mirror of
https://github.com/overte-org/overte.git
synced 2025-08-05 11:19:51 +02:00
added code to detect mouse hovering over avatar joints for various touch effects
This commit is contained in:
parent
442632f467
commit
3ab0fa4e8c
3 changed files with 113 additions and 235 deletions
|
@ -49,36 +49,17 @@ const float HEAD_MAX_YAW = 85;
|
|||
const float HEAD_MIN_YAW = -85;
|
||||
const float AVATAR_BRAKING_RANGE = 1.6f;
|
||||
const float AVATAR_BRAKING_STRENGTH = 30.0f;
|
||||
//const float MAX_JOINT_TOUCH_DOT = 0.995f;
|
||||
const float JOINT_TOUCH_RANGE = 0.0005f;
|
||||
|
||||
float skinColor [] = {1.0, 0.84, 0.66};
|
||||
float lightBlue [] = {0.7, 0.8, 1.0};
|
||||
|
||||
/*
|
||||
float browColor [] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
|
||||
float mouthColor[] = {1, 0, 0};
|
||||
|
||||
float BrowRollAngle [5] = {0, 15, 30, -30, -15};
|
||||
float BrowPitchAngle[3] = {-70, -60, -50};
|
||||
float eyeColor [3] = {1,1,1};
|
||||
|
||||
float MouthWidthChoices[3] = {0.5, 0.77, 0.3};
|
||||
|
||||
float browWidth = 0.8;
|
||||
float browThickness = 0.16;
|
||||
|
||||
|
||||
//char iris_texture_file[] = "resources/images/green_eye.png";
|
||||
*/
|
||||
bool usingBigSphereCollisionTest = true;
|
||||
|
||||
float chatMessageScale = 0.0015;
|
||||
float chatMessageHeight = 0.45;
|
||||
|
||||
/*
|
||||
vector<unsigned char> iris_texture;
|
||||
unsigned int iris_texture_width = 512;
|
||||
unsigned int iris_texture_height = 256;
|
||||
*/
|
||||
|
||||
Avatar::Avatar(bool isMine) {
|
||||
|
||||
|
@ -106,7 +87,10 @@ Avatar::Avatar(bool isMine) {
|
|||
_displayingHead = true;
|
||||
_TEST_bigSphereRadius = 0.4f;
|
||||
_TEST_bigSpherePosition = glm::vec3(5.0f, _TEST_bigSphereRadius, 5.0f);
|
||||
|
||||
_mouseRayOrigin = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_mouseRayDirection = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_cameraPosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = false;
|
||||
|
||||
_head.initialize();
|
||||
|
@ -122,17 +106,7 @@ Avatar::Avatar(bool isMine) {
|
|||
initializeSkeleton();
|
||||
|
||||
_avatarTouch.setReachableRadius(0.6);
|
||||
|
||||
/*
|
||||
if (iris_texture.size() == 0) {
|
||||
switchToResourcesParentIfRequired();
|
||||
unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
|
||||
if (error != 0) {
|
||||
printLog("error %u: %s\n", error, lodepng_error_text(error));
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
if (BALLS_ON) { _balls = new Balls(100); }
|
||||
else { _balls = NULL; }
|
||||
}
|
||||
|
@ -318,6 +292,9 @@ bool Avatar::getIsNearInteractingOther() {
|
|||
}
|
||||
|
||||
void Avatar::simulate(float deltaTime) {
|
||||
|
||||
//figure out if the mouse cursor is over any body spheres...
|
||||
checkForMouseRayTouching();
|
||||
|
||||
// update balls
|
||||
if (_balls) { _balls->simulate(deltaTime); }
|
||||
|
@ -481,6 +458,30 @@ void Avatar::simulate(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Avatar::checkForMouseRayTouching() {
|
||||
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
|
||||
glm::vec3 directionToBodySphere = glm::normalize(_joint[b].springyPosition - _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;
|
||||
} else {
|
||||
_joint[b].touchForce = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction ) {
|
||||
_mouseRayOrigin = origin; _mouseRayDirection = direction;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
||||
|
||||
// reset hand and arm positions according to hand movement
|
||||
|
@ -491,8 +492,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
|||
|
||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += transformedHandMovement;
|
||||
|
||||
if (_isMine)
|
||||
{
|
||||
if (_isMine) {
|
||||
_avatarTouch.setMyBodyPosition(_position);
|
||||
|
||||
Avatar * _interactingOther = NULL;
|
||||
|
@ -853,6 +853,8 @@ void Avatar::setGravity(glm::vec3 gravity) {
|
|||
|
||||
void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
|
||||
|
||||
_cameraPosition = cameraPosition; // store this for use in various parts of the code
|
||||
|
||||
// render a simple round on the ground projected down from the avatar's position
|
||||
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
|
||||
|
||||
|
@ -877,16 +879,18 @@ void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
|
|||
}
|
||||
|
||||
//render body
|
||||
renderBody();
|
||||
renderBody(lookingInMirror);
|
||||
|
||||
/*
|
||||
// render head
|
||||
if (_displayingHead) {
|
||||
_head.render(lookingInMirror, _bodyYaw);
|
||||
}
|
||||
*/
|
||||
|
||||
// if this is my avatar, then render my interactions with the other avatar
|
||||
if (_isMine) {
|
||||
_avatarTouch.render(cameraPosition);
|
||||
_avatarTouch.render(_cameraPosition);
|
||||
}
|
||||
|
||||
// Render the balls
|
||||
|
@ -941,180 +945,6 @@ void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
|
|||
|
||||
|
||||
|
||||
void Avatar::renderHead(bool lookingInMirror) {
|
||||
/*
|
||||
int side = 0;
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_RESCALE_NORMAL);
|
||||
|
||||
// show head orientation
|
||||
//renderOrientationDirections(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition, _joint[ AVATAR_JOINT_HEAD_BASE ].orientation, 0.2f);
|
||||
|
||||
glPushMatrix();
|
||||
|
||||
glTranslatef(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.x,
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.y,
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.z);
|
||||
|
||||
glScalef
|
||||
(
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].radius,
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].radius,
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].radius
|
||||
);
|
||||
|
||||
|
||||
if (lookingInMirror) {
|
||||
glRotatef(_bodyYaw - _headYaw, 0, 1, 0);
|
||||
//glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
|
||||
//glRotatef(_bodyRoll - _headRoll, 0, 0, 1);
|
||||
// don't let body pitch and roll affect the head..
|
||||
glRotatef(_headPitch, 1, 0, 0);
|
||||
glRotatef(-_headRoll, 0, 0, 1);
|
||||
} else {
|
||||
glRotatef(_bodyYaw + _headYaw, 0, 1, 0);
|
||||
//glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
|
||||
//glRotatef(_bodyRoll + _headRoll, 0, 0, 1);
|
||||
// don't let body pitch and roll affect the head..
|
||||
glRotatef(_headPitch, 1, 0, 0);
|
||||
glRotatef(_headRoll, 0, 0, 1);
|
||||
}
|
||||
|
||||
//glScalef(2.0, 2.0, 2.0);
|
||||
glColor3fv(skinColor);
|
||||
|
||||
glutSolidSphere(1, 30, 30);
|
||||
|
||||
// Ears
|
||||
glPushMatrix();
|
||||
glTranslatef(1.0, 0, 0);
|
||||
for(side = 0; side < 2; side++) {
|
||||
glPushMatrix();
|
||||
glScalef(0.3, 0.65, .65);
|
||||
glutSolidSphere(0.5, 30, 30);
|
||||
glPopMatrix();
|
||||
glTranslatef(-2.0, 0, 0);
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
|
||||
// Update audio attack data for facial animation (eyebrows and mouth)
|
||||
_head.audioAttack = 0.9 * _head.audioAttack + 0.1 * fabs(_audioLoudness - _head.lastLoudness);
|
||||
_head.lastLoudness = _audioLoudness;
|
||||
|
||||
|
||||
const float BROW_LIFT_THRESHOLD = 100;
|
||||
if (_head.audioAttack > BROW_LIFT_THRESHOLD)
|
||||
_head.browAudioLift += sqrt(_head.audioAttack) / 1000.0;
|
||||
|
||||
_head.browAudioLift *= .90;
|
||||
|
||||
|
||||
// Render Eyebrows
|
||||
glPushMatrix();
|
||||
glTranslatef(-_head.interBrowDistance / 2.0,0.4,0.45);
|
||||
for(side = 0; side < 2; side++) {
|
||||
glColor3fv(browColor);
|
||||
glPushMatrix();
|
||||
glTranslatef(0, 0.35 + _head.browAudioLift, 0);
|
||||
glRotatef(_head.eyebrowPitch[side]/2.0, 1, 0, 0);
|
||||
glRotatef(_head.eyebrowRoll[side]/2.0, 0, 0, 1);
|
||||
glScalef(browWidth, browThickness, 1);
|
||||
glutSolidCube(0.5);
|
||||
glPopMatrix();
|
||||
glTranslatef(_head.interBrowDistance, 0, 0);
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
// Mouth
|
||||
glPushMatrix();
|
||||
glTranslatef(0,-0.35,0.75);
|
||||
glColor3f(0,0,0);
|
||||
glRotatef(_head.mouthPitch, 1, 0, 0);
|
||||
glRotatef(_head.mouthYaw, 0, 0, 1);
|
||||
if (_head.averageLoudness > 1.f) {
|
||||
glScalef(_head.mouthWidth * (.7f + sqrt(_head.averageLoudness) /60.f),
|
||||
_head.mouthHeight * (1.f + sqrt(_head.averageLoudness) /30.f), 1);
|
||||
} else {
|
||||
glScalef(_head.mouthWidth, _head.mouthHeight, 1);
|
||||
}
|
||||
|
||||
glutSolidCube(0.5);
|
||||
glPopMatrix();
|
||||
|
||||
glTranslatef(0, 1.0, 0);
|
||||
|
||||
glTranslatef(-_head.interPupilDistance/2.0,-0.68,0.7);
|
||||
// Right Eye
|
||||
glRotatef(-10, 1, 0, 0);
|
||||
glColor3fv(eyeColor);
|
||||
glPushMatrix();
|
||||
{
|
||||
glTranslatef(_head.interPupilDistance/10.0, 0, 0.05);
|
||||
glRotatef(20, 0, 0, 1);
|
||||
glScalef(_head.eyeballScaleX, _head.eyeballScaleY, _head.eyeballScaleZ);
|
||||
glutSolidSphere(0.25, 30, 30);
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
// Right Pupil
|
||||
if (_sphere == NULL) {
|
||||
_sphere = gluNewQuadric();
|
||||
gluQuadricTexture(_sphere, GL_TRUE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
gluQuadricOrientation(_sphere, GLU_OUTSIDE);
|
||||
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iris_texture_width, iris_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &iris_texture[0]);
|
||||
}
|
||||
|
||||
glPushMatrix();
|
||||
{
|
||||
glRotatef(_head.eyeballPitch[1], 1, 0, 0);
|
||||
glRotatef(_head.eyeballYaw[1] + _headYaw + _head.pupilConverge, 0, 1, 0);
|
||||
glTranslatef(0,0,.35);
|
||||
glRotatef(-75,1,0,0);
|
||||
glScalef(1.0, 0.4, 1.0);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
gluSphere(_sphere, _head.pupilSize, 15, 15);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
// Left Eye
|
||||
glColor3fv(eyeColor);
|
||||
glTranslatef(_head.interPupilDistance, 0, 0);
|
||||
glPushMatrix();
|
||||
{
|
||||
glTranslatef(-_head.interPupilDistance/10.0, 0, .05);
|
||||
glRotatef(-20, 0, 0, 1);
|
||||
glScalef(_head.eyeballScaleX, _head.eyeballScaleY, _head.eyeballScaleZ);
|
||||
glutSolidSphere(0.25, 30, 30);
|
||||
}
|
||||
glPopMatrix();
|
||||
// Left Pupil
|
||||
glPushMatrix();
|
||||
{
|
||||
glRotatef(_head.eyeballPitch[0], 1, 0, 0);
|
||||
glRotatef(_head.eyeballYaw[0] + _headYaw - _head.pupilConverge, 0, 1, 0);
|
||||
glTranslatef(0, 0, .35);
|
||||
glRotatef(-75, 1, 0, 0);
|
||||
glScalef(1.0, 0.4, 1.0);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
gluSphere(_sphere, _head.pupilSize, 15, 15);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
|
||||
glPopMatrix();
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
void Avatar::setHandMovementValues(glm::vec3 handOffset) {
|
||||
_movedHandOffset = handOffset;
|
||||
}
|
||||
|
@ -1138,6 +968,7 @@ void Avatar::initializeSkeleton() {
|
|||
_joint[b].roll = 0.0;
|
||||
_joint[b].length = 0.0;
|
||||
_joint[b].radius = 0.0;
|
||||
_joint[b].touchForce = 0.0;
|
||||
_joint[b].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
||||
_joint[b].orientation.setToIdentity();
|
||||
}
|
||||
|
@ -1373,10 +1204,11 @@ void Avatar::updateBodySprings(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
// 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 decay
|
||||
float decay = 1.0 - BODY_SPRING_DECAY * deltaTime;
|
||||
|
||||
if (decay > 0.0) {
|
||||
_joint[b].springyVelocity *= decay;
|
||||
}
|
||||
|
@ -1384,20 +1216,25 @@ void Avatar::updateBodySprings(float deltaTime) {
|
|||
_joint[b].springyVelocity = 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;
|
||||
}
|
||||
|
||||
//update position by velocity...
|
||||
_joint[b].springyPosition += _joint[b].springyVelocity * deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
const glm::vec3& Avatar::getHeadPosition() const {
|
||||
|
||||
|
||||
//if (_usingBodySprings) {
|
||||
// return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition;
|
||||
//}
|
||||
|
||||
|
||||
const glm::vec3& Avatar::getSpringyHeadPosition() const {
|
||||
return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition;
|
||||
}
|
||||
|
||||
const glm::vec3& Avatar::getHeadPosition() const {
|
||||
return _joint[ AVATAR_JOINT_HEAD_BASE ].position;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Avatar::updateArmIKAndConstraints(float deltaTime) {
|
||||
|
@ -1438,12 +1275,16 @@ void Avatar::updateArmIKAndConstraints(float deltaTime) {
|
|||
}
|
||||
|
||||
|
||||
void Avatar::renderBody() {
|
||||
void Avatar::renderBody(bool lookingInMirror) {
|
||||
|
||||
// Render joint positions as spheres
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
|
||||
if (b != AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case in "renderHead"
|
||||
if (b == AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case
|
||||
if (_displayingHead) {
|
||||
_head.render(lookingInMirror, _bodyYaw);
|
||||
}
|
||||
} else {
|
||||
|
||||
//show direction vectors of the bone orientation
|
||||
//renderOrientationDirections(_joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0);
|
||||
|
@ -1454,8 +1295,35 @@ void Avatar::renderBody() {
|
|||
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
if (_joint[b].touchForce > 0.0f) {
|
||||
|
||||
float alpha = _joint[b].touchForce * 0.2;
|
||||
float r = _joint[b].radius * 1.1f + 0.005f;
|
||||
glColor4f(0.5f, 0.2f, 0.2f, alpha);
|
||||
glPushMatrix();
|
||||
glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z);
|
||||
glScalef(r, r, r);
|
||||
glutSolidSphere(1, 20, 20);
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
// highlight the joint that has the mouse cursor hovering over it.
|
||||
if (_jointTouched != AVATAR_JOINT_NULL ) {
|
||||
|
||||
float r = _joint[_jointTouched].radius * 1.2f + 0.005f;
|
||||
glColor4f(0.5f, 0.2f, 0.2f, 0.3);
|
||||
glPushMatrix();
|
||||
glTranslatef(_joint[_jointTouched].springyPosition.x, _joint[_jointTouched].springyPosition.y, _joint[_jointTouched].springyPosition.z);
|
||||
glScalef(r, r, r);
|
||||
glutSolidSphere(1, 20, 20);
|
||||
glPopMatrix();
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
// Render lines connecting the joint positions
|
||||
glColor3f(0.4f, 0.5f, 0.6f);
|
||||
glLineWidth(3.0);
|
||||
|
|
|
@ -91,7 +91,8 @@ public:
|
|||
float getBodyYaw() {return _bodyYaw;};
|
||||
void addBodyYaw(float y) {_bodyYaw += y;};
|
||||
void setGravity(glm::vec3 gravity);
|
||||
|
||||
|
||||
void setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction );
|
||||
bool getIsNearInteractingOther();
|
||||
|
||||
float getAbsoluteHeadYaw() const;
|
||||
|
@ -99,11 +100,9 @@ public:
|
|||
void setLeanForward(float dist);
|
||||
void setLeanSideways(float dist);
|
||||
void addLean(float x, float z);
|
||||
const glm::vec3& getHeadPosition() const ;
|
||||
|
||||
//const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].position; };
|
||||
const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].springyPosition; };
|
||||
|
||||
const glm::vec3& getHeadPosition() const ; // get the position of the avatar's rigid body head
|
||||
const glm::vec3& getSpringyHeadPosition() const ; // get the springy position of the avatar's head
|
||||
const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].springyPosition; };
|
||||
const glm::vec3& getBodyUpDirection() const { return _orientation.getUp(); };
|
||||
float getSpeed() const { return _speed; };
|
||||
const glm::vec3& getVelocity() const { return _velocity; };
|
||||
|
@ -113,9 +112,8 @@ public:
|
|||
AvatarMode getMode();
|
||||
|
||||
void setMousePressed(bool pressed);
|
||||
void render(bool lookingInMirrorm, glm::vec3 cameraPosition);
|
||||
void renderBody();
|
||||
void renderHead(bool lookingInMirror);
|
||||
void render(bool lookingInMirror, glm::vec3 cameraPosition);
|
||||
void renderBody(bool lookingInMirror);
|
||||
void simulate(float);
|
||||
void setHandMovementValues( glm::vec3 movement );
|
||||
void updateArmIKAndConstraints( float deltaTime );
|
||||
|
@ -155,6 +153,7 @@ private:
|
|||
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)
|
||||
};
|
||||
|
||||
Head _head;
|
||||
|
@ -192,6 +191,12 @@ private:
|
|||
bool _displayingHead; // should be false if in first-person view
|
||||
float _distanceToNearestAvatar; // How close is the nearest avatar?
|
||||
glm::vec3 _gravity;
|
||||
glm::vec3 _mouseRayOrigin;
|
||||
glm::vec3 _mouseRayDirection;
|
||||
glm::vec3 _cameraPosition;
|
||||
|
||||
//AvatarJointID _jointTouched;
|
||||
|
||||
|
||||
// private methods...
|
||||
void initializeSkeleton();
|
||||
|
@ -206,6 +211,7 @@ private:
|
|||
void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime );
|
||||
void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
|
||||
void setHeadFromGyros(glm::vec3 * eulerAngles, glm::vec3 * angularVelocity, float deltaTime, float smoothingTime);
|
||||
void checkForMouseRayTouching();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1059,7 +1059,7 @@ void display(void)
|
|||
-myAvatar.getHeadPitch(),
|
||||
myAvatar.getHeadRoll());
|
||||
} else {
|
||||
myCamera.setTargetRotation(myAvatar.getAbsoluteHeadYaw()- mouseViewShiftYaw, myAvatar.getAbsoluteHeadPitch() + myAvatar.getRenderPitch() + mouseViewShiftPitch, 0.0f);
|
||||
myCamera.setTargetRotation(myAvatar.getAbsoluteHeadYaw()- mouseViewShiftYaw, myAvatar.getRenderPitch() + mouseViewShiftPitch, 0.0f);
|
||||
}
|
||||
} else if (myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
|
||||
myAvatar.setDisplayingHead(true);
|
||||
|
@ -1787,13 +1787,16 @@ void idle(void) {
|
|||
myAvatar.setMousePressed(mousePressed);
|
||||
|
||||
// check what's under the mouse and update the mouse voxel
|
||||
glm::vec3 origin, direction;
|
||||
viewFrustum.computePickRay(mouseX / (float)::screenWidth, mouseY / (float)::screenHeight, origin, direction);
|
||||
glm::vec3 mouseRayOrigin, mouseRayDirection;
|
||||
viewFrustum.computePickRay(mouseX / (float)::screenWidth, mouseY / (float)::screenHeight, mouseRayOrigin, mouseRayDirection);
|
||||
|
||||
// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
|
||||
myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
|
||||
|
||||
float distance;
|
||||
BoxFace face;
|
||||
::mouseVoxel.s = 0.0f;
|
||||
if (voxels.findRayIntersection(origin, direction, ::mouseVoxel, distance, face)) {
|
||||
if (voxels.findRayIntersection(mouseRayOrigin, mouseRayDirection, ::mouseVoxel, distance, face)) {
|
||||
// find the nearest voxel with the desired scale
|
||||
if (::mouseVoxelScale > ::mouseVoxel.s) {
|
||||
::mouseVoxel.x = ::mouseVoxelScale * floorf(::mouseVoxel.x / ::mouseVoxelScale);
|
||||
|
@ -1802,7 +1805,7 @@ void idle(void) {
|
|||
::mouseVoxel.s = ::mouseVoxelScale;
|
||||
|
||||
} else if (::mouseVoxelScale < ::mouseVoxel.s) {
|
||||
glm::vec3 pt = (origin + direction * distance) / (float)TREE_SCALE -
|
||||
glm::vec3 pt = (mouseRayOrigin + mouseRayDirection * distance) / (float)TREE_SCALE -
|
||||
getFaceVector(face) * (::mouseVoxelScale * 0.5f);
|
||||
::mouseVoxel.x = ::mouseVoxelScale * floorf(pt.x / ::mouseVoxelScale);
|
||||
::mouseVoxel.y = ::mouseVoxelScale * floorf(pt.y / ::mouseVoxelScale);
|
||||
|
@ -1856,6 +1859,7 @@ void idle(void) {
|
|||
if (agent->getLinkedData() != NULL) {
|
||||
Avatar *avatar = (Avatar *)agent->getLinkedData();
|
||||
avatar->simulate(deltaTime);
|
||||
avatar->setMouseRay(mouseRayOrigin, mouseRayDirection);
|
||||
}
|
||||
}
|
||||
agentList->unlock();
|
||||
|
|
Loading…
Reference in a new issue