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resolve conflicts on merge with upstream master
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1 changed files with 65 additions and 97 deletions
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@ -1084,7 +1084,7 @@ void Avatar::updateBodyBalls(float deltaTime) {
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} else {
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glm::vec3 parentDirection = _bodyBall[ _skeleton.joint[b].parent ].rotation * JOINT_DIRECTION;
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_bodyBall[b].rotation = rotationBetween(parentDirection, springVector) *
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_bodyBall[ _skeleton.joint[b].parent ].rotation;
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_bodyBall[ _skeleton.joint[b].parent ].rotation;
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}
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}
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}
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@ -1146,74 +1146,73 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
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const float RENDER_OPAQUE_BEYOND = 1.0f; // Meters beyond which body is shown opaque
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const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
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// Render the body's voxels
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_voxels.render(false);
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// Render the body as balls and cones
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for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
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float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
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float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
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(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
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if (lookingInMirror || _owningAgent) {
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alpha = 1.0f;
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}
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// Always render other people, and render myself when beyond threshold distance
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if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
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if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
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_head.render(lookingInMirror, _cameraPosition, alpha);
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}
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} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
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|| b == BODY_BALL_RIGHT_ELBOW
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|| b == BODY_BALL_RIGHT_WRIST
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|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
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// Render the body ball sphere
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if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
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|| b == BODY_BALL_RIGHT_WRIST
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|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
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glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
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SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
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SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
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} else {
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glColor4f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
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SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
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SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f,
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alpha);
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if (renderAvatarBalls) {
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for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
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float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
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float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
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(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
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if (lookingInMirror || _owningAgent) {
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alpha = 1.0f;
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}
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if ((b != BODY_BALL_HEAD_TOP )
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&& (b != BODY_BALL_HEAD_BASE )) {
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glPushMatrix();
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glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
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glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
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glPopMatrix();
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}
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// Render the cone connecting this ball to its parent
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if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
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if ((b != BODY_BALL_HEAD_TOP )
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&& (b != BODY_BALL_HEAD_BASE )
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&& (b != BODY_BALL_PELVIS )
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&& (b != BODY_BALL_TORSO )
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&& (b != BODY_BALL_CHEST )
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&& (b != BODY_BALL_LEFT_COLLAR )
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&& (b != BODY_BALL_LEFT_SHOULDER )
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&& (b != BODY_BALL_RIGHT_COLLAR )
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&& (b != BODY_BALL_RIGHT_SHOULDER)) {
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glColor3fv(DARK_SKIN_COLOR);
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float r1 = _bodyBall[_bodyBall[b].parentBall ].radius * 0.8;
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float r2 = _bodyBall[b].radius * 0.8;
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if (b == BODY_BALL_HEAD_BASE) {
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r1 *= 0.5f;
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// Always render other people, and render myself when beyond threshold distance
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if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
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if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
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_head.render(lookingInMirror, _cameraPosition, alpha);
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}
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} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
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|| b == BODY_BALL_RIGHT_ELBOW
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|| b == BODY_BALL_RIGHT_WRIST
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|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
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// Render the body ball sphere
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if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
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|| b == BODY_BALL_RIGHT_WRIST
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|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
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glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
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SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
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SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
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} else {
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glColor4f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
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SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
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SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f,
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alpha);
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}
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if ((b != BODY_BALL_HEAD_TOP )
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&& (b != BODY_BALL_HEAD_BASE )) {
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glPushMatrix();
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glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
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glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
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glPopMatrix();
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}
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// Render the cone connecting this ball to its parent
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if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
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if ((b != BODY_BALL_HEAD_TOP )
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&& (b != BODY_BALL_HEAD_BASE )
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&& (b != BODY_BALL_PELVIS )
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&& (b != BODY_BALL_TORSO )
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&& (b != BODY_BALL_CHEST )
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&& (b != BODY_BALL_LEFT_COLLAR )
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&& (b != BODY_BALL_LEFT_SHOULDER )
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&& (b != BODY_BALL_RIGHT_COLLAR )
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&& (b != BODY_BALL_RIGHT_SHOULDER)) {
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glColor3fv(DARK_SKIN_COLOR);
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float r1 = _bodyBall[_bodyBall[b].parentBall ].radius * 0.8;
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float r2 = _bodyBall[b].radius * 0.8;
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if (b == BODY_BALL_HEAD_BASE) {
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r1 *= 0.5f;
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}
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renderJointConnectingCone
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(
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_bodyBall[_bodyBall[b].parentBall].position,
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_bodyBall[b].position, r2, r2
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);
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}
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renderJointConnectingCone
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(
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_bodyBall[_bodyBall[b].parentBall].position,
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_bodyBall[b].position, r2, r2
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);
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}
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}
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}
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@ -1225,37 +1224,6 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
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void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity, float deltaTime, float smoothingTime) {
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//
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// Given absolute position and angular velocity information, update the avatar's head angles
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// with the goal of fast instantaneous updates that gradually follow the absolute data.
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//
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// Euler Angle format is (Yaw, Pitch, Roll) in degrees
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//
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// Angular Velocity is (Yaw, Pitch, Roll) in degrees per second
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//
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// SMOOTHING_TIME is the time is seconds over which the head should average to the
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// absolute eulerAngles passed.
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//
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//
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if (deltaTime == 0.f) {
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// On first sample, set head to absolute position
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_head.setYaw (eulerAngles->x);
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_head.setPitch(eulerAngles->y);
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_head.setRoll (eulerAngles->z);
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} else {
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glm::vec3 angles(_head.getYaw(), _head.getPitch(), _head.getRoll());
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// Increment by detected velocity
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angles += (*angularVelocity) * deltaTime;
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// Smooth to slowly follow absolute values
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angles = ((1.f - deltaTime / smoothingTime) * angles) + (deltaTime / smoothingTime) * (*eulerAngles);
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_head.setYaw (angles.x);
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_head.setPitch(angles.y);
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_head.setRoll (angles.z);
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// printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z);
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}
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}
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void Avatar::loadData(QSettings* set) {
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set->beginGroup("Avatar");
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@ -1336,4 +1304,4 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
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}
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glEnd();
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}
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}
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