Merge branch 'master' of https://github.com/worklist/hifi into voxeltars

This commit is contained in:
Andrzej Kapolka 2013-06-01 15:07:00 -07:00
commit 35ae08def0
8 changed files with 361 additions and 359 deletions

View file

@ -1098,7 +1098,7 @@ void Application::idle() {
}
}
}
// Update audio stats for procedural sounds
#ifndef _WIN32
_audio.setLastAcceleration(_myAvatar.getThrust());

View file

@ -33,11 +33,9 @@ const float YOUR_HAND_HOLDING_PULL = 1.0;
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1000.0f;
const float BODY_SPRING_FORCE = 300.0f;
const float BODY_SPRING_DECAY = 16.0f;
const float COLLISION_RADIUS_SCALAR = 1.8;
const float COLLISION_BALL_FORCE = 1.0;
const float COLLISION_BODY_FORCE = 6.0;
const float COLLISION_BALL_FRICTION = 60.0;
const float COLLISION_BODY_FRICTION = 0.5;
const float COLLISION_RADIUS_SCALAR = 1.2; //pertains to avatar-to-avatar collisions
const float COLLISION_BALL_FORCE = 200.0; //pertains to avatar-to-avatar collisions
const float COLLISION_BODY_FORCE = 30.0; //pertains to avatar-to-avatar collisions
const float HEAD_ROTATION_SCALE = 0.70;
const float HEAD_ROLL_SCALE = 0.40;
const float HEAD_MAX_PITCH = 45;
@ -46,7 +44,7 @@ const float HEAD_MAX_YAW = 85;
const float HEAD_MIN_YAW = -85;
const float PERIPERSONAL_RADIUS = 1.0f;
const float AVATAR_BRAKING_STRENGTH = 40.0f;
const float JOINT_TOUCH_RANGE = 0.0005f;
const float JOINT_TOUCH_RANGE = 0.01f;
const float FLOATING_HEIGHT = 0.13f;
const bool USING_HEAD_LEAN = false;
const float LEAN_SENSITIVITY = 0.15;
@ -99,8 +97,15 @@ Avatar::Avatar(Agent* owningAgent) :
_driveKeys[i] = false;
}
initializeSkeleton();
_skeleton.initialize();
initializeBodyBalls();
_height = _skeleton.getHeight() + _bodyBall[ AVATAR_JOINT_LEFT_HEEL ].radius + _bodyBall[ AVATAR_JOINT_HEAD_BASE ].radius;
_maxArmLength = _skeleton.getArmLength();
_pelvisStandingHeight = _skeleton.getPelvisStandingHeight() + _bodyBall[ AVATAR_JOINT_LEFT_HEEL ].radius;
_pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight() + _bodyBall[ AVATAR_JOINT_LEFT_HEEL ].radius;
_avatarTouch.setReachableRadius(PERIPERSONAL_RADIUS);
if (BALLS_ON) {
@ -110,6 +115,56 @@ Avatar::Avatar(Agent* owningAgent) :
}
}
void Avatar::initializeBodyBalls() {
for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
_bodyBall[b].isCollidable = true;
_bodyBall[b].position = glm::vec3(0.0, 0.0, 0.0);
_bodyBall[b].velocity = glm::vec3(0.0, 0.0, 0.0);
_bodyBall[b].radius = 0.0;
_bodyBall[b].touchForce = 0.0;
_bodyBall[b].jointTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
}
// specify the radii of the joints
_bodyBall[ AVATAR_JOINT_PELVIS ].radius = 0.07;
_bodyBall[ AVATAR_JOINT_TORSO ].radius = 0.065;
_bodyBall[ AVATAR_JOINT_CHEST ].radius = 0.08;
_bodyBall[ AVATAR_JOINT_NECK_BASE ].radius = 0.03;
_bodyBall[ AVATAR_JOINT_HEAD_BASE ].radius = 0.07;
_bodyBall[ AVATAR_JOINT_LEFT_COLLAR ].radius = 0.04;
_bodyBall[ AVATAR_JOINT_LEFT_SHOULDER ].radius = 0.03;
_bodyBall[ AVATAR_JOINT_LEFT_ELBOW ].radius = 0.02;
_bodyBall[ AVATAR_JOINT_LEFT_WRIST ].radius = 0.02;
_bodyBall[ AVATAR_JOINT_LEFT_FINGERTIPS ].radius = 0.01;
_bodyBall[ AVATAR_JOINT_RIGHT_COLLAR ].radius = 0.04;
_bodyBall[ AVATAR_JOINT_RIGHT_SHOULDER ].radius = 0.03;
_bodyBall[ AVATAR_JOINT_RIGHT_ELBOW ].radius = 0.02;
_bodyBall[ AVATAR_JOINT_RIGHT_WRIST ].radius = 0.02;
_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS ].radius = 0.01;
_bodyBall[ AVATAR_JOINT_LEFT_HIP ].radius = 0.04;
_bodyBall[ AVATAR_JOINT_LEFT_KNEE ].radius = 0.025;
_bodyBall[ AVATAR_JOINT_LEFT_HEEL ].radius = 0.025;
_bodyBall[ AVATAR_JOINT_LEFT_TOES ].radius = 0.025;
_bodyBall[ AVATAR_JOINT_RIGHT_HIP ].radius = 0.04;
_bodyBall[ AVATAR_JOINT_RIGHT_KNEE ].radius = 0.025;
_bodyBall[ AVATAR_JOINT_RIGHT_HEEL ].radius = 0.025;
_bodyBall[ AVATAR_JOINT_RIGHT_TOES ].radius = 0.025;
/*
// to aid in hand-shaking and hand-holding, the right hand is not collidable
_bodyBall[ AVATAR_JOINT_RIGHT_ELBOW ].isCollidable = false;
_bodyBall[ AVATAR_JOINT_RIGHT_WRIST ].isCollidable = false;
_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS].isCollidable = false;
*/
}
Avatar::~Avatar() {
_headData = NULL;
delete _balls;
@ -222,12 +277,15 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
// update balls
if (_balls) { _balls->simulate(deltaTime); }
// update avatar skeleton
_skeleton.update(deltaTime, getOrientation(), _position);
// if other avatar, update head position from network data
// update avatar skeleton
updateSkeleton();
// if this is not my avatar, then hand position comes from transmitted data
if (_owningAgent) {
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handPosition;
}
//detect and respond to collisions with other avatars...
if (!_owningAgent) {
updateAvatarCollisions(deltaTime);
@ -244,8 +302,8 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
updateCollisionWithEnvironment();
}
// update body springs
updateBodySprings(deltaTime);
// update body balls
updateBodyBalls(deltaTime);
// test for avatar collision response with the big sphere
if (usingBigSphereCollisionTest) {
@ -397,29 +455,29 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
}
}
//apply the head lean values to the springy position...
//apply the head lean values to the ball positions...
if (USING_HEAD_LEAN) {
if (fabs(_head.getLeanSideways() + _head.getLeanForward()) > 0.0f) {
glm::vec3 headLean =
right * _head.getLeanSideways() +
front * _head.getLeanForward();
_joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f;
_joint[ AVATAR_JOINT_CHEST ].springyPosition += headLean * 0.4f;
_joint[ AVATAR_JOINT_NECK_BASE ].springyPosition += headLean * 0.7f;
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition += headLean * 1.0f;
_bodyBall[ AVATAR_JOINT_TORSO ].position += headLean * 0.1f;
_bodyBall[ AVATAR_JOINT_CHEST ].position += headLean * 0.4f;
_bodyBall[ AVATAR_JOINT_NECK_BASE ].position += headLean * 0.7f;
_bodyBall[ AVATAR_JOINT_HEAD_BASE ].position += headLean * 1.0f;
_joint[ AVATAR_JOINT_LEFT_COLLAR ].springyPosition += headLean * 0.6f;
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].springyPosition += headLean * 0.6f;
_joint[ AVATAR_JOINT_LEFT_ELBOW ].springyPosition += headLean * 0.2f;
_joint[ AVATAR_JOINT_LEFT_WRIST ].springyPosition += headLean * 0.1f;
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].springyPosition += headLean * 0.0f;
_bodyBall[ AVATAR_JOINT_LEFT_COLLAR ].position += headLean * 0.6f;
_bodyBall[ AVATAR_JOINT_LEFT_SHOULDER ].position += headLean * 0.6f;
_bodyBall[ AVATAR_JOINT_LEFT_ELBOW ].position += headLean * 0.2f;
_bodyBall[ AVATAR_JOINT_LEFT_WRIST ].position += headLean * 0.1f;
_bodyBall[ AVATAR_JOINT_LEFT_FINGERTIPS ].position += headLean * 0.0f;
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].springyPosition += headLean * 0.6f;
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].springyPosition += headLean * 0.6f;
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].springyPosition += headLean * 0.2f;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].springyPosition += headLean * 0.1f;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition += headLean * 0.0f;
_bodyBall[ AVATAR_JOINT_RIGHT_COLLAR ].position += headLean * 0.6f;
_bodyBall[ AVATAR_JOINT_RIGHT_SHOULDER ].position += headLean * 0.6f;
_bodyBall[ AVATAR_JOINT_RIGHT_ELBOW ].position += headLean * 0.2f;
_bodyBall[ AVATAR_JOINT_RIGHT_WRIST ].position += headLean * 0.1f;
_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += headLean * 0.0f;
}
}
@ -432,9 +490,9 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
}
}
_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
_head.setPosition(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition);
_head.setScale (_joint[ AVATAR_JOINT_HEAD_BASE ].radius);
_head.setBodyRotation (glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
_head.setPosition(_bodyBall[ AVATAR_JOINT_HEAD_BASE ].position);
_head.setScale (_bodyBall[ AVATAR_JOINT_HEAD_BASE ].radius);
_head.setSkinColor(glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]));
_head.simulate(deltaTime, !_owningAgent);
@ -450,13 +508,15 @@ void Avatar::checkForMouseRayTouching() {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
glm::vec3 directionToBodySphere = glm::normalize(_joint[b].springyPosition - _mouseRayOrigin);
glm::vec3 directionToBodySphere = glm::normalize(_bodyBall[b].position - _mouseRayOrigin);
float dot = glm::dot(directionToBodySphere, _mouseRayDirection);
if (dot > (1.0f - JOINT_TOUCH_RANGE)) {
_joint[b].touchForce = (dot - (1.0f - JOINT_TOUCH_RANGE)) / JOINT_TOUCH_RANGE;
float range = _bodyBall[b].radius * JOINT_TOUCH_RANGE;
if (dot > (1.0f - range)) {
_bodyBall[b].touchForce = (dot - (1.0f - range)) / range;
} else {
_joint[b].touchForce = 0.0;
_bodyBall[b].touchForce = 0.0;
}
}
}
@ -479,15 +539,15 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
// reset hand and arm positions according to hand movement
glm::vec3 right = orientation * AVATAR_RIGHT;
glm::vec3 up = orientation * AVATAR_UP;
glm::vec3 up = orientation * AVATAR_UP;
glm::vec3 front = orientation * AVATAR_FRONT;
glm::vec3 transformedHandMovement
= right * _movedHandOffset.x * 2.0f
+ up * -_movedHandOffset.y * 2.0f
+ front * -_movedHandOffset.z * 2.0f;
+ up * -_movedHandOffset.y * 2.0f
+ front * -_movedHandOffset.y * 2.0f;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += transformedHandMovement;
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += transformedHandMovement;
if (!_owningAgent) {
_avatarTouch.setMyBodyPosition(_position);
@ -525,8 +585,8 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
_avatarTouch.setHasInteractingOther(true);
_avatarTouch.setYourBodyPosition(_interactingOther->_position);
_avatarTouch.setYourHandPosition(_interactingOther->_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
_avatarTouch.setYourOrientation (_interactingOther->getOrientation());
_avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
_avatarTouch.setYourHandState (_interactingOther->_handState);
//if hand-holding is initiated by either avatar, turn on hand-holding...
@ -541,8 +601,8 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
glm::vec3 vectorFromMyHandToYourHand
(
_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position -
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
_interactingOther->_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position -
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
);
float distanceBetweenOurHands = glm::length(vectorFromMyHandToYourHand);
@ -564,10 +624,10 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
//if holding hands, apply the appropriate forces
if (_avatarTouch.getHoldingHands()) {
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position +=
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position +=
(
_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
- _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
_interactingOther->_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
- _skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
) * 0.5f;
if (distanceBetweenOurHands > 0.3) {
@ -587,7 +647,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
//Set right hand position and state to be transmitted, and also tell AvatarTouch about it
if (!_owningAgent) {
setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
setHandPosition(_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
if (_mousePressed) {
_handState = HAND_STATE_GRASPING;
@ -596,7 +656,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
}
_avatarTouch.setMyHandState(_handState);
_avatarTouch.setMyHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
_avatarTouch.setMyHandPosition(_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
}
}
@ -608,9 +668,9 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d
float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
if (distanceToBigSphere < myBodyApproximateBoundingRadius + radius) {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
glm::vec3 vectorFromJointToBigSphereCenter(_joint[b].springyPosition - position);
glm::vec3 vectorFromJointToBigSphereCenter(_bodyBall[b].position - position);
float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
float combinedRadius = _joint[b].radius + radius;
float combinedRadius = _bodyBall[b].radius + radius;
if (distanceToBigSphereCenter < combinedRadius) {
jointCollision = true;
@ -620,9 +680,9 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d
float penetration = 1.0 - (distanceToBigSphereCenter / combinedRadius);
glm::vec3 collisionForce = vectorFromJointToBigSphereCenter * penetration;
_joint[b].springyVelocity += collisionForce * 0.0f * deltaTime;
_bodyBall[b].velocity += collisionForce * 0.0f * deltaTime;
_velocity += collisionForce * 40.0f * deltaTime;
_joint[b].springyPosition = position + directionVector * combinedRadius;
_bodyBall[b].position = position + directionVector * combinedRadius;
}
}
}
@ -680,16 +740,17 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
Avatar *otherAvatar = (Avatar *)agent->getLinkedData();
// check if the bounding spheres of the two avatars are colliding
glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) {
//apply forces from collision
applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
//apply forces from collision
applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
}
// test other avatar hand position for proximity
glm::vec3 v(_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position);
glm::vec3 v(_skeleton.joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position);
v -= otherAvatar->getPosition();
float distance = glm::length(v);
@ -702,43 +763,34 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
//detect collisions with other avatars and respond
void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) {
float bodyMomentum = 1.0f;
glm::vec3 bodyPushForce = glm::vec3(0.0f, 0.0f, 0.0f);
// loop through the joints of each avatar to check for every possible collision
for (int b=1; b<NUM_AVATAR_JOINTS; b++) {
if (_joint[b].isCollidable) {
if (_bodyBall[b].isCollidable) {
for (int o=b+1; o<NUM_AVATAR_JOINTS; o++) {
if (otherAvatar->_joint[o].isCollidable) {
if (otherAvatar->_bodyBall[o].isCollidable) {
glm::vec3 vectorBetweenJoints(_joint[b].springyPosition - otherAvatar->_joint[o].springyPosition);
glm::vec3 vectorBetweenJoints(_bodyBall[b].position - otherAvatar->_bodyBall[o].position);
float distanceBetweenJoints = glm::length(vectorBetweenJoints);
if (distanceBetweenJoints > 0.0) { // to avoid divide by zero
float combinedRadius = _joint[b].radius + otherAvatar->_joint[o].radius;
float combinedRadius = _bodyBall[b].radius + otherAvatar->_bodyBall[o].radius;
// check for collision
if (distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
// push balls away from each other and apply friction
glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * deltaTime;
float ballMomentum = 1.0 - COLLISION_BALL_FRICTION * deltaTime;
if (ballMomentum < 0.0) { ballMomentum = 0.0;}
_joint[b].springyVelocity += ballPushForce;
otherAvatar->_joint[o].springyVelocity -= ballPushForce;
float penetration = 1.0f - (distanceBetweenJoints / (combinedRadius * COLLISION_RADIUS_SCALAR));
_joint[b].springyVelocity *= ballMomentum;
otherAvatar->_joint[o].springyVelocity *= ballMomentum;
// accumulate forces and frictions to apply to the velocities of avatar bodies
bodyPushForce += directionVector * COLLISION_BODY_FORCE * deltaTime;
bodyMomentum -= COLLISION_BODY_FRICTION * deltaTime;
if (bodyMomentum < 0.0) { bodyMomentum = 0.0;}
glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * penetration * deltaTime;
bodyPushForce += directionVector * COLLISION_BODY_FORCE * penetration * deltaTime;
_bodyBall[b].velocity += ballPushForce;
otherAvatar->_bodyBall[o].velocity -= ballPushForce;
}// check for collision
} // to avoid divide by zero
@ -747,12 +799,8 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
} // b loop
} // collidable
//apply forces and frictions on the bodies of both avatars
_velocity += bodyPushForce;
otherAvatar->_velocity -= bodyPushForce;
_velocity *= bodyMomentum;
otherAvatar->_velocity *= bodyMomentum;
//apply force on the whole body
_velocity += bodyPushForce;
}
@ -815,11 +863,12 @@ void Avatar::render(bool lookingInMirror) {
}
glPushMatrix();
glm::vec3 chatPosition = _joint[AVATAR_JOINT_HEAD_BASE].springyPosition + getBodyUpDirection() * chatMessageHeight;
glm::vec3 chatPosition = _bodyBall[AVATAR_JOINT_HEAD_BASE].position + getBodyUpDirection() * chatMessageHeight;
glTranslatef(chatPosition.x, chatPosition.y, chatPosition.z);
glm::quat chatRotation = Application::getInstance()->getCamera()->getRotation();
glm::vec3 chatAxis = glm::axis(chatRotation);
glRotatef(glm::angle(chatRotation), chatAxis.x, chatAxis.y, chatAxis.z);
glColor3f(0, 0.8, 0);
glRotatef(180, 0, 1, 0);
@ -849,252 +898,71 @@ void Avatar::render(bool lookingInMirror) {
}
}
void Avatar::initializeSkeleton() {
for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
_joint[b].isCollidable = true;
_joint[b].parent = AVATAR_JOINT_NULL;
_joint[b].position = glm::vec3(0.0, 0.0, 0.0);
_joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0);
_joint[b].springyPosition = glm::vec3(0.0, 0.0, 0.0);
_joint[b].springyVelocity = glm::vec3(0.0, 0.0, 0.0);
_joint[b].orientation = glm::quat(0.0f, 0.0f, 0.0f, 1.0f);
_joint[b].length = 0.0;
_joint[b].radius = 0.0;
_joint[b].touchForce = 0.0;
_joint[b].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
}
// specify the parental hierarchy
_joint[ AVATAR_JOINT_PELVIS ].parent = AVATAR_JOINT_NULL;
_joint[ AVATAR_JOINT_TORSO ].parent = AVATAR_JOINT_PELVIS;
_joint[ AVATAR_JOINT_CHEST ].parent = AVATAR_JOINT_TORSO;
_joint[ AVATAR_JOINT_NECK_BASE ].parent = AVATAR_JOINT_CHEST;
_joint[ AVATAR_JOINT_HEAD_BASE ].parent = AVATAR_JOINT_NECK_BASE;
_joint[ AVATAR_JOINT_HEAD_TOP ].parent = AVATAR_JOINT_HEAD_BASE;
_joint[ AVATAR_JOINT_LEFT_COLLAR ].parent = AVATAR_JOINT_CHEST;
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].parent = AVATAR_JOINT_LEFT_COLLAR;
_joint[ AVATAR_JOINT_LEFT_ELBOW ].parent = AVATAR_JOINT_LEFT_SHOULDER;
_joint[ AVATAR_JOINT_LEFT_WRIST ].parent = AVATAR_JOINT_LEFT_ELBOW;
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].parent = AVATAR_JOINT_LEFT_WRIST;
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].parent = AVATAR_JOINT_CHEST;
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].parent = AVATAR_JOINT_RIGHT_COLLAR;
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].parent = AVATAR_JOINT_RIGHT_SHOULDER;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].parent = AVATAR_JOINT_RIGHT_ELBOW;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].parent = AVATAR_JOINT_RIGHT_WRIST;
_joint[ AVATAR_JOINT_LEFT_HIP ].parent = AVATAR_JOINT_PELVIS;
_joint[ AVATAR_JOINT_LEFT_KNEE ].parent = AVATAR_JOINT_LEFT_HIP;
_joint[ AVATAR_JOINT_LEFT_HEEL ].parent = AVATAR_JOINT_LEFT_KNEE;
_joint[ AVATAR_JOINT_LEFT_TOES ].parent = AVATAR_JOINT_LEFT_HEEL;
_joint[ AVATAR_JOINT_RIGHT_HIP ].parent = AVATAR_JOINT_PELVIS;
_joint[ AVATAR_JOINT_RIGHT_KNEE ].parent = AVATAR_JOINT_RIGHT_HIP;
_joint[ AVATAR_JOINT_RIGHT_HEEL ].parent = AVATAR_JOINT_RIGHT_KNEE;
_joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
// specify the default pose position
_joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.14, 0.01 );
_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.04, 0.00 );
_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, 0.01 );
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.01 );
_joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
_joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, 0.01 );
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.01 );
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
_joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.02 );
_joint[ AVATAR_JOINT_LEFT_KNEE ].defaultPosePosition = glm::vec3( 0.01, -0.25, -0.03 );
_joint[ AVATAR_JOINT_LEFT_HEEL ].defaultPosePosition = glm::vec3( 0.01, -0.22, 0.08 );
_joint[ AVATAR_JOINT_LEFT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, -0.05 );
_joint[ AVATAR_JOINT_RIGHT_HIP ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.02 );
_joint[ AVATAR_JOINT_RIGHT_KNEE ].defaultPosePosition = glm::vec3( -0.01, -0.25, -0.03 );
_joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( -0.01, -0.22, 0.08 );
_joint[ AVATAR_JOINT_RIGHT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, -0.05 );
// specify the radii of the joints
_joint[ AVATAR_JOINT_PELVIS ].radius = 0.07;
_joint[ AVATAR_JOINT_TORSO ].radius = 0.065;
_joint[ AVATAR_JOINT_CHEST ].radius = 0.08;
_joint[ AVATAR_JOINT_NECK_BASE ].radius = 0.03;
_joint[ AVATAR_JOINT_HEAD_BASE ].radius = 0.07;
_joint[ AVATAR_JOINT_LEFT_COLLAR ].radius = 0.04;
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].radius = 0.03;
_joint[ AVATAR_JOINT_LEFT_ELBOW ].radius = 0.02;
_joint[ AVATAR_JOINT_LEFT_WRIST ].radius = 0.02;
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].radius = 0.01;
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].radius = 0.04;
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].radius = 0.03;
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].radius = 0.02;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].radius = 0.02;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].radius = 0.01;
_joint[ AVATAR_JOINT_LEFT_HIP ].radius = 0.04;
_joint[ AVATAR_JOINT_LEFT_KNEE ].radius = 0.025;
_joint[ AVATAR_JOINT_LEFT_HEEL ].radius = 0.025;
_joint[ AVATAR_JOINT_LEFT_TOES ].radius = 0.025;
_joint[ AVATAR_JOINT_RIGHT_HIP ].radius = 0.04;
_joint[ AVATAR_JOINT_RIGHT_KNEE ].radius = 0.025;
_joint[ AVATAR_JOINT_RIGHT_HEEL ].radius = 0.025;
_joint[ AVATAR_JOINT_RIGHT_TOES ].radius = 0.025;
// to aid in hand-shaking and hand-holding, the right hand is not collidable
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].isCollidable = false;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].isCollidable = false;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].isCollidable = false;
// calculate bone length
calculateBoneLengths();
_pelvisStandingHeight =
_joint[ AVATAR_JOINT_LEFT_HEEL ].radius +
_joint[ AVATAR_JOINT_LEFT_HEEL ].length +
_joint[ AVATAR_JOINT_LEFT_KNEE ].length;
//printf("_pelvisStandingHeight = %f\n", _pelvisStandingHeight);
_pelvisFloatingHeight = _pelvisStandingHeight + FLOATING_HEIGHT;
_height =
(
_pelvisStandingHeight +
_joint[ AVATAR_JOINT_LEFT_HEEL ].radius +
_joint[ AVATAR_JOINT_LEFT_HEEL ].length +
_joint[ AVATAR_JOINT_LEFT_KNEE ].length +
_joint[ AVATAR_JOINT_PELVIS ].length +
_joint[ AVATAR_JOINT_TORSO ].length +
_joint[ AVATAR_JOINT_CHEST ].length +
_joint[ AVATAR_JOINT_NECK_BASE ].length +
_joint[ AVATAR_JOINT_HEAD_BASE ].length +
_joint[ AVATAR_JOINT_HEAD_BASE ].radius
);
//printf("_height = %f\n", _height);
// generate joint positions by updating the skeleton
updateSkeleton();
//set spring positions to be in the skeleton bone positions
initializeBodySprings();
}
void Avatar::calculateBoneLengths() {
void Avatar::resetBodyBalls() {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
_joint[b].length = glm::length(_joint[b].defaultPosePosition);
}
_maxArmLength
= _joint[ AVATAR_JOINT_RIGHT_ELBOW ].length
+ _joint[ AVATAR_JOINT_RIGHT_WRIST ].length
+ _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].length;
}
void Avatar::updateSkeleton() {
// rotate body...
glm::quat orientation = getOrientation();
// calculate positions of all bones by traversing the skeleton tree:
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
if (_joint[b].parent == AVATAR_JOINT_NULL) {
_joint[b].orientation = orientation;
_joint[b].position = _position;
}
else {
_joint[b].orientation = _joint[ _joint[b].parent ].orientation;
_joint[b].position = _joint[ _joint[b].parent ].position;
}
// if this is not my avatar, then hand position comes from transmitted data
if (_owningAgent) {
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handPosition;
}
// the following will be replaced by a proper rotation...close
glm::vec3 rotatedJointVector = _joint[b].orientation * _joint[b].defaultPosePosition;
//glm::vec3 myEuler (0.0f, 0.0f, 0.0f);
//glm::quat myQuat (myEuler);
_joint[b].position += rotatedJointVector;
_bodyBall[b].position = _skeleton.joint[b].position;
_bodyBall[b].velocity = glm::vec3(0.0f, 0.0f, 0.0f);
}
}
void Avatar::initializeBodySprings() {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
_joint[b].springyPosition = _joint[b].position;
_joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
}
}
void Avatar::updateBodySprings(float deltaTime) {
// Check for a large repositioning, and re-initialize body springs if this has happened
void Avatar::updateBodyBalls(float deltaTime) {
// Check for a large repositioning, and re-initialize balls if this has happened
const float BEYOND_BODY_SPRING_RANGE = 2.f;
if (glm::length(_position - _joint[AVATAR_JOINT_PELVIS].springyPosition) > BEYOND_BODY_SPRING_RANGE) {
initializeBodySprings();
if (glm::length(_position - _bodyBall[AVATAR_JOINT_PELVIS].position) > BEYOND_BODY_SPRING_RANGE) {
resetBodyBalls();
}
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
glm::vec3 springVector(_joint[b].springyPosition);
glm::vec3 springVector(_bodyBall[b].position);
if (_joint[b].parent == AVATAR_JOINT_NULL) {
if (_skeleton.joint[b].parent == AVATAR_JOINT_NULL) {
springVector -= _position;
}
else {
springVector -= _joint[ _joint[b].parent ].springyPosition;
springVector -= _bodyBall[ _skeleton.joint[b].parent ].position;
}
float length = glm::length(springVector);
if (length > 0.0f) { // to avoid divide by zero
glm::vec3 springDirection = springVector / length;
float force = (length - _skeleton.joint[b].length) * BODY_SPRING_FORCE * deltaTime;
_bodyBall[b].velocity -= springDirection * force;
float force = (length - _joint[b].length) * BODY_SPRING_FORCE * deltaTime;
_joint[b].springyVelocity -= springDirection * force;
if (_joint[b].parent != AVATAR_JOINT_NULL) {
_joint[_joint[b].parent].springyVelocity += springDirection * force;
if (_skeleton.joint[b].parent != AVATAR_JOINT_NULL) {
_bodyBall[_skeleton.joint[b].parent].velocity += springDirection * force;
}
}
// apply tightness force - (causing springy position to be close to rigid body position)
_joint[b].springyVelocity += (_joint[b].position - _joint[b].springyPosition) * _joint[b].springBodyTightness * deltaTime;
// apply tightness force - (causing ball position to be close to skeleton joint position)
_bodyBall[b].velocity += (_skeleton.joint[b].position - _bodyBall[b].position) * _bodyBall[b].jointTightness * deltaTime;
// apply decay
float decay = 1.0 - BODY_SPRING_DECAY * deltaTime;
if (decay > 0.0) {
_joint[b].springyVelocity *= decay;
_bodyBall[b].velocity *= decay;
}
else {
_joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
_bodyBall[b].velocity = glm::vec3(0.0f, 0.0f, 0.0f);
}
/*
//apply forces from touch...
if (_joint[b].touchForce > 0.0) {
_joint[b].springyVelocity += _mouseRayDirection * _joint[b].touchForce * 0.7f;
if (_skeleton.joint[b].touchForce > 0.0) {
_skeleton.joint[b].springyVelocity += _mouseRayDirection * _skeleton.joint[b].touchForce * 0.7f;
}
*/
//update position by velocity...
_joint[b].springyPosition += _joint[b].springyVelocity * deltaTime;
_bodyBall[b].position += _bodyBall[b].velocity * deltaTime;
}
}
void Avatar::updateArmIKAndConstraints(float deltaTime) {
// determine the arm vector
glm::vec3 armVector = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
armVector -= _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
glm::vec3 armVector = _skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
armVector -= _skeleton.joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
// test to see if right hand is being dragged beyond maximum arm length
float distance = glm::length(armVector);
@ -1102,29 +970,28 @@ void Avatar::updateArmIKAndConstraints(float deltaTime) {
// don't let right hand get dragged beyond maximum arm length...
if (distance > _maxArmLength) {
// reset right hand to be constrained to maximum arm length
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _skeleton.joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
glm::vec3 armNormal = armVector / distance;
armVector = armNormal * _maxArmLength;
distance = _maxArmLength;
glm::vec3 constrainedPosition = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
glm::vec3 constrainedPosition = _skeleton.joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
constrainedPosition += armVector;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = constrainedPosition;
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = constrainedPosition;
}
// set elbow position
glm::vec3 newElbowPosition = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
newElbowPosition += armVector * ONE_HALF;
glm::vec3 newElbowPosition = _skeleton.joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position + armVector * ONE_HALF;
glm::vec3 perpendicular = glm::cross(getBodyFrontDirection(), armVector);
glm::vec3 perpendicular = glm::cross(getBodyRightDirection(), armVector);
newElbowPosition += perpendicular * (1.0f - (_maxArmLength / distance)) * ONE_HALF;
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].position = newElbowPosition;
_skeleton.joint[ AVATAR_JOINT_RIGHT_ELBOW ].position = newElbowPosition;
// set wrist position
glm::vec3 vv(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
vv -= _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position;
glm::vec3 newWristPosition = _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position + vv * 0.7f;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].position = newWristPosition;
glm::vec3 vv(_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
vv -= _skeleton.joint[ AVATAR_JOINT_RIGHT_ELBOW ].position;
glm::vec3 newWristPosition = _skeleton.joint[ AVATAR_JOINT_RIGHT_ELBOW ].position + vv * 0.7f;
_skeleton.joint[ AVATAR_JOINT_RIGHT_WRIST ].position = newWristPosition;
}
glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
@ -1160,7 +1027,7 @@ void Avatar::renderBody(bool lookingInMirror) {
// Render the body as balls and cones
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
float distanceToCamera = glm::length(_cameraPosition - _joint[b].position);
float distanceToCamera = glm::length(_cameraPosition - _skeleton.joint[b].position);
float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
@ -1182,26 +1049,26 @@ void Avatar::renderBody(bool lookingInMirror) {
if (_owningAgent || b == AVATAR_JOINT_RIGHT_ELBOW
|| b == AVATAR_JOINT_RIGHT_WRIST
|| b == AVATAR_JOINT_RIGHT_FINGERTIPS ) {
glColor3f(SKIN_COLOR[0] + _joint[b].touchForce * 0.3f,
SKIN_COLOR[1] - _joint[b].touchForce * 0.2f,
SKIN_COLOR[2] - _joint[b].touchForce * 0.1f);
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] + _joint[b].touchForce * 0.3f,
SKIN_COLOR[1] - _joint[b].touchForce * 0.2f,
SKIN_COLOR[2] - _joint[b].touchForce * 0.1f,
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 != AVATAR_JOINT_HEAD_TOP )
&& (b != AVATAR_JOINT_HEAD_BASE )) {
glPushMatrix();
glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z);
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
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 joint to its parent
if (_joint[b].parent != AVATAR_JOINT_NULL) {
if (_skeleton.joint[b].parent != AVATAR_JOINT_NULL) {
if ((b != AVATAR_JOINT_HEAD_TOP )
&& (b != AVATAR_JOINT_HEAD_BASE )
&& (b != AVATAR_JOINT_PELVIS )
@ -1213,15 +1080,15 @@ void Avatar::renderBody(bool lookingInMirror) {
&& (b != AVATAR_JOINT_RIGHT_SHOULDER)) {
glColor3fv(DARK_SKIN_COLOR);
float r1 = _joint[_joint[b].parent ].radius * 0.8;
float r2 = _joint[b ].radius * 0.8;
float r1 = _bodyBall[_skeleton.joint[b].parent ].radius * 0.8;
float r2 = _bodyBall[b ].radius * 0.8;
if (b == AVATAR_JOINT_HEAD_BASE) {
r1 *= 0.5f;
}
renderJointConnectingCone
(
_joint[_joint[b].parent ].springyPosition,
_joint[b ].springyPosition, r2, r2
_bodyBall[_skeleton.joint[b].parent ].position,
_bodyBall[b ].position, r2, r2
);
}
}

View file

@ -66,24 +66,28 @@ public:
void setOrientation (const glm::quat& orientation);
//getters
float getHeadYawRate () const { return _head.yawRate;}
float getBodyYaw () const { return _bodyYaw;}
bool getIsNearInteractingOther () const { return _avatarTouch.getAbleToReachOtherAvatar();}
const glm::vec3& getHeadPosition () const { return _joint[ AVATAR_JOINT_HEAD_BASE ].position;}
const glm::vec3& getSpringyHeadPosition () const { return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition;}
const glm::vec3& getJointPosition (AvatarJointID j) const { return _joint[j].springyPosition;}
float getHeadYawRate () const { return _head.yawRate;}
float getBodyYaw () const { return _bodyYaw;}
bool getIsNearInteractingOther() const { return _avatarTouch.getAbleToReachOtherAvatar();}
const glm::vec3& getHeadPosition () const { return _skeleton.joint[ AVATAR_JOINT_HEAD_BASE ].position;}
const glm::vec3& getSpringyHeadPosition () const { return _bodyBall[ AVATAR_JOINT_HEAD_BASE ].position;}
const glm::vec3& getJointPosition (AvatarJointID j) const { return _bodyBall[j].position;}
glm::vec3 getBodyRightDirection () const { return getOrientation() * AVATAR_RIGHT; }
glm::vec3 getBodyUpDirection () const { return getOrientation() * AVATAR_UP; }
glm::vec3 getBodyFrontDirection () const { return getOrientation() * AVATAR_FRONT; }
const glm::vec3& getVelocity () const { return _velocity;}
float getSpeed () const { return _speed;}
float getHeight () const { return _height;}
AvatarMode getMode () const { return _mode;}
float getAbsoluteHeadYaw () const;
float getAbsoluteHeadPitch () const;
Head& getHead () { return _head; }
glm::quat getOrientation () const;
glm::quat getWorldAlignedOrientation () const;
const glm::vec3& getVelocity () const { return _velocity;}
float getSpeed () const { return _speed;}
float getHeight () const { return _height;}
AvatarMode getMode () const { return _mode;}
float getAbsoluteHeadYaw () const;
float getAbsoluteHeadPitch () const;
Head& getHead () {return _head; }
glm::quat getOrientation () const;
glm::quat getWorldAlignedOrientation() const;
// Set what driving keys are being pressed to control thrust levels
void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };
@ -102,19 +106,14 @@ private:
Avatar(const Avatar&);
Avatar& operator= (const Avatar&);
struct AvatarJoint
struct AvatarBall
{
AvatarJointID parent; // which joint is this joint connected to?
glm::vec3 position; // the position at the "end" of the joint - in global space
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
glm::vec3 springyVelocity; // used for special effects ( the velocity of the springy position)
float springBodyTightness; // how tightly the springy position tries to stay on the position
glm::quat orientation; // this will eventually replace yaw, pitch and roll (and maybe orientation)
float length; // the length of vector connecting the joint and its parent
float radius; // used for detecting collisions for certain physical effects
bool isCollidable; // when false, the joint position will not register a collision
float touchForce; // if being touched, what's the degree of influence? (0 to 1)
glm::vec3 position;
glm::vec3 velocity;
float jointTightness;
float radius;
bool isCollidable;
float touchForce;
};
Head _head;
@ -126,7 +125,8 @@ private:
float _bodyYawDelta;
float _bodyRollDelta;
glm::vec3 _movedHandOffset;
AvatarJoint _joint[ NUM_AVATAR_JOINTS ];
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
AvatarBall _bodyBall[ NUM_AVATAR_JOINTS ];
AvatarMode _mode;
glm::vec3 _cameraPosition;
glm::vec3 _handHoldingPosition;
@ -156,10 +156,9 @@ private:
glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
void renderBody(bool lookingInMirror);
void initializeSkeleton();
void updateSkeleton();
void initializeBodySprings();
void updateBodySprings( float deltaTime );
void initializeBodyBalls();
void resetBodyBalls();
void updateBodyBalls( float deltaTime );
void calculateBoneLengths();
void readSensors();
void updateHandMovementAndTouching(float deltaTime);

View file

@ -43,6 +43,10 @@ void AvatarTouch::simulate (float deltaTime) {
glm::vec3 vectorBetweenBodies = _yourBodyPosition - _myBodyPosition;
float distanceBetweenBodies = glm::length(vectorBetweenBodies);
//KEEP THIS - it is another variation that we are considering getting rid of
//the following code take into account of the two avatars are facing each other
/*
glm::vec3 directionBetweenBodies = vectorBetweenBodies / distanceBetweenBodies;
bool facingEachOther = false;
@ -50,12 +54,14 @@ void AvatarTouch::simulate (float deltaTime) {
glm::vec3 myFront = _myOrientation * AVATAR_FRONT;
glm::vec3 yourFront = _yourOrientation * AVATAR_FRONT;
if (( glm::dot(myFront, yourFront) < -AVATAR_FACING_THRESHOLD) // we're facing each other
&& ( glm::dot(myFront, directionBetweenBodies ) > AVATAR_FACING_THRESHOLD)) { // I'm facing you
if (( glm::dot(myFront, yourFront ) < -AVATAR_FACING_THRESHOLD) // we're facing each other
&& ( glm::dot(myFront, directionBetweenBodies ) > AVATAR_FACING_THRESHOLD)) { // I'm facing you
facingEachOther = true;
}
if (distanceBetweenBodies < _reachableRadius) {
*/
if (distanceBetweenBodies < _reachableRadius)
{
_canReachToOtherAvatar = true;
_vectorBetweenHands = _yourHandPosition - _myHandPosition;

View file

@ -32,7 +32,7 @@ Camera::Camera() {
_needsToInitialize = true;
_frustumNeedsReshape = true;
_modeShift = 0.0f;
_modeShift = 1.0f;
_modeShiftRate = 1.0f;
_linearModeShift = 0.0f;
_mode = CAMERA_MODE_THIRD_PERSON;

View file

@ -20,7 +20,6 @@ const float EYE_RIGHT_OFFSET = 0.27f;
const float EYE_UP_OFFSET = 0.36f;
const float EYE_FRONT_OFFSET = 0.8f;
const float EAR_RIGHT_OFFSET = 1.0;
//const float MOUTH_FRONT_OFFSET = 0.9f;
const float MOUTH_UP_OFFSET = -0.3f;
const float HEAD_MOTION_DECAY = 0.1;
const float MINIMUM_EYE_ROTATION_DOT = 0.5f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off
@ -276,7 +275,7 @@ void Head::renderMohawk(glm::vec3 cameraPosition) {
glm::vec3 mid2 = _hairTuft[t].midPosition + midPerpendicular * _hairTuft[t].thickness * ONE_HALF * ONE_HALF;
glColor3f(_mohawkColors[t].x, _mohawkColors[t].y, _mohawkColors[t].z);
glBegin(GL_TRIANGLES);
glVertex3f(base1.x, base1.y, base1.z );
glVertex3f(base2.x, base2.y, base2.z );
@ -374,7 +373,7 @@ void Head::renderMouth() {
rightTop = _position + glm::normalize(rightTop - _position) * constrainedRadius;
leftBottom = _position + glm::normalize(leftBottom - _position) * constrainedRadius;
rightBottom = _position + glm::normalize(rightBottom - _position) * constrainedRadius;
glColor3f(0.2f, 0.0f, 0.0f);
glBegin(GL_TRIANGLES);

View file

@ -6,15 +6,129 @@
#include "Skeleton.h"
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1000.0f;
const float FLOATING_HEIGHT = 0.13f;
Skeleton::Skeleton() {
}
void Skeleton::initialize() {
for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
joint[b].parent = AVATAR_JOINT_NULL;
joint[b].position = glm::vec3(0.0, 0.0, 0.0);
joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0);
joint[b].rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
joint[b].length = 0.0;
}
// specify the parental hierarchy
joint[ AVATAR_JOINT_PELVIS ].parent = AVATAR_JOINT_NULL;
joint[ AVATAR_JOINT_TORSO ].parent = AVATAR_JOINT_PELVIS;
joint[ AVATAR_JOINT_CHEST ].parent = AVATAR_JOINT_TORSO;
joint[ AVATAR_JOINT_NECK_BASE ].parent = AVATAR_JOINT_CHEST;
joint[ AVATAR_JOINT_HEAD_BASE ].parent = AVATAR_JOINT_NECK_BASE;
joint[ AVATAR_JOINT_HEAD_TOP ].parent = AVATAR_JOINT_HEAD_BASE;
joint[ AVATAR_JOINT_LEFT_COLLAR ].parent = AVATAR_JOINT_CHEST;
joint[ AVATAR_JOINT_LEFT_SHOULDER ].parent = AVATAR_JOINT_LEFT_COLLAR;
joint[ AVATAR_JOINT_LEFT_ELBOW ].parent = AVATAR_JOINT_LEFT_SHOULDER;
joint[ AVATAR_JOINT_LEFT_WRIST ].parent = AVATAR_JOINT_LEFT_ELBOW;
joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].parent = AVATAR_JOINT_LEFT_WRIST;
joint[ AVATAR_JOINT_RIGHT_COLLAR ].parent = AVATAR_JOINT_CHEST;
joint[ AVATAR_JOINT_RIGHT_SHOULDER ].parent = AVATAR_JOINT_RIGHT_COLLAR;
joint[ AVATAR_JOINT_RIGHT_ELBOW ].parent = AVATAR_JOINT_RIGHT_SHOULDER;
joint[ AVATAR_JOINT_RIGHT_WRIST ].parent = AVATAR_JOINT_RIGHT_ELBOW;
joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].parent = AVATAR_JOINT_RIGHT_WRIST;
joint[ AVATAR_JOINT_LEFT_HIP ].parent = AVATAR_JOINT_PELVIS;
joint[ AVATAR_JOINT_LEFT_KNEE ].parent = AVATAR_JOINT_LEFT_HIP;
joint[ AVATAR_JOINT_LEFT_HEEL ].parent = AVATAR_JOINT_LEFT_KNEE;
joint[ AVATAR_JOINT_LEFT_TOES ].parent = AVATAR_JOINT_LEFT_HEEL;
joint[ AVATAR_JOINT_RIGHT_HIP ].parent = AVATAR_JOINT_PELVIS;
joint[ AVATAR_JOINT_RIGHT_KNEE ].parent = AVATAR_JOINT_RIGHT_HIP;
joint[ AVATAR_JOINT_RIGHT_HEEL ].parent = AVATAR_JOINT_RIGHT_KNEE;
joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
// specify the default pose position
joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.14, 0.01 );
joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.04, 0.00 );
joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, 0.01 );
joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.01 );
joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, 0.01 );
joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.01 );
joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.02 );
joint[ AVATAR_JOINT_LEFT_KNEE ].defaultPosePosition = glm::vec3( 0.01, -0.25, -0.03 );
joint[ AVATAR_JOINT_LEFT_HEEL ].defaultPosePosition = glm::vec3( 0.01, -0.22, 0.08 );
joint[ AVATAR_JOINT_LEFT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, -0.05 );
joint[ AVATAR_JOINT_RIGHT_HIP ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.02 );
joint[ AVATAR_JOINT_RIGHT_KNEE ].defaultPosePosition = glm::vec3( -0.01, -0.25, -0.03 );
joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( -0.01, -0.22, 0.08 );
joint[ AVATAR_JOINT_RIGHT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, -0.05 );
// calculate bone length
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
joint[b].length = glm::length(joint[b].defaultPosePosition);
}
}
void Skeleton::render() {
// calculate positions and rotations of all bones by traversing the skeleton tree:
void Skeleton::update(float deltaTime, const glm::quat& orientation, glm::vec3 position) {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
if (joint[b].parent == AVATAR_JOINT_NULL) {
joint[b].rotation = orientation;
joint[b].position = position;
}
else {
joint[b].rotation = joint[ joint[b].parent ].rotation;
joint[b].position = joint[ joint[b].parent ].position;
}
glm::vec3 rotatedJointVector = joint[b].rotation * joint[b].defaultPosePosition;
joint[b].position += rotatedJointVector;
}
}
void Skeleton::simulate(float deltaTime) {
float Skeleton::getArmLength() {
return joint[ AVATAR_JOINT_RIGHT_ELBOW ].length
+ joint[ AVATAR_JOINT_RIGHT_WRIST ].length
+ joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].length;
}
float Skeleton::getHeight() {
return
joint[ AVATAR_JOINT_LEFT_HEEL ].length +
joint[ AVATAR_JOINT_LEFT_KNEE ].length +
joint[ AVATAR_JOINT_PELVIS ].length +
joint[ AVATAR_JOINT_TORSO ].length +
joint[ AVATAR_JOINT_CHEST ].length +
joint[ AVATAR_JOINT_NECK_BASE ].length +
joint[ AVATAR_JOINT_HEAD_BASE ].length;
}
float Skeleton::getPelvisStandingHeight() {
return joint[ AVATAR_JOINT_LEFT_HEEL ].length +
joint[ AVATAR_JOINT_LEFT_KNEE ].length;
}
float Skeleton::getPelvisFloatingHeight() {
return joint[ AVATAR_JOINT_LEFT_HEEL ].length +
joint[ AVATAR_JOINT_LEFT_KNEE ].length +
FLOATING_HEIGHT;
}

View file

@ -8,6 +8,9 @@
#ifndef hifi_Skeleton_h
#define hifi_Skeleton_h
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
enum AvatarJointID
{
AVATAR_JOINT_NULL = -1,
@ -45,10 +48,24 @@ public:
Skeleton();
void initialize();
void simulate(float deltaTime);
void update(float deltaTime, const glm::quat&, glm::vec3 position);
void render();
private:
};
float getArmLength();
float getHeight();
float getPelvisStandingHeight();
float getPelvisFloatingHeight();
struct AvatarJoint
{
AvatarJointID parent; // which joint is this joint connected to?
glm::vec3 position; // the position at the "end" of the joint - in global space
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
glm::quat rotation; // the parent-relative rotation (orientation) of the joint as a quaternion
float length; // the length of vector connecting the joint and its parent
};
AvatarJoint joint[ NUM_AVATAR_JOINTS ];
};
#endif