mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 17:03:58 +02:00
Wired up the send of the display data to the servers
Added the renderDisplayName in Avatar
This commit is contained in:
parent
665971c2ab
commit
319d1f6795
6 changed files with 135 additions and 100 deletions
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@ -858,7 +858,14 @@ void Menu::editPreferences() {
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applicationInstance->getAvatar()->setSkeletonModelURL(skeletonModelURL);
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shouldDispatchIdentityPacket = true;
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}
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QString displayNameStr(displayNameEdit->text());
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if (displayNameStr != displayNameString) {
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applicationInstance->getAvatar()->setDisplayName(displayNameStr);
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shouldDispatchIdentityPacket = true;
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}
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if (shouldDispatchIdentityPacket) {
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applicationInstance->getAvatar()->sendIdentityPacket();
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}
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@ -28,6 +28,7 @@
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#include "devices/OculusManager.h"
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#include "ui/TextRenderer.h"
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using namespace std;
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const glm::vec3 DEFAULT_UP_DIRECTION(0.0f, 1.0f, 0.0f);
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@ -74,7 +75,8 @@ Avatar::Avatar() :
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_mouseRayDirection(0.0f, 0.0f, 0.0f),
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_moving(false),
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_owningAvatarMixer(),
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_initialized(false)
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_initialized(false),
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_displayNameWidth(0)
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{
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// we may have been created in the network thread, but we live in the main thread
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moveToThread(Application::getInstance()->thread());
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@ -82,6 +84,8 @@ Avatar::Avatar() :
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// give the pointer to our head to inherited _headData variable from AvatarData
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_headData = &_head;
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_handData = &_hand;
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}
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Avatar::~Avatar() {
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@ -145,22 +149,27 @@ void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction) {
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_mouseRayDirection = direction;
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}
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static TextRenderer* textRenderer() {
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static TextRenderer* chatTextRenderer() {
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static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 24, -1, false, TextRenderer::SHADOW_EFFECT);
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return renderer;
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}
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static TextRenderer* displayNameTextRenderer() {
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static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 12, -1, false, TextRenderer::SHADOW_EFFECT);
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return renderer;
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}
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void Avatar::render(bool forceRenderHead) {
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{
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// glow when moving in the distance
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glm::vec3 toTarget = _position - Application::getInstance()->getAvatar()->getPosition();
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const float GLOW_DISTANCE = 5.0f;
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Glower glower(_moving && glm::length(toTarget) > GLOW_DISTANCE ? 1.0f : 0.0f);
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// render body
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renderBody(forceRenderHead);
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// render sphere when far away
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const float MAX_ANGLE = 10.f;
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float height = getHeight();
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@ -176,13 +185,15 @@ void Avatar::render(bool forceRenderHead) {
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glPopMatrix();
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}
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}
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// render display name
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renderDisplayName();
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if (!_chatMessage.empty()) {
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int width = 0;
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int lastWidth = 0;
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for (string::iterator it = _chatMessage.begin(); it != _chatMessage.end(); it++) {
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width += (lastWidth = textRenderer()->computeWidth(*it));
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width += (lastWidth = chatTextRenderer()->computeWidth(*it));
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}
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glPushMatrix();
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@ -201,7 +212,7 @@ void Avatar::render(bool forceRenderHead) {
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glDisable(GL_LIGHTING);
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glDepthMask(false);
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if (_keyState == NO_KEY_DOWN) {
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textRenderer()->draw(-width / 2.0f, 0, _chatMessage.c_str());
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chatTextRenderer()->draw(-width / 2.0f, 0, _chatMessage.c_str());
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} else {
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// rather than using substr and allocating a new string, just replace the last
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@ -209,10 +220,10 @@ void Avatar::render(bool forceRenderHead) {
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int lastIndex = _chatMessage.size() - 1;
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char lastChar = _chatMessage[lastIndex];
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_chatMessage[lastIndex] = '\0';
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textRenderer()->draw(-width / 2.0f, 0, _chatMessage.c_str());
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chatTextRenderer()->draw(-width / 2.0f, 0, _chatMessage.c_str());
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_chatMessage[lastIndex] = lastChar;
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glColor3f(0, 1, 0);
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textRenderer()->draw(width / 2.0f - lastWidth, 0, _chatMessage.c_str() + lastIndex);
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chatTextRenderer()->draw(width / 2.0f - lastWidth, 0, _chatMessage.c_str() + lastIndex);
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}
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glEnable(GL_LIGHTING);
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glDepthMask(true);
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@ -248,6 +259,77 @@ void Avatar::renderBody(bool forceRenderHead) {
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_hand.render(false);
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}
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void Avatar::renderDisplayName() {
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if (_displayNameStr.isEmpty()) {
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return;
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}
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glm::vec3 textPosition = _head.getPosition(); //+ glm::vec3(0,50,0);
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glPushMatrix();
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glDepthMask(false);
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glm::dmat4 modelViewMatrix2;
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glGetDoublev(GL_MODELVIEW_MATRIX, (GLdouble*)&modelViewMatrix2);
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glTranslatef(textPosition.x, textPosition.y, textPosition.z);
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// Extract rotation matrix from the modelview matrix
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glm::dmat4 modelViewMatrix;
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glGetDoublev(GL_MODELVIEW_MATRIX, (GLdouble*)&modelViewMatrix);
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// Delete rotation info
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modelViewMatrix[0][0] = modelViewMatrix[1][1] = modelViewMatrix[2][2] = 1.0;
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modelViewMatrix[0][1] = modelViewMatrix[0][2] = 0.0;
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modelViewMatrix[1][0] = modelViewMatrix[1][2] = 0.0;
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modelViewMatrix[2][0] = modelViewMatrix[2][1] = 0.0;
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glLoadMatrixd((GLdouble*)&modelViewMatrix); // Override current matrix with our own
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glScalef(1.0, -1.0, 1.0); // TextRenderer::draw paints the text upside down. This fixes that
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// We need to compute the scale factor such as the text remains with fixed size respect to window coordinates
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// We project y = 0 and y = 1 and check the difference in projection coordinates
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GLdouble projectionMatrix[16];
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GLint viewportMatrix[4];
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GLdouble result0[3];
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GLdouble result1[3];
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glm::dvec3 upVector(modelViewMatrix2[1]);
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glGetDoublev(GL_PROJECTION_MATRIX, (GLdouble*)&projectionMatrix);
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glGetIntegerv(GL_VIEWPORT, viewportMatrix);
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glm::dvec3 testPoint0 = glm::dvec3(textPosition);
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glm::dvec3 testPoint1 = glm::dvec3(textPosition) + upVector;
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bool success;
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success = gluProject(testPoint0.x, testPoint0.y, testPoint0.z,
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(GLdouble*)&modelViewMatrix2, projectionMatrix, viewportMatrix,
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&result0[0], &result0[1], &result0[2]);
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success = success &&
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gluProject(testPoint1.x, testPoint1.y, testPoint1.z,
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(GLdouble*)&modelViewMatrix2, projectionMatrix, viewportMatrix,
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&result1[0], &result1[1], &result1[2]);
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if (success) {
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double textWindowHeight = abs(result1[1] - result0[1]);
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float textScale = 1.0;
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float scaleFactor = 1.0;
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if (textWindowHeight > EPSILON) {
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scaleFactor = textScale / textWindowHeight;
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}
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glScalef(scaleFactor, scaleFactor, 1.0);
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glColor3f(0.93, 0.93, 0.93);
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// TextRenderer, based on QT opengl text rendering functions
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QByteArray ba = _displayNameStr.toLocal8Bit();
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const char *text = ba.data();
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displayNameTextRenderer()->draw(-_displayNameWidth/2.0, 0, text);
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}
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glDepthMask(true);
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glPopMatrix();
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}
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bool Avatar::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
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float minDistance = FLT_MAX;
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float modelDistance;
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@ -346,6 +428,15 @@ void Avatar::setSkeletonModelURL(const QUrl &skeletonModelURL) {
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_skeletonModel.setURL(skeletonModelURL);
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}
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void Avatar::setDisplayName(const QString& displayName) {
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AvatarData::setDisplayNameStr(displayName);
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int width = 0;
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for (int i = 0; i < displayName.size(); i++) {
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width += (displayNameTextRenderer()->computeWidth(displayName[i].toLatin1()));
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}
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_displayNameWidth = width;
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}
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int Avatar::parseData(const QByteArray& packet) {
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// change in position implies movement
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glm::vec3 oldPosition = _position;
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@ -21,6 +21,7 @@
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#include "SkeletonModel.h"
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#include "world.h"
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static const float SCALING_RATIO = .05f;
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static const float SMOOTHING_RATIO = .05f; // 0 < ratio < 1
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static const float RESCALING_TOLERANCE = .02f;
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@ -114,6 +115,7 @@ public:
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virtual void setFaceModelURL(const QUrl& faceModelURL);
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virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
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virtual void setDisplayName(const QString& displayName);
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int parseData(const QByteArray& packet);
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@ -152,7 +154,13 @@ private:
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bool _initialized;
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int _displayNameWidth;
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void renderBody(bool forceRenderHead);
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void renderDisplayName();
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};
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#endif
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@ -75,93 +75,7 @@ void AvatarManager::renderAvatars(bool forceRenderHead, bool selfAvatarOnly) {
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"Application::renderAvatars()");
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bool renderLookAtVectors = Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors);
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// -------------------------------------------------------------------------------------
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// Josecpujol(begin): test code, as I dont seem to get any avatar. Render some text here
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// -------------------------------------------------------------------------------------
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glm::dvec3 textPosition(100.0, 50.0, 100.0);
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std::string text("my string");
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// Draw a fake avatar
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glPushMatrix();
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glColor3f(1.0,0,0);
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double radius = 10.0;
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glTranslated(textPosition.x, textPosition.y - 2 * radius, textPosition.z);
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glutSolidSphere(radius, 10, 10);
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glPopMatrix();
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// Draw a mark where the text should be
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glPushMatrix();
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glColor3f(1.0,1.0,0);
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glTranslated(textPosition.x, textPosition.y, textPosition.z);
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glutSolidSphere(1.0, 10, 10);
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glPopMatrix();
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glPushMatrix();
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glm::dmat4 modelViewMatrix2;
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glGetDoublev(GL_MODELVIEW_MATRIX, (GLdouble*)&modelViewMatrix2);
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glTranslated(textPosition.x, textPosition.y, textPosition.z);
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// Extract rotation matrix from the modelview matrix
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glm::dmat4 modelViewMatrix;
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glGetDoublev(GL_MODELVIEW_MATRIX, (GLdouble*)&modelViewMatrix);
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// Delete rotation info
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modelViewMatrix[0][0] = modelViewMatrix[1][1] = modelViewMatrix[2][2] = 1.0;
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modelViewMatrix[0][1] = modelViewMatrix[0][2] = 0.0;
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modelViewMatrix[1][0] = modelViewMatrix[1][2] = 0.0;
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modelViewMatrix[2][0] = modelViewMatrix[2][1] = 0.0;
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glLoadMatrixd((GLdouble*)&modelViewMatrix); // Override current matrix with our own
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glScalef(1.0, -1.0, 1.0); // TextRenderer::draw paints the text upside down. This fixes that
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// We need to compute the scale factor such as the text remains with fixed size respect to window coordinates
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// We project y = 0 and y = 1 and check the difference in projection coordinates
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GLdouble projectionMatrix[16];
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GLint viewportMatrix[4];
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GLdouble result0[3];
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GLdouble result1[3];
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glm::dvec3 upVector(modelViewMatrix2[1]);
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glGetDoublev(GL_PROJECTION_MATRIX, (GLdouble*)&projectionMatrix);
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glGetIntegerv(GL_VIEWPORT, viewportMatrix);
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glm::dvec3 testPoint0 = textPosition;
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glm::dvec3 testPoint1 = textPosition + upVector;
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bool success;
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success = gluProject(testPoint0.x, testPoint0.y, testPoint0.z,
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(GLdouble*)&modelViewMatrix2, projectionMatrix, viewportMatrix,
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&result0[0], &result0[1], &result0[2]);
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success = success &&
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gluProject(testPoint1.x, testPoint1.y, testPoint1.z,
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(GLdouble*)&modelViewMatrix2, projectionMatrix, viewportMatrix,
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&result1[0], &result1[1], &result1[2]);
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if (success) {
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double textWindowHeight = abs(result1[1] - result0[1]);
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float textScale = 1.0;
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float scaleFactor = textScale / textWindowHeight;
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glScalef(scaleFactor, scaleFactor, 1.0);
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glColor3f(0.93, 0.93, 0.93);
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// TextRenderer, based on QT opengl text rendering functions
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TextRenderer* textRenderer = new TextRenderer(SANS_FONT_FAMILY, 12, -1, false, TextRenderer::NO_EFFECT);
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int width = 0;
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for (std::string::iterator it = text.begin(); it != text.end(); it++) {
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width += (textRenderer->computeWidth(*it));
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}
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textRenderer->draw(-width/2.0, 0, text.c_str());
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delete textRenderer;
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}
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glPopMatrix();
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// -------------------------------------------------------------------------------------
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// josecpujol(end)
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// -------------------------------------------------------------------------------------
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if (!selfAvatarOnly) {
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foreach (const AvatarSharedPointer& avatarPointer, _avatarHash) {
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@ -274,7 +274,8 @@ bool AvatarData::hasIdentityChangedAfterParsing(const QByteArray &packet) {
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QUuid avatarUUID;
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QUrl faceModelURL, skeletonModelURL;
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packetStream >> avatarUUID >> faceModelURL >> skeletonModelURL;
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QString displayNameStr;
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packetStream >> avatarUUID >> faceModelURL >> skeletonModelURL >> displayNameStr;
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bool hasIdentityChanged = false;
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@ -287,7 +288,12 @@ bool AvatarData::hasIdentityChangedAfterParsing(const QByteArray &packet) {
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setSkeletonModelURL(skeletonModelURL);
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hasIdentityChanged = true;
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}
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if (displayNameStr != _displayNameStr) {
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setDisplayNameStr(displayNameStr);
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hasIdentityChanged = true;
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}
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return hasIdentityChanged;
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}
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@ -295,7 +301,7 @@ QByteArray AvatarData::identityByteArray() {
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QByteArray identityData;
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QDataStream identityStream(&identityData, QIODevice::Append);
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identityStream << QUuid() << _faceModelURL << _skeletonModelURL;
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identityStream << QUuid() << _faceModelURL << _skeletonModelURL << _displayNameStr;
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return identityData;
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}
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@ -310,6 +316,12 @@ void AvatarData::setSkeletonModelURL(const QUrl& skeletonModelURL) {
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_skeletonModelURL = skeletonModelURL;
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}
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void AvatarData::setDisplayNameStr(const QString& displayName) {
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qDebug() << "Changing display name for avatar to" << displayName;
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_displayNameStr = displayName;
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}
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void AvatarData::setClampedTargetScale(float targetScale) {
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targetScale = glm::clamp(targetScale, MIN_AVATAR_SCALE, MAX_AVATAR_SCALE);
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@ -149,8 +149,10 @@ public:
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const QUrl& getFaceModelURL() const { return _faceModelURL; }
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const QUrl& getSkeletonModelURL() const { return _skeletonModelURL; }
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const QString& getDisplayNameStr() const { return _displayNameStr; }
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virtual void setFaceModelURL(const QUrl& faceModelURL);
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virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
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virtual void setDisplayNameStr(const QString& displayName);
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protected:
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glm::vec3 _position;
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QUrl _faceModelURL;
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QUrl _skeletonModelURL;
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QString _displayNameStr;
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private:
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// privatize the copy constructor and assignment operator so they cannot be called
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AvatarData(const AvatarData&);
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