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First stab at chat circling mechanism.
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2 changed files with 78 additions and 0 deletions
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@ -351,6 +351,8 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
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}
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}
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updateChatCircle(deltaTime);
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_position += _velocity * deltaTime;
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// Zero thrust out now that we've added it to velocity in this frame
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@ -1092,6 +1094,81 @@ void MyAvatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTi
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_velocity += bodyPushForce;
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}
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void MyAvatar::updateChatCircle(float deltaTime) {
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// find the number of members, their center of mass, and the average up vector
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glm::vec3 center = _position;
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glm::vec3 up = getWorldAlignedOrientation() * IDENTITY_UP;
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int memberCount = 1;
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NodeList* nodeList = NodeList::getInstance();
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const float MAX_CHAT_DISTANCE = 10.0f;
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for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
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Avatar* otherAvatar = (Avatar*)node->getLinkedData();
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if (glm::distance(_position, otherAvatar->getPosition()) < MAX_CHAT_DISTANCE) {
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center += otherAvatar->getPosition();
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up += otherAvatar->getWorldAlignedOrientation() * IDENTITY_UP;
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memberCount++;
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}
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}
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}
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if (memberCount == 1) {
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return;
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}
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center /= memberCount;
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up = glm::normalize(up);
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// find reasonable corresponding right/front vectors
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glm::vec3 front = glm::cross(up, IDENTITY_RIGHT);
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if (glm::length(front) < EPSILON) {
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front = glm::cross(up, IDENTITY_FRONT);
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}
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front = glm::normalize(front);
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glm::vec3 right = glm::cross(front, up);
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// find our angle and the angular distances to our closest neighbors
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glm::vec3 delta = _position - center;
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glm::vec3 projected = glm::vec3(glm::dot(right, delta), glm::dot(front, delta), 0.0f);
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float myAngle = glm::length(projected) > EPSILON ? atan2f(projected.y, projected.x) : 0.0f;
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float leftDistance = PIf;
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float rightDistance = PIf;
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for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
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Avatar* otherAvatar = (Avatar*)node->getLinkedData();
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if (glm::distance(_position, otherAvatar->getPosition()) < MAX_CHAT_DISTANCE) {
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delta = otherAvatar->getPosition() - center;
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projected = glm::vec3(glm::dot(right, delta), glm::dot(front, delta), 0.0f);
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float angle = glm::length(projected) > EPSILON ? atan2f(projected.y, projected.x) : 0.0f;
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if (angle < myAngle) {
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leftDistance = min(myAngle - angle, leftDistance);
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rightDistance = min(PI_TIMES_TWO - (myAngle - angle), rightDistance);
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} else {
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leftDistance = min(PI_TIMES_TWO - (angle - myAngle), leftDistance);
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rightDistance = min(angle - myAngle, rightDistance);
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}
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}
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}
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}
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// determine the chat circle radius
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const float CIRCUMFERENCE_PER_MEMBER = 2.0f;
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float radius = (CIRCUMFERENCE_PER_MEMBER * memberCount) / PI_TIMES_TWO;
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// split the difference between our neighbors
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float targetAngle = myAngle + (rightDistance - leftDistance) / 2.0f;
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glm::vec3 targetPosition = center + (front * sinf(targetAngle) + right * cosf(targetAngle)) * radius;
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// face the center of the circle
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glm::quat orientation = getOrientation();
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glm::quat targetOrientation = rotationBetween(orientation * IDENTITY_FRONT, center - targetPosition) * orientation;
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targetOrientation = rotationBetween(targetOrientation * IDENTITY_UP, up) * targetOrientation;
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// approach the target position/orientation
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const float APPROACH_RATE = 0.1f;
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_position = glm::mix(_position, targetPosition, APPROACH_RATE);
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setOrientation(safeMix(orientation, targetOrientation, APPROACH_RATE));
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}
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void MyAvatar::setGravity(glm::vec3 gravity) {
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_gravity = gravity;
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_head.setGravity(_gravity);
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@ -94,6 +94,7 @@ private:
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void applyHardCollision(const glm::vec3& penetration, float elasticity, float damping);
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void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
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void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
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void updateChatCircle(float deltaTime);
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void checkForMouseRayTouching();
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};
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