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Merge branch 'master' of https://github.com/worklist/hifi into dev4
This commit is contained in:
commit
5373f85d30
4 changed files with 37 additions and 25 deletions
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@ -2743,7 +2743,7 @@ void Application::updateAvatar(float deltaTime) {
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// If I'm in paint mode, send a voxel out to VOXEL server nodes.
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if (_paintOn) {
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glm::vec3 avatarPos = _myAvatar.getPosition();
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// For some reason, we don't want to flip X and Z here.
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@ -2754,7 +2754,7 @@ void Application::updateAvatar(float deltaTime) {
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if (_paintingVoxel.x >= 0.0 && _paintingVoxel.x <= 1.0 &&
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_paintingVoxel.y >= 0.0 && _paintingVoxel.y <= 1.0 &&
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_paintingVoxel.z >= 0.0 && _paintingVoxel.z <= 1.0) {
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PACKET_TYPE message = (_destructiveAddVoxel->isChecked() ?
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PACKET_TYPE_SET_VOXEL_DESTRUCTIVE : PACKET_TYPE_SET_VOXEL);
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sendVoxelEditMessage(message, _paintingVoxel);
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@ -3962,24 +3962,27 @@ int Application::parseVoxelStats(unsigned char* messageData, ssize_t messageLeng
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// But, also identify the sender, and keep track of the contained jurisdiction root for this server
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Node* voxelServer = NodeList::getInstance()->nodeWithAddress(&senderAddress);
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uint16_t nodeID = voxelServer->getNodeID();
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VoxelPositionSize jurisditionDetails;
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voxelDetailsForCode(_voxelSceneStats.getJurisdictionRoot(), jurisditionDetails);
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// see if this is the first we've heard of this node...
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if (_voxelServerJurisdictions.find(nodeID) == _voxelServerJurisdictions.end()) {
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printf("stats from new voxel server... v[%f, %f, %f, %f]\n",
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jurisditionDetails.x, jurisditionDetails.y, jurisditionDetails.z, jurisditionDetails.s);
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// quick fix for crash... why would voxelServer be NULL?
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if (voxelServer) {
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uint16_t nodeID = voxelServer->getNodeID();
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// Add the jurisditionDetails object to the list of "fade outs"
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VoxelFade fade(VoxelFade::FADE_OUT, NODE_ADDED_RED, NODE_ADDED_GREEN, NODE_ADDED_BLUE);
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fade.voxelDetails = jurisditionDetails;
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_voxelFades.push_back(fade);
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VoxelPositionSize jurisditionDetails;
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voxelDetailsForCode(_voxelSceneStats.getJurisdictionRoot(), jurisditionDetails);
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// see if this is the first we've heard of this node...
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if (_voxelServerJurisdictions.find(nodeID) == _voxelServerJurisdictions.end()) {
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printf("stats from new voxel server... v[%f, %f, %f, %f]\n",
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jurisditionDetails.x, jurisditionDetails.y, jurisditionDetails.z, jurisditionDetails.s);
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// Add the jurisditionDetails object to the list of "fade outs"
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VoxelFade fade(VoxelFade::FADE_OUT, NODE_ADDED_RED, NODE_ADDED_GREEN, NODE_ADDED_BLUE);
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fade.voxelDetails = jurisditionDetails;
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_voxelFades.push_back(fade);
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}
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// store jurisdiction details for later use
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_voxelServerJurisdictions[nodeID] = jurisditionDetails;
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}
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// store jurisdiction details for later use
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_voxelServerJurisdictions[nodeID] = jurisditionDetails;
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return statsMessageLength;
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}
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@ -24,7 +24,7 @@ BendyLine::BendyLine(){
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_gravityForce = glm::vec3(0.0f, 0.0f, 0.0f);
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_basePosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_baseDirection = glm::vec3(0.0f, 0.0f, 0.0f);
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_baseDirection = glm::vec3(0.0f, 1.0f, 0.0f);
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_midPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_endPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_midVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
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@ -30,10 +30,12 @@ const float MINIMUM_EYE_ROTATION_DOT = 0.5f; // based on a dot product: 1.0 is
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const float EYEBALL_RADIUS = 0.017;
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const float EYELID_RADIUS = 0.019;
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const float EYEBALL_COLOR[3] = { 0.9f, 0.9f, 0.8f };
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const float HAIR_SPRING_FORCE = 7.0f;
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const float HAIR_TORQUE_FORCE = 0.1f;
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const float HAIR_GRAVITY_FORCE = 0.02f;
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const float HAIR_SPRING_FORCE = 15.0f;
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const float HAIR_TORQUE_FORCE = 0.2f;
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const float HAIR_GRAVITY_FORCE = 0.001f;
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const float HAIR_DRAG = 10.0f;
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const float HAIR_LENGTH = 0.09f;
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const float HAIR_THICKNESS = 0.03f;
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const float NOSE_LENGTH = 0.025;
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@ -75,7 +77,7 @@ Head::Head(Avatar* owningAvatar) :
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_bodyRotation(0.0f, 0.0f, 0.0f),
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_renderLookatVectors(false),
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_mohawkTriangleFan(NULL),
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_mohawkColors(NULL),
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_mohawkColors(NULL),
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_saccade(0.0f, 0.0f, 0.0f),
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_saccadeTarget(0.0f, 0.0f, 0.0f),
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_leftEyeBlink(0.0f),
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@ -129,7 +131,6 @@ void Head::reset() {
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}
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void Head::resetHairPhysics() {
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//glm::vec3 up = getUpDirection();
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for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
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for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
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@ -333,10 +334,17 @@ void Head::setScale (float scale) {
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delete[] _mohawkTriangleFan;
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delete[] _mohawkColors;
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createMohawk();
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if (USING_PHYSICAL_MOHAWK) {
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for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
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resetHairPhysics();
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_hairTuft[t].setLength (_scale * HAIR_LENGTH );
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_hairTuft[t].setThickness(_scale * HAIR_THICKNESS);
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}
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}
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}
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void Head::createMohawk() {
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uint16_t nodeId = UNKNOWN_NODE_ID;
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if (_owningAvatar->getOwningNode()) {
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@ -737,6 +745,7 @@ void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosi
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}
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void Head::updateHairPhysics(float deltaTime) {
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glm::quat orientation = getOrientation();
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glm::vec3 up = orientation * IDENTITY_UP;
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glm::vec3 front = orientation * IDENTITY_FRONT;
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@ -114,7 +114,7 @@ private:
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float _returnSpringScale; //strength of return springs
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glm::vec3 _bodyRotation;
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bool _renderLookatVectors;
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BendyLine _hairTuft[NUM_HAIR_TUFTS];
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BendyLine _hairTuft[NUM_HAIR_TUFTS];
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glm::vec3* _mohawkTriangleFan;
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glm::vec3* _mohawkColors;
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glm::vec3 _saccade;
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