Added hand movement and body motion to transmitter. Feel much better - like dancing.

This commit is contained in:
Philip Rosedale 2013-05-20 23:22:28 -07:00
parent 0d7644d1fc
commit 3539ec858e
4 changed files with 41 additions and 9 deletions

View file

@ -849,7 +849,7 @@ void Application::idle() {
timeval check;
gettimeofday(&check, NULL);
// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time
// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time we ran
if (diffclock(&_lastTimeIdle, &check) > IDLE_SIMULATE_MSECS) {
@ -857,8 +857,10 @@ void Application::idle() {
// Use Transmitter Hand to move hand if connected, else use mouse
if (_myTransmitter.isConnected()) {
const float HAND_FORCE_SCALING = 0.05f;
_myAvatar.setMovedHandOffset(_myTransmitter.getLastAcceleration() * HAND_FORCE_SCALING);
const float HAND_FORCE_SCALING = 0.01f;
glm::vec3 estimatedRotation = _myTransmitter.getEstimatedRotation();
glm::vec3 handForce(-estimatedRotation.z, -estimatedRotation.x, estimatedRotation.y);
_myAvatar.setMovedHandOffset(handForce * HAND_FORCE_SCALING);
} else {
// update behaviors for avatar hand movement: handControl takes mouse values as input,
// and gives back 3D values modulated for smooth transitioning between interaction modes.
@ -964,20 +966,26 @@ void Application::idle() {
networkReceive(0);
}
//loop through all the remote avatars and simulate them...
//loop through all the other avatars and simulate them...
AgentList* agentList = AgentList::getInstance();
agentList->lock();
for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
if (agent->getLinkedData() != NULL) {
Avatar *avatar = (Avatar *)agent->getLinkedData();
avatar->simulate(deltaTime);
avatar->simulate(deltaTime, false);
avatar->setMouseRay(mouseRayOrigin, mouseRayDirection);
}
}
agentList->unlock();
// Simulate myself
_myAvatar.setGravity(getGravity(_myAvatar.getPosition()));
_myAvatar.simulate(deltaTime);
if (_transmitterDrives->isChecked() && _myTransmitter.isConnected()) {
_myAvatar.simulate(deltaTime, &_myTransmitter);
} else {
_myAvatar.simulate(deltaTime, NULL);
}
// Update audio stats for procedural sounds
#ifndef _WIN32
@ -1204,6 +1212,9 @@ void Application::initMenu() {
_gyroLook->setChecked(true);
(_mouseLook = optionsMenu->addAction("Mouse Look"))->setCheckable(true);
_mouseLook->setChecked(false);
(_transmitterDrives = optionsMenu->addAction("Transmitter Drive"))->setCheckable(true);
_transmitterDrives->setChecked(true);
optionsMenu->addAction("Fullscreen", this, SLOT(setFullscreen(bool)), Qt::Key_F)->setCheckable(true);
QMenu* renderMenu = menuBar->addMenu("Render");
@ -2055,6 +2066,7 @@ void Application::resetSensors() {
}
QCursor::setPos(_headMouseX, _headMouseY);
_myAvatar.reset();
_myTransmitter.resetLevels();
}
static void setShortcutsEnabled(QWidget* widget, bool enabled) {

View file

@ -134,6 +134,7 @@ private:
QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view
QAction* _transmitterDrives; // Whether to have Transmitter data move/steer the Avatar
QAction* _renderVoxels; // Whether to render voxels
QAction* _renderVoxelTextures; // Whether to render noise textures on voxels
QAction* _renderStarsOn; // Whether to display the stars

View file

@ -209,7 +209,7 @@ void Avatar::updateFromMouse(int mouseX, int mouseY, int screenWidth, int scree
return;
}
void Avatar::simulate(float deltaTime) {
void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
//figure out if the mouse cursor is over any body spheres...
if (_isMine) {
@ -258,7 +258,8 @@ void Avatar::simulate(float deltaTime) {
if (_isMine) {
_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
// Add Thrusts from keyboard
if (_driveKeys[FWD ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getFront();}
if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getFront();}
if (_driveKeys[RIGHT ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getRight();}
@ -267,6 +268,24 @@ void Avatar::simulate(float deltaTime) {
if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getUp();}
if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;}
if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;}
// Add thrusts from Transmitter
if (transmitter) {
glm::vec3 rotation = transmitter->getEstimatedRotation();
const float TRANSMITTER_MIN_RATE = 1.f;
const float TRANSMITTER_LATERAL_FORCE_SCALE = 25.f;
const float TRANSMITTER_FWD_FORCE_SCALE = 50.f;
const float TRANSMITTER_YAW_SCALE = 7.0f;
if (fabs(rotation.z) > TRANSMITTER_MIN_RATE) {
_thrust += rotation.z * TRANSMITTER_LATERAL_FORCE_SCALE * deltaTime * _orientation.getRight();
}
if (fabs(rotation.x) > TRANSMITTER_MIN_RATE) {
_thrust += -rotation.x * TRANSMITTER_FWD_FORCE_SCALE * deltaTime * _orientation.getFront();
}
if (fabs(rotation.y) > TRANSMITTER_MIN_RATE) {
_bodyYawDelta += rotation.y * TRANSMITTER_YAW_SCALE * deltaTime;
}
}
}
// update body yaw by body yaw delta

View file

@ -110,7 +110,7 @@ public:
void setMousePressed(bool pressed);
void render(bool lookingInMirror, glm::vec3 cameraPosition);
void renderBody(bool lookingInMirror);
void simulate(float);
void simulate(float deltaTime, Transmitter* transmitter);
void setMovedHandOffset(glm::vec3 movedHandOffset) { _movedHandOffset = movedHandOffset; }
void updateArmIKAndConstraints( float deltaTime );
void setDisplayingHead( bool displayingHead );