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Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
42ba5a51d4
6 changed files with 240 additions and 191 deletions
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@ -250,8 +250,16 @@ int audioCallback (const void *inputBuffer,
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}
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// play whatever we have in the audio buffer
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//
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// if we haven't fired off the flange effect, check if we should
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int lastYawMeasured = fabsf(data->linkedHead->getLastMeasuredYaw());
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//
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//
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// NOTE: PER - LastMeasuredHeadYaw is now relative to body position, represents the local
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// rotation of the head relative to body, this may effect flange effect!
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//
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//
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int lastYawMeasured = fabsf(data->linkedHead->getLastMeasuredHeadYaw());
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if (!samplesLeftForFlange && lastYawMeasured > MIN_FLANGE_EFFECT_THRESHOLD) {
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// we should flange for one second
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@ -73,9 +73,9 @@ Head::Head(bool isMine) {
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_head.interPupilDistance = 0.6;
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_head.interBrowDistance = 0.75;
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_head.nominalPupilSize = 0.10;
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_head.yaw = 0.0;
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_head.pitch = 0.0;
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_head.roll = 0.0;
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//_head.yaw = 0.0;
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//_head.pitch = 0.0;
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//_head.roll = 0.0;
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_head.pitchRate = 0.0;
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_head.yawRate = 0.0;
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_head.rollRate = 0.0;
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@ -104,7 +104,6 @@ Head::Head(bool isMine) {
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_head.eyeContactTarget = LEFT_EYE;
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_head.scale = 1.0;
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_head.audioAttack = 0.0;
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_head.loudness = 0.0;
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_head.averageLoudness = 0.0;
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_head.lastLoudness = 0.0;
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_head.browAudioLift = 0.0;
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@ -118,7 +117,13 @@ Head::Head(bool isMine) {
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_renderPitch = 0.0;
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_sphere = NULL;
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_collisionElipsoid.colliding = false;
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_collisionElipsoid.position = glm::vec3( 0.0, 0.0, 0.0 );
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_collisionElipsoid.upVector = glm::vec3( 0.0, 0.0, 0.0 );
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_collisionElipsoid.girth = 0.0;
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_collisionElipsoid.height = 0.0;
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if (iris_texture.size() == 0) {
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switchToResourcesParentIfRequired();
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unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
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@ -127,16 +132,12 @@ Head::Head(bool isMine) {
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}
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}
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//--------------------------------------------------
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// test... just slam them into random positions...
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//--------------------------------------------------
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_otherAvatarHandPosition[ 0 ] = glm::vec3( 0.0f, 0.3f, 2.0f );
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_otherAvatarHandPosition[ 1 ] = glm::vec3( 4.0f, 0.3f, 2.0f );
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_otherAvatarHandPosition[ 2 ] = glm::vec3( 2.0f, 0.3f, 2.0f );
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_otherAvatarHandPosition[ 3 ] = glm::vec3( 1.0f, 0.3f, -4.0f );
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_otherAvatarHandPosition[ 4 ] = glm::vec3( -2.0f, 0.3f, -2.0f );
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for (int o=0; o<MAX_OTHER_AVATARS; o++) {
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_otherAvatarHandPosition[o] = glm::vec3( 0.0f, 0.0f, 0.0f );
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}
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}
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Head::Head(const Head &otherAvatar) {
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_velocity = otherAvatar._velocity;
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@ -174,9 +175,9 @@ Head::Head(const Head &otherAvatar) {
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_head.interPupilDistance = otherAvatar._head.interPupilDistance;
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_head.interBrowDistance = otherAvatar._head.interBrowDistance;
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_head.nominalPupilSize = otherAvatar._head.nominalPupilSize;
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_head.yaw = otherAvatar._head.yaw;
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_head.pitch = otherAvatar._head.pitch;
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_head.roll = otherAvatar._head.roll;
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//_head.yaw = otherAvatar._head.yaw;
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//_head.pitch = otherAvatar._head.pitch;
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//_head.roll = otherAvatar._head.roll;
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_head.yawRate = otherAvatar._head.yawRate;
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_head.pitchRate = otherAvatar._head.pitchRate;
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_head.rollRate = otherAvatar._head.rollRate;
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@ -205,7 +206,6 @@ Head::Head(const Head &otherAvatar) {
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_head.eyeContactTarget = otherAvatar._head.eyeContactTarget;
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_head.scale = otherAvatar._head.scale;
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_head.audioAttack = otherAvatar._head.audioAttack;
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_head.loudness = otherAvatar._head.loudness;
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_head.averageLoudness = otherAvatar._head.averageLoudness;
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_head.lastLoudness = otherAvatar._head.lastLoudness;
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_head.browAudioLift = otherAvatar._head.browAudioLift;
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@ -232,14 +232,14 @@ Head* Head::clone() const {
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}
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void Head::reset() {
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_head.pitch = _head.yaw = _head.roll = 0;
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_headPitch = _headYaw = _headRoll = 0;
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_head.leanForward = _head.leanSideways = 0;
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}
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//this pertains to moving the head with the glasses
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//---------------------------------------------------
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void Head::UpdateGyros(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity)
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void Head::UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity)
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// Using serial data, update avatar/render position and angles
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{
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const float PITCH_ACCEL_COUPLING = 0.5;
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@ -267,20 +267,15 @@ void Head::UpdateGyros(float frametime, SerialInterface * serialInterface, int h
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const float MAX_YAW = 85;
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const float MIN_YAW = -85;
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if ((_head.pitch < MAX_PITCH) && (_head.pitch > MIN_PITCH))
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addPitch(measured_pitch_rate * -HEAD_ROTATION_SCALE * frametime);
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if ((_headPitch < MAX_PITCH) && (_headPitch > MIN_PITCH))
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addHeadPitch(measured_pitch_rate * -HEAD_ROTATION_SCALE * frametime);
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addRoll(-measured_roll_rate * HEAD_ROLL_SCALE * frametime);
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addHeadRoll(measured_roll_rate * HEAD_ROLL_SCALE * frametime);
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if (head_mirror) {
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if ((_head.yaw < MAX_YAW) && (_head.yaw > MIN_YAW))
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addYaw(-_head.yawRate * HEAD_ROTATION_SCALE * frametime);
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addLean(-measured_lateral_accel * frametime * HEAD_LEAN_SCALE, -measured_fwd_accel*frametime * HEAD_LEAN_SCALE);
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} else {
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if ((_head.yaw < MAX_YAW) && (_head.yaw > MIN_YAW))
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addYaw(_head.yawRate * -HEAD_ROTATION_SCALE * frametime);
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addLean(measured_lateral_accel * frametime * -HEAD_LEAN_SCALE, measured_fwd_accel*frametime * HEAD_LEAN_SCALE);
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}
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if ((_headYaw < MAX_YAW) && (_headYaw > MIN_YAW))
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addHeadYaw(_head.yawRate * HEAD_ROTATION_SCALE * frametime);
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addLean(-measured_lateral_accel * frametime * HEAD_LEAN_SCALE, -measured_fwd_accel*frametime * HEAD_LEAN_SCALE);
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}
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void Head::addLean(float x, float z) {
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@ -302,7 +297,6 @@ void Head::setMousePressed( bool d ) {
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_mousePressed = d;
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}
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void Head::simulate(float deltaTime) {
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//-------------------------------------------------------------
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@ -311,9 +305,6 @@ void Head::simulate(float deltaTime) {
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//-------------------------------------------------------------
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if ( _isMine )
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{
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//-------------------------------------
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// DEBUG - other avatars...
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//-------------------------------------
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_closestOtherAvatar = -1;
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float closestDistance = 10000.0f;
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@ -348,33 +339,13 @@ void Head::simulate(float deltaTime) {
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}
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}
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/*
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///for testing only (prior to having real avs working)
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for (int o=0; o<NUM_OTHER_AVATARS; o++) {
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//-------------------------------------
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// test other avs for proximity...
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//-------------------------------------
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glm::vec3 v( _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
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v -= _DEBUG_otherAvatarListPosition[o];
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float distance = glm::length( v );
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if ( distance < _maxArmLength ) {
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if ( distance < closestDistance ) {
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closestDistance = distance;
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_closestOtherAvatar = o;
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}
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}
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}
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*/
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}//if ( _isMine )
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if ( usingBigSphereCollisionTest ) {
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//--------------------------------------------------------------
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// test for avatar collision response (using a big sphere :)
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//--------------------------------------------------------------
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updateBigSphereCollisionTest(deltaTime);
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updateAvatarCollisionDetectionAndResponse(_TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime);
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}
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if ( AVATAR_GRAVITY ) {
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@ -460,10 +431,6 @@ void Head::simulate(float deltaTime) {
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_bodyYaw += _bodyYawDelta * deltaTime;
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}
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// we will be eventually getting head rotation from elsewhere. For now, just setting it to body rotation
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_head.yaw = _bodyYaw;
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_head.pitch = _bodyPitch;
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_head.roll = _bodyRoll;
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//----------------------------------------------------------
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// decay body yaw delta
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@ -485,21 +452,30 @@ void Head::simulate(float deltaTime) {
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//----------------------------------------------------------
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_velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
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//
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// Update Head information
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//
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// we will be eventually getting head rotation from elsewhere. For now, just setting it to body rotation
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//_head.yaw = _bodyYaw;
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//_head.pitch = _bodyPitch;
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//_head.roll = _bodyRoll;
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if (!_head.noise) {
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// Decay back toward center
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_head.pitch *= (1.0f - DECAY*2*deltaTime);
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_head.yaw *= (1.0f - DECAY*2*deltaTime);
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_head.roll *= (1.0f - DECAY*2*deltaTime);
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_headPitch *= (1.0f - DECAY * 2 * deltaTime);
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_headYaw *= (1.0f - DECAY * 2 * deltaTime);
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_headRoll *= (1.0f - DECAY * 2 * deltaTime);
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}
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else {
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// Move toward new target
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_head.pitch += (_head.pitchTarget - _head.pitch)*10*deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
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_head.yaw += (_head.yawTarget - _head.yaw )*10*deltaTime; // (1.f - DECAY*deltaTime);
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_head.roll *= (1.f - DECAY*deltaTime);
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_headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
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_headYaw += (_head.yawTarget - _headYaw ) * 10 * deltaTime; // (1.f - DECAY*deltaTime);
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_headRoll *= 1.f - (DECAY * deltaTime);
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}
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_head.leanForward *= (1.f - DECAY*30.f*deltaTime);
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_head.leanSideways *= (1.f - DECAY*30.f*deltaTime);
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_head.leanForward *= (1.f - DECAY * 30 * deltaTime);
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_head.leanSideways *= (1.f - DECAY * 30 * deltaTime);
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// Update where the avatar's eyes are
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//
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@ -509,8 +485,8 @@ void Head::simulate(float deltaTime) {
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_head.eyeContact = 1;
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if (!_head.eyeContact) {
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// If we just stopped making eye contact,move the eyes markedly away
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_head.eyeballPitch[0] = _head.eyeballPitch[1] = _head.eyeballPitch[0] + 5.0 + (randFloat() - 0.5)*10;
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_head.eyeballYaw [0] = _head.eyeballYaw [1] = _head.eyeballYaw [0] + 5.0 + (randFloat() - 0.5)*5;
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_head.eyeballPitch[0] = _head.eyeballPitch[1] = _head.eyeballPitch[0] + 5.0 + (randFloat() - 0.5) * 10;
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_head.eyeballYaw [0] = _head.eyeballYaw [1] = _head.eyeballYaw [0] + 5.0 + (randFloat() - 0.5) * 5;
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} else {
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// If now making eye contact, turn head to look right at viewer
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SetNewHeadTarget(0,0);
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@ -537,63 +513,87 @@ void Head::simulate(float deltaTime) {
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if (_head.eyeContactTarget == RIGHT_EYE) eye_target_yaw_adjust = -DEGREES_BETWEEN_VIEWER_EYES;
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if (_head.eyeContactTarget == MOUTH) eye_target_pitch_adjust = DEGREES_TO_VIEWER_MOUTH;
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_head.eyeballPitch[0] = _head.eyeballPitch[1] = -_head.pitch + eye_target_pitch_adjust;
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_head.eyeballYaw[0] = _head.eyeballYaw[1] = -_head.yaw + eye_target_yaw_adjust;
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_head.eyeballPitch[0] = _head.eyeballPitch[1] = -_headPitch + eye_target_pitch_adjust;
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_head.eyeballYaw[0] = _head.eyeballYaw[1] = -_headYaw + eye_target_yaw_adjust;
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}
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if (_head.noise)
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{
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_head.pitch += (randFloat() - 0.5)*0.2*_head.noiseEnvelope;
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_head.yaw += (randFloat() - 0.5)*0.3*_head.noiseEnvelope;
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//PupilSize += (randFloat() - 0.5)*0.001*NoiseEnvelope;
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_headPitch += (randFloat() - 0.5) * 0.2 * _head.noiseEnvelope;
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_headYaw += (randFloat() - 0.5) * 0.3 *_head.noiseEnvelope;
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//PupilSize += (randFloat() - 0.5) * 0.001*NoiseEnvelope;
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if (randFloat() < 0.005) _head.mouthWidth = MouthWidthChoices[rand()%3];
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if (!_head.eyeContact) {
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if (randFloat() < 0.01) _head.eyeballPitch[0] = _head.eyeballPitch[1] = (randFloat() - 0.5)*20;
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if (randFloat() < 0.01) _head.eyeballYaw[0] = _head.eyeballYaw[1] = (randFloat()- 0.5)*10;
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if (randFloat() < 0.01) _head.eyeballPitch[0] = _head.eyeballPitch[1] = (randFloat() - 0.5) * 20;
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if (randFloat() < 0.01) _head.eyeballYaw[0] = _head.eyeballYaw[1] = (randFloat()- 0.5) * 10;
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}
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if ((randFloat() < 0.005) && (fabs(_head.pitchTarget - _head.pitch) < 1.0) && (fabs(_head.yawTarget - _head.yaw) < 1.0)) {
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SetNewHeadTarget((randFloat()-0.5)*20.0, (randFloat()-0.5)*45.0);
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if ((randFloat() < 0.005) && (fabs(_head.pitchTarget - _headPitch) < 1.0) && (fabs(_head.yawTarget - _headYaw) < 1.0)) {
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SetNewHeadTarget((randFloat()-0.5) * 20.0, (randFloat()-0.5) * 45.0);
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}
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if (0) {
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// Pick new target
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_head.pitchTarget = (randFloat() - 0.5)*45;
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_head.yawTarget = (randFloat() - 0.5)*22;
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_head.pitchTarget = (randFloat() - 0.5) * 45;
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_head.yawTarget = (randFloat() - 0.5) * 22;
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}
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if (randFloat() < 0.01)
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{
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_head.eyebrowPitch[0] = _head.eyebrowPitch[1] = BrowPitchAngle[rand()%3];
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_head.eyebrowRoll [0] = _head.eyebrowRoll[1] = BrowRollAngle[rand()%5];
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_head.eyebrowRoll [1]*=-1;
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_head.eyebrowRoll [1] *=-1;
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}
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}
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}
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float Head::getGirth() {
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return COLLISION_BODY_RADIUS;
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}
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float Head::getHeight() {
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return COLLISION_HEIGHT;
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}
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glm::vec3 Head::getBodyUpDirection() {
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return _orientation.getUp();
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}
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bool Head::testForCollision( glm::vec3 collisionPosition, float collisionGirth, float collisionHeight, glm::vec3 collisionUpVector ) {
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_collisionElipsoid.colliding = false;
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_collisionElipsoid.position = glm::vec3( 0.0, 0.0, 0.0 );
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_collisionElipsoid.upVector = glm::vec3( 0.0, 0.0, 0.0 );
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_collisionElipsoid.girth = 0.0;
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_collisionElipsoid.height = 0.0;
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return false;
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}
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||||
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//--------------------------------------------------------------------------------
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// This is a workspace for testing avatar body collision detection and response
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//--------------------------------------------------------------------------------
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void Head::updateBigSphereCollisionTest( float deltaTime ) {
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void Head::updateAvatarCollisionDetectionAndResponse( glm::vec3 collisionPosition, float collisionRadius, float deltaTime ) {
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float myBodyApproximateBoundingRadius = 1.0f;
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glm::vec3 vectorFromMyBodyToBigSphere(_bodyPosition - _TEST_bigSpherePosition);
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glm::vec3 vectorFromMyBodyToBigSphere(_bodyPosition - collisionPosition);
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bool jointCollision = false;
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float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
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if ( distanceToBigSphere < myBodyApproximateBoundingRadius + _TEST_bigSphereRadius)
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if ( distanceToBigSphere < myBodyApproximateBoundingRadius + collisionRadius )
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{
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for (int b=0; b<NUM_AVATAR_BONES; b++)
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{
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glm::vec3 vectorFromJointToBigSphereCenter(_bone[b].springyPosition - _TEST_bigSpherePosition);
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glm::vec3 vectorFromJointToBigSphereCenter(_bone[b].springyPosition - collisionPosition);
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float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
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float combinedRadius = _bone[b].radius + _TEST_bigSphereRadius;
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float combinedRadius = _bone[b].radius + collisionRadius;
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if ( distanceToBigSphereCenter < combinedRadius )
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{
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jointCollision = true;
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@ -606,7 +606,7 @@ void Head::updateBigSphereCollisionTest( float deltaTime ) {
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|||
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_bone[b].springyVelocity += collisionForce * 30.0f * deltaTime;
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_velocity += collisionForce * 100.0f * deltaTime;
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_bone[b].springyPosition = _TEST_bigSpherePosition + directionVector * combinedRadius;
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_bone[b].springyPosition = collisionPosition + directionVector * combinedRadius;
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}
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||||
}
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||||
}
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||||
|
@ -619,11 +619,11 @@ void Head::updateBigSphereCollisionTest( float deltaTime ) {
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|||
}
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||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void Head::render(int faceToFace) {
|
||||
void Head::render(bool lookingInMirror) {
|
||||
|
||||
//---------------------------------------------------
|
||||
// show avatar position
|
||||
|
@ -656,26 +656,13 @@ void Head::render(int faceToFace) {
|
|||
//---------------------------------------------------
|
||||
// render head
|
||||
//---------------------------------------------------
|
||||
renderHead(faceToFace);
|
||||
renderHead(lookingInMirror);
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
// if this is my avatar, then render my interactions with the other avatars
|
||||
//---------------------------------------------------------------------------
|
||||
if ( _isMine )
|
||||
{
|
||||
/*
|
||||
//---------------------------------------------------
|
||||
// render other avatars (DEBUG TEST)
|
||||
//---------------------------------------------------
|
||||
for (int o=0; o<_numOtherAvatarsInView; o++) {
|
||||
glPushMatrix();
|
||||
glTranslatef( _otherAvatarHandPosition[o].x, _otherAvatarHandPosition[o].y, _otherAvatarHandPosition[o].z );
|
||||
glScalef( 0.03, 0.03, 0.03 );
|
||||
glutSolidSphere( 1, 10, 10 );
|
||||
glPopMatrix();
|
||||
}
|
||||
*/
|
||||
|
||||
if (_usingBodySprings) {
|
||||
if ( _closestOtherAvatar != -1 ) {
|
||||
|
||||
|
@ -693,9 +680,9 @@ void Head::render(int faceToFace) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void Head::renderHead(int faceToFace) {
|
||||
void Head::renderHead(bool lookingInMirror) {
|
||||
int side = 0;
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
@ -721,9 +708,15 @@ void Head::renderHead(int faceToFace) {
|
|||
|
||||
glScalef( 0.03, 0.03, 0.03 );
|
||||
|
||||
glRotatef(_head.yaw, 0, 1, 0);
|
||||
glRotatef(_head.pitch, 1, 0, 0);
|
||||
glRotatef(_head.roll, 0, 0, 1);
|
||||
if (lookingInMirror) {
|
||||
glRotatef(_bodyYaw - _headYaw, 0, 1, 0);
|
||||
glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
|
||||
glRotatef(_bodyRoll - _headRoll, 0, 0, 1);
|
||||
} else {
|
||||
glRotatef(_bodyYaw + _headYaw, 0, 1, 0);
|
||||
glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
|
||||
glRotatef(_bodyRoll + _headRoll, 0, 0, 1);
|
||||
}
|
||||
|
||||
glScalef(2.0, 2.0, 2.0);
|
||||
glColor3fv(skinColor);
|
||||
|
@ -743,17 +736,17 @@ void Head::renderHead(int faceToFace) {
|
|||
glPopMatrix();
|
||||
|
||||
// _eyebrows
|
||||
_head.audioAttack = 0.9*_head.audioAttack + 0.1*fabs(_head.loudness - _head.lastLoudness);
|
||||
_head.lastLoudness = _head.loudness;
|
||||
_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 += sqrt(_head.audioAttack) / 1000.0;
|
||||
|
||||
_head.browAudioLift *= .90;
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(-_head.interBrowDistance/2.0,0.4,0.45);
|
||||
glTranslatef(-_head.interBrowDistance / 2.0,0.4,0.45);
|
||||
for(side = 0; side < 2; side++) {
|
||||
glColor3fv(browColor);
|
||||
glPushMatrix();
|
||||
|
@ -807,7 +800,7 @@ void Head::renderHead(int faceToFace) {
|
|||
glPushMatrix();
|
||||
{
|
||||
glRotatef(_head.eyeballPitch[1], 1, 0, 0);
|
||||
glRotatef(_head.eyeballYaw[1] + _head.yaw + _head.pupilConverge, 0, 1, 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);
|
||||
|
@ -833,7 +826,7 @@ void Head::renderHead(int faceToFace) {
|
|||
glPushMatrix();
|
||||
{
|
||||
glRotatef(_head.eyeballPitch[0], 1, 0, 0);
|
||||
glRotatef(_head.eyeballYaw[0] + _head.yaw - _head.pupilConverge, 0, 1, 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);
|
||||
|
@ -1131,18 +1124,18 @@ void Head::updateHandMovement() {
|
|||
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].position += transformedHandMovement;
|
||||
|
||||
setHandState(_mousePressed);
|
||||
|
||||
//if holding hands, add a pull to the hand...
|
||||
if ( _usingBodySprings ) {
|
||||
if ( _closestOtherAvatar != -1 ) {
|
||||
if ( _mousePressed ) {
|
||||
|
||||
|
||||
|
||||
glm::vec3 handToHandVector( _otherAvatarHandPosition[ _closestOtherAvatar ]);
|
||||
handToHandVector -= _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||
|
||||
//_bone[ AVATAR_BONE_RIGHT_HAND ].springyVelocity -= handPull;
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _otherAvatarHandPosition[ _closestOtherAvatar ];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1152,7 +1145,6 @@ void Head::updateHandMovement() {
|
|||
glm::vec3 armVector = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||
armVector -= _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// test to see if right hand is being dragged beyond maximum arm length
|
||||
//-------------------------------------------------------------------------------
|
||||
|
@ -1173,30 +1165,13 @@ void Head::updateHandMovement() {
|
|||
constrainedPosition += armVector;
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].position = constrainedPosition;
|
||||
}
|
||||
|
||||
/*
|
||||
//-------------------------------------------------------------------------------
|
||||
// keep arm from going through av body...
|
||||
//-------------------------------------------------------------------------------
|
||||
glm::vec3 adjustedArmVector = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||
adjustedArmVector -= _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||
|
||||
float rightComponent = glm::dot( adjustedArmVector, avatar.orientation.getRight() );
|
||||
|
||||
if ( rightComponent < 0.0 )
|
||||
{
|
||||
_bone[ AVATAR_BONE_RIGHT_HAND ].position -= avatar.orientation.getRight() * rightComponent;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// set elbow position
|
||||
//-----------------------------------------------------------------------------
|
||||
glm::vec3 newElbowPosition = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||
newElbowPosition += armVector * ONE_HALF;
|
||||
//glm::vec3 perpendicular = glm::cross( frontDirection, armVector );
|
||||
glm::vec3 perpendicular = glm::cross( _orientation.getFront(), armVector );
|
||||
|
||||
newElbowPosition += perpendicular * ( 1.0f - ( _maxArmLength / distance ) ) * ONE_HALF;
|
||||
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position = newElbowPosition;
|
||||
|
||||
|
@ -1272,7 +1247,7 @@ void Head::renderBody() {
|
|||
}
|
||||
}
|
||||
|
||||
if (( _usingBodySprings ) && ( _mousePressed )) {
|
||||
if (( _usingBodySprings ) && ( getHandState() )) {
|
||||
glColor4f( 1.0, 1.0, 0.5, 0.5 );
|
||||
glPushMatrix();
|
||||
glTranslatef
|
||||
|
@ -1300,9 +1275,6 @@ void Head::renderBoneAsBlock( AvatarBoneID b ) {
|
|||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void Head::SetNewHeadTarget(float pitch, float yaw) {
|
||||
_head.pitchTarget = pitch;
|
||||
_head.yawTarget = yaw;
|
||||
|
|
|
@ -29,6 +29,9 @@ const float YAW_MAG = 300.0;
|
|||
const float TEST_YAW_DECAY = 5.0;
|
||||
const float LIN_VEL_DECAY = 5.0;
|
||||
|
||||
const float COLLISION_BODY_RADIUS = 0.3;
|
||||
const float COLLISION_HEIGHT = 1.5;
|
||||
|
||||
enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
|
||||
|
||||
#define FWD 0
|
||||
|
@ -41,7 +44,7 @@ enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
|
|||
#define ROT_RIGHT 7
|
||||
#define MAX_DRIVE_KEYS 8
|
||||
|
||||
#define MAX_OTHER_AVATARS 50 // temporary - for testing purposes!
|
||||
#define MAX_OTHER_AVATARS 10 // temporary - for testing purposes!
|
||||
|
||||
enum AvatarMode
|
||||
{
|
||||
|
@ -81,6 +84,15 @@ enum AvatarBoneID
|
|||
NUM_AVATAR_BONES
|
||||
};
|
||||
|
||||
struct AvatarCollisionElipsoid
|
||||
{
|
||||
bool colliding;
|
||||
glm::vec3 position;
|
||||
float girth;
|
||||
float height;
|
||||
glm::vec3 upVector;
|
||||
};
|
||||
|
||||
struct AvatarBone
|
||||
{
|
||||
AvatarBoneID parent; // which bone is this bone connected to?
|
||||
|
@ -100,9 +112,6 @@ struct AvatarBone
|
|||
|
||||
struct AvatarHead
|
||||
{
|
||||
float pitch;
|
||||
float yaw;
|
||||
float roll;
|
||||
float pitchRate;
|
||||
float yawRate;
|
||||
float rollRate;
|
||||
|
@ -134,7 +143,7 @@ struct AvatarHead
|
|||
eyeContactTargets eyeContactTarget;
|
||||
|
||||
// Sound loudness information
|
||||
float loudness, lastLoudness;
|
||||
float lastLoudness;
|
||||
float averageLoudness;
|
||||
float audioAttack;
|
||||
};
|
||||
|
@ -148,11 +157,8 @@ class Head : public AvatarData {
|
|||
Head* clone() const;
|
||||
|
||||
void reset();
|
||||
void UpdateGyros(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity);
|
||||
void UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
|
||||
void setNoise (float mag) { _head.noise = mag; }
|
||||
void setPitch(float p) {_head.pitch = p; }
|
||||
void setYaw(float y) {_head.yaw = y; }
|
||||
void setRoll(float r) {_head.roll = r; };
|
||||
void setScale(float s) {_head.scale = s; };
|
||||
void setRenderYaw(float y) {_renderYaw = y;}
|
||||
void setRenderPitch(float p) {_renderPitch = p;}
|
||||
|
@ -160,14 +166,8 @@ class Head : public AvatarData {
|
|||
float getRenderPitch() {return _renderPitch;}
|
||||
void setLeanForward(float dist);
|
||||
void setLeanSideways(float dist);
|
||||
void addPitch(float p) {_head.pitch -= p; }
|
||||
void addYaw(float y){_head.yaw -= y; }
|
||||
void addRoll(float r){_head.roll += r; }
|
||||
void addLean(float x, float z);
|
||||
float getPitch() {return _head.pitch;}
|
||||
float getRoll() {return _head.roll;}
|
||||
float getYaw() {return _head.yaw;}
|
||||
float getLastMeasuredYaw() {return _head.yawRate;}
|
||||
float getLastMeasuredHeadYaw() const {return _head.yawRate;}
|
||||
float getBodyYaw() {return _bodyYaw;};
|
||||
void addBodyYaw(float y) {_bodyYaw += y;};
|
||||
|
||||
|
@ -175,24 +175,27 @@ class Head : public AvatarData {
|
|||
glm::vec3 getHeadLookatDirectionUp();
|
||||
glm::vec3 getHeadLookatDirectionRight();
|
||||
glm::vec3 getHeadPosition();
|
||||
glm::vec3 getBonePosition( AvatarBoneID b );
|
||||
|
||||
glm::vec3 getBonePosition( AvatarBoneID b );
|
||||
glm::vec3 getBodyUpDirection();
|
||||
float getGirth();
|
||||
float getHeight();
|
||||
|
||||
AvatarMode getMode();
|
||||
|
||||
void setMousePressed( bool pressed );
|
||||
void render(int faceToFace);
|
||||
void render(bool lookingInMirror);
|
||||
void renderBody();
|
||||
void renderHead( int faceToFace);
|
||||
void renderHead(bool lookingInMirror);
|
||||
void simulate(float);
|
||||
void startHandMovement();
|
||||
void stopHandMovement();
|
||||
void setHandMovementValues( glm::vec3 movement );
|
||||
void updateHandMovement();
|
||||
|
||||
float getLoudness() {return _head.loudness;};
|
||||
float getAverageLoudness() {return _head.averageLoudness;};
|
||||
void setAverageLoudness(float al) {_head.averageLoudness = al;};
|
||||
void setLoudness(float l) {_head.loudness = l;};
|
||||
|
||||
bool testForCollision( glm::vec3 collisionPosition, float collisionGirth, float collisionHeight, glm::vec3 collisionUpVector );
|
||||
|
||||
void SetNewHeadTarget(float, float);
|
||||
|
||||
|
@ -236,7 +239,9 @@ class Head : public AvatarData {
|
|||
int _driveKeys[MAX_DRIVE_KEYS];
|
||||
GLUquadric* _sphere;
|
||||
float _renderYaw;
|
||||
float _renderPitch; // Pitch from view frustum when this is own head.
|
||||
float _renderPitch; // Pitch from view frustum when this is own head
|
||||
|
||||
AvatarCollisionElipsoid _collisionElipsoid;
|
||||
|
||||
//
|
||||
// Related to getting transmitter UDP data used to animate the avatar hand
|
||||
|
@ -253,7 +258,7 @@ class Head : public AvatarData {
|
|||
void initializeBodySprings();
|
||||
void updateBodySprings( float deltaTime );
|
||||
void calculateBoneLengths();
|
||||
void updateBigSphereCollisionTest( float deltaTime );
|
||||
void updateAvatarCollisionDetectionAndResponse( glm::vec3, float radius, float deltaTime );
|
||||
void readSensors();
|
||||
void renderBoneAsBlock( AvatarBoneID b );
|
||||
|
||||
|
|
|
@ -96,8 +96,6 @@ int packetsPerSecond = 0;
|
|||
int bytesPerSecond = 0;
|
||||
int bytesCount = 0;
|
||||
|
||||
int headMirror = 1; // Whether to mirror own head when viewing it
|
||||
|
||||
int WIDTH = 1200; // Window size
|
||||
int HEIGHT = 800;
|
||||
int fullscreen = 0;
|
||||
|
@ -163,7 +161,7 @@ int noiseOn = 0; // Whether to add random noise
|
|||
float noise = 1.0; // Overall magnitude scaling for random noise levels
|
||||
|
||||
int displayLevels = 0;
|
||||
int displayHead = 0;
|
||||
bool lookingInMirror = 0; // Are we currently rendering one's own head as if in mirror?
|
||||
int displayField = 0;
|
||||
|
||||
int displayHeadMouse = 1; // Display sample mouse pointer controlled by head movement
|
||||
|
@ -459,7 +457,7 @@ void updateAvatar(float frametime)
|
|||
float gyroPitchRate = serialPort.getRelativeValue(HEAD_PITCH_RATE);
|
||||
float gyroYawRate = serialPort.getRelativeValue(HEAD_YAW_RATE );
|
||||
|
||||
myAvatar.UpdateGyros(frametime, &serialPort, headMirror, &gravity);
|
||||
myAvatar.UpdateGyros(frametime, &serialPort, &gravity);
|
||||
|
||||
//
|
||||
// Update gyro-based mouse (X,Y on screen)
|
||||
|
@ -819,7 +817,7 @@ void display(void)
|
|||
//--------------------------------------------------------
|
||||
// camera settings
|
||||
//--------------------------------------------------------
|
||||
if ( displayHead ) {
|
||||
if ( ::lookingInMirror ) {
|
||||
//-----------------------------------------------
|
||||
// set the camera to looking at my own face
|
||||
//-----------------------------------------------
|
||||
|
@ -912,7 +910,7 @@ void display(void)
|
|||
drawGroundPlaneGrid( 5.0f, 9 );
|
||||
|
||||
// Draw cloud of dots
|
||||
if (!displayHead) cloud.render();
|
||||
if (!::lookingInMirror) cloud.render();
|
||||
|
||||
// Draw voxels
|
||||
if ( showingVoxels )
|
||||
|
@ -934,16 +932,16 @@ void display(void)
|
|||
}
|
||||
}
|
||||
|
||||
if ( !displayHead ) balls.render();
|
||||
if ( !::lookingInMirror ) balls.render();
|
||||
|
||||
// Render the world box
|
||||
if (!displayHead && statsOn) render_world_box();
|
||||
if (!::lookingInMirror && statsOn) render_world_box();
|
||||
|
||||
// brad's frustum for debugging
|
||||
if (::frustumOn) renderViewFrustum(::viewFrustum);
|
||||
|
||||
//Render my own avatar
|
||||
myAvatar.render(true);
|
||||
myAvatar.render(::lookingInMirror);
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
|
@ -961,7 +959,7 @@ void display(void)
|
|||
if (audioScope.getState()) audioScope.render();
|
||||
#endif
|
||||
|
||||
if (displayHeadMouse && !displayHead && statsOn) {
|
||||
if (displayHeadMouse && !::lookingInMirror && statsOn) {
|
||||
// Display small target box at center or head mouse target that can also be used to measure LOD
|
||||
glColor3f(1.0, 1.0, 1.0);
|
||||
glDisable(GL_LINE_SMOOTH);
|
||||
|
@ -1057,7 +1055,7 @@ int setValue(int state, bool *value) {
|
|||
}
|
||||
|
||||
int setHead(int state) {
|
||||
return setValue(state, &displayHead);
|
||||
return setValue(state, &::lookingInMirror);
|
||||
}
|
||||
|
||||
int setField(int state) {
|
||||
|
@ -1090,10 +1088,6 @@ int setMenu(int state) {
|
|||
return setValue(state, &::menuOn);
|
||||
}
|
||||
|
||||
int setMirror(int state) {
|
||||
return setValue(state, &headMirror);
|
||||
}
|
||||
|
||||
int setDisplayFrustum(int state) {
|
||||
return setValue(state, &::frustumOn);
|
||||
}
|
||||
|
@ -1199,10 +1193,9 @@ void initMenu() {
|
|||
MenuColumn *menuColumnOptions, *menuColumnTools, *menuColumnDebug, *menuColumnFrustum;
|
||||
// Options
|
||||
menuColumnOptions = menu.addColumn("Options");
|
||||
menuColumnOptions->addRow("(H)ead", setHead);
|
||||
menuColumnOptions->addRow("Mirror (h)", setHead);
|
||||
menuColumnOptions->addRow("Field (f)", setField);
|
||||
menuColumnOptions->addRow("(N)oise", setNoise);
|
||||
menuColumnOptions->addRow("Mirror", setMirror);
|
||||
menuColumnOptions->addRow("(V)oxels", setVoxels);
|
||||
menuColumnOptions->addRow("Stars (*)", setStars);
|
||||
menuColumnOptions->addRow("(Q)uit", quitApp);
|
||||
|
@ -1411,9 +1404,9 @@ void key(unsigned char k, int x, int y)
|
|||
}
|
||||
|
||||
if (k == 'h') {
|
||||
displayHead = !displayHead;
|
||||
::lookingInMirror = !::lookingInMirror;
|
||||
#ifndef _WIN32
|
||||
audio.setMixerLoopbackFlag(displayHead);
|
||||
audio.setMixerLoopbackFlag(::lookingInMirror);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -1509,6 +1502,9 @@ void idle(void) {
|
|||
{
|
||||
Head *avatar = (Head *)agent->getLinkedData();
|
||||
avatar->simulate(deltaTime);
|
||||
|
||||
//not ready yet...
|
||||
//myAvatar.testForCollision( avatar->getBodyPosition(), avatar->getGirth(), avatar->getHeight(), avatar->getBodyUpDirection() );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -34,9 +34,14 @@ int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPo
|
|||
}
|
||||
|
||||
AvatarData::AvatarData() :
|
||||
_handPosition(0,0,0),
|
||||
_bodyYaw(-90.0),
|
||||
_bodyPitch(0.0),
|
||||
_bodyRoll(0.0),
|
||||
_headYaw(0),
|
||||
_headPitch(0),
|
||||
_headRoll(0),
|
||||
_handState(0),
|
||||
_cameraPosition(0,0,0),
|
||||
_cameraDirection(0,0,0),
|
||||
_cameraUp(0,0,0),
|
||||
|
@ -63,15 +68,31 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
// that can pack any type given the number of bytes
|
||||
// and return the number of bytes to push the pointer
|
||||
|
||||
// Body world position
|
||||
memcpy(destinationBuffer, &_bodyPosition, sizeof(float) * 3);
|
||||
destinationBuffer += sizeof(float) * 3;
|
||||
|
||||
// Body rotation (NOTE: This needs to become a quaternion to save two bytes)
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyYaw);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll);
|
||||
|
||||
// Head rotation (NOTE: This needs to become a quaternion to save two bytes)
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headYaw);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headPitch);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headRoll);
|
||||
|
||||
// Hand Position
|
||||
memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
|
||||
destinationBuffer += sizeof(float) * 3;
|
||||
|
||||
// Hand State (0 = not grabbing, 1 = grabbing)
|
||||
memcpy(destinationBuffer, &_handState, sizeof(char));
|
||||
destinationBuffer += sizeof(char);
|
||||
|
||||
// Instantaneous audio loudness (used to drive facial animation)
|
||||
memcpy(destinationBuffer, &_audioLoudness, sizeof(float));
|
||||
destinationBuffer += sizeof(float);
|
||||
|
||||
// camera details
|
||||
memcpy(destinationBuffer, &_cameraPosition, sizeof(_cameraPosition));
|
||||
|
@ -91,6 +112,7 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
memcpy(destinationBuffer, &_cameraFarClip, sizeof(_cameraFarClip));
|
||||
destinationBuffer += sizeof(_cameraFarClip);
|
||||
|
||||
|
||||
return destinationBuffer - bufferStart;
|
||||
}
|
||||
|
||||
|
@ -102,16 +124,32 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
|
||||
unsigned char* startPosition = sourceBuffer;
|
||||
|
||||
// Body world position
|
||||
memcpy(&_bodyPosition, sourceBuffer, sizeof(float) * 3);
|
||||
sourceBuffer += sizeof(float) * 3;
|
||||
|
||||
// Body rotation (NOTE: This needs to become a quaternion to save two bytes)
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyYaw);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyPitch);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_bodyRoll);
|
||||
|
||||
// Head rotation (NOTE: This needs to become a quaternion to save two bytes)
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headYaw);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headPitch);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headRoll);
|
||||
|
||||
// Hand Position
|
||||
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
|
||||
sourceBuffer += sizeof(float) * 3;
|
||||
|
||||
// Hand State
|
||||
memcpy(&_handState, sourceBuffer, sizeof(char));
|
||||
sourceBuffer += sizeof(char);
|
||||
|
||||
// Instantaneous audio loudness (used to drive facial animation)
|
||||
memcpy(&_audioLoudness, sourceBuffer, sizeof(float));
|
||||
sourceBuffer += sizeof(float);
|
||||
|
||||
// camera details
|
||||
memcpy(&_cameraPosition, sourceBuffer, sizeof(_cameraPosition));
|
||||
sourceBuffer += sizeof(_cameraPosition);
|
||||
|
|
|
@ -27,16 +27,34 @@ public:
|
|||
int getBroadcastData(unsigned char* destinationBuffer);
|
||||
int parseData(unsigned char* sourceBuffer, int numBytes);
|
||||
|
||||
// Body Rotation
|
||||
float getBodyYaw();
|
||||
void setBodyYaw(float bodyYaw);
|
||||
|
||||
float getBodyPitch();
|
||||
void setBodyPitch(float bodyPitch);
|
||||
|
||||
float getBodyRoll();
|
||||
void setBodyYaw(float bodyYaw);
|
||||
void setBodyPitch(float bodyPitch);
|
||||
void setBodyRoll(float bodyRoll);
|
||||
|
||||
// getters for camera details
|
||||
// Head Rotation
|
||||
void setHeadPitch(float p) {_headPitch = p; }
|
||||
void setHeadYaw(float y) {_headYaw = y; }
|
||||
void setHeadRoll(float r) {_headRoll = r; };
|
||||
const float getHeadPitch() const { return _headPitch; };
|
||||
const float getHeadYaw() const { return _headYaw; };
|
||||
const float getHeadRoll() const { return _headRoll; };
|
||||
void addHeadPitch(float p) {_headPitch -= p; }
|
||||
void addHeadYaw(float y){_headYaw -= y; }
|
||||
void addHeadRoll(float r){_headRoll += r; }
|
||||
|
||||
// Hand State
|
||||
void setHandState(char s) { _handState = s; };
|
||||
const float getHandState() const {return _handState; };
|
||||
|
||||
// Instantaneous audio loudness to drive mouth/facial animation
|
||||
void setLoudness(float l) { _audioLoudness = l; };
|
||||
const float getLoudness() const {return _audioLoudness; };
|
||||
|
||||
// getters for camera details
|
||||
const glm::vec3& getCameraPosition() const { return _cameraPosition; };
|
||||
const glm::vec3& getCameraDirection() const { return _cameraDirection; }
|
||||
const glm::vec3& getCameraUp() const { return _cameraUp; }
|
||||
|
@ -60,10 +78,22 @@ protected:
|
|||
glm::vec3 _bodyPosition;
|
||||
glm::vec3 _handPosition;
|
||||
|
||||
// Body rotation
|
||||
float _bodyYaw;
|
||||
float _bodyPitch;
|
||||
float _bodyRoll;
|
||||
|
||||
// Head rotation (relative to body)
|
||||
float _headYaw;
|
||||
float _headPitch;
|
||||
float _headRoll;
|
||||
|
||||
// Audio loudness (used to drive facial animation)
|
||||
float _audioLoudness;
|
||||
|
||||
// Hand state (are we grabbing something or not)
|
||||
char _handState;
|
||||
|
||||
// camera details for the avatar
|
||||
glm::vec3 _cameraPosition;
|
||||
|
||||
|
|
Loading…
Reference in a new issue