mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 14:03:55 +02:00
Merge pull request #177 from Ventrella/master
I made a few minor fixes in Avatar
This commit is contained in:
commit
42ce96c82e
3 changed files with 24 additions and 25 deletions
|
@ -122,7 +122,7 @@ int main(int argc, const char* argv[]) {
|
|||
|
||||
// put her hand out so somebody can shake it
|
||||
eve.setHandPosition(glm::vec3(eve.getPosition()[0] - 0.2,
|
||||
0.2,
|
||||
0.25,
|
||||
eve.getPosition()[2] + 0.1));
|
||||
// read eve's audio data
|
||||
AudioInjector eveAudioInjector("/etc/highfidelity/eve/resources/eve.raw");
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
//
|
||||
// Created by Philip Rosedale on 9/11/12.
|
||||
// adapted by Jeffrey Ventrella
|
||||
// Copyright (c) 2012 Physical, Inc.. All rights reserved.
|
||||
// Copyright (c) 2013 Physical, Inc.. All rights reserved.
|
||||
//
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
@ -32,11 +32,6 @@ const float MY_HAND_HOLDING_PULL = 0.2;
|
|||
const float YOUR_HAND_HOLDING_PULL = 1.0;
|
||||
const float BODY_SPRING_FORCE = 6.0f;
|
||||
const float BODY_SPRING_DECAY = 16.0f;
|
||||
//const float COLLISION_FRICTION = 0.5;
|
||||
//const float COLLISION_RADIUS_SCALAR = 1.8;
|
||||
//const float COLLISION_BALL_FORCE = 0.1;
|
||||
//const float COLLISION_BODY_FORCE = 3.0;
|
||||
|
||||
const float COLLISION_RADIUS_SCALAR = 1.8;
|
||||
const float COLLISION_BALL_FORCE = 0.6;
|
||||
const float COLLISION_BODY_FORCE = 6.0;
|
||||
|
@ -140,7 +135,7 @@ Avatar::Avatar(bool isMine) {
|
|||
_renderPitch = 0.0;
|
||||
_sphere = NULL;
|
||||
_interactingOther = NULL;
|
||||
_closeEnoughToHoldHands = false;
|
||||
_canReachToOtherAvatar = false;
|
||||
_handHoldingPosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
|
||||
initializeSkeleton();
|
||||
|
@ -162,7 +157,7 @@ Avatar::Avatar(const Avatar &otherAvatar) {
|
|||
_velocity = otherAvatar._velocity;
|
||||
_thrust = otherAvatar._thrust;
|
||||
_rotation = otherAvatar._rotation;
|
||||
_closeEnoughToHoldHands = otherAvatar._closeEnoughToHoldHands;
|
||||
_canReachToOtherAvatar = otherAvatar._canReachToOtherAvatar;
|
||||
_bodyYaw = otherAvatar._bodyYaw;
|
||||
_bodyPitch = otherAvatar._bodyPitch;
|
||||
_bodyRoll = otherAvatar._bodyRoll;
|
||||
|
@ -231,7 +226,6 @@ Avatar::Avatar(const Avatar &otherAvatar) {
|
|||
_head.browAudioLift = otherAvatar._head.browAudioLift;
|
||||
_head.noise = otherAvatar._head.noise;
|
||||
|
||||
|
||||
initializeSkeleton();
|
||||
|
||||
if (iris_texture.size() == 0) {
|
||||
|
@ -342,19 +336,18 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
|
|||
// reset hand and arm positions according to hand movement
|
||||
updateHandMovement( deltaTime );
|
||||
|
||||
if ( !_closeEnoughToHoldHands ) {
|
||||
if ( !_canReachToOtherAvatar ) {
|
||||
//initialize _handHolding
|
||||
_handHoldingPosition = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||
}
|
||||
|
||||
_closeEnoughToHoldHands = false; // reset for the next go-round
|
||||
_handsCloseEnoughToGrasp = false; // reset for the next go-round
|
||||
_canReachToOtherAvatar = false; // reset for the next go-round
|
||||
|
||||
// if the avatar being simulated is mine, then loop through
|
||||
// all the other avatars for potential interactions...
|
||||
if ( _isMine )
|
||||
{
|
||||
//float closestDistance = 10000.0f;
|
||||
|
||||
AgentList* agentList = AgentList::getInstance();
|
||||
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
|
||||
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
|
||||
|
@ -365,21 +358,27 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
|
|||
|
||||
// test other avatar hand position for proximity
|
||||
glm::vec3 v( _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position );
|
||||
v -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND );
|
||||
v -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_SHOULDER );
|
||||
|
||||
float distance = glm::length( v );
|
||||
if ( distance < _maxArmLength + _maxArmLength ) {
|
||||
|
||||
//closestDistance = distance;
|
||||
_interactingOther = otherAvatar;
|
||||
_closeEnoughToHoldHands = true;
|
||||
_canReachToOtherAvatar = true;
|
||||
|
||||
// if I am holding hands with another avatar, a force is applied
|
||||
if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) {
|
||||
|
||||
|
||||
glm::vec3 vectorBetweenHands( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
|
||||
vectorBetweenHands -= otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND );
|
||||
|
||||
float distanceBetweenHands = glm::length(vectorBetweenHands);
|
||||
|
||||
// if the hands are close enough to grasp...
|
||||
//if (distance < 0.1)
|
||||
if (distanceBetweenHands < 0.1)
|
||||
{
|
||||
_handsCloseEnoughToGrasp = true;
|
||||
|
||||
glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHoldingPosition;
|
||||
glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHoldingPosition;
|
||||
|
||||
|
@ -399,7 +398,6 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
|
|||
// Set the vector we send for hand position to other people to be our right hand
|
||||
setHandPosition(_bone[ AVATAR_BONE_RIGHT_HAND ].position);
|
||||
|
||||
//update the effects of touching another avatar
|
||||
}//if ( _isMine )
|
||||
|
||||
//constrain right arm length and re-adjust elbow position as it bends
|
||||
|
@ -417,7 +415,7 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
|
|||
}
|
||||
}
|
||||
|
||||
if (!_closeEnoughToHoldHands) {
|
||||
if (!_canReachToOtherAvatar) {
|
||||
_interactingOther = NULL;
|
||||
}
|
||||
|
||||
|
@ -488,7 +486,7 @@ _head.leanForward = 0.02 * sin( tt * 0.8 );
|
|||
|
||||
void Avatar::updateHead(float deltaTime) {
|
||||
|
||||
//apply the head lean values to the springy positions in the upper-spine...
|
||||
//apply the head lean values to the springy position...
|
||||
if ( fabs( _head.leanSideways + _head.leanForward ) > 0.0f ) {
|
||||
glm::vec3 headLean =
|
||||
_orientation.getRight() * _head.leanSideways +
|
||||
|
@ -741,7 +739,7 @@ void Avatar::render(bool lookingInMirror) {
|
|||
}
|
||||
|
||||
// if this is my avatar, then render my interactions with the other avatar
|
||||
if (( _isMine ) && ( _closeEnoughToHoldHands )) {
|
||||
if (( _isMine ) && ( _handsCloseEnoughToGrasp )) {
|
||||
_avatarTouch.render();
|
||||
}
|
||||
|
||||
|
|
|
@ -92,7 +92,7 @@ public:
|
|||
float getBodyYaw() {return _bodyYaw;};
|
||||
void addBodyYaw(float y) {_bodyYaw += y;};
|
||||
|
||||
bool getIsNearInteractingOther() { return _closeEnoughToHoldHands; }
|
||||
bool getIsNearInteractingOther() { return _canReachToOtherAvatar; }
|
||||
|
||||
float getAbsoluteHeadYaw() const;
|
||||
void setLeanForward(float dist);
|
||||
|
@ -256,7 +256,8 @@ private:
|
|||
int _transmitterPackets;
|
||||
glm::vec3 _transmitterInitialReading;
|
||||
Avatar* _interactingOther;
|
||||
bool _closeEnoughToHoldHands;
|
||||
bool _canReachToOtherAvatar;
|
||||
bool _handsCloseEnoughToGrasp;
|
||||
float _pelvisStandingHeight;
|
||||
float _height;
|
||||
Balls* _balls;
|
||||
|
|
Loading…
Reference in a new issue