_BONES ];
|
|
||||||
|
|
||||||
AvatarMode mode;
|
|
||||||
|
|
||||||
float renderYaw, renderPitch; // Pitch from view frustum when this is own head.
|
float renderYaw, renderPitch; // Pitch from view frustum when this is own head.
|
||||||
|
|
||||||
|
@ -245,17 +247,15 @@ class Head : public AvatarData {
|
||||||
float transmitterHz;
|
float transmitterHz;
|
||||||
int transmitterPackets;
|
int transmitterPackets;
|
||||||
|
|
||||||
|
//-----------------------------
|
||||||
//-------------------------------------------
|
|
||||||
// private methods...
|
// private methods...
|
||||||
//-------------------------------------------
|
//-----------------------------
|
||||||
void initializeAvatar();
|
void initializeAvatar();
|
||||||
void initializeSkeleton();
|
void initializeSkeleton();
|
||||||
void updateSkeleton();
|
void updateSkeleton();
|
||||||
void initializeBodySprings();
|
void initializeBodySprings();
|
||||||
void updateBodySprings( float deltaTime );
|
void updateBodySprings( float deltaTime );
|
||||||
void calculateBoneLengths();
|
void calculateBoneLengths();
|
||||||
|
|
||||||
void readSensors();
|
void readSensors();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -22,7 +22,6 @@ void Orientation::setToIdentity() {
|
||||||
front = glm::vec3( 0.0, 0.0, 1.0 );
|
front = glm::vec3( 0.0, 0.0, 1.0 );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Orientation::set( Orientation o ) {
|
void Orientation::set( Orientation o ) {
|
||||||
right = o.right;
|
right = o.right;
|
||||||
up = o.up;
|
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 rightCross = glm::cross( up, front );
|
||||||
glm::vec3 upCross = glm::cross( front, right );
|
glm::vec3 upCross = glm::cross( front, right );
|
||||||
|
|
Loading…
Reference in a new issue