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Merge pull request #668 from Atlante45/the_midget_are_coming
The midget are coming
This commit is contained in:
commit
4f0e472868
13 changed files with 296 additions and 128 deletions
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@ -1182,6 +1182,24 @@ void Application::setRenderThirdPerson(bool thirdPerson) {
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}
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}
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void Application::increaseAvatarSize() {
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if (5.0f < _myAvatar.getScale() + 0.05f) {
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return;
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}
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_myAvatar.setScale(_myAvatar.getScale() + 0.05f);
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_myCamera.setScale(_myAvatar.getScale() + 0.05f);
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}
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void Application::decreaseAvatarSize() {
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if (_myAvatar.getScale() - 0.05f < 0.15f) {
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return;
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}
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_myAvatar.setScale(_myAvatar.getScale() - 0.05f);
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_myCamera.setScale(_myAvatar.getScale() - 0.05f);
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}
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void Application::setFrustumOffset(bool frustumOffset) {
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// reshape so that OpenGL will get the right lens details for the camera of choice
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resizeGL(_glWidget->width(), _glWidget->height());
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@ -1555,7 +1573,7 @@ void Application::initMenu() {
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_renderAvatarsOn->setChecked(true);
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(_renderAvatarBalls = renderMenu->addAction("Avatar as Balls"))->setCheckable(true);
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_renderAvatarBalls->setChecked(false);
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renderMenu->addAction("Cycle Voxeltar Mode", _myAvatar.getVoxels(), SLOT(cycleMode()));
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renderMenu->addAction("Cycle Voxel Mode", _myAvatar.getVoxels(), SLOT(cycleMode()));
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(_renderFrameTimerOn = renderMenu->addAction("Show Timer"))->setCheckable(true);
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_renderFrameTimerOn->setChecked(false);
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(_renderLookatOn = renderMenu->addAction("Lookat Vectors"))->setCheckable(true);
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@ -1564,6 +1582,9 @@ void Application::initMenu() {
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"First Person", this, SLOT(setRenderFirstPerson(bool)), Qt::Key_P))->setCheckable(true);
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(_manualThirdPerson = renderMenu->addAction(
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"Third Person", this, SLOT(setRenderThirdPerson(bool))))->setCheckable(true);
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renderMenu->addAction("Increase Avatar Size", this, SLOT(increaseAvatarSize()), Qt::SHIFT | Qt::Key_Plus);
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renderMenu->addAction("Decrease Avatar Size", this, SLOT(decreaseAvatarSize()), Qt::SHIFT | Qt::Key_Minus);
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QMenu* toolsMenu = menuBar->addMenu("Tools");
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(_renderStatsOn = toolsMenu->addAction("Stats"))->setCheckable(true);
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@ -118,6 +118,8 @@ private slots:
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void setRenderFirstPerson(bool firstPerson);
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void setRenderThirdPerson(bool thirdPerson);
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void increaseAvatarSize();
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void decreaseAvatarSize();
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void renderThrustAtVoxel(const glm::vec3& thrust);
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void renderLineToTouchedVoxel();
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@ -86,6 +86,7 @@ Avatar::Avatar(Node* owningNode) :
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_leanScale(0.5f),
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_pelvisStandingHeight(0.0f),
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_pelvisFloatingHeight(0.0f),
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_scale(1.0f),
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_distanceToNearestAvatar(std::numeric_limits<float>::max()),
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_gravity(0.0f, -1.0f, 0.0f),
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_worldUpDirection(DEFAULT_UP_DIRECTION),
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@ -111,9 +112,9 @@ Avatar::Avatar(Node* owningNode) :
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_skeleton.initialize();
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initializeBodyBalls();
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_height = _skeleton.getHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius + _bodyBall[ BODY_BALL_HEAD_BASE ].radius;
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_maxArmLength = _skeleton.getArmLength();
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_pelvisStandingHeight = _skeleton.getPelvisStandingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius;
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_pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius;
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@ -145,32 +146,32 @@ void Avatar::initializeBodyBalls() {
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}
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// specify the radius of each ball
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_bodyBall[ BODY_BALL_PELVIS ].radius = 0.07;
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_bodyBall[ BODY_BALL_TORSO ].radius = 0.065;
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_bodyBall[ BODY_BALL_CHEST ].radius = 0.08;
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_bodyBall[ BODY_BALL_NECK_BASE ].radius = 0.03;
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_bodyBall[ BODY_BALL_HEAD_BASE ].radius = 0.07;
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_bodyBall[ BODY_BALL_LEFT_COLLAR ].radius = 0.04;
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_bodyBall[ BODY_BALL_LEFT_SHOULDER ].radius = 0.03;
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_bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = 0.02;
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_bodyBall[ BODY_BALL_LEFT_WRIST ].radius = 0.02;
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_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].radius = 0.01;
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_bodyBall[ BODY_BALL_RIGHT_COLLAR ].radius = 0.04;
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_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = 0.03;
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_bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = 0.02;
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_bodyBall[ BODY_BALL_RIGHT_WRIST ].radius = 0.02;
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_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].radius = 0.01;
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_bodyBall[ BODY_BALL_LEFT_HIP ].radius = 0.04;
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_bodyBall[ BODY_BALL_PELVIS ].radius = BODY_BALL_RADIUS_PELVIS;
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_bodyBall[ BODY_BALL_TORSO ].radius = BODY_BALL_RADIUS_TORSO;
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_bodyBall[ BODY_BALL_CHEST ].radius = BODY_BALL_RADIUS_CHEST;
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_bodyBall[ BODY_BALL_NECK_BASE ].radius = BODY_BALL_RADIUS_NECK_BASE;
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_bodyBall[ BODY_BALL_HEAD_BASE ].radius = BODY_BALL_RADIUS_HEAD_BASE;
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_bodyBall[ BODY_BALL_LEFT_COLLAR ].radius = BODY_BALL_RADIUS_LEFT_COLLAR;
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_bodyBall[ BODY_BALL_LEFT_SHOULDER ].radius = BODY_BALL_RADIUS_LEFT_SHOULDER;
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_bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = BODY_BALL_RADIUS_LEFT_ELBOW;
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_bodyBall[ BODY_BALL_LEFT_WRIST ].radius = BODY_BALL_RADIUS_LEFT_WRIST;
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_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].radius = BODY_BALL_RADIUS_LEFT_FINGERTIPS;
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_bodyBall[ BODY_BALL_RIGHT_COLLAR ].radius = BODY_BALL_RADIUS_RIGHT_COLLAR;
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_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = BODY_BALL_RADIUS_RIGHT_SHOULDER;
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_bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = BODY_BALL_RADIUS_RIGHT_ELBOW;
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_bodyBall[ BODY_BALL_RIGHT_WRIST ].radius = BODY_BALL_RADIUS_RIGHT_WRIST;
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_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].radius = BODY_BALL_RADIUS_RIGHT_FINGERTIPS;
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_bodyBall[ BODY_BALL_LEFT_HIP ].radius = BODY_BALL_RADIUS_LEFT_HIP;
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//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].radius = 0.03;
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//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].radius = BODY_BALL_RADIUS_LEFT_MID_THIGH;
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_bodyBall[ BODY_BALL_LEFT_KNEE ].radius = 0.025;
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_bodyBall[ BODY_BALL_LEFT_HEEL ].radius = 0.025;
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_bodyBall[ BODY_BALL_LEFT_TOES ].radius = 0.025;
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_bodyBall[ BODY_BALL_RIGHT_HIP ].radius = 0.04;
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_bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = 0.025;
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_bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = 0.025;
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_bodyBall[ BODY_BALL_RIGHT_TOES ].radius = 0.025;
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_bodyBall[ BODY_BALL_LEFT_KNEE ].radius = BODY_BALL_RADIUS_LEFT_KNEE;
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_bodyBall[ BODY_BALL_LEFT_HEEL ].radius = BODY_BALL_RADIUS_LEFT_HEEL;
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_bodyBall[ BODY_BALL_LEFT_TOES ].radius = BODY_BALL_RADIUS_LEFT_TOES;
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_bodyBall[ BODY_BALL_RIGHT_HIP ].radius = BODY_BALL_RADIUS_RIGHT_HIP;
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_bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = BODY_BALL_RADIUS_RIGHT_KNEE;
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_bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = BODY_BALL_RADIUS_RIGHT_HEEL;
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_bodyBall[ BODY_BALL_RIGHT_TOES ].radius = BODY_BALL_RADIUS_RIGHT_TOES;
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// specify the parent joint for each ball
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@ -331,7 +332,7 @@ void Avatar::updateFromGyrosAndOrWebcam(bool gyroLook,
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_head.setCameraFollowsHead(gyroLook);
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// Update torso lean distance based on accelerometer data
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const float TORSO_LENGTH = 0.5f;
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const float TORSO_LENGTH = _scale * 0.5f;
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const float MAX_LEAN = 45.0f;
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_head.setLeanSideways(glm::clamp(glm::degrees(atanf(estimatedPosition.x * _leanScale / TORSO_LENGTH)),
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-MAX_LEAN, MAX_LEAN));
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@ -378,18 +379,18 @@ void Avatar::updateThrust(float deltaTime, Transmitter * transmitter) {
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const float THRUST_JUMP = 120.f;
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// Add Thrusts from keyboard
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if (_driveKeys[FWD ]) {_thrust += THRUST_MAG_FWD * deltaTime * front;}
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if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG_BACK * deltaTime * front;}
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if (_driveKeys[RIGHT ]) {_thrust += THRUST_MAG_LATERAL * deltaTime * right;}
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if (_driveKeys[LEFT ]) {_thrust -= THRUST_MAG_LATERAL * deltaTime * right;}
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if (_driveKeys[UP ]) {_thrust += THRUST_MAG_UP * deltaTime * up;}
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if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG_DOWN * deltaTime * up;}
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if (_driveKeys[FWD ]) {_thrust += _scale * THRUST_MAG_FWD * deltaTime * front;}
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if (_driveKeys[BACK ]) {_thrust -= _scale * THRUST_MAG_BACK * deltaTime * front;}
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if (_driveKeys[RIGHT ]) {_thrust += _scale * THRUST_MAG_LATERAL * deltaTime * right;}
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if (_driveKeys[LEFT ]) {_thrust -= _scale * THRUST_MAG_LATERAL * deltaTime * right;}
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if (_driveKeys[UP ]) {_thrust += _scale * THRUST_MAG_UP * deltaTime * up;}
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if (_driveKeys[DOWN ]) {_thrust -= _scale * THRUST_MAG_DOWN * deltaTime * up;}
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if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;}
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if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;}
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// Add one time jumping force if requested
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if (_shouldJump) {
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_thrust += THRUST_JUMP * up;
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_thrust += _scale * THRUST_JUMP * up;
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_shouldJump = false;
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}
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@ -424,8 +425,7 @@ void Avatar::updateThrust(float deltaTime, Transmitter * transmitter) {
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}
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// Update speed brake status
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const float MIN_SPEED_BRAKE_VELOCITY = 0.4f;
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const float MIN_SPEED_BRAKE_VELOCITY = _scale * 0.4f;
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if ((glm::length(_thrust) == 0.0f) && _isThrustOn && (glm::length(_velocity) > MIN_SPEED_BRAKE_VELOCITY)) {
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_speedBrakes = true;
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}
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@ -434,7 +434,6 @@ void Avatar::updateThrust(float deltaTime, Transmitter * transmitter) {
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_speedBrakes = false;
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}
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_isThrustOn = (glm::length(_thrust) > EPSILON);
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}
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void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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@ -443,6 +442,11 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 right = orientation * IDENTITY_RIGHT;
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//
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if (!isMyAvatar() && _scale != _newScale) {
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setScale(_newScale);
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}
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// Update movement timers
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if (isMyAvatar()) {
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_elapsedTimeSinceCollision += deltaTime;
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@ -528,16 +532,17 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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//update the movement of the hand and process handshaking with other avatars...
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updateHandMovementAndTouching(deltaTime, enableHandMovement);
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_avatarTouch.simulate(deltaTime);
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if (isMyAvatar()) {
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// apply gravity
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if (USING_AVATAR_GRAVITY) {
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// For gravity, always move the avatar by the amount driven by gravity, so that the collision
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// routines will detect it and collide every frame when pulled by gravity to a surface
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//
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_velocity += _gravity * (GRAVITY_EARTH * deltaTime);
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_position += _gravity * (GRAVITY_EARTH * deltaTime) * deltaTime;
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//
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_velocity += _scale * _gravity * (GRAVITY_EARTH * deltaTime);
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_position += _scale * _gravity * (GRAVITY_EARTH * deltaTime) * deltaTime;
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}
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updateCollisionWithEnvironment();
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@ -571,11 +576,11 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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_bodyRollDelta *= bodySpinMomentum;
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const float MAX_STATIC_FRICTION_VELOCITY = 0.5f;
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const float STATIC_FRICTION_STRENGTH = 20.f;
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const float STATIC_FRICTION_STRENGTH = _scale * 20.f;
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applyStaticFriction(deltaTime, _velocity, MAX_STATIC_FRICTION_VELOCITY, STATIC_FRICTION_STRENGTH);
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const float LINEAR_DAMPING_STRENGTH = 1.0f;
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const float SPEED_BRAKE_POWER = 10.0f;
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const float SPEED_BRAKE_POWER = _scale * 10.0f;
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const float SQUARED_DAMPING_STRENGTH = 0.2f;
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if (_speedBrakes) {
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applyDamping(deltaTime, _velocity, LINEAR_DAMPING_STRENGTH * SPEED_BRAKE_POWER, SQUARED_DAMPING_STRENGTH * SPEED_BRAKE_POWER);
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@ -592,7 +597,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta)));
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// these forces keep the body upright...
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const float BODY_UPRIGHT_FORCE = 10.0;
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const float BODY_UPRIGHT_FORCE = _scale * 10.0;
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float tiltDecay = BODY_UPRIGHT_FORCE * deltaTime;
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if (tiltDecay > 1.0f) {tiltDecay = 1.0f;}
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@ -662,7 +667,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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_head.setBodyRotation (glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
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_head.setPosition(_bodyBall[ BODY_BALL_HEAD_BASE ].position);
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_head.setScale (_bodyBall[ BODY_BALL_HEAD_BASE ].radius);
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_head.setScale(_scale);
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_head.setSkinColor(glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]));
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_head.simulate(deltaTime, isMyAvatar());
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@ -748,7 +753,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMovem
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if (distance < closestDistance) {
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closestDistance = distance;
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if (distance < PERIPERSONAL_RADIUS) {
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if (distance < _scale * PERIPERSONAL_RADIUS) {
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_interactingOther = otherAvatar;
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}
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}
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@ -1017,7 +1022,7 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
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}
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// render a simple round on the ground projected down from the avatar's position
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renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
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renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f);
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// render body
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renderBody(lookingInMirror, renderAvatarBalls);
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@ -1091,7 +1096,7 @@ void Avatar::resetBodyBalls() {
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void Avatar::updateBodyBalls(float deltaTime) {
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// Check for a large repositioning, and re-initialize balls if this has happened
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const float BEYOND_BODY_SPRING_RANGE = 2.f;
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const float BEYOND_BODY_SPRING_RANGE = _scale * 2.f;
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if (glm::length(_position - _bodyBall[BODY_BALL_PELVIS].position) > BEYOND_BODY_SPRING_RANGE) {
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resetBodyBalls();
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}
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@ -1222,8 +1227,8 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
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}
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float Avatar::getBallRenderAlpha(int ball, bool lookingInMirror) const {
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const float RENDER_OPAQUE_OUTSIDE = 0.25f; // render opaque if greater than this distance
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const float DO_NOT_RENDER_INSIDE = 0.25f; // do not render if less than this distance
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const float RENDER_OPAQUE_OUTSIDE = _scale * 0.25f; // render opaque if greater than this distance
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const float DO_NOT_RENDER_INSIDE = _scale * 0.25f; // do not render if less than this distance
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float distanceToCamera = glm::length(Application::getInstance()->getCamera()->getPosition() - _bodyBall[ball].position);
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return (lookingInMirror || !isMyAvatar()) ? 1.0f : glm::clamp(
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(distanceToCamera - DO_NOT_RENDER_INSIDE) / (RENDER_OPAQUE_OUTSIDE - DO_NOT_RENDER_INSIDE), 0.f, 1.f);
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@ -1390,3 +1395,47 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
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glEnd();
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}
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void Avatar::setScale(const float scale) {
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_scale = scale;
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_newScale = _scale;
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_skeleton.setScale(_scale);
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// specify the new radius of each ball
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_bodyBall[ BODY_BALL_PELVIS ].radius = _scale * BODY_BALL_RADIUS_PELVIS;
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_bodyBall[ BODY_BALL_TORSO ].radius = _scale * BODY_BALL_RADIUS_TORSO;
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_bodyBall[ BODY_BALL_CHEST ].radius = _scale * BODY_BALL_RADIUS_CHEST;
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_bodyBall[ BODY_BALL_NECK_BASE ].radius = _scale * BODY_BALL_RADIUS_NECK_BASE;
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_bodyBall[ BODY_BALL_HEAD_BASE ].radius = _scale * BODY_BALL_RADIUS_HEAD_BASE;
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_bodyBall[ BODY_BALL_LEFT_COLLAR ].radius = _scale * BODY_BALL_RADIUS_LEFT_COLLAR;
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_bodyBall[ BODY_BALL_LEFT_SHOULDER ].radius = _scale * BODY_BALL_RADIUS_LEFT_SHOULDER;
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_bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = _scale * BODY_BALL_RADIUS_LEFT_ELBOW;
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_bodyBall[ BODY_BALL_LEFT_WRIST ].radius = _scale * BODY_BALL_RADIUS_LEFT_WRIST;
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_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].radius = _scale * BODY_BALL_RADIUS_LEFT_FINGERTIPS;
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_bodyBall[ BODY_BALL_RIGHT_COLLAR ].radius = _scale * BODY_BALL_RADIUS_RIGHT_COLLAR;
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_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = _scale * BODY_BALL_RADIUS_RIGHT_SHOULDER;
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_bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = _scale * BODY_BALL_RADIUS_RIGHT_ELBOW;
|
||||
_bodyBall[ BODY_BALL_RIGHT_WRIST ].radius = _scale * BODY_BALL_RADIUS_RIGHT_WRIST;
|
||||
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].radius = _scale * BODY_BALL_RADIUS_RIGHT_FINGERTIPS;
|
||||
_bodyBall[ BODY_BALL_LEFT_HIP ].radius = _scale * BODY_BALL_RADIUS_LEFT_HIP;
|
||||
|
||||
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].radius = _scale * BODY_BALL_RADIUS_LEFT_MID_THIGH;
|
||||
|
||||
_bodyBall[ BODY_BALL_LEFT_KNEE ].radius = _scale * BODY_BALL_RADIUS_LEFT_KNEE;
|
||||
_bodyBall[ BODY_BALL_LEFT_HEEL ].radius = _scale * BODY_BALL_RADIUS_LEFT_HEEL;
|
||||
_bodyBall[ BODY_BALL_LEFT_TOES ].radius = _scale * BODY_BALL_RADIUS_LEFT_TOES;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HIP ].radius = _scale * BODY_BALL_RADIUS_RIGHT_HIP;
|
||||
_bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = _scale * BODY_BALL_RADIUS_RIGHT_KNEE;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = _scale * BODY_BALL_RADIUS_RIGHT_HEEL;
|
||||
_bodyBall[ BODY_BALL_RIGHT_TOES ].radius = _scale * BODY_BALL_RADIUS_RIGHT_TOES;
|
||||
|
||||
_height = _skeleton.getHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius + _bodyBall[ BODY_BALL_HEAD_BASE ].radius;
|
||||
|
||||
_maxArmLength = _skeleton.getArmLength();
|
||||
_pelvisStandingHeight = _skeleton.getPelvisStandingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius;
|
||||
_pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius;
|
||||
_pelvisToHeadLength = _skeleton.getPelvisToHeadLength();
|
||||
_avatarTouch.setReachableRadius(_scale * PERIPERSONAL_RADIUS);
|
||||
}
|
||||
|
||||
|
|
|
@ -23,6 +23,30 @@
|
|||
#include "Skeleton.h"
|
||||
#include "Transmitter.h"
|
||||
|
||||
const float BODY_BALL_RADIUS_PELVIS = 0.07;
|
||||
const float BODY_BALL_RADIUS_TORSO = 0.065;
|
||||
const float BODY_BALL_RADIUS_CHEST = 0.08;
|
||||
const float BODY_BALL_RADIUS_NECK_BASE = 0.03;
|
||||
const float BODY_BALL_RADIUS_HEAD_BASE = 0.07;
|
||||
const float BODY_BALL_RADIUS_LEFT_COLLAR = 0.04;
|
||||
const float BODY_BALL_RADIUS_LEFT_SHOULDER = 0.03;
|
||||
const float BODY_BALL_RADIUS_LEFT_ELBOW = 0.02;
|
||||
const float BODY_BALL_RADIUS_LEFT_WRIST = 0.02;
|
||||
const float BODY_BALL_RADIUS_LEFT_FINGERTIPS = 0.01;
|
||||
const float BODY_BALL_RADIUS_RIGHT_COLLAR = 0.04;
|
||||
const float BODY_BALL_RADIUS_RIGHT_SHOULDER = 0.03;
|
||||
const float BODY_BALL_RADIUS_RIGHT_ELBOW = 0.02;
|
||||
const float BODY_BALL_RADIUS_RIGHT_WRIST = 0.02;
|
||||
const float BODY_BALL_RADIUS_RIGHT_FINGERTIPS = 0.01;
|
||||
const float BODY_BALL_RADIUS_LEFT_HIP = 0.04;
|
||||
const float BODY_BALL_RADIUS_LEFT_MID_THIGH = 0.03;
|
||||
const float BODY_BALL_RADIUS_LEFT_KNEE = 0.025;
|
||||
const float BODY_BALL_RADIUS_LEFT_HEEL = 0.025;
|
||||
const float BODY_BALL_RADIUS_LEFT_TOES = 0.025;
|
||||
const float BODY_BALL_RADIUS_RIGHT_HIP = 0.04;
|
||||
const float BODY_BALL_RADIUS_RIGHT_KNEE = 0.025;
|
||||
const float BODY_BALL_RADIUS_RIGHT_HEEL = 0.025;
|
||||
const float BODY_BALL_RADIUS_RIGHT_TOES = 0.025;
|
||||
|
||||
enum AvatarBodyBallID
|
||||
{
|
||||
|
@ -105,6 +129,7 @@ public:
|
|||
void setGravity (glm::vec3 gravity);
|
||||
void setMouseRay (const glm::vec3 &origin, const glm::vec3 &direction);
|
||||
void setOrientation (const glm::quat& orientation);
|
||||
void setScale (const float scale);
|
||||
|
||||
//getters
|
||||
bool isInitialized () const { return _initialized;}
|
||||
|
@ -118,6 +143,7 @@ public:
|
|||
glm::vec3 getBodyRightDirection () const { return getOrientation() * IDENTITY_RIGHT; }
|
||||
glm::vec3 getBodyUpDirection () const { return getOrientation() * IDENTITY_UP; }
|
||||
glm::vec3 getBodyFrontDirection () const { return getOrientation() * IDENTITY_FRONT; }
|
||||
float getScale () const { return _scale;}
|
||||
const glm::vec3& getVelocity () const { return _velocity;}
|
||||
float getSpeed () const { return _speed;}
|
||||
float getHeight () const { return _height;}
|
||||
|
@ -200,6 +226,7 @@ private:
|
|||
float _pelvisStandingHeight;
|
||||
float _pelvisFloatingHeight;
|
||||
float _pelvisToHeadLength;
|
||||
float _scale;
|
||||
float _height;
|
||||
Balls* _balls;
|
||||
AvatarTouch _avatarTouch;
|
||||
|
|
|
@ -50,6 +50,7 @@ Camera::Camera() {
|
|||
_targetPosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_position = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_idealPosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_scale = 1.0f;
|
||||
}
|
||||
|
||||
void Camera::update(float deltaTime) {
|
||||
|
@ -91,14 +92,14 @@ void Camera::updateFollowMode(float deltaTime) {
|
|||
|
||||
if (_needsToInitialize || (_tightness == 0.0f)) {
|
||||
_rotation = _targetRotation;
|
||||
_idealPosition = _targetPosition + _rotation * glm::vec3(0.0f, _upShift, _distance);
|
||||
_idealPosition = _targetPosition + _scale * (_rotation * glm::vec3(0.0f, _upShift, _distance));
|
||||
_position = _idealPosition;
|
||||
_needsToInitialize = false;
|
||||
|
||||
} else {
|
||||
// pull rotation towards ideal
|
||||
_rotation = safeMix(_rotation, _targetRotation, t);
|
||||
_idealPosition = _targetPosition + _rotation * glm::vec3(0.0f, _upShift, _distance);
|
||||
_idealPosition = _targetPosition + _scale * (_rotation * glm::vec3(0.0f, _upShift, _distance));
|
||||
_position += (_idealPosition - _position) * t;
|
||||
}
|
||||
}
|
||||
|
@ -174,6 +175,12 @@ void Camera::setEyeOffsetOrientation (const glm::quat& o) {
|
|||
_frustumNeedsReshape = true;
|
||||
}
|
||||
|
||||
void Camera::setScale(float s) {
|
||||
_scale = s;
|
||||
_needsToInitialize = true;
|
||||
_frustumNeedsReshape = true;
|
||||
}
|
||||
|
||||
void Camera::initialize() {
|
||||
_needsToInitialize = true;
|
||||
_modeShift = 0.0;
|
||||
|
|
|
@ -46,6 +46,7 @@ public:
|
|||
void setFarClip ( float f );
|
||||
void setEyeOffsetPosition ( const glm::vec3& p );
|
||||
void setEyeOffsetOrientation( const glm::quat& o );
|
||||
void setScale ( const float s );
|
||||
|
||||
const glm::vec3& getTargetPosition () { return _targetPosition; }
|
||||
const glm::vec3& getPosition () { return _position; }
|
||||
|
@ -54,10 +55,11 @@ public:
|
|||
CameraMode getMode () { return _mode; }
|
||||
float getFieldOfView () { return _fieldOfView; }
|
||||
float getAspectRatio () { return _aspectRatio; }
|
||||
float getNearClip () { return _nearClip; }
|
||||
float getFarClip () { return _farClip; }
|
||||
float getNearClip () { return _scale * _nearClip; }
|
||||
float getFarClip () { return _scale * _farClip; }
|
||||
const glm::vec3& getEyeOffsetPosition () { return _eyeOffsetPosition; }
|
||||
const glm::quat& getEyeOffsetOrientation () { return _eyeOffsetOrientation; }
|
||||
float getScale () { return _scale; }
|
||||
|
||||
bool getFrustumNeedsReshape(); // call to find out if the view frustum needs to be reshaped
|
||||
void setFrustumWasReshaped(); // call this after reshaping the view frustum.
|
||||
|
@ -90,6 +92,7 @@ private:
|
|||
float _modeShift;
|
||||
float _linearModeShift;
|
||||
float _modeShiftRate;
|
||||
float _scale;
|
||||
|
||||
void updateFollowMode( float deltaTime );
|
||||
};
|
||||
|
|
|
@ -128,9 +128,9 @@ void Head::resetHairPhysics() {
|
|||
glm::vec3 up = getUpDirection();
|
||||
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
|
||||
|
||||
_hairTuft[t].length = HAIR_LENGTH;
|
||||
_hairTuft[t].thickness = HAIR_THICKNESS;
|
||||
_hairTuft[t].basePosition = _position + up * _scale * 0.9f;
|
||||
_hairTuft[t].length = _scale * HAIR_LENGTH;
|
||||
_hairTuft[t].thickness = _scale * HAIR_THICKNESS;
|
||||
_hairTuft[t].basePosition = _position + up * _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.9f;
|
||||
_hairTuft[t].midPosition = _hairTuft[t].basePosition + up * _hairTuft[t].length * ONE_HALF;
|
||||
_hairTuft[t].endPosition = _hairTuft[t].midPosition + up * _hairTuft[t].length * ONE_HALF;
|
||||
_hairTuft[t].midVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
@ -261,13 +261,13 @@ void Head::calculateGeometry() {
|
|||
|
||||
//calculate the eye positions
|
||||
_leftEyePosition = _position
|
||||
- right * _scale * EYE_RIGHT_OFFSET
|
||||
+ up * _scale * EYE_UP_OFFSET
|
||||
+ front * _scale * EYE_FRONT_OFFSET;
|
||||
- right * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_RIGHT_OFFSET
|
||||
+ up * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_UP_OFFSET
|
||||
+ front * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_FRONT_OFFSET;
|
||||
_rightEyePosition = _position
|
||||
+ right * _scale * EYE_RIGHT_OFFSET
|
||||
+ up * _scale * EYE_UP_OFFSET
|
||||
+ front * _scale * EYE_FRONT_OFFSET;
|
||||
+ right * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_RIGHT_OFFSET
|
||||
+ up * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_UP_OFFSET
|
||||
+ front * _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_FRONT_OFFSET;
|
||||
|
||||
_eyeLevelPosition = _position + up * _scale * EYE_UP_OFFSET;
|
||||
|
||||
|
@ -276,12 +276,12 @@ void Head::calculateGeometry() {
|
|||
_rightEyeBrowPosition = _rightEyePosition;
|
||||
|
||||
//calculate the ear positions
|
||||
_leftEarPosition = _position - right * _scale * EAR_RIGHT_OFFSET;
|
||||
_rightEarPosition = _position + right * _scale * EAR_RIGHT_OFFSET;
|
||||
_leftEarPosition = _position - right * _scale * BODY_BALL_RADIUS_HEAD_BASE * EAR_RIGHT_OFFSET;
|
||||
_rightEarPosition = _position + right * _scale * BODY_BALL_RADIUS_HEAD_BASE * EAR_RIGHT_OFFSET;
|
||||
|
||||
//calculate the mouth position
|
||||
_mouthPosition = _position + up * _scale * MOUTH_UP_OFFSET
|
||||
+ front * _scale;
|
||||
_mouthPosition = _position + up * _scale * BODY_BALL_RADIUS_HEAD_BASE * MOUTH_UP_OFFSET
|
||||
+ front * _scale * BODY_BALL_RADIUS_HEAD_BASE;
|
||||
}
|
||||
|
||||
|
||||
|
@ -296,16 +296,25 @@ void Head::render(float alpha) {
|
|||
|
||||
renderMohawk();
|
||||
renderHeadSphere();
|
||||
renderEyeBalls();
|
||||
renderEyeBalls();
|
||||
renderEars();
|
||||
renderMouth();
|
||||
renderEyeBrows();
|
||||
|
||||
|
||||
if (_renderLookatVectors) {
|
||||
renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
|
||||
}
|
||||
}
|
||||
|
||||
void Head::setScale (float scale) {
|
||||
_scale = scale;
|
||||
|
||||
delete[] _mohawkTriangleFan;
|
||||
delete[] _mohawkColors;
|
||||
createMohawk();
|
||||
|
||||
resetHairPhysics();
|
||||
}
|
||||
|
||||
void Head::createMohawk() {
|
||||
uint16_t nodeId = 0;
|
||||
|
@ -318,7 +327,7 @@ void Head::createMohawk() {
|
|||
}
|
||||
}
|
||||
srand(nodeId);
|
||||
float height = 0.08f + randFloat() * 0.05f;
|
||||
float height = _scale * (0.08f + randFloat() * 0.05f);
|
||||
float variance = 0.03 + randFloat() * 0.03f;
|
||||
const float RAD_PER_TRIANGLE = (2.3f + randFloat() * 0.2f) / (float)MOHAWK_TRIANGLES;
|
||||
_mohawkTriangleFan = new glm::vec3[MOHAWK_TRIANGLES];
|
||||
|
@ -326,7 +335,7 @@ void Head::createMohawk() {
|
|||
_mohawkTriangleFan[0] = glm::vec3(0, 0, 0);
|
||||
glm::vec3 basicColor(randFloat(), randFloat(), randFloat());
|
||||
_mohawkColors[0] = basicColor;
|
||||
|
||||
|
||||
for (int i = 1; i < MOHAWK_TRIANGLES; i++) {
|
||||
_mohawkTriangleFan[i] = glm::vec3((randFloat() - 0.5f) * variance,
|
||||
height * cosf(i * RAD_PER_TRIANGLE - PIf / 2.f)
|
||||
|
@ -404,7 +413,9 @@ glm::quat Head::getCameraOrientation () const {
|
|||
void Head::renderHeadSphere() {
|
||||
glPushMatrix();
|
||||
glTranslatef(_position.x, _position.y, _position.z); //translate to head position
|
||||
glScalef(_scale, _scale, _scale); //scale to head size
|
||||
glScalef(_scale * BODY_BALL_RADIUS_HEAD_BASE,
|
||||
_scale * BODY_BALL_RADIUS_HEAD_BASE,
|
||||
_scale * BODY_BALL_RADIUS_HEAD_BASE); //scale to head size
|
||||
glColor4f(_skinColor.x, _skinColor.y, _skinColor.z, _renderAlpha);
|
||||
glutSolidSphere(1, 30, 30);
|
||||
glPopMatrix();
|
||||
|
@ -415,13 +426,13 @@ void Head::renderEars() {
|
|||
glPushMatrix();
|
||||
glColor4f(_skinColor.x, _skinColor.y, _skinColor.z, _renderAlpha);
|
||||
glTranslatef(_leftEarPosition.x, _leftEarPosition.y, _leftEarPosition.z);
|
||||
glutSolidSphere(0.02, 30, 30);
|
||||
glutSolidSphere(_scale * 0.02, 30, 30);
|
||||
glPopMatrix();
|
||||
|
||||
glPushMatrix();
|
||||
glColor4f(_skinColor.x, _skinColor.y, _skinColor.z, _renderAlpha);
|
||||
glTranslatef(_rightEarPosition.x, _rightEarPosition.y, _rightEarPosition.z);
|
||||
glutSolidSphere(0.02, 30, 30);
|
||||
glutSolidSphere(_scale * 0.02, 30, 30);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
@ -434,9 +445,9 @@ void Head::renderMouth() {
|
|||
glm::vec3 up = orientation * IDENTITY_UP;
|
||||
glm::vec3 front = orientation * IDENTITY_FRONT;
|
||||
|
||||
glm::vec3 r = right * _scale * (0.30f + s * 0.0014f );
|
||||
glm::vec3 u = up * _scale * (0.05f + s * 0.0040f );
|
||||
glm::vec3 f = front * _scale * 0.09f;
|
||||
glm::vec3 r = right * _scale * BODY_BALL_RADIUS_HEAD_BASE * (0.30f + s * 0.0014f );
|
||||
glm::vec3 u = up * _scale * BODY_BALL_RADIUS_HEAD_BASE * (0.05f + s * 0.0040f );
|
||||
glm::vec3 f = front * _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.09f;
|
||||
|
||||
glm::vec3 middle = _mouthPosition;
|
||||
glm::vec3 leftCorner = _mouthPosition - r * 1.0f;
|
||||
|
@ -449,7 +460,7 @@ void Head::renderMouth() {
|
|||
// constrain all mouth vertices to a sphere slightly larger than the head...
|
||||
const float MOUTH_OFFSET_OFF_FACE = 0.003f;
|
||||
|
||||
float constrainedRadius = _scale + MOUTH_OFFSET_OFF_FACE;
|
||||
float constrainedRadius = _scale * BODY_BALL_RADIUS_HEAD_BASE + MOUTH_OFFSET_OFF_FACE;
|
||||
middle = _position + glm::normalize(middle - _position) * constrainedRadius;
|
||||
leftCorner = _position + glm::normalize(leftCorner - _position) * constrainedRadius;
|
||||
rightCorner = _position + glm::normalize(rightCorner - _position) * constrainedRadius;
|
||||
|
@ -484,9 +495,9 @@ void Head::renderMouth() {
|
|||
|
||||
void Head::renderEyeBrows() {
|
||||
|
||||
float height = _scale * 0.3f + _browAudioLift;
|
||||
float length = _scale * 0.2f;
|
||||
float width = _scale * 0.07f;
|
||||
float height = _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.3f + _browAudioLift;
|
||||
float length = _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.2f;
|
||||
float width = _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.07f;
|
||||
|
||||
glColor3f(0.3f, 0.25f, 0.2f);
|
||||
|
||||
|
@ -505,7 +516,7 @@ void Head::renderEyeBrows() {
|
|||
glm::vec3 r = right * length;
|
||||
glm::vec3 u = up * height;
|
||||
glm::vec3 t = up * (height + width);
|
||||
glm::vec3 f = front * _scale * -0.1f;
|
||||
glm::vec3 f = front * _scale * BODY_BALL_RADIUS_HEAD_BASE * -0.1f;
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
|
||||
|
@ -553,14 +564,14 @@ void Head::renderEyeBalls() {
|
|||
glPushMatrix();
|
||||
glColor3fv(EYEBALL_COLOR);
|
||||
glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z);
|
||||
glutSolidSphere(EYEBALL_RADIUS, 30, 30);
|
||||
glutSolidSphere(_scale * EYEBALL_RADIUS, 30, 30);
|
||||
glPopMatrix();
|
||||
|
||||
//render white ball of right eyeball
|
||||
glPushMatrix();
|
||||
glColor3fv(EYEBALL_COLOR);
|
||||
glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z);
|
||||
glutSolidSphere(EYEBALL_RADIUS, 30, 30);
|
||||
glutSolidSphere(_scale * EYEBALL_RADIUS, 30, 30);
|
||||
glPopMatrix();
|
||||
|
||||
_irisProgram->bind();
|
||||
|
@ -580,13 +591,15 @@ void Head::renderEyeBalls() {
|
|||
glm::vec3 rotationAxis = glm::axis(rotation);
|
||||
glRotatef(glm::angle(rotation), rotationAxis.x, rotationAxis.y, rotationAxis.z);
|
||||
glTranslatef(0.0f, 0.0f, -IRIS_PROTRUSION);
|
||||
glScalef(IRIS_RADIUS * 2.0f, IRIS_RADIUS * 2.0f, IRIS_RADIUS); // flatten the iris
|
||||
glScalef(_scale * IRIS_RADIUS * 2.0f,
|
||||
_scale * IRIS_RADIUS * 2.0f,
|
||||
_scale * IRIS_RADIUS); // flatten the iris
|
||||
|
||||
// this ugliness is simply to invert the model transform and get the eye position in model space
|
||||
_irisProgram->setUniform(_eyePositionLocation, (glm::inverse(rotation) *
|
||||
(Application::getInstance()->getCamera()->getPosition() - _leftEyePosition) +
|
||||
glm::vec3(0.0f, 0.0f, IRIS_PROTRUSION)) * glm::vec3(1.0f / (IRIS_RADIUS * 2.0f),
|
||||
1.0f / (IRIS_RADIUS * 2.0f), 1.0f / IRIS_RADIUS));
|
||||
glm::vec3(0.0f, 0.0f, _scale * IRIS_PROTRUSION)) * glm::vec3(1.0f / (_scale * IRIS_RADIUS * 2.0f),
|
||||
1.0f / (_scale * IRIS_RADIUS * 2.0f), 1.0f / _scale * IRIS_RADIUS));
|
||||
|
||||
glutSolidSphere(0.5f, 15, 15);
|
||||
}
|
||||
|
@ -602,13 +615,15 @@ void Head::renderEyeBalls() {
|
|||
glm::vec3 rotationAxis = glm::axis(rotation);
|
||||
glRotatef(glm::angle(rotation), rotationAxis.x, rotationAxis.y, rotationAxis.z);
|
||||
glTranslatef(0.0f, 0.0f, -IRIS_PROTRUSION);
|
||||
glScalef(IRIS_RADIUS * 2.0f, IRIS_RADIUS * 2.0f, IRIS_RADIUS); // flatten the iris
|
||||
glScalef(_scale * IRIS_RADIUS * 2.0f,
|
||||
_scale * IRIS_RADIUS * 2.0f,
|
||||
_scale * IRIS_RADIUS); // flatten the iris
|
||||
|
||||
// this ugliness is simply to invert the model transform and get the eye position in model space
|
||||
_irisProgram->setUniform(_eyePositionLocation, (glm::inverse(rotation) *
|
||||
(Application::getInstance()->getCamera()->getPosition() - _rightEyePosition) +
|
||||
glm::vec3(0.0f, 0.0f, IRIS_PROTRUSION)) * glm::vec3(1.0f / (IRIS_RADIUS * 2.0f),
|
||||
1.0f / (IRIS_RADIUS * 2.0f), 1.0f / IRIS_RADIUS));
|
||||
glm::vec3(0.0f, 0.0f, _scale * IRIS_PROTRUSION)) * glm::vec3(1.0f / (_scale * IRIS_RADIUS * 2.0f),
|
||||
1.0f / (_scale * IRIS_RADIUS * 2.0f), 1.0f / _scale * IRIS_RADIUS));
|
||||
|
||||
glutSolidSphere(0.5f, 15, 15);
|
||||
}
|
||||
|
@ -626,7 +641,7 @@ void Head::renderEyeBalls() {
|
|||
glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z); //translate to eyeball position
|
||||
glm::vec3 rotationAxis = glm::axis(orientation);
|
||||
glRotatef(glm::angle(orientation), rotationAxis.x, rotationAxis.y, rotationAxis.z);
|
||||
glScalef(EYELID_RADIUS, EYELID_RADIUS, EYELID_RADIUS);
|
||||
glScalef(_scale * EYELID_RADIUS, _scale * EYELID_RADIUS, _scale * EYELID_RADIUS);
|
||||
glRotatef(-40 - 50 * _leftEyeBlink, 1, 0, 0);
|
||||
Application::getInstance()->getGeometryCache()->renderHemisphere(15, 10);
|
||||
glRotatef(180 * _leftEyeBlink, 1, 0, 0);
|
||||
|
@ -639,7 +654,7 @@ void Head::renderEyeBalls() {
|
|||
glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z); //translate to eyeball position
|
||||
glm::vec3 rotationAxis = glm::axis(orientation);
|
||||
glRotatef(glm::angle(orientation), rotationAxis.x, rotationAxis.y, rotationAxis.z);
|
||||
glScalef(EYELID_RADIUS, EYELID_RADIUS, EYELID_RADIUS);
|
||||
glScalef(_scale * EYELID_RADIUS, _scale * EYELID_RADIUS, _scale * EYELID_RADIUS);
|
||||
glRotatef(-40 - 50 * _rightEyeBlink, 1, 0, 0);
|
||||
Application::getInstance()->getGeometryCache()->renderHemisphere(15, 10);
|
||||
glRotatef(180 * _rightEyeBlink, 1, 0, 0);
|
||||
|
@ -682,7 +697,7 @@ void Head::updateHairPhysics(float deltaTime) {
|
|||
= front * sinf(radian)
|
||||
+ up * cosf(radian);
|
||||
|
||||
_hairTuft[t].basePosition = _position + _scale * 0.9f * baseDirection;
|
||||
_hairTuft[t].basePosition = _position + _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.9f * baseDirection;
|
||||
|
||||
glm::vec3 midAxis = _hairTuft[t].midPosition - _hairTuft[t].basePosition;
|
||||
glm::vec3 endAxis = _hairTuft[t].endPosition - _hairTuft[t].midPosition;
|
||||
|
|
|
@ -38,7 +38,7 @@ public:
|
|||
void render(float alpha);
|
||||
void renderMohawk();
|
||||
|
||||
void setScale (float scale ) { _scale = scale; }
|
||||
void setScale (float scale );
|
||||
void setPosition (glm::vec3 position ) { _position = position; }
|
||||
void setBodyRotation (glm::vec3 bodyRotation ) { _bodyRotation = bodyRotation; }
|
||||
void setGravity (glm::vec3 gravity ) { _gravity = gravity; }
|
||||
|
|
|
@ -11,10 +11,39 @@
|
|||
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1000.0f;
|
||||
const float FLOATING_HEIGHT = 0.13f;
|
||||
|
||||
Skeleton::Skeleton() {
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_PELVIS = glm::vec3(0.0, 0.0, 0.0 );
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_TORSO = glm::vec3( 0.0, 0.09, -0.01);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_CHEST = glm::vec3( 0.0, 0.09, -0.01);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_NECK_BASE = glm::vec3( 0.0, 0.14, 0.01);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_HEAD_BASE = glm::vec3( 0.0, 0.04, 0.00);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_HEAD_TOP = glm::vec3( 0.0, 0.04, 0.00);
|
||||
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_LEFT_COLLAR = glm::vec3(-0.06, 0.04, 0.01);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_LEFT_SHOULDER = glm::vec3(-0.05, 0.0 , 0.01);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_LEFT_ELBOW = glm::vec3(-0.16, 0.0 , 0.0 );
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_LEFT_WRIST = glm::vec3(-0.12, 0.0 , 0.0 );
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_LEFT_FINGERTIPS = glm::vec3(-0.1, 0.0 , 0.0 );
|
||||
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_COLLAR = glm::vec3( 0.06, 0.04, 0.01);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_SHOULDER = glm::vec3( 0.05, 0.0 , 0.01);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_ELBOW = glm::vec3( 0.16, 0.0 , 0.0 );
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_WRIST = glm::vec3( 0.12, 0.0 , 0.0 );
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_FINGERTIPS = glm::vec3( 0.1, 0.0 , 0.0 );
|
||||
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_LEFT_HIP = glm::vec3(-0.05, 0.0 , 0.02);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_LEFT_KNEE = glm::vec3( 0.00, -0.25, 0.00);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_LEFT_HEEL = glm::vec3( 0.00, -0.23, 0.00);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_LEFT_TOES = glm::vec3( 0.00, 0.00, -0.06);
|
||||
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_HIP = glm::vec3( 0.05, 0.0 , 0.02);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_KNEE = glm::vec3( 0.00, -0.25, 0.00);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_HEEL = glm::vec3( 0.00, -0.23, 0.00);
|
||||
const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_TOES = glm::vec3( 0.00, 0.00, -0.06);
|
||||
|
||||
Skeleton::Skeleton() : _floatingHeight(FLOATING_HEIGHT){
|
||||
}
|
||||
|
||||
void Skeleton::initialize() {
|
||||
void Skeleton::initialize() {
|
||||
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
joint[b].parent = AVATAR_JOINT_NULL;
|
||||
|
@ -60,35 +89,39 @@ void Skeleton::initialize() {
|
|||
joint[ AVATAR_JOINT_RIGHT_HEEL ].parent = AVATAR_JOINT_RIGHT_KNEE;
|
||||
joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
|
||||
|
||||
setScale(1.0f);
|
||||
}
|
||||
|
||||
void Skeleton::setScale(float scale) {
|
||||
// specify the bind pose position
|
||||
joint[ AVATAR_JOINT_PELVIS ].bindPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
joint[ AVATAR_JOINT_TORSO ].bindPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
|
||||
joint[ AVATAR_JOINT_CHEST ].bindPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
|
||||
joint[ AVATAR_JOINT_NECK_BASE ].bindPosePosition = glm::vec3( 0.0, 0.14, 0.01 );
|
||||
joint[ AVATAR_JOINT_HEAD_BASE ].bindPosePosition = glm::vec3( 0.0, 0.04, 0.00 );
|
||||
joint[ AVATAR_JOINT_HEAD_TOP ].bindPosePosition = glm::vec3( 0.0, 0.04, 0.00 );
|
||||
joint[ AVATAR_JOINT_PELVIS ].bindPosePosition = scale * AVATAR_JOINT_POSITION_PELVIS;
|
||||
joint[ AVATAR_JOINT_TORSO ].bindPosePosition = scale * AVATAR_JOINT_POSITION_TORSO;
|
||||
joint[ AVATAR_JOINT_CHEST ].bindPosePosition = scale * AVATAR_JOINT_POSITION_CHEST;
|
||||
joint[ AVATAR_JOINT_NECK_BASE ].bindPosePosition = scale * AVATAR_JOINT_POSITION_NECK_BASE;
|
||||
joint[ AVATAR_JOINT_HEAD_BASE ].bindPosePosition = scale * AVATAR_JOINT_POSITION_HEAD_BASE;
|
||||
joint[ AVATAR_JOINT_HEAD_TOP ].bindPosePosition = scale * AVATAR_JOINT_POSITION_HEAD_TOP;
|
||||
|
||||
joint[ AVATAR_JOINT_LEFT_COLLAR ].bindPosePosition = glm::vec3( -0.06, 0.04, 0.01 );
|
||||
joint[ AVATAR_JOINT_LEFT_SHOULDER ].bindPosePosition = glm::vec3( -0.05, 0.0, 0.01 );
|
||||
joint[ AVATAR_JOINT_LEFT_ELBOW ].bindPosePosition = glm::vec3( -0.16, 0.0, 0.0 );
|
||||
joint[ AVATAR_JOINT_LEFT_WRIST ].bindPosePosition = glm::vec3( -0.12, 0.0, 0.0 );
|
||||
joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].bindPosePosition = glm::vec3( -0.1, 0.0, 0.0 );
|
||||
joint[ AVATAR_JOINT_LEFT_COLLAR ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_COLLAR;
|
||||
joint[ AVATAR_JOINT_LEFT_SHOULDER ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_SHOULDER;
|
||||
joint[ AVATAR_JOINT_LEFT_ELBOW ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_ELBOW;
|
||||
joint[ AVATAR_JOINT_LEFT_WRIST ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_WRIST;
|
||||
joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_FINGERTIPS;
|
||||
|
||||
joint[ AVATAR_JOINT_RIGHT_COLLAR ].bindPosePosition = glm::vec3( 0.06, 0.04, 0.01 );
|
||||
joint[ AVATAR_JOINT_RIGHT_SHOULDER ].bindPosePosition = glm::vec3( 0.05, 0.0, 0.01 );
|
||||
joint[ AVATAR_JOINT_RIGHT_ELBOW ].bindPosePosition = glm::vec3( 0.16, 0.0, 0.0 );
|
||||
joint[ AVATAR_JOINT_RIGHT_WRIST ].bindPosePosition = glm::vec3( 0.12, 0.0, 0.0 );
|
||||
joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].bindPosePosition = glm::vec3( 0.1, 0.0, 0.0 );
|
||||
joint[ AVATAR_JOINT_RIGHT_COLLAR ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_COLLAR;
|
||||
joint[ AVATAR_JOINT_RIGHT_SHOULDER ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_SHOULDER;
|
||||
joint[ AVATAR_JOINT_RIGHT_ELBOW ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_ELBOW;
|
||||
joint[ AVATAR_JOINT_RIGHT_WRIST ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_WRIST;
|
||||
joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_FINGERTIPS;
|
||||
|
||||
joint[ AVATAR_JOINT_LEFT_HIP ].bindPosePosition = glm::vec3( -0.05, 0.0, 0.02 );
|
||||
joint[ AVATAR_JOINT_LEFT_KNEE ].bindPosePosition = glm::vec3( 0.00, -0.25, 0.00 );
|
||||
joint[ AVATAR_JOINT_LEFT_HEEL ].bindPosePosition = glm::vec3( 0.00, -0.23, 0.00 );
|
||||
joint[ AVATAR_JOINT_LEFT_TOES ].bindPosePosition = glm::vec3( 0.00, 0.00, -0.06 );
|
||||
joint[ AVATAR_JOINT_LEFT_HIP ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_HIP;
|
||||
joint[ AVATAR_JOINT_LEFT_KNEE ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_KNEE;
|
||||
joint[ AVATAR_JOINT_LEFT_HEEL ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_HEEL;
|
||||
joint[ AVATAR_JOINT_LEFT_TOES ].bindPosePosition = scale * AVATAR_JOINT_POSITION_LEFT_TOES;
|
||||
|
||||
joint[ AVATAR_JOINT_RIGHT_HIP ].bindPosePosition = glm::vec3( 0.05, 0.0, 0.02 );
|
||||
joint[ AVATAR_JOINT_RIGHT_KNEE ].bindPosePosition = glm::vec3( 0.00, -0.25, 0.00 );
|
||||
joint[ AVATAR_JOINT_RIGHT_HEEL ].bindPosePosition = glm::vec3( 0.00, -0.23, 0.00 );
|
||||
joint[ AVATAR_JOINT_RIGHT_TOES ].bindPosePosition = glm::vec3( 0.00, 0.00, -0.06 );
|
||||
joint[ AVATAR_JOINT_RIGHT_HIP ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_HIP;
|
||||
joint[ AVATAR_JOINT_RIGHT_KNEE ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_KNEE;
|
||||
joint[ AVATAR_JOINT_RIGHT_HEEL ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_HEEL;
|
||||
joint[ AVATAR_JOINT_RIGHT_TOES ].bindPosePosition = scale * AVATAR_JOINT_POSITION_RIGHT_TOES;
|
||||
|
||||
// calculate bone length, absolute bind positions/rotations
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
|
@ -99,12 +132,14 @@ void Skeleton::initialize() {
|
|||
joint[b].absoluteBindPoseRotation = glm::quat();
|
||||
} else {
|
||||
joint[b].absoluteBindPosePosition = joint[ joint[b].parent ].absoluteBindPosePosition +
|
||||
joint[b].bindPosePosition;
|
||||
joint[b].bindPosePosition;
|
||||
glm::vec3 parentDirection = joint[ joint[b].parent ].absoluteBindPoseRotation * JOINT_DIRECTION;
|
||||
joint[b].absoluteBindPoseRotation = rotationBetween(parentDirection, joint[b].bindPosePosition) *
|
||||
joint[ joint[b].parent ].absoluteBindPoseRotation;
|
||||
joint[ joint[b].parent ].absoluteBindPoseRotation;
|
||||
}
|
||||
}
|
||||
|
||||
_floatingHeight = scale * FLOATING_HEIGHT;
|
||||
}
|
||||
|
||||
// calculate positions and rotations of all bones by traversing the skeleton tree:
|
||||
|
@ -151,7 +186,7 @@ float Skeleton::getPelvisStandingHeight() {
|
|||
float Skeleton::getPelvisFloatingHeight() {
|
||||
return joint[ AVATAR_JOINT_LEFT_HEEL ].length +
|
||||
joint[ AVATAR_JOINT_LEFT_KNEE ].length +
|
||||
FLOATING_HEIGHT;
|
||||
_floatingHeight;
|
||||
}
|
||||
|
||||
float Skeleton::getPelvisToHeadLength() {
|
||||
|
|
|
@ -49,6 +49,7 @@ public:
|
|||
Skeleton();
|
||||
|
||||
void initialize();
|
||||
void setScale(float scale);
|
||||
void update(float deltaTime, const glm::quat&, glm::vec3 position);
|
||||
void render();
|
||||
|
||||
|
@ -72,7 +73,8 @@ public:
|
|||
float length; // the length of vector connecting the joint and its parent
|
||||
};
|
||||
|
||||
AvatarJoint joint[ NUM_AVATAR_JOINTS ];
|
||||
};
|
||||
AvatarJoint joint[ NUM_AVATAR_JOINTS ];
|
||||
float _floatingHeight;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -24,6 +24,7 @@ AvatarData::AvatarData(Node* owningNode) :
|
|||
_bodyYaw(-90.0),
|
||||
_bodyPitch(0.0),
|
||||
_bodyRoll(0.0),
|
||||
_newScale(1.0f),
|
||||
_handState(0),
|
||||
_cameraPosition(0,0,0),
|
||||
_cameraOrientation(),
|
||||
|
@ -71,6 +72,7 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyYaw);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch);
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll);
|
||||
destinationBuffer += packFloatRatioToTwoByte(destinationBuffer, _newScale);
|
||||
|
||||
// Head rotation (NOTE: This needs to become a quaternion to save two bytes)
|
||||
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->_yaw);
|
||||
|
@ -197,7 +199,8 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyYaw);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyPitch);
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyRoll);
|
||||
|
||||
sourceBuffer += unpackFloatRatioFromTwoByte( sourceBuffer, _newScale);
|
||||
|
||||
// Head rotation (NOTE: This needs to become a quaternion to save two bytes)
|
||||
float headYaw, headPitch, headRoll;
|
||||
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &headYaw);
|
||||
|
|
|
@ -112,6 +112,7 @@ protected:
|
|||
float _bodyYaw;
|
||||
float _bodyPitch;
|
||||
float _bodyRoll;
|
||||
float _newScale;
|
||||
|
||||
// Hand state (are we grabbing something or not)
|
||||
char _handState;
|
||||
|
|
|
@ -13,6 +13,9 @@
|
|||
|
||||
PACKET_VERSION versionForPacketType(PACKET_TYPE type) {
|
||||
switch (type) {
|
||||
case PACKET_TYPE_HEAD_DATA:
|
||||
return 1;
|
||||
break;
|
||||
default:
|
||||
return 0;
|
||||
break;
|
||||
|
@ -60,4 +63,4 @@ int numBytesForPacketHeader(unsigned char* packetHeader) {
|
|||
|
||||
// currently this need not be dynamic - there are 2 bytes for each packet header
|
||||
return 2;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue