This commit is contained in:
Stephen Birarda 2014-05-16 10:43:12 -07:00
commit 514d6d64c4
12 changed files with 131 additions and 26 deletions

View file

@ -76,38 +76,42 @@ function controller(wichSide) {
this.oldModelRadius;
this.laser = Overlays.addOverlay("line3d", {
position: this.palmPosition,
end: this.tipPosition,
position: { x: 0, y: 0, z: 0 },
end: { x: 0, y: 0, z: 0 },
color: LASER_COLOR,
alpha: 1,
visible: false,
lineWidth: LASER_WIDTH
lineWidth: LASER_WIDTH,
anchor: "MyAvatar"
});
this.guideScale = 0.02;
this.ball = Overlays.addOverlay("sphere", {
position: this.palmPosition,
position: { x: 0, y: 0, z: 0 },
size: this.guideScale,
solid: true,
color: { red: 0, green: 255, blue: 0 },
alpha: 1,
visible: false,
anchor: "MyAvatar"
});
this.leftRight = Overlays.addOverlay("line3d", {
position: this.palmPosition,
end: this.tipPosition,
position: { x: 0, y: 0, z: 0 },
end: { x: 0, y: 0, z: 0 },
color: { red: 0, green: 0, blue: 255 },
alpha: 1,
visible: false,
lineWidth: LASER_WIDTH
lineWidth: LASER_WIDTH,
anchor: "MyAvatar"
});
this.topDown = Overlays.addOverlay("line3d", {
position: this.palmPosition,
end: this.tipPosition,
position: { x: 0, y: 0, z: 0 },
end: { x: 0, y: 0, z: 0 },
color: { red: 0, green: 0, blue: 255 },
alpha: 1,
visible: false,
lineWidth: LASER_WIDTH
lineWidth: LASER_WIDTH,
anchor: "MyAvatar"
});
@ -170,10 +174,11 @@ function controller(wichSide) {
}
this.moveLaser = function () {
var endPosition = Vec3.sum(this.palmPosition, Vec3.multiply(this.front, LASER_LENGTH_FACTOR));
var startPosition = Vec3.subtract(this.palmPosition, MyAvatar.position);
var endPosition = Vec3.sum(startPosition, Vec3.multiply(this.front, LASER_LENGTH_FACTOR));
Overlays.editOverlay(this.laser, {
position: this.palmPosition,
position: startPosition,
end: endPosition,
visible: true
});
@ -219,11 +224,11 @@ function controller(wichSide) {
position: newPosition,
modelRotation: newRotation
});
print("Moving " + this.modelID.id);
// print("Moving " + this.modelID.id);
// Vec3.print("Old Position: ", this.oldModelPosition);
// Vec3.print("Sav Position: ", newPosition);
Quat.print("Old Rotation: ", this.oldModelRotation);
Quat.print("New Rotation: ", newRotation);
// Quat.print("Old Rotation: ", this.oldModelRotation);
// Quat.print("New Rotation: ", newRotation);
this.oldModelRotation = newRotation;
this.oldModelPosition = newPosition;
@ -301,7 +306,7 @@ var rightController = new controller(RIGHT);
function moveModels() {
if (leftController.grabbing && rightController.grabbing && rightController.modelID.id == leftController.modelID.id) {
print("Both controllers");
//print("Both controllers");
var oldLeftPoint = Vec3.sum(leftController.oldPalmPosition, Vec3.multiply(leftController.oldFront, leftController.x));
var oldRightPoint = Vec3.sum(rightController.oldPalmPosition, Vec3.multiply(rightController.oldFront, rightController.x));
@ -319,7 +324,7 @@ function moveModels() {
var newPosition = Vec3.sum(middle,
Vec3.multiply(Vec3.subtract(leftController.oldModelPosition, oldMiddle), ratio));
Vec3.print("Ratio : " + ratio + " New position: ", newPosition);
//Vec3.print("Ratio : " + ratio + " New position: ", newPosition);
var rotation = Quat.multiply(leftController.rotation,
Quat.inverse(leftController.oldRotation));
rotation = Quat.multiply(rotation, leftController.oldModelRotation);

View file

@ -24,7 +24,7 @@ void main(void) {
gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +

View file

@ -36,7 +36,7 @@ void main(void) {
gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position)));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), viewNormal));
float specular = max(0.0, dot(gl_LightSource[0].position, viewNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +

View file

@ -39,7 +39,7 @@ void main(void) {
gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position)));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), viewNormal));
float specular = max(0.0, dot(gl_LightSource[0].position, viewNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *

View file

@ -27,7 +27,7 @@ void main(void) {
gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *

View file

@ -331,7 +331,7 @@ Menu::Menu() :
#endif
#ifdef HAVE_VISAGE
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Visage, 0, true,
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Visage, 0, false,
appInstance->getVisage(), SLOT(updateEnabled()));
#endif
@ -351,6 +351,7 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::HandsCollideWithSelf, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::ShowIKConstraints, 0, false);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::AlignForearmsWithWrists, 0, true);
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::AlternateIK, 0, false);
addDisabledActionAndSeparator(developerMenu, "Testing");

View file

@ -267,6 +267,7 @@ private:
namespace MenuOption {
const QString AboutApp = "About Interface";
const QString AlignForearmsWithWrists = "Align Forearms with Wrists";
const QString AlternateIK = "Alternate IK";
const QString AmbientOcclusion = "Ambient Occlusion";
const QString Atmosphere = "Atmosphere";
const QString Attachments = "Attachments...";

View file

@ -164,7 +164,8 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
// rotate palm to align with its normal (normal points out of hand's palm)
glm::quat palmRotation;
if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
if (!Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK) &&
Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
getJointRotation(parentJointIndex, palmRotation, true);
} else {
getJointRotation(jointIndex, palmRotation, true);
@ -176,7 +177,10 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
palmRotation = rotationBetween(palmRotation * glm::vec3(-sign, 0.0f, 0.0f), direction) * palmRotation;
// set hand position, rotation
if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
if (Menu::getInstance()->isOptionChecked(MenuOption::AlternateIK)) {
setHandPosition(jointIndex, palm.getPosition(), palmRotation);
} else if (Menu::getInstance()->isOptionChecked(MenuOption::AlignForearmsWithWrists)) {
glm::vec3 forearmVector = palmRotation * glm::vec3(sign, 0.0f, 0.0f);
setJointPosition(parentJointIndex, palm.getPosition() + forearmVector *
geometry.joints.at(jointIndex).distanceToParent * extractUniformScale(_scale));
@ -276,3 +280,68 @@ void SkeletonModel::renderJointConstraints(int jointIndex) {
glLineWidth(1.0f);
}
void SkeletonModel::setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation) {
// this algorithm is from sample code from sixense
const FBXGeometry& geometry = _geometry->getFBXGeometry();
int elbowJointIndex = geometry.joints.at(jointIndex).parentIndex;
if (elbowJointIndex == -1) {
return;
}
int shoulderJointIndex = geometry.joints.at(elbowJointIndex).parentIndex;
glm::vec3 shoulderPosition;
if (!getJointPosition(shoulderJointIndex, shoulderPosition)) {
return;
}
// precomputed lengths
float scale = extractUniformScale(_scale);
float upperArmLength = geometry.joints.at(elbowJointIndex).distanceToParent * scale;
float lowerArmLength = geometry.joints.at(jointIndex).distanceToParent * scale;
// first set wrist position
glm::vec3 wristPosition = position;
glm::vec3 shoulderToWrist = wristPosition - shoulderPosition;
float distanceToWrist = glm::length(shoulderToWrist);
// prevent gimbal lock
if (distanceToWrist > upperArmLength + lowerArmLength - EPSILON) {
distanceToWrist = upperArmLength + lowerArmLength - EPSILON;
shoulderToWrist = glm::normalize(shoulderToWrist) * distanceToWrist;
wristPosition = shoulderPosition + shoulderToWrist;
}
// cosine of angle from upper arm to hand vector
float cosA = (upperArmLength * upperArmLength + distanceToWrist * distanceToWrist - lowerArmLength * lowerArmLength) /
(2 * upperArmLength * distanceToWrist);
float mid = upperArmLength * cosA;
float height = sqrt(upperArmLength * upperArmLength + mid * mid - 2 * upperArmLength * mid * cosA);
// direction of the elbow
glm::vec3 handNormal = glm::cross(rotation * glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow rotating with wrist
glm::vec3 relaxedNormal = glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow pointing straight down
const float NORMAL_WEIGHT = 0.5f;
glm::vec3 finalNormal = glm::mix(relaxedNormal, handNormal, NORMAL_WEIGHT);
bool rightHand = (jointIndex == geometry.rightHandJointIndex);
if (rightHand ? (finalNormal.y > 0.0f) : (finalNormal.y < 0.0f)) {
finalNormal.y = 0.0f; // dont allow elbows to point inward (y is vertical axis)
}
glm::vec3 tangent = glm::normalize(glm::cross(shoulderToWrist, finalNormal));
// ik solution
glm::vec3 elbowPosition = shoulderPosition + glm::normalize(shoulderToWrist) * mid - tangent * height;
glm::vec3 forwardVector(rightHand ? -1.0f : 1.0f, 0.0f, 0.0f);
glm::quat shoulderRotation;
getJointRotation(shoulderJointIndex, shoulderRotation, true);
applyRotationDelta(shoulderJointIndex, rotationBetween(shoulderRotation * forwardVector, elbowPosition - shoulderPosition), false);
glm::quat elbowRotation;
getJointRotation(elbowJointIndex, elbowRotation, true);
applyRotationDelta(elbowJointIndex, rotationBetween(elbowRotation * forwardVector, wristPosition - elbowPosition), false);
setJointRotation(jointIndex, rotation, true);
}

View file

@ -51,6 +51,7 @@ protected:
private:
void renderJointConstraints(int jointIndex);
void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation);
Avatar* _owningAvatar;
};

View file

@ -23,7 +23,8 @@ Overlay::Overlay() :
_parent(NULL),
_alpha(DEFAULT_ALPHA),
_color(DEFAULT_BACKGROUND_COLOR),
_visible(true)
_visible(true),
_anchor(NO_ANCHOR)
{
}
@ -51,8 +52,15 @@ void Overlay::setProperties(const QScriptValue& properties) {
if (properties.property("alpha").isValid()) {
setAlpha(properties.property("alpha").toVariant().toFloat());
}
if (properties.property("visible").isValid()) {
setVisible(properties.property("visible").toVariant().toBool());
}
if (properties.property("anchor").isValid()) {
QString property = properties.property("anchor").toVariant().toString();
if (property == "MyAvatar") {
setAnchor(MY_AVATAR);
}
}
}

View file

@ -28,6 +28,11 @@ class Overlay : public QObject {
Q_OBJECT
public:
enum Anchor {
NO_ANCHOR,
MY_AVATAR
};
Overlay();
~Overlay();
void init(QGLWidget* parent);
@ -38,11 +43,13 @@ public:
bool getVisible() const { return _visible; }
const xColor& getColor() const { return _color; }
float getAlpha() const { return _alpha; }
Anchor getAnchor() const { return _anchor; }
// setters
void setVisible(bool visible) { _visible = visible; }
void setColor(const xColor& color) { _color = color; }
void setAlpha(float alpha) { _alpha = alpha; }
void setAnchor(Anchor anchor) { _anchor = anchor; }
virtual void setProperties(const QScriptValue& properties);
@ -51,6 +58,7 @@ protected:
float _alpha;
xColor _color;
bool _visible; // should the overlay be drawn at all
Anchor _anchor;
};

View file

@ -8,6 +8,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <Application.h>
#include "Cube3DOverlay.h"
#include "ImageOverlay.h"
@ -57,8 +58,19 @@ void Overlays::render2D() {
}
void Overlays::render3D() {
glm::vec3 myAvatarPosition = Application::getInstance()->getAvatar()->getPosition();
foreach(Overlay* thisOverlay, _overlays3D) {
glPushMatrix();
switch (thisOverlay->getAnchor()) {
case Overlay::MY_AVATAR:
glTranslatef(myAvatarPosition.x, myAvatarPosition.y, myAvatarPosition.z);
break;
default:
break;
}
thisOverlay->render();
glPopMatrix();
}
}