resolve conflicts on merge with upstream master

This commit is contained in:
Stephen Birarda 2013-06-05 18:28:02 -07:00
parent 30d6c7f68a
commit 2cb9b609f4

View file

@ -1084,7 +1084,7 @@ void Avatar::updateBodyBalls(float deltaTime) {
} else {
glm::vec3 parentDirection = _bodyBall[ _skeleton.joint[b].parent ].rotation * JOINT_DIRECTION;
_bodyBall[b].rotation = rotationBetween(parentDirection, springVector) *
_bodyBall[ _skeleton.joint[b].parent ].rotation;
_bodyBall[ _skeleton.joint[b].parent ].rotation;
}
}
}
@ -1146,74 +1146,73 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
const float RENDER_OPAQUE_BEYOND = 1.0f; // Meters beyond which body is shown opaque
const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
// Render the body's voxels
_voxels.render(false);
// Render the body as balls and cones
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
if (lookingInMirror || _owningAgent) {
alpha = 1.0f;
}
// Always render other people, and render myself when beyond threshold distance
if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
_head.render(lookingInMirror, _cameraPosition, alpha);
}
} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
|| b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
// Render the body ball sphere
if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
} else {
glColor4f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f,
alpha);
if (renderAvatarBalls) {
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
if (lookingInMirror || _owningAgent) {
alpha = 1.0f;
}
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )) {
glPushMatrix();
glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
// Render the cone connecting this ball to its parent
if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )
&& (b != BODY_BALL_PELVIS )
&& (b != BODY_BALL_TORSO )
&& (b != BODY_BALL_CHEST )
&& (b != BODY_BALL_LEFT_COLLAR )
&& (b != BODY_BALL_LEFT_SHOULDER )
&& (b != BODY_BALL_RIGHT_COLLAR )
&& (b != BODY_BALL_RIGHT_SHOULDER)) {
glColor3fv(DARK_SKIN_COLOR);
float r1 = _bodyBall[_bodyBall[b].parentBall ].radius * 0.8;
float r2 = _bodyBall[b].radius * 0.8;
if (b == BODY_BALL_HEAD_BASE) {
r1 *= 0.5f;
// Always render other people, and render myself when beyond threshold distance
if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
_head.render(lookingInMirror, _cameraPosition, alpha);
}
} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
|| b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
// Render the body ball sphere
if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
} else {
glColor4f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f,
alpha);
}
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )) {
glPushMatrix();
glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
// Render the cone connecting this ball to its parent
if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )
&& (b != BODY_BALL_PELVIS )
&& (b != BODY_BALL_TORSO )
&& (b != BODY_BALL_CHEST )
&& (b != BODY_BALL_LEFT_COLLAR )
&& (b != BODY_BALL_LEFT_SHOULDER )
&& (b != BODY_BALL_RIGHT_COLLAR )
&& (b != BODY_BALL_RIGHT_SHOULDER)) {
glColor3fv(DARK_SKIN_COLOR);
float r1 = _bodyBall[_bodyBall[b].parentBall ].radius * 0.8;
float r2 = _bodyBall[b].radius * 0.8;
if (b == BODY_BALL_HEAD_BASE) {
r1 *= 0.5f;
}
renderJointConnectingCone
(
_bodyBall[_bodyBall[b].parentBall].position,
_bodyBall[b].position, r2, r2
);
}
renderJointConnectingCone
(
_bodyBall[_bodyBall[b].parentBall].position,
_bodyBall[b].position, r2, r2
);
}
}
}
@ -1225,37 +1224,6 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity, float deltaTime, float smoothingTime) {
//
// Given absolute position and angular velocity information, update the avatar's head angles
// with the goal of fast instantaneous updates that gradually follow the absolute data.
//
// Euler Angle format is (Yaw, Pitch, Roll) in degrees
//
// Angular Velocity is (Yaw, Pitch, Roll) in degrees per second
//
// SMOOTHING_TIME is the time is seconds over which the head should average to the
// absolute eulerAngles passed.
//
//
if (deltaTime == 0.f) {
// On first sample, set head to absolute position
_head.setYaw (eulerAngles->x);
_head.setPitch(eulerAngles->y);
_head.setRoll (eulerAngles->z);
} else {
glm::vec3 angles(_head.getYaw(), _head.getPitch(), _head.getRoll());
// Increment by detected velocity
angles += (*angularVelocity) * deltaTime;
// Smooth to slowly follow absolute values
angles = ((1.f - deltaTime / smoothingTime) * angles) + (deltaTime / smoothingTime) * (*eulerAngles);
_head.setYaw (angles.x);
_head.setPitch(angles.y);
_head.setRoll (angles.z);
// printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z);
}
}
void Avatar::loadData(QSettings* set) {
set->beginGroup("Avatar");
@ -1336,4 +1304,4 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
}
glEnd();
}
}