mirror of
https://github.com/overte-org/overte.git
synced 2025-04-22 21:54:10 +02:00
Remove Avatar::_head, use AvatarData::_headData
This commit is contained in:
parent
c134b8de5b
commit
4010f3ab3f
8 changed files with 98 additions and 93 deletions
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@ -450,22 +450,22 @@ void Application::paintGL() {
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_myCamera.setUpShift(0.0f);
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_myCamera.setDistance(0.0f);
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_myCamera.setTightness(0.0f); // Camera is directly connected to head without smoothing
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_myCamera.setTargetPosition(_myAvatar->getHead().calculateAverageEyePosition());
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_myCamera.setTargetRotation(_myAvatar->getHead().getOrientation());
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_myCamera.setTargetPosition(_myAvatar->getHead()->calculateAverageEyePosition());
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_myCamera.setTargetRotation(_myAvatar->getHead()->getOrientation());
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} else if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
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_myCamera.setTightness(0.0f); // In first person, camera follows (untweaked) head exactly without delay
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_myCamera.setTargetPosition(_myAvatar->getHead().calculateAverageEyePosition());
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_myCamera.setTargetRotation(_myAvatar->getHead().getCameraOrientation());
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_myCamera.setTargetPosition(_myAvatar->getHead()->calculateAverageEyePosition());
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_myCamera.setTargetRotation(_myAvatar->getHead()->getCameraOrientation());
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} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
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_myCamera.setTightness(0.0f); // Camera is directly connected to head without smoothing
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_myCamera.setTargetPosition(_myAvatar->getUprightHeadPosition());
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_myCamera.setTargetRotation(_myAvatar->getHead().getCameraOrientation());
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_myCamera.setTargetRotation(_myAvatar->getHead()->getCameraOrientation());
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} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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_myCamera.setTightness(0.0f);
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float headHeight = _myAvatar->getHead().calculateAverageEyePosition().y - _myAvatar->getPosition().y;
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float headHeight = _myAvatar->getHead()->calculateAverageEyePosition().y - _myAvatar->getPosition().y;
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_myCamera.setDistance(MIRROR_FULLSCREEN_DISTANCE * _myAvatar->getScale());
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_myCamera.setTargetPosition(_myAvatar->getPosition() + glm::vec3(0, headHeight, 0));
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_myCamera.setTargetRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f)));
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@ -529,14 +529,14 @@ void Application::paintGL() {
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_mirrorCamera.setTargetPosition(_myAvatar->getChestPosition());
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} else { // HEAD zoom level
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_mirrorCamera.setDistance(MIRROR_REARVIEW_DISTANCE * _myAvatar->getScale());
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if (_myAvatar->getSkeletonModel().isActive() && _myAvatar->getHead().getFaceModel().isActive()) {
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if (_myAvatar->getSkeletonModel().isActive() && _myAvatar->getHead()->getFaceModel().isActive()) {
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// as a hack until we have a better way of dealing with coordinate precision issues, reposition the
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// face/body so that the average eye position lies at the origin
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eyeRelativeCamera = true;
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_mirrorCamera.setTargetPosition(glm::vec3());
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} else {
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_mirrorCamera.setTargetPosition(_myAvatar->getHead().calculateAverageEyePosition());
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_mirrorCamera.setTargetPosition(_myAvatar->getHead()->calculateAverageEyePosition());
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}
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}
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@ -558,26 +558,26 @@ void Application::paintGL() {
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if (eyeRelativeCamera) {
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// save absolute translations
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glm::vec3 absoluteSkeletonTranslation = _myAvatar->getSkeletonModel().getTranslation();
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glm::vec3 absoluteFaceTranslation = _myAvatar->getHead().getFaceModel().getTranslation();
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glm::vec3 absoluteFaceTranslation = _myAvatar->getHead()->getFaceModel().getTranslation();
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// get the eye positions relative to the neck and use them to set the face translation
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glm::vec3 leftEyePosition, rightEyePosition;
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_myAvatar->getHead().getFaceModel().setTranslation(glm::vec3());
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_myAvatar->getHead().getFaceModel().getEyePositions(leftEyePosition, rightEyePosition);
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_myAvatar->getHead().getFaceModel().setTranslation((leftEyePosition + rightEyePosition) * -0.5f);
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_myAvatar->getHead()->getFaceModel().setTranslation(glm::vec3());
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_myAvatar->getHead()->getFaceModel().getEyePositions(leftEyePosition, rightEyePosition);
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_myAvatar->getHead()->getFaceModel().setTranslation((leftEyePosition + rightEyePosition) * -0.5f);
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// get the neck position relative to the body and use it to set the skeleton translation
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glm::vec3 neckPosition;
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_myAvatar->getSkeletonModel().setTranslation(glm::vec3());
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_myAvatar->getSkeletonModel().getNeckPosition(neckPosition);
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_myAvatar->getSkeletonModel().setTranslation(_myAvatar->getHead().getFaceModel().getTranslation() -
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_myAvatar->getSkeletonModel().setTranslation(_myAvatar->getHead()->getFaceModel().getTranslation() -
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neckPosition);
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displaySide(_mirrorCamera, true);
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// restore absolute translations
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_myAvatar->getSkeletonModel().setTranslation(absoluteSkeletonTranslation);
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_myAvatar->getHead().getFaceModel().setTranslation(absoluteFaceTranslation);
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_myAvatar->getHead()->getFaceModel().setTranslation(absoluteFaceTranslation);
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} else {
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displaySide(_mirrorCamera, true);
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}
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@ -1975,8 +1975,8 @@ const float MAX_VOXEL_EDIT_DISTANCE = 50.0f;
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const float HEAD_SPHERE_RADIUS = 0.07f;
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bool Application::isLookingAtMyAvatar(Avatar* avatar) {
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glm::vec3 theirLookat = avatar->getHead().getLookAtPosition();
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glm::vec3 myHeadPosition = _myAvatar->getHead().getPosition();
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glm::vec3 theirLookat = avatar->getHead()->getLookAtPosition();
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glm::vec3 myHeadPosition = _myAvatar->getHead()->getPosition();
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if (pointInSphere(theirLookat, myHeadPosition, HEAD_SPHERE_RADIUS * _myAvatar->getScale())) {
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return true;
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@ -2037,7 +2037,7 @@ void Application::updateFaceshift() {
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// Copy angular velocity if measured by faceshift, to the head
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if (_faceshift.isActive()) {
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_myAvatar->getHead().setAngularVelocity(_faceshift.getHeadAngularVelocity());
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_myAvatar->getHead()->setAngularVelocity(_faceshift.getHeadAngularVelocity());
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}
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}
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@ -2054,7 +2054,7 @@ void Application::updateMyAvatarLookAtPosition(glm::vec3& lookAtSpot) {
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float distance = TREE_SCALE;
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if (_myAvatar->getLookAtTargetAvatar()) {
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distance = glm::distance(_mouseRayOrigin,
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static_cast<Avatar*>(_myAvatar->getLookAtTargetAvatar())->getHead().calculateAverageEyePosition());
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static_cast<Avatar*>(_myAvatar->getLookAtTargetAvatar())->getHead()->calculateAverageEyePosition());
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} else if (_isHoverVoxel) {
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distance = glm::distance(_mouseRayOrigin, getMouseVoxelWorldCoordinates(_hoverVoxel));
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@ -2063,14 +2063,14 @@ void Application::updateMyAvatarLookAtPosition(glm::vec3& lookAtSpot) {
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}
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if (_faceshift.isActive()) {
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// deflect using Faceshift gaze data
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glm::vec3 origin = _myAvatar->getHead().calculateAverageEyePosition();
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glm::vec3 origin = _myAvatar->getHead()->calculateAverageEyePosition();
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float pitchSign = (_myCamera.getMode() == CAMERA_MODE_MIRROR) ? -1.0f : 1.0f;
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float deflection = Menu::getInstance()->getFaceshiftEyeDeflection();
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lookAtSpot = origin + _myCamera.getRotation() * glm::quat(glm::radians(glm::vec3(
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_faceshift.getEstimatedEyePitch() * pitchSign * deflection, _faceshift.getEstimatedEyeYaw() * deflection, 0.0f))) *
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glm::inverse(_myCamera.getRotation()) * (lookAtSpot - origin);
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}
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_myAvatar->getHead().setLookAtPosition(lookAtSpot);
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_myAvatar->getHead()->setLookAtPosition(lookAtSpot);
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}
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void Application::updateHoverVoxels(float deltaTime, float& distance, BoxFace& face) {
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@ -467,8 +467,8 @@ void Audio::handleAudioInput() {
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if (audioMixer && audioMixer->getActiveSocket()) {
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MyAvatar* interfaceAvatar = Application::getInstance()->getAvatar();
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glm::vec3 headPosition = interfaceAvatar->getHead().getPosition();
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glm::quat headOrientation = interfaceAvatar->getHead().getOrientation();
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glm::vec3 headPosition = interfaceAvatar->getHead()->getPosition();
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glm::quat headOrientation = interfaceAvatar->getHead()->getOrientation();
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// we need the amount of bytes in the buffer + 1 for type
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// + 12 for 3 floats for position + float for bearing + 1 attenuation byte
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@ -773,7 +773,7 @@ void Menu::editPreferences() {
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QFormLayout* form = new QFormLayout();
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layout->addLayout(form, 1);
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QString faceURLString = applicationInstance->getAvatar()->getHead().getFaceModel().getURL().toString();
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QString faceURLString = applicationInstance->getAvatar()->getHead()->getFaceModel().getURL().toString();
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QLineEdit* faceURLEdit = new QLineEdit(faceURLString);
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faceURLEdit->setMinimumWidth(QLINE_MINIMUM_WIDTH);
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faceURLEdit->setPlaceholderText(DEFAULT_HEAD_MODEL_URL.toString());
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@ -786,7 +786,7 @@ void Menu::editPreferences() {
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form->addRow("Skeleton URL:", skeletonURLEdit);
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QSlider* pupilDilation = new QSlider(Qt::Horizontal);
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pupilDilation->setValue(applicationInstance->getAvatar()->getHead().getPupilDilation() * pupilDilation->maximum());
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pupilDilation->setValue(applicationInstance->getAvatar()->getHead()->getPupilDilation() * pupilDilation->maximum());
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form->addRow("Pupil Dilation:", pupilDilation);
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QSlider* faceshiftEyeDeflection = new QSlider(Qt::Horizontal);
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@ -862,7 +862,7 @@ void Menu::editPreferences() {
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applicationInstance->getAvatar()->sendIdentityPacket();
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}
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applicationInstance->getAvatar()->getHead().setPupilDilation(pupilDilation->value() / (float)pupilDilation->maximum());
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applicationInstance->getAvatar()->getHead()->setPupilDilation(pupilDilation->value() / (float)pupilDilation->maximum());
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_maxVoxels = maxVoxels->value();
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applicationInstance->getVoxels()->setMaxVoxels(_maxVoxels);
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@ -59,7 +59,6 @@ const float CHAT_MESSAGE_HEIGHT = 0.1f;
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Avatar::Avatar() :
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AvatarData(),
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_head(this),
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_skeletonModel(this),
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_bodyYawDelta(0.0f),
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_mode(AVATAR_MODE_STANDING),
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@ -80,16 +79,15 @@ Avatar::Avatar() :
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moveToThread(Application::getInstance()->thread());
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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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_headData = static_cast<HeadData*>(new Head(this));
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_handData = static_cast<HandData*>(new Hand(this));
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}
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Avatar::~Avatar() {
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_headData = NULL;
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}
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void Avatar::init() {
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_head.init();
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getHead()->init();
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getHand()->init();
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_skeletonModel.init();
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_initialized = true;
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@ -115,14 +113,15 @@ void Avatar::simulate(float deltaTime) {
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getHand()->simulate(deltaTime, false);
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_skeletonModel.simulate(deltaTime);
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_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
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Head* head = getHead();
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head->setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
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glm::vec3 headPosition;
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if (!_skeletonModel.getHeadPosition(headPosition)) {
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headPosition = _position;
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}
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_head.setPosition(headPosition);
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_head.setScale(_scale);
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_head.simulate(deltaTime, false);
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head->setPosition(headPosition);
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head->setScale(_scale);
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getHead()->simulate(deltaTime, false);
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// use speed and angular velocity to determine walking vs. standing
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if (_speed + fabs(_bodyYawDelta) > 0.2) {
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@ -162,7 +161,7 @@ void Avatar::render(bool forceRenderHead) {
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_skeletonModel.renderCollisionProxies(0.7f);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionProxies)) {
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_head.getFaceModel().renderCollisionProxies(0.7f);
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getHead()->getFaceModel().renderCollisionProxies(0.7f);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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renderBody(forceRenderHead);
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@ -171,7 +170,7 @@ void Avatar::render(bool 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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glm::vec3 delta = height * (_head.getCameraOrientation() * IDENTITY_UP) / 2.f;
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glm::vec3 delta = height * (getHead()->getCameraOrientation() * IDENTITY_UP) / 2.f;
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float angle = abs(angleBetween(toTarget + delta, toTarget - delta));
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if (angle < MAX_ANGLE) {
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@ -179,7 +178,7 @@ void Avatar::render(bool forceRenderHead) {
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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glScalef(height / 2.f, height / 2.f, height / 2.f);
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glutSolidSphere(1.2f + _head.getAverageLoudness() * .0005f, 20, 20);
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glutSolidSphere(1.2f + getHead()->getAverageLoudness() * .0005f, 20, 20);
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glPopMatrix();
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}
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}
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@ -193,7 +192,7 @@ void Avatar::render(bool forceRenderHead) {
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}
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glPushMatrix();
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glm::vec3 chatPosition = getHead().getEyePosition() + getBodyUpDirection() * CHAT_MESSAGE_HEIGHT * _scale;
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glm::vec3 chatPosition = getHead()->getEyePosition() + getBodyUpDirection() * CHAT_MESSAGE_HEIGHT * _scale;
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glTranslatef(chatPosition.x, chatPosition.y, chatPosition.z);
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glm::quat chatRotation = Application::getInstance()->getCamera()->getRotation();
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glm::vec3 chatAxis = glm::axis(chatRotation);
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@ -250,7 +249,7 @@ void Avatar::renderBody(bool forceRenderHead) {
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//printf("Render other at %.3f, %.2f, %.2f\n", pos.x, pos.y, pos.z);
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_skeletonModel.render(1.0f);
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if (forceRenderHead) {
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_head.render(1.0f);
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getHead()->render(1.0f);
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}
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getHand()->render(false);
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}
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@ -261,7 +260,7 @@ bool Avatar::findRayIntersection(const glm::vec3& origin, const glm::vec3& direc
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if (_skeletonModel.findRayIntersection(origin, direction, modelDistance)) {
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minDistance = qMin(minDistance, modelDistance);
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}
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if (_head.getFaceModel().findRayIntersection(origin, direction, modelDistance)) {
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if (getHead()->getFaceModel().findRayIntersection(origin, direction, modelDistance)) {
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minDistance = qMin(minDistance, modelDistance);
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}
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if (minDistance < FLT_MAX) {
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@ -276,7 +275,7 @@ bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penet
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// Temporarily disabling collisions against the skeleton because the collision proxies up
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// near the neck are bad and prevent the hand from hitting the face.
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//return _skeletonModel.findSphereCollisions(penetratorCenter, penetratorRadius, collisions, 1.0f, skeletonSkipIndex);
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return _head.getFaceModel().findSphereCollisions(penetratorCenter, penetratorRadius, collisions);
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return getHead()->getFaceModel().findSphereCollisions(penetratorCenter, penetratorRadius, collisions);
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}
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bool Avatar::findParticleCollisions(const glm::vec3& particleCenter, float particleRadius, CollisionList& collisions) {
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@ -355,7 +354,7 @@ bool Avatar::findParticleCollisions(const glm::vec3& particleCenter, float parti
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void Avatar::setFaceModelURL(const QUrl &faceModelURL) {
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AvatarData::setFaceModelURL(faceModelURL);
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const QUrl DEFAULT_FACE_MODEL_URL = QUrl::fromLocalFile("resources/meshes/defaultAvatar_head.fst");
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_head.getFaceModel().setURL(_faceModelURL, DEFAULT_FACE_MODEL_URL);
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getHead()->getFaceModel().setURL(_faceModelURL, DEFAULT_FACE_MODEL_URL);
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}
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void Avatar::setSkeletonModelURL(const QUrl &skeletonModelURL) {
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@ -466,7 +465,7 @@ bool Avatar::collisionWouldMoveAvatar(CollisionInfo& collision) const {
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return false;
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//return _skeletonModel.collisionHitsMoveableJoint(collision);
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}
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if (model == &(_head.getFaceModel())) {
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if (model == &(getHead()->getFaceModel())) {
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// ATM we always handle MODEL_COLLISIONS against the face.
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return true;
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}
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@ -479,8 +478,8 @@ void Avatar::applyCollision(CollisionInfo& collision) {
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}
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// TODO: make skeleton also respond to collisions
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Model* model = static_cast<Model*>(collision._data);
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if (model == &(_head.getFaceModel())) {
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_head.applyCollision(collision);
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if (model == &(getHead()->getFaceModel())) {
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getHead()->applyCollision(collision);
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}
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}
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@ -489,6 +488,6 @@ float Avatar::getPelvisFloatingHeight() const {
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}
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float Avatar::getPelvisToHeadLength() const {
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return glm::distance(_position, _head.getPosition());
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return glm::distance(_position, getHead()->getPosition());
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}
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@ -74,7 +74,7 @@ public:
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void render(bool forceRenderHead);
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//setters
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void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors); }
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void setDisplayingLookatVectors(bool displayingLookatVectors) { getHead()->setRenderLookatVectors(displayingLookatVectors); }
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void setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction);
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//getters
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@ -83,7 +83,8 @@ public:
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glm::vec3 getChestPosition() const;
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float getScale() const { return _scale; }
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const glm::vec3& getVelocity() const { return _velocity; }
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Head& getHead() { return _head; }
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const Head* getHead() const { return static_cast<const Head*>(_headData); }
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Head* getHead() { return static_cast<Head*>(_headData); }
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Hand* getHand() { return static_cast<Hand*>(_handData); }
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glm::quat getWorldAlignedOrientation() const;
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@ -129,8 +130,6 @@ public slots:
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void updateCollisionFlags();
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protected:
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Head _head;
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//Hand _hand;
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SkeletonModel _skeletonModel;
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float _bodyYawDelta;
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AvatarMode _mode;
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@ -72,7 +72,7 @@ void MyAvatar::reset() {
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// TODO? resurrect headMouse stuff?
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//_headMouseX = _glWidget->width() / 2;
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//_headMouseY = _glWidget->height() / 2;
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_head.reset();
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getHead()->reset();
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getHand()->reset();
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setVelocity(glm::vec3(0,0,0));
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@ -130,19 +130,20 @@ void MyAvatar::update(float deltaTime) {
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//_headMouseY = glm::clamp(_headMouseY, 0, _glWidget->height());
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}
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Head* head = getHead();
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if (OculusManager::isConnected()) {
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float yaw, pitch, roll;
|
||||
OculusManager::getEulerAngles(yaw, pitch, roll);
|
||||
|
||||
_head.setYaw(yaw);
|
||||
_head.setPitch(pitch);
|
||||
_head.setRoll(roll);
|
||||
head->setYaw(yaw);
|
||||
head->setPitch(pitch);
|
||||
head->setRoll(roll);
|
||||
}
|
||||
|
||||
// Get audio loudness data from audio input device
|
||||
Audio* audio = Application::getInstance()->getAudio();
|
||||
_head.setAudioLoudness(audio->getLastInputLoudness());
|
||||
_head.setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
|
||||
head->setAudioLoudness(audio->getLastInputLoudness());
|
||||
head->setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
|
||||
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::Gravity)) {
|
||||
setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()));
|
||||
|
@ -266,7 +267,7 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
|
||||
if (!Application::getInstance()->getFaceshift()->isActive() && OculusManager::isConnected() &&
|
||||
fabsf(forwardAcceleration) > OCULUS_ACCELERATION_PULL_THRESHOLD &&
|
||||
fabs(_head.getYaw()) > OCULUS_YAW_OFFSET_THRESHOLD) {
|
||||
fabs(getHead()->getYaw()) > OCULUS_YAW_OFFSET_THRESHOLD) {
|
||||
|
||||
// if we're wearing the oculus
|
||||
// and this acceleration is above the pull threshold
|
||||
|
@ -276,7 +277,7 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
_bodyYaw = getAbsoluteHeadYaw();
|
||||
|
||||
// set the head yaw to zero for this draw
|
||||
_head.setYaw(0);
|
||||
getHead()->setYaw(0);
|
||||
|
||||
// correct the oculus yaw offset
|
||||
OculusManager::updateYawOffset();
|
||||
|
@ -316,15 +317,18 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
// update avatar skeleton and simulate hand and head
|
||||
getHand()->collideAgainstOurself();
|
||||
getHand()->simulate(deltaTime, true);
|
||||
|
||||
_skeletonModel.simulate(deltaTime);
|
||||
_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
|
||||
|
||||
Head* head = getHead();
|
||||
head->setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
|
||||
glm::vec3 headPosition;
|
||||
if (!_skeletonModel.getHeadPosition(headPosition)) {
|
||||
headPosition = _position;
|
||||
}
|
||||
_head.setPosition(headPosition);
|
||||
_head.setScale(_scale);
|
||||
_head.simulate(deltaTime, true);
|
||||
head->setPosition(headPosition);
|
||||
head->setScale(_scale);
|
||||
head->simulate(deltaTime, true);
|
||||
|
||||
// Zero thrust out now that we've added it to velocity in this frame
|
||||
_thrust = glm::vec3(0, 0, 0);
|
||||
|
@ -338,6 +342,8 @@ void MyAvatar::updateFromGyros(float deltaTime) {
|
|||
Faceshift* faceshift = Application::getInstance()->getFaceshift();
|
||||
glm::vec3 estimatedPosition, estimatedRotation;
|
||||
|
||||
Head* head = getHead();
|
||||
|
||||
if (faceshift->isActive()) {
|
||||
estimatedPosition = faceshift->getHeadTranslation();
|
||||
estimatedRotation = safeEulerAngles(faceshift->getHeadRotation());
|
||||
|
@ -359,10 +365,10 @@ void MyAvatar::updateFromGyros(float deltaTime) {
|
|||
// restore rotation, lean to neutral positions
|
||||
const float RESTORE_PERIOD = 1.f; // seconds
|
||||
float restorePercentage = glm::clamp(deltaTime/RESTORE_PERIOD, 0.f, 1.f);
|
||||
_head.setYaw(glm::mix(_head.getYaw(), 0.0f, restorePercentage));
|
||||
_head.setRoll(glm::mix(_head.getRoll(), 0.0f, restorePercentage));
|
||||
_head.setLeanSideways(glm::mix(_head.getLeanSideways(), 0.0f, restorePercentage));
|
||||
_head.setLeanForward(glm::mix(_head.getLeanForward(), 0.0f, restorePercentage));
|
||||
head->setYaw(glm::mix(head->getYaw(), 0.0f, restorePercentage));
|
||||
head->setRoll(glm::mix(head->getRoll(), 0.0f, restorePercentage));
|
||||
head->setLeanSideways(glm::mix(head->getLeanSideways(), 0.0f, restorePercentage));
|
||||
head->setLeanForward(glm::mix(head->getLeanForward(), 0.0f, restorePercentage));
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -371,17 +377,17 @@ void MyAvatar::updateFromGyros(float deltaTime) {
|
|||
const float AVATAR_HEAD_PITCH_MAGNIFY = 1.0f;
|
||||
const float AVATAR_HEAD_YAW_MAGNIFY = 1.0f;
|
||||
const float AVATAR_HEAD_ROLL_MAGNIFY = 1.0f;
|
||||
_head.tweakPitch(estimatedRotation.x * AVATAR_HEAD_PITCH_MAGNIFY);
|
||||
_head.tweakYaw(estimatedRotation.y * AVATAR_HEAD_YAW_MAGNIFY);
|
||||
_head.tweakRoll(estimatedRotation.z * AVATAR_HEAD_ROLL_MAGNIFY);
|
||||
head->tweakPitch(estimatedRotation.x * AVATAR_HEAD_PITCH_MAGNIFY);
|
||||
head->tweakYaw(estimatedRotation.y * AVATAR_HEAD_YAW_MAGNIFY);
|
||||
head->tweakRoll(estimatedRotation.z * AVATAR_HEAD_ROLL_MAGNIFY);
|
||||
|
||||
// Update torso lean distance based on accelerometer data
|
||||
const float TORSO_LENGTH = 0.5f;
|
||||
glm::vec3 relativePosition = estimatedPosition - glm::vec3(0.0f, -TORSO_LENGTH, 0.0f);
|
||||
const float MAX_LEAN = 45.0f;
|
||||
_head.setLeanSideways(glm::clamp(glm::degrees(atanf(relativePosition.x * _leanScale / TORSO_LENGTH)),
|
||||
head->setLeanSideways(glm::clamp(glm::degrees(atanf(relativePosition.x * _leanScale / TORSO_LENGTH)),
|
||||
-MAX_LEAN, MAX_LEAN));
|
||||
_head.setLeanForward(glm::clamp(glm::degrees(atanf(relativePosition.z * _leanScale / TORSO_LENGTH)),
|
||||
head->setLeanForward(glm::clamp(glm::degrees(atanf(relativePosition.z * _leanScale / TORSO_LENGTH)),
|
||||
-MAX_LEAN, MAX_LEAN));
|
||||
|
||||
// if Faceshift drive is enabled, set the avatar drive based on the head position
|
||||
|
@ -390,11 +396,11 @@ void MyAvatar::updateFromGyros(float deltaTime) {
|
|||
}
|
||||
|
||||
// Move with Lean by applying thrust proportional to leaning
|
||||
glm::quat orientation = _head.getCameraOrientation();
|
||||
glm::quat orientation = head->getCameraOrientation();
|
||||
glm::vec3 front = orientation * IDENTITY_FRONT;
|
||||
glm::vec3 right = orientation * IDENTITY_RIGHT;
|
||||
float leanForward = _head.getLeanForward();
|
||||
float leanSideways = _head.getLeanSideways();
|
||||
float leanForward = head->getLeanForward();
|
||||
float leanSideways = head->getLeanSideways();
|
||||
|
||||
// Degrees of 'dead zone' when leaning, and amount of acceleration to apply to lean angle
|
||||
const float LEAN_FWD_DEAD_ZONE = 15.f;
|
||||
|
@ -425,7 +431,7 @@ static TextRenderer* textRenderer() {
|
|||
|
||||
void MyAvatar::renderDebugBodyPoints() {
|
||||
glm::vec3 torsoPosition(getPosition());
|
||||
glm::vec3 headPosition(getHead().getEyePosition());
|
||||
glm::vec3 headPosition(getHead()->getEyePosition());
|
||||
float torsoToHead = glm::length(headPosition - torsoPosition);
|
||||
glm::vec3 position;
|
||||
printf("head-above-torso %.2f, scale = %0.2f\n", torsoToHead, getScale());
|
||||
|
@ -471,7 +477,7 @@ void MyAvatar::render(bool forceRenderHead) {
|
|||
}
|
||||
glPushMatrix();
|
||||
|
||||
glm::vec3 chatPosition = getHead().getEyePosition() + getBodyUpDirection() * CHAT_MESSAGE_HEIGHT * _scale;
|
||||
glm::vec3 chatPosition = getHead()->getEyePosition() + getBodyUpDirection() * CHAT_MESSAGE_HEIGHT * _scale;
|
||||
glTranslatef(chatPosition.x, chatPosition.y, chatPosition.z);
|
||||
glm::quat chatRotation = Application::getInstance()->getCamera()->getRotation();
|
||||
glm::vec3 chatAxis = glm::axis(chatRotation);
|
||||
|
@ -581,13 +587,13 @@ void MyAvatar::saveData(QSettings* settings) {
|
|||
settings->setValue("bodyPitch", _bodyPitch);
|
||||
settings->setValue("bodyRoll", _bodyRoll);
|
||||
|
||||
settings->setValue("headPitch", _head.getPitch());
|
||||
settings->setValue("headPitch", getHead()->getPitch());
|
||||
|
||||
settings->setValue("position_x", _position.x);
|
||||
settings->setValue("position_y", _position.y);
|
||||
settings->setValue("position_z", _position.z);
|
||||
|
||||
settings->setValue("pupilDilation", _head.getPupilDilation());
|
||||
settings->setValue("pupilDilation", getHead()->getPupilDilation());
|
||||
|
||||
settings->setValue("leanScale", _leanScale);
|
||||
settings->setValue("scale", _targetScale);
|
||||
|
@ -606,13 +612,13 @@ void MyAvatar::loadData(QSettings* settings) {
|
|||
_bodyPitch = loadSetting(settings, "bodyPitch", 0.0f);
|
||||
_bodyRoll = loadSetting(settings, "bodyRoll", 0.0f);
|
||||
|
||||
_head.setPitch(loadSetting(settings, "headPitch", 0.0f));
|
||||
getHead()->setPitch(loadSetting(settings, "headPitch", 0.0f));
|
||||
|
||||
_position.x = loadSetting(settings, "position_x", 0.0f);
|
||||
_position.y = loadSetting(settings, "position_y", 0.0f);
|
||||
_position.z = loadSetting(settings, "position_z", 0.0f);
|
||||
|
||||
_head.setPupilDilation(loadSetting(settings, "pupilDilation", 0.0f));
|
||||
getHead()->setPupilDilation(loadSetting(settings, "pupilDilation", 0.0f));
|
||||
|
||||
_leanScale = loadSetting(settings, "leanScale", 0.05f);
|
||||
_targetScale = loadSetting(settings, "scale", 1.0f);
|
||||
|
@ -647,9 +653,9 @@ void MyAvatar::orbit(const glm::vec3& position, int deltaX, int deltaY) {
|
|||
setOrientation(orientation);
|
||||
|
||||
// then vertically
|
||||
float oldPitch = _head.getPitch();
|
||||
_head.setPitch(oldPitch + deltaY * -ANGULAR_SCALE);
|
||||
rotation = glm::angleAxis(_head.getPitch() - oldPitch, orientation * IDENTITY_RIGHT);
|
||||
float oldPitch = getHead()->getPitch();
|
||||
getHead()->setPitch(oldPitch + deltaY * -ANGULAR_SCALE);
|
||||
rotation = glm::angleAxis(getHead()->getPitch() - oldPitch, orientation * IDENTITY_RIGHT);
|
||||
|
||||
setPosition(position + rotation * (getPosition() - position));
|
||||
}
|
||||
|
@ -669,8 +675,8 @@ void MyAvatar::updateLookAtTargetAvatar(glm::vec3 &eyePosition) {
|
|||
float distance;
|
||||
if (avatar->findRayIntersection(mouseOrigin, mouseDirection, distance)) {
|
||||
// rescale to compensate for head embiggening
|
||||
eyePosition = (avatar->getHead().calculateAverageEyePosition() - avatar->getHead().getScalePivot()) *
|
||||
(avatar->getScale() / avatar->getHead().getScale()) + avatar->getHead().getScalePivot();
|
||||
eyePosition = (avatar->getHead()->calculateAverageEyePosition() - avatar->getHead()->getScalePivot()) *
|
||||
(avatar->getScale() / avatar->getHead()->getScale()) + avatar->getHead()->getScalePivot();
|
||||
_lookAtTargetAvatar = avatarPointer;
|
||||
return;
|
||||
}
|
||||
|
@ -684,7 +690,8 @@ void MyAvatar::clearLookAtTargetAvatar() {
|
|||
}
|
||||
|
||||
float MyAvatar::getAbsoluteHeadYaw() const {
|
||||
return glm::yaw(_head.getOrientation());
|
||||
const Head* head = static_cast<const Head*>(_headData);
|
||||
return glm::yaw(head->getOrientation());
|
||||
}
|
||||
|
||||
glm::vec3 MyAvatar::getUprightHeadPosition() const {
|
||||
|
@ -698,8 +705,8 @@ void MyAvatar::renderBody(bool forceRenderHead) {
|
|||
// Render head so long as the camera isn't inside it
|
||||
const float RENDER_HEAD_CUTOFF_DISTANCE = 0.10f;
|
||||
Camera* myCamera = Application::getInstance()->getCamera();
|
||||
if (forceRenderHead || (glm::length(myCamera->getPosition() - _head.calculateAverageEyePosition()) > RENDER_HEAD_CUTOFF_DISTANCE)) {
|
||||
_head.render(1.0f);
|
||||
if (forceRenderHead || (glm::length(myCamera->getPosition() - getHead()->calculateAverageEyePosition()) > RENDER_HEAD_CUTOFF_DISTANCE)) {
|
||||
getHead()->render(1.0f);
|
||||
}
|
||||
getHand()->render(true);
|
||||
}
|
||||
|
@ -708,7 +715,7 @@ void MyAvatar::updateThrust(float deltaTime) {
|
|||
//
|
||||
// Gather thrust information from keyboard and sensors to apply to avatar motion
|
||||
//
|
||||
glm::quat orientation = getHead().getCameraOrientation();
|
||||
glm::quat orientation = getHead()->getCameraOrientation();
|
||||
glm::vec3 front = orientation * IDENTITY_FRONT;
|
||||
glm::vec3 right = orientation * IDENTITY_RIGHT;
|
||||
glm::vec3 up = orientation * IDENTITY_UP;
|
||||
|
@ -729,7 +736,7 @@ void MyAvatar::updateThrust(float deltaTime) {
|
|||
_thrust -= _driveKeys[DOWN] * _scale * THRUST_MAG_DOWN * _thrustMultiplier * deltaTime * up;
|
||||
_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_MAG * deltaTime;
|
||||
_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_MAG * deltaTime;
|
||||
_head.setPitch(_head.getPitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_MAG * deltaTime);
|
||||
getHead()->setPitch(getHead()->getPitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_MAG * deltaTime);
|
||||
|
||||
// If thrust keys are being held down, slowly increase thrust to allow reaching great speeds
|
||||
if (_driveKeys[FWD] || _driveKeys[BACK] || _driveKeys[RIGHT] || _driveKeys[LEFT] || _driveKeys[UP] || _driveKeys[DOWN]) {
|
||||
|
@ -1112,7 +1119,7 @@ void MyAvatar::updateChatCircle(float deltaTime) {
|
|||
|
||||
void MyAvatar::setGravity(glm::vec3 gravity) {
|
||||
_gravity = gravity;
|
||||
_head.setGravity(_gravity);
|
||||
getHead()->setGravity(_gravity);
|
||||
|
||||
// use the gravity to determine the new world up direction, if possible
|
||||
float gravityLength = glm::length(gravity);
|
||||
|
|
|
@ -181,8 +181,8 @@ void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, const
|
|||
glm::mat3 axes = glm::mat3_cast(_rotation);
|
||||
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.transform * glm::translate(state.translation) *
|
||||
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation)));
|
||||
state.rotation = glm::angleAxis(-_owningAvatar->getHead().getLeanSideways(), glm::normalize(inverse * axes[2])) *
|
||||
glm::angleAxis(-_owningAvatar->getHead().getLeanForward(), glm::normalize(inverse * axes[0])) * joint.rotation;
|
||||
state.rotation = glm::angleAxis(-_owningAvatar->getHead()->getLeanSideways(), glm::normalize(inverse * axes[2])) *
|
||||
glm::angleAxis(-_owningAvatar->getHead()->getLeanForward(), glm::normalize(inverse * axes[0])) * joint.rotation;
|
||||
}
|
||||
|
||||
void SkeletonModel::stretchArm(int jointIndex, const glm::vec3& position) {
|
||||
|
|
|
@ -64,7 +64,7 @@ void Snapshot::saveSnapshot(QGLWidget* widget, Profile* profile, Avatar* avatar)
|
|||
QImage shot = widget->grabFrameBuffer();
|
||||
|
||||
glm::vec3 location = avatar->getPosition();
|
||||
glm::quat orientation = avatar->getHead().getOrientation();
|
||||
glm::quat orientation = avatar->getHead()->getOrientation();
|
||||
|
||||
// add metadata
|
||||
shot.setText(LOCATION_X, QString::number(location.x));
|
||||
|
|
Loading…
Reference in a new issue