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https://github.com/overte-org/overte.git
synced 2025-08-04 04:43:31 +02:00
Added hand movement and body motion to transmitter. Feel much better - like dancing.
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parent
0d7644d1fc
commit
3539ec858e
4 changed files with 41 additions and 9 deletions
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@ -849,7 +849,7 @@ void Application::idle() {
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timeval check;
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gettimeofday(&check, NULL);
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// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time
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// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time we ran
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if (diffclock(&_lastTimeIdle, &check) > IDLE_SIMULATE_MSECS) {
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@ -857,8 +857,10 @@ void Application::idle() {
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// Use Transmitter Hand to move hand if connected, else use mouse
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if (_myTransmitter.isConnected()) {
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const float HAND_FORCE_SCALING = 0.05f;
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_myAvatar.setMovedHandOffset(_myTransmitter.getLastAcceleration() * HAND_FORCE_SCALING);
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const float HAND_FORCE_SCALING = 0.01f;
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glm::vec3 estimatedRotation = _myTransmitter.getEstimatedRotation();
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glm::vec3 handForce(-estimatedRotation.z, -estimatedRotation.x, estimatedRotation.y);
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_myAvatar.setMovedHandOffset(handForce * HAND_FORCE_SCALING);
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} else {
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// update behaviors for avatar hand movement: handControl takes mouse values as input,
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// and gives back 3D values modulated for smooth transitioning between interaction modes.
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@ -964,20 +966,26 @@ void Application::idle() {
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networkReceive(0);
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}
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//loop through all the remote avatars and simulate them...
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//loop through all the other avatars and simulate them...
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AgentList* agentList = AgentList::getInstance();
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agentList->lock();
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for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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if (agent->getLinkedData() != NULL) {
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Avatar *avatar = (Avatar *)agent->getLinkedData();
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avatar->simulate(deltaTime);
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avatar->simulate(deltaTime, false);
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avatar->setMouseRay(mouseRayOrigin, mouseRayDirection);
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}
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}
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agentList->unlock();
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// Simulate myself
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_myAvatar.setGravity(getGravity(_myAvatar.getPosition()));
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_myAvatar.simulate(deltaTime);
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if (_transmitterDrives->isChecked() && _myTransmitter.isConnected()) {
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_myAvatar.simulate(deltaTime, &_myTransmitter);
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} else {
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_myAvatar.simulate(deltaTime, NULL);
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}
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// Update audio stats for procedural sounds
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#ifndef _WIN32
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@ -1204,6 +1212,9 @@ void Application::initMenu() {
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_gyroLook->setChecked(true);
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(_mouseLook = optionsMenu->addAction("Mouse Look"))->setCheckable(true);
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_mouseLook->setChecked(false);
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(_transmitterDrives = optionsMenu->addAction("Transmitter Drive"))->setCheckable(true);
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_transmitterDrives->setChecked(true);
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optionsMenu->addAction("Fullscreen", this, SLOT(setFullscreen(bool)), Qt::Key_F)->setCheckable(true);
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QMenu* renderMenu = menuBar->addMenu("Render");
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@ -2055,6 +2066,7 @@ void Application::resetSensors() {
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}
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QCursor::setPos(_headMouseX, _headMouseY);
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_myAvatar.reset();
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_myTransmitter.resetLevels();
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}
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static void setShortcutsEnabled(QWidget* widget, bool enabled) {
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@ -134,6 +134,7 @@ private:
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QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
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QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
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QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view
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QAction* _transmitterDrives; // Whether to have Transmitter data move/steer the Avatar
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QAction* _renderVoxels; // Whether to render voxels
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QAction* _renderVoxelTextures; // Whether to render noise textures on voxels
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QAction* _renderStarsOn; // Whether to display the stars
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@ -209,7 +209,7 @@ void Avatar::updateFromMouse(int mouseX, int mouseY, int screenWidth, int scree
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return;
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}
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void Avatar::simulate(float deltaTime) {
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void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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//figure out if the mouse cursor is over any body spheres...
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if (_isMine) {
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@ -258,7 +258,8 @@ void Avatar::simulate(float deltaTime) {
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if (_isMine) {
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_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
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// Add Thrusts from keyboard
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if (_driveKeys[FWD ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getFront();}
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if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getFront();}
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if (_driveKeys[RIGHT ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getRight();}
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@ -267,6 +268,24 @@ void Avatar::simulate(float deltaTime) {
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if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getUp();}
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if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;}
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if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;}
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// Add thrusts from Transmitter
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if (transmitter) {
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glm::vec3 rotation = transmitter->getEstimatedRotation();
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const float TRANSMITTER_MIN_RATE = 1.f;
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const float TRANSMITTER_LATERAL_FORCE_SCALE = 25.f;
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const float TRANSMITTER_FWD_FORCE_SCALE = 50.f;
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const float TRANSMITTER_YAW_SCALE = 7.0f;
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if (fabs(rotation.z) > TRANSMITTER_MIN_RATE) {
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_thrust += rotation.z * TRANSMITTER_LATERAL_FORCE_SCALE * deltaTime * _orientation.getRight();
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}
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if (fabs(rotation.x) > TRANSMITTER_MIN_RATE) {
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_thrust += -rotation.x * TRANSMITTER_FWD_FORCE_SCALE * deltaTime * _orientation.getFront();
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}
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if (fabs(rotation.y) > TRANSMITTER_MIN_RATE) {
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_bodyYawDelta += rotation.y * TRANSMITTER_YAW_SCALE * deltaTime;
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}
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}
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}
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// update body yaw by body yaw delta
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@ -110,7 +110,7 @@ public:
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void setMousePressed(bool pressed);
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void render(bool lookingInMirror, glm::vec3 cameraPosition);
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void renderBody(bool lookingInMirror);
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void simulate(float);
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void simulate(float deltaTime, Transmitter* transmitter);
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void setMovedHandOffset(glm::vec3 movedHandOffset) { _movedHandOffset = movedHandOffset; }
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void updateArmIKAndConstraints( float deltaTime );
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void setDisplayingHead( bool displayingHead );
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