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Merge pull request #3078 from PhilipRosedale/master
Improved toy ball, JS calls for palm position, concertCamera.js
This commit is contained in:
commit
463ac9cc74
17 changed files with 469 additions and 50 deletions
67
examples/concertCamera.js
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67
examples/concertCamera.js
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@ -0,0 +1,67 @@
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//
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// concertCamera.js
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//
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// Created by Philip Rosedale on June 24, 2014
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// Copyright 2014 High Fidelity, Inc.
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//
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// Move a camera through a series of pre-set locations by pressing number keys
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var oldMode;
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var avatarPosition;
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var cameraNumber = 0;
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var freeCamera = false;
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var cameraLocations = [ {x: 7972.2, y: 241.6, z: 7304.1}, {x: 7973.0, y: 241.6, z: 7304.1}, {x: 7975.5, y: 241.6, z: 7304.1}, {x: 7972.3, y: 241.6, z: 7303.3}, {x: 7971.4, y: 241.6, z: 7304.3}, {x: 7973.5, y: 240.6, z: 7302.5} ];
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var cameraLookAts = [ {x: 7971.1, y: 241.6, z: 7304.1}, {x: 7972.1, y: 241.6, z: 7304.1}, {x: 7972.1, y: 241.6, z: 7304.1}, {x: 7972.1, y: 241.6, z: 7304.1}, {x: 7972.1, y: 241.6, z: 7304.1}, {x: 7972.1, y: 241., z: 7304.1} ];
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function saveCameraState() {
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oldMode = Camera.getMode();
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avatarPosition = MyAvatar.position;
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Camera.setModeShiftPeriod(0.0);
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Camera.setMode("independent");
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}
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function restoreCameraState() {
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Camera.stopLooking();
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Camera.setMode(oldMode);
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}
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function update(deltaTime) {
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if (freeCamera) {
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var delta = Vec3.subtract(MyAvatar.position, avatarPosition);
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if (Vec3.length(delta) > 0.05) {
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cameraNumber = 0;
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freeCamera = false;
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restoreCameraState();
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}
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}
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}
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function keyPressEvent(event) {
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var choice = parseInt(event.text);
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if ((choice > 0) && (choice <= cameraLocations.length)) {
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print("camera " + choice);
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if (!freeCamera) {
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saveCameraState();
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freeCamera = true;
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}
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Camera.setMode("independent");
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Camera.setPosition(cameraLocations[choice - 1]);
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Camera.keepLookingAt(cameraLookAts[choice - 1]);
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}
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if (event.text == "0") {
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// Show camera location in log
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var cameraLocation = Camera.getPosition();
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print(cameraLocation.x + ", " + cameraLocation.y + ", " + cameraLocation.z);
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}
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}
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Script.update.connect(update);
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Controller.keyPressEvent.connect(keyPressEvent);
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38
examples/inWorldTestTone.js
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38
examples/inWorldTestTone.js
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//
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// inWorldTestTone.js
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//
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//
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// Created by Philip Rosedale on 5/29/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// This example script plays a test tone that is useful for debugging audio dropout. 220Hz test tone played at the domain origin.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var sound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/220Sine.wav");
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var soundPlaying = false;
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function update(deltaTime) {
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if (!Audio.isInjectorPlaying(soundPlaying)) {
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var options = new AudioInjectionOptions();
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options.position = { x:0, y:0, z:0 };
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options.volume = 1.0;
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options.loop = true;
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soundPlaying = Audio.playSound(sound, options);
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print("Started sound loop");
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}
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}
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function scriptEnding() {
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if (Audio.isInjectorPlaying(soundPlaying)) {
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Audio.stopInjector(soundPlaying);
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print("Stopped sound loop");
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}
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}
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Script.update.connect(update);
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Script.scriptEnding.connect(scriptEnding);
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@ -195,6 +195,8 @@ function keyReleaseEvent(event) {
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}
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}
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function mousePressEvent(event) {
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if (alt && !isActive) {
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mouseLastX = event.x;
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@ -19,7 +19,7 @@ var buttonHeight = 46;
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var buttonPadding = 10;
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var buttonPositionX = windowDimensions.x - buttonPadding - buttonWidth;
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var buttonPositionY = (windowDimensions.y - buttonHeight) / 2 ;
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var buttonPositionY = (windowDimensions.y - buttonHeight) / 2 - (buttonHeight + buttonPadding);
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var sitDownButton = Overlays.addOverlay("image", {
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x: buttonPositionX, y: buttonPositionY, width: buttonWidth, height: buttonHeight,
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@ -49,13 +49,7 @@ var pose = [
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{joint:"RightFoot", rotation: {x:30, y:15.0, z:0.0}},
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{joint:"LeftUpLeg", rotation: {x:100.0, y:-15.0, z:0.0}},
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{joint:"LeftLeg", rotation: {x:-130.0, y:-15.0, z:0.0}},
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{joint:"LeftFoot", rotation: {x:30, y:15.0, z:0.0}},
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{joint:"Spine2", rotation: {x:20, y:0.0, z:0.0}},
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{joint:"RightShoulder", rotation: {x:0.0, y:40.0, z:0.0}},
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{joint:"LeftShoulder", rotation: {x:0.0, y:-40.0, z:0.0}}
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{joint:"LeftFoot", rotation: {x:30, y:15.0, z:0.0}}
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];
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var startPoseAndTransition = [];
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@ -9,8 +9,8 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var rightHandAnimation = "https://s3-us-west-1.amazonaws.com/highfidelity-public/animations/RightHandAnim.fbx";
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var leftHandAnimation = "https://s3-us-west-1.amazonaws.com/highfidelity-public/animations/LeftHandAnim.fbx";
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var rightHandAnimation = "https://s3-us-west-1.amazonaws.com/highfidelity-public/animations/RightHandAnimPhilip.fbx";
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var leftHandAnimation = "https://s3-us-west-1.amazonaws.com/highfidelity-public/animations/LeftHandAnimPhilip.fbx";
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var LEFT = 0;
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var RIGHT = 1;
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@ -26,14 +26,21 @@ var RIGHT_TIP = 3;
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var RIGHT_BUTTON_FWD = 11;
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var RIGHT_BUTTON_3 = 9;
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var BALL_RADIUS = 0.08;
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var GRAVITY_STRENGTH = 0.5;
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var HELD_COLOR = { red: 240, green: 0, blue: 0 };
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var THROWN_COLOR = { red: 128, green: 0, blue: 0 };
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var leftBallAlreadyInHand = false;
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var rightBallAlreadyInHand = false;
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var leftHandParticle;
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var rightHandParticle;
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var throwSound = new Sound("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/throw.raw");
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var newSound = new Sound("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/throw.raw");
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var catchSound = new Sound("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/catch.raw");
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var targetRadius = 0.25;
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var throwSound = new Sound("http://highfidelity-public.s3-us-west-1.amazonaws.com/sounds/Switches%20and%20sliders/slider%20-%20whoosh1.raw");
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var targetRadius = 1.0;
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var wantDebugging = false;
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@ -44,31 +51,19 @@ function debugPrint(message) {
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}
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function getBallHoldPosition(whichSide) {
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var normal;
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var tipPosition;
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if (whichSide == LEFT_PALM) {
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normal = Controller.getSpatialControlNormal(LEFT_PALM);
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tipPosition = Controller.getSpatialControlPosition(LEFT_TIP);
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position = MyAvatar.getLeftPalmPosition();
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} else {
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normal = Controller.getSpatialControlNormal(RIGHT_PALM);
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tipPosition = Controller.getSpatialControlPosition(RIGHT_TIP);
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position = MyAvatar.getRightPalmPosition();
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}
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var BALL_FORWARD_OFFSET = 0.08; // put the ball a bit forward of fingers
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position = { x: BALL_FORWARD_OFFSET * normal.x,
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y: BALL_FORWARD_OFFSET * normal.y,
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z: BALL_FORWARD_OFFSET * normal.z };
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position.x += tipPosition.x;
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position.y += tipPosition.y;
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position.z += tipPosition.z;
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return position;
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}
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function checkControllerSide(whichSide) {
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var BUTTON_FWD;
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var BUTTON_3;
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var TRIGGER;
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var palmPosition;
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var ballAlreadyInHand;
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var handMessage;
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@ -76,18 +71,20 @@ function checkControllerSide(whichSide) {
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if (whichSide == LEFT_PALM) {
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BUTTON_FWD = LEFT_BUTTON_FWD;
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BUTTON_3 = LEFT_BUTTON_3;
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TRIGGER = 0;
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palmPosition = Controller.getSpatialControlPosition(LEFT_PALM);
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ballAlreadyInHand = leftBallAlreadyInHand;
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handMessage = "LEFT";
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} else {
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BUTTON_FWD = RIGHT_BUTTON_FWD;
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BUTTON_3 = RIGHT_BUTTON_3;
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TRIGGER = 1;
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palmPosition = Controller.getSpatialControlPosition(RIGHT_PALM);
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ballAlreadyInHand = rightBallAlreadyInHand;
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handMessage = "RIGHT";
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}
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var grabButtonPressed = (Controller.isButtonPressed(BUTTON_FWD) || Controller.isButtonPressed(BUTTON_3));
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var grabButtonPressed = (Controller.isButtonPressed(BUTTON_FWD) || Controller.isButtonPressed(BUTTON_3) || (Controller.getTriggerValue(TRIGGER) > 0.5));
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// If I don't currently have a ball in my hand, then try to catch closest one
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if (!ballAlreadyInHand && grabButtonPressed) {
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@ -107,8 +104,11 @@ function checkControllerSide(whichSide) {
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var ballPosition = getBallHoldPosition(whichSide);
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var properties = { position: { x: ballPosition.x,
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y: ballPosition.y,
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z: ballPosition.z },
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velocity : { x: 0, y: 0, z: 0}, inHand: true };
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z: ballPosition.z },
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color: HELD_COLOR,
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velocity : { x: 0, y: 0, z: 0},
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lifetime : 600,
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inHand: true };
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Particles.editParticle(closestParticle, properties);
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var options = new AudioInjectionOptions();
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@ -127,7 +127,7 @@ function checkControllerSide(whichSide) {
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//}
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// If '3' is pressed, and not holding a ball, make a new one
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if (Controller.isButtonPressed(BUTTON_3) && !ballAlreadyInHand) {
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if (grabButtonPressed && !ballAlreadyInHand) {
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var ballPosition = getBallHoldPosition(whichSide);
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var properties = { position: { x: ballPosition.x,
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y: ballPosition.y,
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@ -135,11 +135,11 @@ function checkControllerSide(whichSide) {
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velocity: { x: 0, y: 0, z: 0},
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gravity: { x: 0, y: 0, z: 0},
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inHand: true,
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radius: 0.05,
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radius: BALL_RADIUS,
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damping: 0.999,
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color: { red: 255, green: 0, blue: 0 },
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color: HELD_COLOR,
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lifetime: 10 // 10 seconds - same as default, not needed but here as an example
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lifetime: 600 // 10 seconds - same as default, not needed but here as an example
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};
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newParticle = Particles.addParticle(properties);
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@ -155,7 +155,7 @@ function checkControllerSide(whichSide) {
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var options = new AudioInjectionOptions();
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options.position = ballPosition;
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options.volume = 1.0;
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Audio.playSound(catchSound, options);
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Audio.playSound(newSound, options);
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return; // exit early
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}
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@ -188,7 +188,9 @@ function checkControllerSide(whichSide) {
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y: tipVelocity.y * THROWN_VELOCITY_SCALING,
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z: tipVelocity.z * THROWN_VELOCITY_SCALING } ,
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inHand: false,
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gravity: { x: 0, y: -2, z: 0},
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color: THROWN_COLOR,
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lifetime: 10,
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gravity: { x: 0, y: -GRAVITY_STRENGTH, z: 0},
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};
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Particles.editParticle(handParticle, properties);
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@ -134,7 +134,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
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_nodeThread(new QThread(this)),
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_datagramProcessor(),
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_frameCount(0),
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_fps(120.0f),
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_fps(60.0f),
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_justStarted(true),
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_voxelImporter(NULL),
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_importSucceded(false),
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@ -553,7 +553,7 @@ void Application::initializeGL() {
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}
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// update before the first render
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update(0.0f);
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update(1.f / _fps);
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InfoView::showFirstTime();
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}
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@ -317,8 +317,6 @@ void CameraScriptableObject::setMode(const QString& mode) {
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}
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if (currentMode != targetMode) {
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_camera->setMode(targetMode);
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const float DEFAULT_MODE_SHIFT_PERIOD = 0.5f; // half second
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_camera->setModeShiftPeriod(DEFAULT_MODE_SHIFT_PERIOD);
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}
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}
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@ -42,9 +42,8 @@ public:
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void setTargetPosition(const glm::vec3& t);
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void setTightness(float t) { _tightness = t; }
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void setTargetRotation(const glm::quat& rotation);
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void setMode(CameraMode m);
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void setModeShiftPeriod(float r);
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void setMode(CameraMode m);
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void setFieldOfView(float f);
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void setAspectRatio(float a);
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void setNearClip(float n);
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@ -130,6 +129,7 @@ public:
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public slots:
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QString getMode() const;
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void setMode(const QString& mode);
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void setModeShiftPeriod(float r) {_camera->setModeShiftPeriod(r); }
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void setPosition(const glm::vec3& value) { _camera->setTargetPosition(value);}
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glm::vec3 getPosition() const { return _camera->getPosition(); }
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|
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@ -346,6 +346,7 @@ Menu::Menu() :
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Metavoxels, 0, true);
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::BuckyBalls, 0, false);
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::StringHair, 0, false);
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Particles, 0, true);
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addActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::LodTools, Qt::SHIFT | Qt::Key_L, this, SLOT(lodTools()));
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@ -326,6 +326,7 @@ namespace MenuOption {
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const QString Bandwidth = "Bandwidth Display";
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const QString BandwidthDetails = "Bandwidth Details";
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const QString BuckyBalls = "Bucky Balls";
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const QString StringHair = "String Hair";
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const QString CascadedShadows = "Cascaded";
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const QString Chat = "Chat...";
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const QString ChatCircling = "Chat Circling";
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|
|
|
@ -68,6 +68,7 @@ void printVector(glm::vec3 vec) {
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qDebug("%4.2f, %4.2f, %4.2f", vec.x, vec.y, vec.z);
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}
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// Return the azimuth angle (in radians) between two points.
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float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos) {
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return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z);
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|
|
|
@ -48,6 +48,10 @@ Avatar::Avatar() :
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_skeletonModel(this),
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_bodyYawDelta(0.0f),
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_velocity(0.0f, 0.0f, 0.0f),
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_lastVelocity(0.0f, 0.0f, 0.0f),
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_acceleration(0.0f, 0.0f, 0.0f),
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_angularVelocity(0.0f, 0.0f, 0.0f),
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_lastOrientation(),
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_leanScale(0.5f),
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_scale(1.0f),
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_worldUpDirection(DEFAULT_UP_DIRECTION),
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|
@ -76,6 +80,7 @@ void Avatar::init() {
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_skeletonModel.init();
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_initialized = true;
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_shouldRenderBillboard = (getLODDistance() >= BILLBOARD_LOD_DISTANCE);
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initializeHair();
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}
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glm::vec3 Avatar::getChestPosition() const {
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@ -134,10 +139,15 @@ void Avatar::simulate(float deltaTime) {
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head->setPosition(headPosition);
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head->setScale(_scale);
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head->simulate(deltaTime, false, _shouldRenderBillboard);
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if (Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
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simulateHair(deltaTime);
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}
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}
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// update position by velocity, and subtract the change added earlier for gravity
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_position += _velocity * deltaTime;
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updateAcceleration(deltaTime);
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|
||||
// update animation for display name fade in/out
|
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if ( _displayNameTargetAlpha != _displayNameAlpha) {
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|
@ -157,6 +167,17 @@ void Avatar::simulate(float deltaTime) {
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}
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}
|
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|
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void Avatar::updateAcceleration(float deltaTime) {
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// Linear Component of Acceleration
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_acceleration = (_velocity - _lastVelocity) * (1.f / deltaTime);
|
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_lastVelocity = _velocity;
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// Angular Component of Acceleration
|
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glm::quat orientation = getOrientation();
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glm::quat delta = glm::inverse(_lastOrientation) * orientation;
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_angularVelocity = safeEulerAngles(delta) * (1.f / deltaTime);
|
||||
_lastOrientation = getOrientation();
|
||||
}
|
||||
|
||||
void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction) {
|
||||
_mouseRayOrigin = origin;
|
||||
_mouseRayDirection = direction;
|
||||
|
@ -357,6 +378,232 @@ void Avatar::renderBody(RenderMode renderMode, float glowLevel) {
|
|||
getHand()->render(false, modelRenderMode);
|
||||
}
|
||||
getHead()->render(1.0f, modelRenderMode);
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
|
||||
renderHair();
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Constants for the Hair Simulation
|
||||
//
|
||||
|
||||
const float HAIR_LENGTH = 0.2f;
|
||||
const float HAIR_LINK_LENGTH = HAIR_LENGTH / HAIR_LINKS;
|
||||
const float HAIR_DAMPING = 0.99f;
|
||||
const float HEAD_RADIUS = 0.21f;
|
||||
const float CONSTRAINT_RELAXATION = 10.0f;
|
||||
const glm::vec3 HAIR_GRAVITY(0.0f, -0.007f, 0.0f);
|
||||
const float HAIR_ACCELERATION_COUPLING = 0.025f;
|
||||
const float HAIR_ANGULAR_VELOCITY_COUPLING = 0.10f;
|
||||
const float HAIR_MAX_LINEAR_ACCELERATION = 4.0f;
|
||||
const float HAIR_THICKNESS = 0.015f;
|
||||
const float HAIR_STIFFNESS = 0.0000f;
|
||||
const glm::vec3 HAIR_COLOR1(0.98f, 0.92f, 0.843f);
|
||||
const glm::vec3 HAIR_COLOR2(0.545f, 0.533f, 0.47f);
|
||||
const glm::vec3 WIND_DIRECTION(0.5f, -1.0f, 0.0f);
|
||||
const float MAX_WIND_STRENGTH = 0.02f;
|
||||
const float FINGER_LENGTH = 0.25f;
|
||||
const float FINGER_RADIUS = 0.10f;
|
||||
|
||||
void Avatar::renderHair() {
|
||||
//
|
||||
// Render the avatar's moveable hair
|
||||
//
|
||||
|
||||
glm::vec3 headPosition = getHead()->getPosition();
|
||||
glPushMatrix();
|
||||
glTranslatef(headPosition.x, headPosition.y, headPosition.z);
|
||||
const glm::quat& rotation = getHead()->getFinalOrientationInWorldFrame();
|
||||
glm::vec3 axis = glm::axis(rotation);
|
||||
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
for (int strand = 0; strand < HAIR_STRANDS; strand++) {
|
||||
for (int link = 0; link < HAIR_LINKS - 1; link++) {
|
||||
int vertexIndex = strand * HAIR_LINKS + link;
|
||||
glColor3fv(&_hairColors[vertexIndex].x);
|
||||
glNormal3fv(&_hairNormals[vertexIndex].x);
|
||||
glVertex3f(_hairPosition[vertexIndex].x - _hairQuadDelta[vertexIndex].x,
|
||||
_hairPosition[vertexIndex].y - _hairQuadDelta[vertexIndex].y,
|
||||
_hairPosition[vertexIndex].z - _hairQuadDelta[vertexIndex].z);
|
||||
glVertex3f(_hairPosition[vertexIndex].x + _hairQuadDelta[vertexIndex].x,
|
||||
_hairPosition[vertexIndex].y + _hairQuadDelta[vertexIndex].y,
|
||||
_hairPosition[vertexIndex].z + _hairQuadDelta[vertexIndex].z);
|
||||
|
||||
glVertex3f(_hairPosition[vertexIndex + 1].x + _hairQuadDelta[vertexIndex].x,
|
||||
_hairPosition[vertexIndex + 1].y + _hairQuadDelta[vertexIndex].y,
|
||||
_hairPosition[vertexIndex + 1].z + _hairQuadDelta[vertexIndex].z);
|
||||
glVertex3f(_hairPosition[vertexIndex + 1].x - _hairQuadDelta[vertexIndex].x,
|
||||
_hairPosition[vertexIndex + 1].y - _hairQuadDelta[vertexIndex].y,
|
||||
_hairPosition[vertexIndex + 1].z - _hairQuadDelta[vertexIndex].z);
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
}
|
||||
|
||||
void Avatar::simulateHair(float deltaTime) {
|
||||
|
||||
deltaTime = glm::clamp(deltaTime, 0.0f, 1.0f / 30.0f);
|
||||
glm::vec3 acceleration = getAcceleration();
|
||||
if (glm::length(acceleration) > HAIR_MAX_LINEAR_ACCELERATION) {
|
||||
acceleration = glm::normalize(acceleration) * HAIR_MAX_LINEAR_ACCELERATION;
|
||||
}
|
||||
const glm::quat& rotation = getHead()->getFinalOrientationInWorldFrame();
|
||||
acceleration = acceleration * rotation;
|
||||
glm::vec3 angularVelocity = getAngularVelocity() + getHead()->getAngularVelocity();
|
||||
|
||||
// Get hand positions to allow touching hair
|
||||
glm::vec3 leftHandPosition, rightHandPosition;
|
||||
getSkeletonModel().getLeftHandPosition(leftHandPosition);
|
||||
getSkeletonModel().getRightHandPosition(rightHandPosition);
|
||||
leftHandPosition -= getHead()->getPosition();
|
||||
rightHandPosition -= getHead()->getPosition();
|
||||
glm::quat leftRotation, rightRotation;
|
||||
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getLeftHandJointIndex(), leftRotation);
|
||||
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getRightHandJointIndex(), rightRotation);
|
||||
leftHandPosition += glm::vec3(0.0f, FINGER_LENGTH, 0.0f) * glm::inverse(leftRotation);
|
||||
rightHandPosition += glm::vec3(0.0f, FINGER_LENGTH, 0.0f) * glm::inverse(rightRotation);
|
||||
leftHandPosition = leftHandPosition * rotation;
|
||||
rightHandPosition = rightHandPosition * rotation;
|
||||
|
||||
float windIntensity = randFloat() * MAX_WIND_STRENGTH;
|
||||
|
||||
for (int strand = 0; strand < HAIR_STRANDS; strand++) {
|
||||
for (int link = 0; link < HAIR_LINKS; link++) {
|
||||
int vertexIndex = strand * HAIR_LINKS + link;
|
||||
if (vertexIndex % HAIR_LINKS == 0) {
|
||||
// Base Joint - no integration
|
||||
} else {
|
||||
//
|
||||
// Vertlet Integration
|
||||
//
|
||||
// Add velocity from last position, with damping
|
||||
glm::vec3 thisPosition = _hairPosition[vertexIndex];
|
||||
glm::vec3 diff = thisPosition - _hairLastPosition[vertexIndex];
|
||||
_hairPosition[vertexIndex] += diff * HAIR_DAMPING;
|
||||
// Resolve collision with head sphere
|
||||
if (glm::length(_hairPosition[vertexIndex]) < HEAD_RADIUS) {
|
||||
_hairPosition[vertexIndex] += glm::normalize(_hairPosition[vertexIndex]) *
|
||||
(HEAD_RADIUS - glm::length(_hairPosition[vertexIndex]));
|
||||
}
|
||||
// Resolve collision with hands
|
||||
if (glm::length(_hairPosition[vertexIndex] - leftHandPosition) < FINGER_RADIUS) {
|
||||
_hairPosition[vertexIndex] += glm::normalize(_hairPosition[vertexIndex] - leftHandPosition) *
|
||||
(FINGER_RADIUS - glm::length(_hairPosition[vertexIndex] - leftHandPosition));
|
||||
}
|
||||
if (glm::length(_hairPosition[vertexIndex] - rightHandPosition) < FINGER_RADIUS) {
|
||||
_hairPosition[vertexIndex] += glm::normalize(_hairPosition[vertexIndex] - rightHandPosition) *
|
||||
(FINGER_RADIUS - glm::length(_hairPosition[vertexIndex] - rightHandPosition));
|
||||
}
|
||||
|
||||
|
||||
// Add a little gravity
|
||||
_hairPosition[vertexIndex] += HAIR_GRAVITY * rotation * deltaTime;
|
||||
|
||||
// Add linear acceleration of the avatar body
|
||||
_hairPosition[vertexIndex] -= acceleration * HAIR_ACCELERATION_COUPLING * deltaTime;
|
||||
|
||||
// Add stiffness (like hair care products do)
|
||||
_hairPosition[vertexIndex] += (_hairOriginalPosition[vertexIndex] - _hairPosition[vertexIndex])
|
||||
* powf(1.f - link / HAIR_LINKS, 2.f) * HAIR_STIFFNESS;
|
||||
|
||||
// Add some wind
|
||||
glm::vec3 wind = WIND_DIRECTION * windIntensity;
|
||||
_hairPosition[vertexIndex] += wind * deltaTime;
|
||||
|
||||
const float ANGULAR_VELOCITY_MIN = 0.001f;
|
||||
// Add angular acceleration of the avatar body
|
||||
if (glm::length(angularVelocity) > ANGULAR_VELOCITY_MIN) {
|
||||
glm::vec3 yawVector = _hairPosition[vertexIndex];
|
||||
yawVector.y = 0.f;
|
||||
if (glm::length(yawVector) > EPSILON) {
|
||||
float radius = glm::length(yawVector);
|
||||
yawVector = glm::normalize(yawVector);
|
||||
float angle = atan2f(yawVector.x, -yawVector.z) + PI;
|
||||
glm::vec3 delta = glm::vec3(-1.f, 0.f, 0.f) * glm::angleAxis(angle, glm::vec3(0, 1, 0));
|
||||
_hairPosition[vertexIndex] -= delta * radius * angularVelocity.y * HAIR_ANGULAR_VELOCITY_COUPLING * deltaTime;
|
||||
}
|
||||
glm::vec3 pitchVector = _hairPosition[vertexIndex];
|
||||
pitchVector.x = 0.f;
|
||||
if (glm::length(pitchVector) > EPSILON) {
|
||||
float radius = glm::length(pitchVector);
|
||||
pitchVector = glm::normalize(pitchVector);
|
||||
float angle = atan2f(pitchVector.y, -pitchVector.z) + PI;
|
||||
glm::vec3 delta = glm::vec3(0.0f, 1.0f, 0.f) * glm::angleAxis(angle, glm::vec3(1, 0, 0));
|
||||
_hairPosition[vertexIndex] -= delta * radius * angularVelocity.x * HAIR_ANGULAR_VELOCITY_COUPLING * deltaTime;
|
||||
}
|
||||
glm::vec3 rollVector = _hairPosition[vertexIndex];
|
||||
rollVector.z = 0.f;
|
||||
if (glm::length(rollVector) > EPSILON) {
|
||||
float radius = glm::length(rollVector);
|
||||
pitchVector = glm::normalize(rollVector);
|
||||
float angle = atan2f(rollVector.x, rollVector.y) + PI;
|
||||
glm::vec3 delta = glm::vec3(-1.0f, 0.0f, 0.f) * glm::angleAxis(angle, glm::vec3(0, 0, 1));
|
||||
_hairPosition[vertexIndex] -= delta * radius * angularVelocity.z * HAIR_ANGULAR_VELOCITY_COUPLING * deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Iterate length constraints to other links
|
||||
for (int link = 0; link < HAIR_MAX_CONSTRAINTS; link++) {
|
||||
if (_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS + link] > -1) {
|
||||
// If there is a constraint, try to enforce it
|
||||
glm::vec3 vectorBetween = _hairPosition[_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS + link]] - _hairPosition[vertexIndex];
|
||||
_hairPosition[vertexIndex] += glm::normalize(vectorBetween) * (glm::length(vectorBetween) - HAIR_LINK_LENGTH) * CONSTRAINT_RELAXATION * deltaTime;
|
||||
}
|
||||
}
|
||||
// Store start position for next vertlet pass
|
||||
_hairLastPosition[vertexIndex] = thisPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::initializeHair() {
|
||||
const float FACE_WIDTH = PI / 4.0f;
|
||||
glm::vec3 thisVertex;
|
||||
for (int strand = 0; strand < HAIR_STRANDS; strand++) {
|
||||
float strandAngle = randFloat() * PI;
|
||||
float azimuth = FACE_WIDTH / 2.0f + (randFloat() * (2.0 * PI - FACE_WIDTH));
|
||||
float elevation = PI_OVER_TWO - (randFloat() * 0.75 * PI);
|
||||
glm::vec3 thisStrand(sinf(azimuth) * cosf(elevation), sinf(elevation), -cosf(azimuth) * cosf(elevation));
|
||||
thisStrand *= HEAD_RADIUS;
|
||||
|
||||
for (int link = 0; link < HAIR_LINKS; link++) {
|
||||
int vertexIndex = strand * HAIR_LINKS + link;
|
||||
// Clear constraints
|
||||
for (int link = 0; link < HAIR_MAX_CONSTRAINTS; link++) {
|
||||
_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS + link] = -1;
|
||||
}
|
||||
if (vertexIndex % HAIR_LINKS == 0) {
|
||||
// start of strand
|
||||
thisVertex = thisStrand;
|
||||
} else {
|
||||
thisVertex+= glm::normalize(thisStrand) * HAIR_LINK_LENGTH;
|
||||
// Set constraints to vertex before and maybe vertex after in strand
|
||||
_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS] = vertexIndex - 1;
|
||||
if (link < (HAIR_LINKS - 1)) {
|
||||
_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS + 1] = vertexIndex + 1;
|
||||
}
|
||||
}
|
||||
_hairPosition[vertexIndex] = thisVertex;
|
||||
_hairLastPosition[vertexIndex] = _hairPosition[vertexIndex];
|
||||
_hairOriginalPosition[vertexIndex] = _hairPosition[vertexIndex];
|
||||
|
||||
_hairQuadDelta[vertexIndex] = glm::vec3(cos(strandAngle) * HAIR_THICKNESS, 0.f, sin(strandAngle) * HAIR_THICKNESS);
|
||||
_hairQuadDelta[vertexIndex] *= 1.f - (link / HAIR_LINKS);
|
||||
_hairNormals[vertexIndex] = glm::normalize(randVector());
|
||||
if (randFloat() < elevation / PI_OVER_TWO) {
|
||||
_hairColors[vertexIndex] = HAIR_COLOR1 * ((float)(link + 1) / (float)HAIR_LINKS);
|
||||
} else {
|
||||
_hairColors[vertexIndex] = HAIR_COLOR2 * ((float)(link + 1) / (float)HAIR_LINKS);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
qDebug() << "Initialize Hair";
|
||||
}
|
||||
|
||||
bool Avatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const {
|
||||
|
|
|
@ -32,6 +32,10 @@ static const float RESCALING_TOLERANCE = .02f;
|
|||
extern const float CHAT_MESSAGE_SCALE;
|
||||
extern const float CHAT_MESSAGE_HEIGHT;
|
||||
|
||||
const int HAIR_STRANDS = 150; // Number of strands of hair
|
||||
const int HAIR_LINKS = 10; // Number of links in a hair strand
|
||||
const int HAIR_MAX_CONSTRAINTS = 2; // Hair verlet is connected to at most how many others
|
||||
|
||||
enum DriveKeys {
|
||||
FWD = 0,
|
||||
BACK,
|
||||
|
@ -145,6 +149,9 @@ public:
|
|||
Q_INVOKABLE glm::quat getJointCombinedRotation(int index) const;
|
||||
Q_INVOKABLE glm::quat getJointCombinedRotation(const QString& name) const;
|
||||
|
||||
glm::vec3 getAcceleration() const { return _acceleration; }
|
||||
glm::vec3 getAngularVelocity() const { return _angularVelocity; }
|
||||
|
||||
public slots:
|
||||
void updateCollisionGroups();
|
||||
|
||||
|
@ -156,6 +163,10 @@ protected:
|
|||
QVector<Model*> _attachmentModels;
|
||||
float _bodyYawDelta;
|
||||
glm::vec3 _velocity;
|
||||
glm::vec3 _lastVelocity;
|
||||
glm::vec3 _acceleration;
|
||||
glm::vec3 _angularVelocity;
|
||||
glm::quat _lastOrientation;
|
||||
float _leanScale;
|
||||
float _scale;
|
||||
glm::vec3 _worldUpDirection;
|
||||
|
@ -172,6 +183,7 @@ protected:
|
|||
glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
|
||||
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
|
||||
void setScale(float scale);
|
||||
void updateAcceleration(float deltaTime);
|
||||
|
||||
float getSkeletonHeight() const;
|
||||
float getHeadHeight() const;
|
||||
|
@ -187,6 +199,18 @@ protected:
|
|||
virtual void renderAttachments(RenderMode renderMode);
|
||||
|
||||
virtual void updateJointMappings();
|
||||
|
||||
glm::vec3 _hairPosition[HAIR_STRANDS * HAIR_LINKS];
|
||||
glm::vec3 _hairOriginalPosition[HAIR_STRANDS * HAIR_LINKS];
|
||||
glm::vec3 _hairLastPosition[HAIR_STRANDS * HAIR_LINKS];
|
||||
glm::vec3 _hairQuadDelta[HAIR_STRANDS * HAIR_LINKS];
|
||||
glm::vec3 _hairNormals[HAIR_STRANDS * HAIR_LINKS];
|
||||
glm::vec3 _hairColors[HAIR_STRANDS * HAIR_LINKS];
|
||||
int _hairIsMoveable[HAIR_STRANDS * HAIR_LINKS];
|
||||
int _hairConstraints[HAIR_STRANDS * HAIR_LINKS * 2]; // Hair can link to two others
|
||||
void renderHair();
|
||||
void simulateHair(float deltaTime);
|
||||
void initializeHair();
|
||||
|
||||
private:
|
||||
|
||||
|
@ -198,6 +222,7 @@ private:
|
|||
void renderBillboard();
|
||||
|
||||
float getBillboardSize() const;
|
||||
|
||||
};
|
||||
|
||||
#endif // hifi_Avatar_h
|
||||
|
|
|
@ -194,6 +194,13 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
head->setScale(_scale);
|
||||
head->simulate(deltaTime, true);
|
||||
}
|
||||
|
||||
{
|
||||
PerformanceTimer perfTimer("MyAvatar::simulate/hair Simulate");
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
|
||||
simulateHair(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
PerformanceTimer perfTimer("MyAvatar::simulate/ragdoll");
|
||||
|
@ -368,6 +375,7 @@ void MyAvatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
|
|||
if (!_shouldRender) {
|
||||
return; // exit early
|
||||
}
|
||||
|
||||
Avatar::render(cameraPosition, renderMode);
|
||||
|
||||
// don't display IK constraints in shadow mode
|
||||
|
@ -420,6 +428,25 @@ void MyAvatar::renderHeadMouse(int screenWidth, int screenHeight) const {
|
|||
}
|
||||
}
|
||||
|
||||
const glm::vec3 HAND_TO_PALM_OFFSET(0.0f, 0.12f, 0.08f);
|
||||
|
||||
glm::vec3 MyAvatar::getLeftPalmPosition() {
|
||||
glm::vec3 leftHandPosition;
|
||||
getSkeletonModel().getLeftHandPosition(leftHandPosition);
|
||||
glm::quat leftRotation;
|
||||
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getLeftHandJointIndex(), leftRotation);
|
||||
leftHandPosition += HAND_TO_PALM_OFFSET * glm::inverse(leftRotation);
|
||||
return leftHandPosition;
|
||||
}
|
||||
glm::vec3 MyAvatar::getRightPalmPosition() {
|
||||
glm::vec3 rightHandPosition;
|
||||
getSkeletonModel().getRightHandPosition(rightHandPosition);
|
||||
glm::quat rightRotation;
|
||||
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getRightHandJointIndex(), rightRotation);
|
||||
rightHandPosition += HAND_TO_PALM_OFFSET * glm::inverse(rightRotation);
|
||||
return rightHandPosition;
|
||||
}
|
||||
|
||||
void MyAvatar::setLocalGravity(glm::vec3 gravity) {
|
||||
_motionBehaviors |= AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
|
||||
// Environmental and Local gravities are incompatible. Since Local is being set here
|
||||
|
@ -831,6 +858,9 @@ void MyAvatar::renderBody(RenderMode renderMode, float glowLevel) {
|
|||
// Render head so long as the camera isn't inside it
|
||||
if (shouldRenderHead(Application::getInstance()->getCamera()->getPosition(), renderMode)) {
|
||||
getHead()->render(1.0f, modelRenderMode);
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
|
||||
renderHair();
|
||||
}
|
||||
}
|
||||
getHand()->render(true, modelRenderMode);
|
||||
}
|
||||
|
@ -881,11 +911,19 @@ void MyAvatar::updateOrientation(float deltaTime) {
|
|||
float yaw, pitch, roll;
|
||||
OculusManager::getEulerAngles(yaw, pitch, roll);
|
||||
// ... so they need to be converted to degrees before we do math...
|
||||
|
||||
yaw *= DEGREES_PER_RADIAN;
|
||||
pitch *= DEGREES_PER_RADIAN;
|
||||
roll *= DEGREES_PER_RADIAN;
|
||||
|
||||
// Record the angular velocity
|
||||
Head* head = getHead();
|
||||
head->setBaseYaw(yaw * DEGREES_PER_RADIAN);
|
||||
head->setBasePitch(pitch * DEGREES_PER_RADIAN);
|
||||
head->setBaseRoll(roll * DEGREES_PER_RADIAN);
|
||||
glm::vec3 angularVelocity(yaw - head->getBaseYaw(), pitch - head->getBasePitch(), roll - head->getBaseRoll());
|
||||
head->setAngularVelocity(angularVelocity);
|
||||
|
||||
head->setBaseYaw(yaw);
|
||||
head->setBasePitch(pitch);
|
||||
head->setBaseRoll(roll);
|
||||
|
||||
}
|
||||
|
||||
// update the euler angles
|
||||
|
@ -974,6 +1012,7 @@ void MyAvatar::updatePosition(float deltaTime) {
|
|||
} else {
|
||||
_position += _velocity * deltaTime;
|
||||
}
|
||||
updateAcceleration(deltaTime);
|
||||
}
|
||||
|
||||
// update moving flag based on speed
|
||||
|
|
|
@ -139,7 +139,10 @@ public slots:
|
|||
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
|
||||
|
||||
void updateMotionBehaviorsFromMenu();
|
||||
|
||||
|
||||
glm::vec3 getLeftPalmPosition();
|
||||
glm::vec3 getRightPalmPosition();
|
||||
|
||||
signals:
|
||||
void transformChanged();
|
||||
|
||||
|
|
|
@ -39,9 +39,10 @@ inline float min(float a, float b) {
|
|||
ApplicationOverlay::ApplicationOverlay() :
|
||||
_framebufferObject(NULL),
|
||||
_textureFov(DEFAULT_OCULUS_UI_ANGULAR_SIZE * RADIANS_PER_DEGREE),
|
||||
_crosshairTexture(0),
|
||||
_alpha(1.0f),
|
||||
_active(true) {
|
||||
_active(true),
|
||||
_crosshairTexture(0)
|
||||
{
|
||||
|
||||
memset(_reticleActive, 0, sizeof(_reticleActive));
|
||||
memset(_magActive, 0, sizeof(_reticleActive));
|
||||
|
|
Loading…
Reference in a new issue