From 1e6ba9cc348a9322dd555ef479c9308635e688c4 Mon Sep 17 00:00:00 2001 From: Jeffrey Ventrella Date: Wed, 1 May 2013 20:35:21 -0700 Subject: [PATCH 1/2] (1) raised Eve's hand; (2) renamed some member variables; (3) added more functionality to hand-holding --- eve/src/main.cpp | 2 +- interface/src/Avatar.cpp | 42 +++++++++++++++++++--------------------- interface/src/Avatar.h | 5 +++-- 3 files changed, 24 insertions(+), 25 deletions(-) diff --git a/eve/src/main.cpp b/eve/src/main.cpp index 73f2c8b72e..9ebffec7e9 100644 --- a/eve/src/main.cpp +++ b/eve/src/main.cpp @@ -122,7 +122,7 @@ int main(int argc, const char* argv[]) { // put her hand out so somebody can shake it eve.setHandPosition(glm::vec3(eve.getPosition()[0] - 0.2, - 0.2, + 0.25, eve.getPosition()[2] + 0.1)); // read eve's audio data AudioInjector eveAudioInjector("/etc/highfidelity/eve/resources/eve.raw"); diff --git a/interface/src/Avatar.cpp b/interface/src/Avatar.cpp index 716507576d..5c410eb21a 100644 --- a/interface/src/Avatar.cpp +++ b/interface/src/Avatar.cpp @@ -4,7 +4,7 @@ // // Created by Philip Rosedale on 9/11/12. // adapted by Jeffrey Ventrella -// Copyright (c) 2012 Physical, Inc.. All rights reserved. +// Copyright (c) 2013 Physical, Inc.. All rights reserved. // #include @@ -32,11 +32,6 @@ const float MY_HAND_HOLDING_PULL = 0.2; const float YOUR_HAND_HOLDING_PULL = 1.0; const float BODY_SPRING_FORCE = 6.0f; const float BODY_SPRING_DECAY = 16.0f; -//const float COLLISION_FRICTION = 0.5; -//const float COLLISION_RADIUS_SCALAR = 1.8; -//const float COLLISION_BALL_FORCE = 0.1; -//const float COLLISION_BODY_FORCE = 3.0; - const float COLLISION_RADIUS_SCALAR = 1.8; const float COLLISION_BALL_FORCE = 0.6; const float COLLISION_BODY_FORCE = 6.0; @@ -140,7 +135,7 @@ Avatar::Avatar(bool isMine) { _renderPitch = 0.0; _sphere = NULL; _interactingOther = NULL; - _closeEnoughToHoldHands = false; + _canReachToOtherAvatar = false; _handHoldingPosition = glm::vec3( 0.0, 0.0, 0.0 ); initializeSkeleton(); @@ -162,7 +157,7 @@ Avatar::Avatar(const Avatar &otherAvatar) { _velocity = otherAvatar._velocity; _thrust = otherAvatar._thrust; _rotation = otherAvatar._rotation; - _closeEnoughToHoldHands = otherAvatar._closeEnoughToHoldHands; + _canReachToOtherAvatar = otherAvatar._canReachToOtherAvatar; _bodyYaw = otherAvatar._bodyYaw; _bodyPitch = otherAvatar._bodyPitch; _bodyRoll = otherAvatar._bodyRoll; @@ -231,7 +226,6 @@ Avatar::Avatar(const Avatar &otherAvatar) { _head.browAudioLift = otherAvatar._head.browAudioLift; _head.noise = otherAvatar._head.noise; - initializeSkeleton(); if (iris_texture.size() == 0) { @@ -342,19 +336,18 @@ _head.leanForward = 0.02 * sin( tt * 0.8 ); // reset hand and arm positions according to hand movement updateHandMovement( deltaTime ); - if ( !_closeEnoughToHoldHands ) { + if ( !_canReachToOtherAvatar ) { //initialize _handHolding _handHoldingPosition = _bone[ AVATAR_BONE_RIGHT_HAND ].position; } - _closeEnoughToHoldHands = false; // reset for the next go-round + _handsCloseEnoughToGrasp = false; // reset for the next go-round + _canReachToOtherAvatar = false; // reset for the next go-round // if the avatar being simulated is mine, then loop through // all the other avatars for potential interactions... if ( _isMine ) { - //float closestDistance = 10000.0f; - AgentList* agentList = AgentList::getInstance(); for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) { @@ -365,21 +358,27 @@ _head.leanForward = 0.02 * sin( tt * 0.8 ); // test other avatar hand position for proximity glm::vec3 v( _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position ); - v -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND ); + v -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_SHOULDER ); float distance = glm::length( v ); if ( distance < _maxArmLength + _maxArmLength ) { - //closestDistance = distance; _interactingOther = otherAvatar; - _closeEnoughToHoldHands = true; + _canReachToOtherAvatar = true; // if I am holding hands with another avatar, a force is applied if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) { - + + glm::vec3 vectorBetweenHands( _bone[ AVATAR_BONE_RIGHT_HAND ].position ); + vectorBetweenHands -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND ); + + float distanceBetweenHands = glm::length(vectorBetweenHands); + // if the hands are close enough to grasp... - //if (distance < 0.1) + if (distanceBetweenHands < 0.1) { + _handsCloseEnoughToGrasp = true; + glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHoldingPosition; glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHoldingPosition; @@ -399,7 +398,6 @@ _head.leanForward = 0.02 * sin( tt * 0.8 ); // Set the vector we send for hand position to other people to be our right hand setHandPosition(_bone[ AVATAR_BONE_RIGHT_HAND ].position); - //update the effects of touching another avatar }//if ( _isMine ) //constrain right arm length and re-adjust elbow position as it bends @@ -417,7 +415,7 @@ _head.leanForward = 0.02 * sin( tt * 0.8 ); } } - if (!_closeEnoughToHoldHands) { + if (!_canReachToOtherAvatar) { _interactingOther = NULL; } @@ -488,7 +486,7 @@ _head.leanForward = 0.02 * sin( tt * 0.8 ); void Avatar::updateHead(float deltaTime) { - //apply the head lean values to the springy positions in the upper-spine... + //apply the head lean values to the springy position... if ( fabs( _head.leanSideways + _head.leanForward ) > 0.0f ) { glm::vec3 headLean = _orientation.getRight() * _head.leanSideways + @@ -741,7 +739,7 @@ void Avatar::render(bool lookingInMirror) { } // if this is my avatar, then render my interactions with the other avatar - if (( _isMine ) && ( _closeEnoughToHoldHands )) { + if (( _isMine ) && ( _handsCloseEnoughToGrasp )) { _avatarTouch.render(); } diff --git a/interface/src/Avatar.h b/interface/src/Avatar.h index 03deb9a58b..2abfc19498 100644 --- a/interface/src/Avatar.h +++ b/interface/src/Avatar.h @@ -92,7 +92,7 @@ public: float getBodyYaw() {return _bodyYaw;}; void addBodyYaw(float y) {_bodyYaw += y;}; - bool getIsNearInteractingOther() { return _closeEnoughToHoldHands; } + bool getIsNearInteractingOther() { return _canReachToOtherAvatar; } float getAbsoluteHeadYaw() const; void setLeanForward(float dist); @@ -256,7 +256,8 @@ private: int _transmitterPackets; glm::vec3 _transmitterInitialReading; Avatar* _interactingOther; - bool _closeEnoughToHoldHands; + bool _canReachToOtherAvatar; + bool _handsCloseEnoughToGrasp; float _pelvisStandingHeight; float _height; Balls* _balls; From 35a8066bd64bb4ac3cf17aea531f77f1c753f338 Mon Sep 17 00:00:00 2001 From: Jeffrey Ventrella Date: Thu, 2 May 2013 11:05:51 -0700 Subject: [PATCH 2/2] fixed merge problem --- interface/src/Avatar.cpp | 61 +++++++++++++++----------- interface/src/Avatar.h | 80 +++++++++++++++++------------------ interface/src/AvatarTouch.cpp | 79 +++++++++++++++++++--------------- interface/src/AvatarTouch.h | 18 ++++++-- 4 files changed, 134 insertions(+), 104 deletions(-) diff --git a/interface/src/Avatar.cpp b/interface/src/Avatar.cpp index 5c410eb21a..cfb6fb9f6a 100644 --- a/interface/src/Avatar.cpp +++ b/interface/src/Avatar.cpp @@ -20,11 +20,15 @@ using namespace std; +/* const bool BALLS_ON = false; const bool AVATAR_GRAVITY = true; const float DECAY = 0.1; -const float THRUST_MAG = 1200.0; + +//const float THRUST_MAG = 1200.0; +const float THRUST_MAG = 0.0; + const float YAW_MAG = 500.0; //JJV - changed from 300.0; const float TEST_YAW_DECAY = 5.0; const float LIN_VEL_DECAY = 5.0; @@ -37,7 +41,8 @@ const float COLLISION_BALL_FORCE = 0.6; const float COLLISION_BODY_FORCE = 6.0; const float COLLISION_BALL_FRICTION = 200.0; const float COLLISION_BODY_FRICTION = 0.5; - +*/ + float skinColor[] = {1.0, 0.84, 0.66}; float lightBlue[] = { 0.7, 0.8, 1.0 }; float browColor[] = {210.0/255.0, 105.0/255.0, 30.0/255.0}; @@ -135,7 +140,7 @@ Avatar::Avatar(bool isMine) { _renderPitch = 0.0; _sphere = NULL; _interactingOther = NULL; - _canReachToOtherAvatar = false; + //_canReachToOtherAvatar = false; _handHoldingPosition = glm::vec3( 0.0, 0.0, 0.0 ); initializeSkeleton(); @@ -157,7 +162,7 @@ Avatar::Avatar(const Avatar &otherAvatar) { _velocity = otherAvatar._velocity; _thrust = otherAvatar._thrust; _rotation = otherAvatar._rotation; - _canReachToOtherAvatar = otherAvatar._canReachToOtherAvatar; + //_canReachToOtherAvatar = otherAvatar._canReachToOtherAvatar; _bodyYaw = otherAvatar._bodyYaw; _bodyPitch = otherAvatar._bodyPitch; _bodyRoll = otherAvatar._bodyRoll; @@ -316,6 +321,11 @@ void Avatar::setMousePressed( bool d ) { } +bool Avatar::getIsNearInteractingOther() { + return _avatarTouch.getAbleToReachOtherAvatar(); +} + + void Avatar::simulate(float deltaTime) { //keep this - I'm still using it to test things.... @@ -336,13 +346,14 @@ _head.leanForward = 0.02 * sin( tt * 0.8 ); // reset hand and arm positions according to hand movement updateHandMovement( deltaTime ); - if ( !_canReachToOtherAvatar ) { + if ( !_avatarTouch.getAbleToReachOtherAvatar() ) { //initialize _handHolding _handHoldingPosition = _bone[ AVATAR_BONE_RIGHT_HAND ].position; } - _handsCloseEnoughToGrasp = false; // reset for the next go-round - _canReachToOtherAvatar = false; // reset for the next go-round + //reset these for the next go-round + _avatarTouch.setAbleToReachOtherAvatar (false); + _avatarTouch.setHandsCloseEnoughToGrasp(false); // if the avatar being simulated is mine, then loop through // all the other avatars for potential interactions... @@ -364,21 +375,23 @@ _head.leanForward = 0.02 * sin( tt * 0.8 ); if ( distance < _maxArmLength + _maxArmLength ) { _interactingOther = otherAvatar; - _canReachToOtherAvatar = true; + _avatarTouch.setAbleToReachOtherAvatar(true); + glm::vec3 vectorBetweenHands( _bone[ AVATAR_BONE_RIGHT_HAND ].position ); + vectorBetweenHands -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND ); + float distanceBetweenHands = glm::length(vectorBetweenHands); + + if (distanceBetweenHands < _avatarTouch.HANDS_CLOSE_ENOUGH_TO_GRASP) { + _avatarTouch.setHandsCloseEnoughToGrasp(true); + } + // if I am holding hands with another avatar, a force is applied if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) { - glm::vec3 vectorBetweenHands( _bone[ AVATAR_BONE_RIGHT_HAND ].position ); - vectorBetweenHands -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND ); - - float distanceBetweenHands = glm::length(vectorBetweenHands); - // if the hands are close enough to grasp... - if (distanceBetweenHands < 0.1) + if (distanceBetweenHands < _avatarTouch.HANDS_CLOSE_ENOUGH_TO_GRASP) { - _handsCloseEnoughToGrasp = true; - + // apply the forces... glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHoldingPosition; glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHoldingPosition; @@ -386,6 +399,7 @@ _head.leanForward = 0.02 * sin( tt * 0.8 ); _handHoldingPosition += vectorToMyHand * MY_HAND_HOLDING_PULL; _bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHoldingPosition; + // apply a force to the avatar body if ( glm::length(vectorToOtherHand) > _maxArmLength * 0.9 ) { _velocity += vectorToOtherHand; } @@ -404,18 +418,17 @@ _head.leanForward = 0.02 * sin( tt * 0.8 ); updateArmIKAndConstraints( deltaTime ); // set hand positions for _avatarTouch.setMyHandPosition AFTER calling updateArmIKAndConstraints - //if ( _interactingOther != NULL ) { - if ( _interactingOther ) { // Brad recommended I use this method pof checking that a pointer is valid + if ( _interactingOther ) { if (_isMine) { _avatarTouch.setMyHandPosition ( _bone[ AVATAR_BONE_RIGHT_HAND ].position ); - _avatarTouch.setYourHandPosition( _interactingOther->_handPosition ); + _avatarTouch.setYourHandPosition( _interactingOther->_bone[ AVATAR_BONE_RIGHT_HAND ].position ); _avatarTouch.setMyHandState ( _handState ); _avatarTouch.setYourHandState ( _interactingOther->_handState ); _avatarTouch.simulate(deltaTime); } } - if (!_canReachToOtherAvatar) { + if (!_avatarTouch.getAbleToReachOtherAvatar() ) { _interactingOther = NULL; } @@ -720,7 +733,6 @@ void Avatar::render(bool lookingInMirror) { */ if ( usingBigSphereCollisionTest ) { - // show TEST big sphere glColor4f( 0.5f, 0.6f, 0.8f, 0.7 ); glPushMatrix(); @@ -730,7 +742,7 @@ void Avatar::render(bool lookingInMirror) { glPopMatrix(); } - // render body + //render body renderBody(); // render head @@ -739,12 +751,11 @@ void Avatar::render(bool lookingInMirror) { } // if this is my avatar, then render my interactions with the other avatar - if (( _isMine ) && ( _handsCloseEnoughToGrasp )) { + if ( _isMine ) { _avatarTouch.render(); } // Render the balls - if (_balls) { glPushMatrix(); glTranslatef(_position.x, _position.y, _position.z); @@ -1145,7 +1156,7 @@ void Avatar::updateSkeleton() { _bone[ AVATAR_BONE_RIGHT_HAND ].position = _handPosition; } - // the following will be replaced by a proper rotation... + // the following will be replaced by a proper rotation...close 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() ); diff --git a/interface/src/Avatar.h b/interface/src/Avatar.h index 2abfc19498..fec8b6e4d0 100644 --- a/interface/src/Avatar.h +++ b/interface/src/Avatar.h @@ -92,8 +92,8 @@ public: float getBodyYaw() {return _bodyYaw;}; void addBodyYaw(float y) {_bodyYaw += y;}; - bool getIsNearInteractingOther() { return _canReachToOtherAvatar; } - + bool getIsNearInteractingOther(); + float getAbsoluteHeadYaw() const; void setLeanForward(float dist); void setLeanSideways(float dist); @@ -144,6 +144,7 @@ public: private: + const bool BALLS_ON = false; const bool AVATAR_GRAVITY = true; const float DECAY = 0.1; const float THRUST_MAG = 1200.0; @@ -226,46 +227,43 @@ private: float returnSpringScale; }; - AvatarHead _head; - bool _isMine; - glm::vec3 _TEST_bigSpherePosition; - float _TEST_bigSphereRadius; - bool _mousePressed; - float _bodyPitchDelta; - float _bodyYawDelta; - float _bodyRollDelta; - bool _usingBodySprings; - glm::vec3 _movedHandOffset; - glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion - AvatarBone _bone[ NUM_AVATAR_BONES ]; - AvatarMode _mode; - glm::vec3 _handHoldingPosition; - glm::vec3 _velocity; - glm::vec3 _thrust; - float _speed; - float _maxArmLength; - Orientation _orientation; - int _driveKeys[MAX_DRIVE_KEYS]; - GLUquadric* _sphere; - float _renderYaw; - float _renderPitch; // Pitch from view frustum when this is own head - bool _transmitterIsFirstData; - timeval _transmitterTimeLastReceived; - timeval _transmitterTimer; - float _transmitterHz; - int _transmitterPackets; - glm::vec3 _transmitterInitialReading; - Avatar* _interactingOther; - bool _canReachToOtherAvatar; - bool _handsCloseEnoughToGrasp; - float _pelvisStandingHeight; - float _height; - Balls* _balls; - AvatarTouch _avatarTouch; - bool _displayingHead; // should be false if in first-person view - bool _returnHeadToCenter; + AvatarHead _head; + bool _isMine; + glm::vec3 _TEST_bigSpherePosition; + float _TEST_bigSphereRadius; + bool _mousePressed; + float _bodyPitchDelta; + float _bodyYawDelta; + float _bodyRollDelta; + bool _usingBodySprings; + glm::vec3 _movedHandOffset; + glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion + AvatarBone _bone[ NUM_AVATAR_BONES ]; + AvatarMode _mode; + glm::vec3 _handHoldingPosition; + glm::vec3 _velocity; + glm::vec3 _thrust; + float _speed; + float _maxArmLength; + Orientation _orientation; + int _driveKeys[MAX_DRIVE_KEYS]; + GLUquadric* _sphere; + float _renderYaw; + float _renderPitch; // Pitch from view frustum when this is own head + bool _transmitterIsFirstData; + timeval _transmitterTimeLastReceived; + timeval _transmitterTimer; + float _transmitterHz; + int _transmitterPackets; + glm::vec3 _transmitterInitialReading; + Avatar* _interactingOther; + float _pelvisStandingHeight; + float _height; + Balls* _balls; + AvatarTouch _avatarTouch; + bool _displayingHead; // should be false if in first-person view + bool _returnHeadToCenter; - // private methods... void initializeSkeleton(); void updateSkeleton(); diff --git a/interface/src/AvatarTouch.cpp b/interface/src/AvatarTouch.cpp index bf694afdac..37c4c7fb2f 100644 --- a/interface/src/AvatarTouch.cpp +++ b/interface/src/AvatarTouch.cpp @@ -11,15 +11,18 @@ #include "AvatarTouch.h" #include "InterfaceConfig.h" -const float THREAD_RADIUS = 0.007; +const float THREAD_RADIUS = 0.012; AvatarTouch::AvatarTouch() { _myHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f ); _yourHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f ); _myHandState = 0; - _yourHandState = 0; + _yourHandState = 0; + _canReachToOtherAvatar = false; + _handsCloseEnoughToGrasp = false; + for (int p=0; p