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https://github.com/overte-org/overte.git
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fix use of PI constant after merge with upstream master
This commit is contained in:
parent
104fcd1289
commit
5a5b22db61
2 changed files with 195 additions and 203 deletions
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@ -288,7 +288,7 @@ void Application::paintGL() {
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if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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_myCamera.setTightness (100.0f);
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_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI, 0.0f)));
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_myCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f)));
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} else if (OculusManager::isConnected()) {
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_myCamera.setUpShift (0.0f);
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@ -62,41 +62,41 @@ float chatMessageScale = 0.0015;
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float chatMessageHeight = 0.20;
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Avatar::Avatar(Agent* owningAgent) :
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AvatarData(owningAgent),
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_head(this),
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_TEST_bigSphereRadius(0.4f),
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_TEST_bigSpherePosition(5.0f, _TEST_bigSphereRadius, 5.0f),
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_mousePressed(false),
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_bodyPitchDelta(0.0f),
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_bodyYawDelta(0.0f),
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_bodyRollDelta(0.0f),
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_movedHandOffset(0.0f, 0.0f, 0.0f),
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_mode(AVATAR_MODE_STANDING),
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_cameraPosition(0.0f, 0.0f, 0.0f),
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_handHoldingPosition(0.0f, 0.0f, 0.0f),
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_velocity(0.0f, 0.0f, 0.0f),
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_thrust(0.0f, 0.0f, 0.0f),
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_speed(0.0f),
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_maxArmLength(0.0f),
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_pelvisStandingHeight(0.0f),
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_pelvisFloatingHeight(0.0f),
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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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_mouseRayOrigin(0.0f, 0.0f, 0.0f),
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_mouseRayDirection(0.0f, 0.0f, 0.0f),
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_interactingOther(NULL),
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_cumulativeMouseYaw(0.0f),
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_isMouseTurningRight(false)
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AvatarData(owningAgent),
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_head(this),
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_TEST_bigSphereRadius(0.4f),
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_TEST_bigSpherePosition(5.0f, _TEST_bigSphereRadius, 5.0f),
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_mousePressed(false),
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_bodyPitchDelta(0.0f),
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_bodyYawDelta(0.0f),
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_bodyRollDelta(0.0f),
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_movedHandOffset(0.0f, 0.0f, 0.0f),
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_mode(AVATAR_MODE_STANDING),
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_cameraPosition(0.0f, 0.0f, 0.0f),
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_handHoldingPosition(0.0f, 0.0f, 0.0f),
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_velocity(0.0f, 0.0f, 0.0f),
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_thrust(0.0f, 0.0f, 0.0f),
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_speed(0.0f),
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_maxArmLength(0.0f),
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_pelvisStandingHeight(0.0f),
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_pelvisFloatingHeight(0.0f),
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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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_mouseRayOrigin(0.0f, 0.0f, 0.0f),
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_mouseRayDirection(0.0f, 0.0f, 0.0f),
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_interactingOther(NULL),
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_cumulativeMouseYaw(0.0f),
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_isMouseTurningRight(false)
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{
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// give the pointer to our head to inherited _headData variable from AvatarData
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_headData = &_head;
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
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_driveKeys[i] = false;
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}
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_skeleton.initialize();
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initializeBodyBalls();
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@ -105,9 +105,9 @@ Avatar::Avatar(Agent* owningAgent) :
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_maxArmLength = _skeleton.getArmLength();
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_pelvisStandingHeight = _skeleton.getPelvisStandingHeight() + _bodyBall[ AVATAR_JOINT_LEFT_HEEL ].radius;
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_pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight() + _bodyBall[ AVATAR_JOINT_LEFT_HEEL ].radius;
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_avatarTouch.setReachableRadius(PERIPERSONAL_RADIUS);
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if (BALLS_ON) {
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_balls = new Balls(100);
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} else {
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@ -154,14 +154,14 @@ void Avatar::initializeBodyBalls() {
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_bodyBall[ AVATAR_JOINT_RIGHT_HIP ].radius = 0.04;
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_bodyBall[ AVATAR_JOINT_RIGHT_KNEE ].radius = 0.025;
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_bodyBall[ AVATAR_JOINT_RIGHT_HEEL ].radius = 0.025;
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_bodyBall[ AVATAR_JOINT_RIGHT_TOES ].radius = 0.025;
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_bodyBall[ AVATAR_JOINT_RIGHT_TOES ].radius = 0.025;
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/*
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// to aid in hand-shaking and hand-holding, the right hand is not collidable
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_bodyBall[ AVATAR_JOINT_RIGHT_ELBOW ].isCollidable = false;
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_bodyBall[ AVATAR_JOINT_RIGHT_WRIST ].isCollidable = false;
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_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS].isCollidable = false;
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*/
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// to aid in hand-shaking and hand-holding, the right hand is not collidable
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_bodyBall[ AVATAR_JOINT_RIGHT_ELBOW ].isCollidable = false;
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_bodyBall[ AVATAR_JOINT_RIGHT_WRIST ].isCollidable = false;
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_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS].isCollidable = false;
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*/
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}
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@ -183,7 +183,7 @@ void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterfa
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float measuredPitchRate = serialInterface->getLastPitchRate();
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float measuredYawRate = serialInterface->getLastYawRate();
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float measuredRollRate = serialInterface->getLastRollRate();
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// Update avatar head position based on measured gyro rates
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_head.addPitch(measuredPitchRate * AMPLIFY_PITCH * deltaTime);
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_head.addYaw(measuredYawRate * AMPLIFY_YAW * deltaTime);
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@ -193,8 +193,8 @@ void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterfa
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glm::vec3 headRotationRates(_head.getPitch(), _head.getYaw(), _head.getRoll());
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glm::vec3 leaning = (serialInterface->getLastAcceleration() - serialInterface->getGravity())
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* LEAN_SENSITIVITY
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* (1.f - fminf(glm::length(headRotationRates), HEAD_RATE_MAX) / HEAD_RATE_MAX);
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* LEAN_SENSITIVITY
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* (1.f - fminf(glm::length(headRotationRates), HEAD_RATE_MAX) / HEAD_RATE_MAX);
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leaning.y = 0.f;
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if (glm::length(leaning) < LEAN_MAX) {
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_head.setLeanForward(_head.getLeanForward() * (1.f - LEAN_AVERAGING * deltaTime) +
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@ -229,7 +229,7 @@ void Avatar::updateFromMouse(int mouseX, int mouseY, int screenWidth, int scree
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const int TITLE_BAR_HEIGHT = 46;
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float mouseLocationX = (float)mouseX / (float)screenWidth - 0.5f;
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float mouseLocationY = (float)mouseY / (float)screenHeight - 0.5f;
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if ((mouseX > 1) && (mouseX < screenWidth) && (mouseY > TITLE_BAR_HEIGHT) && (mouseY < screenHeight)) {
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//
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// Mouse must be inside screen (not at edge) and not on title bar for movement to happen
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@ -262,16 +262,16 @@ void Avatar::updateFromMouse(int mouseX, int mouseY, int screenWidth, int scree
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}
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void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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//figure out if the mouse cursor is over any body spheres...
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//figure out if the mouse cursor is over any body spheres...
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checkForMouseRayTouching();
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// copy velocity so we can use it later for acceleration
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glm::vec3 oldVelocity = getVelocity();
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// update balls
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if (_balls) { _balls->simulate(deltaTime); }
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// update avatar skeleton
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_skeleton.update(deltaTime, getOrientation(), _position);
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@ -279,16 +279,16 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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if (_owningAgent) {
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_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handPosition;
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}
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//detect and respond to collisions with other avatars...
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//detect and respond to collisions with other avatars...
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if (!_owningAgent) {
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updateAvatarCollisions(deltaTime);
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}
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//update the movement of the hand and process handshaking with other avatars...
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//update the movement of the hand and process handshaking with other avatars...
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updateHandMovementAndTouching(deltaTime);
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_avatarTouch.simulate(deltaTime);
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_avatarTouch.simulate(deltaTime);
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// apply gravity and collision with the ground/floor
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if (!_owningAgent && USING_AVATAR_GRAVITY) {
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@ -316,7 +316,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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// driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
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const float THRUST_MAG = 600.0f;
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if (!_owningAgent) {
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_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
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@ -330,8 +330,8 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG * 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 thrusts from Transmitter
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// Add thrusts from Transmitter
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if (transmitter) {
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transmitter->checkForLostTransmitter();
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glm::vec3 rotation = transmitter->getEstimatedRotation();
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@ -353,28 +353,28 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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}
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if (transmitter->getTouchState()->state == 'D') {
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_thrust += THRUST_MAG *
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(float)(transmitter->getTouchState()->y - TOUCH_POSITION_RANGE_HALF) / TOUCH_POSITION_RANGE_HALF *
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TRANSMITTER_LIFT_SCALE *
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deltaTime *
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up;
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(float)(transmitter->getTouchState()->y - TOUCH_POSITION_RANGE_HALF) / TOUCH_POSITION_RANGE_HALF *
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TRANSMITTER_LIFT_SCALE *
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deltaTime *
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up;
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}
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}
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// update body yaw by body yaw delta
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orientation = orientation * glm::quat(glm::radians(
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glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
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glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
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// decay body rotation momentum
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float bodySpinMomentum = 1.0 - BODY_SPIN_FRICTION * deltaTime;
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if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
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if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
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_bodyPitchDelta *= bodySpinMomentum;
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_bodyYawDelta *= bodySpinMomentum;
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_bodyRollDelta *= bodySpinMomentum;
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// add thrust to velocity
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_velocity += _thrust * deltaTime;
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// calculate speed
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// calculate speed
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_speed = glm::length(_velocity);
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//pitch and roll the body as a function of forward speed and turning delta
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@ -382,23 +382,23 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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const float BODY_ROLL_WHILE_TURNING = 0.2;
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float forwardComponentOfVelocity = glm::dot(getBodyFrontDirection(), _velocity);
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orientation = orientation * glm::quat(glm::radians(glm::vec3(
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BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity, 0.0f,
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BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta)));
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BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity, 0.0f,
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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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float tiltDecay = BODY_UPRIGHT_FORCE * deltaTime;
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if (tiltDecay > 1.0f) {tiltDecay = 1.0f;}
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if (tiltDecay > 1.0f) {tiltDecay = 1.0f;}
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// update the euler angles
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setOrientation(orientation);
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//the following will be used to make the avatar upright no matter what gravity is
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setOrientation(computeRotationFromBodyToWorldUp(tiltDecay) * orientation);
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// update position by velocity
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_position += _velocity * deltaTime;
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// decay velocity
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const float VELOCITY_DECAY = 0.9;
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float decay = 1.0 - VELOCITY_DECAY * deltaTime;
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@ -419,7 +419,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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}
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}
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// Compute instantaneous acceleration
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// Compute instantaneous acceleration
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float acceleration = glm::distance(getVelocity(), oldVelocity) / deltaTime;
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const float ACCELERATION_PITCH_DECAY = 0.4f;
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const float ACCELERATION_YAW_DECAY = 0.4f;
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@ -428,7 +428,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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const int OCULUS_YAW_OFFSET_THRESHOLD = 10;
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// Decay HeadPitch as a function of acceleration, so that you look straight ahead when
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// you start moving, but don't do this with an HMD like the Oculus.
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// you start moving, but don't do this with an HMD like the Oculus.
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if (!OculusManager::isConnected()) {
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_head.setPitch(_head.getPitch() * (1.f - acceleration * ACCELERATION_PITCH_DECAY * deltaTime));
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_head.setYaw(_head.getYaw() * (1.f - acceleration * ACCELERATION_YAW_DECAY * deltaTime));
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@ -452,10 +452,10 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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//apply the head lean values to the ball positions...
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if (USING_HEAD_LEAN) {
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if (fabs(_head.getLeanSideways() + _head.getLeanForward()) > 0.0f) {
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glm::vec3 headLean =
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right * _head.getLeanSideways() +
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front * _head.getLeanForward();
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glm::vec3 headLean =
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right * _head.getLeanSideways() +
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front * _head.getLeanForward();
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_bodyBall[ AVATAR_JOINT_TORSO ].position += headLean * 0.1f;
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_bodyBall[ AVATAR_JOINT_CHEST ].position += headLean * 0.4f;
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_bodyBall[ AVATAR_JOINT_NECK_BASE ].position += headLean * 0.7f;
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@ -473,24 +473,24 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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_bodyBall[ AVATAR_JOINT_RIGHT_WRIST ].position += headLean * 0.1f;
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_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += headLean * 0.0f;
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}
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}
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// set head lookat position
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}
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// set head lookat position
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if (!_owningAgent) {
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if (_interactingOther) {
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_head.setLookAtPosition(_interactingOther->caclulateAverageEyePosition());
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} else {
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_head.setLookAtPosition(glm::vec3(0.0f, 0.0f, 0.0f)); // 0,0,0 represents NOT looking at anything
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}
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}
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}
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_head.setBodyRotation (glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
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_head.setPosition(_bodyBall[ AVATAR_JOINT_HEAD_BASE ].position);
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_head.setScale (_bodyBall[ AVATAR_JOINT_HEAD_BASE ].radius);
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_head.setSkinColor(glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]));
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_head.simulate(deltaTime, !_owningAgent);
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// use speed and angular velocity to determine walking vs. standing
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// use speed and angular velocity to determine walking vs. standing
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if (_speed + fabs(_bodyYawDelta) > 0.2) {
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_mode = AVATAR_MODE_WALKING;
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} else {
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@ -499,14 +499,14 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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}
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void Avatar::checkForMouseRayTouching() {
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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glm::vec3 directionToBodySphere = glm::normalize(_bodyBall[b].position - _mouseRayOrigin);
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float dot = glm::dot(directionToBodySphere, _mouseRayDirection);
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float range = _bodyBall[b].radius * JOINT_TOUCH_RANGE;
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if (dot > (1.0f - range)) {
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_bodyBall[b].touchForce = (dot - (1.0f - range)) / range;
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} else {
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@ -516,8 +516,8 @@ void Avatar::checkForMouseRayTouching() {
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}
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void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction ) {
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_mouseRayOrigin = origin;
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_mouseRayDirection = direction;
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_mouseRayOrigin = origin;
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_mouseRayDirection = direction;
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}
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void Avatar::setOrientation(const glm::quat& orientation) {
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@ -528,35 +528,35 @@ void Avatar::setOrientation(const glm::quat& orientation) {
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}
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void Avatar::updateHandMovementAndTouching(float deltaTime) {
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glm::quat orientation = getOrientation();
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// reset hand and arm positions according to hand movement
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glm::vec3 right = orientation * AVATAR_RIGHT;
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glm::vec3 up = orientation * AVATAR_UP;
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glm::vec3 front = orientation * AVATAR_FRONT;
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glm::vec3 transformedHandMovement
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= right * _movedHandOffset.x * 2.0f
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+ up * -_movedHandOffset.y * 2.0f
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+ front * -_movedHandOffset.y * 2.0f;
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_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += transformedHandMovement;
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||||
|
||||
if (!_owningAgent) {
|
||||
_avatarTouch.setMyBodyPosition(_position);
|
||||
_avatarTouch.setMyOrientation(orientation);
|
||||
|
||||
|
||||
float closestDistance = std::numeric_limits<float>::max();
|
||||
|
||||
_interactingOther = NULL;
|
||||
|
||||
|
||||
//loop through all the other avatars for potential interactions...
|
||||
AgentList* agentList = AgentList::getInstance();
|
||||
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
|
||||
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
|
||||
Avatar *otherAvatar = (Avatar *)agent->getLinkedData();
|
||||
|
||||
|
||||
//Test: Show angle between your fwd vector and nearest avatar
|
||||
//glm::vec3 vectorBetweenUs = otherAvatar->getJointPosition(AVATAR_JOINT_PELVIS) -
|
||||
// getJointPosition(AVATAR_JOINT_PELVIS);
|
||||
|
@ -576,53 +576,53 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
|||
}
|
||||
|
||||
if (_interactingOther) {
|
||||
|
||||
|
||||
_avatarTouch.setHasInteractingOther(true);
|
||||
_avatarTouch.setYourBodyPosition(_interactingOther->_position);
|
||||
_avatarTouch.setYourHandPosition(_interactingOther->_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
|
||||
_avatarTouch.setYourBodyPosition(_interactingOther->_position);
|
||||
_avatarTouch.setYourHandPosition(_interactingOther->_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
|
||||
_avatarTouch.setYourOrientation (_interactingOther->getOrientation());
|
||||
_avatarTouch.setYourHandState (_interactingOther->_handState);
|
||||
_avatarTouch.setYourHandState (_interactingOther->_handState);
|
||||
|
||||
//if hand-holding is initiated by either avatar, turn on hand-holding...
|
||||
if (_avatarTouch.getHandsCloseEnoughToGrasp()) {
|
||||
if (_avatarTouch.getHandsCloseEnoughToGrasp()) {
|
||||
if ((_handState == HAND_STATE_GRASPING ) || (_interactingOther->_handState == HAND_STATE_GRASPING)) {
|
||||
if (!_avatarTouch.getHoldingHands())
|
||||
{
|
||||
_avatarTouch.setHoldingHands(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
glm::vec3 vectorFromMyHandToYourHand
|
||||
(
|
||||
_interactingOther->_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position -
|
||||
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
|
||||
);
|
||||
_interactingOther->_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position -
|
||||
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
|
||||
);
|
||||
|
||||
float distanceBetweenOurHands = glm::length(vectorFromMyHandToYourHand);
|
||||
|
||||
|
||||
/*
|
||||
// if my arm can no longer reach the other hand, turn off hand-holding
|
||||
if (!_avatarTouch.getAbleToReachOtherAvatar()) {
|
||||
_avatarTouch.setHoldingHands(false);
|
||||
}
|
||||
if (distanceBetweenOurHands > _maxArmLength) {
|
||||
_avatarTouch.setHoldingHands(false);
|
||||
}
|
||||
*/
|
||||
|
||||
// if my arm can no longer reach the other hand, turn off hand-holding
|
||||
if (!_avatarTouch.getAbleToReachOtherAvatar()) {
|
||||
_avatarTouch.setHoldingHands(false);
|
||||
}
|
||||
if (distanceBetweenOurHands > _maxArmLength) {
|
||||
_avatarTouch.setHoldingHands(false);
|
||||
}
|
||||
*/
|
||||
|
||||
// if neither of us are grasping, turn off hand-holding
|
||||
if ((_handState != HAND_STATE_GRASPING ) && (_interactingOther->_handState != HAND_STATE_GRASPING)) {
|
||||
_avatarTouch.setHoldingHands(false);
|
||||
_avatarTouch.setHoldingHands(false);
|
||||
}
|
||||
|
||||
|
||||
//if holding hands, apply the appropriate forces
|
||||
if (_avatarTouch.getHoldingHands()) {
|
||||
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position +=
|
||||
(
|
||||
_interactingOther->_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
|
||||
- _skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
|
||||
) * 0.5f;
|
||||
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position +=
|
||||
(
|
||||
_interactingOther->_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
|
||||
- _skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
|
||||
) * 0.5f;
|
||||
|
||||
if (distanceBetweenOurHands > 0.3) {
|
||||
float force = 10.0f * deltaTime;
|
||||
|
@ -642,7 +642,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
|||
//Set right hand position and state to be transmitted, and also tell AvatarTouch about it
|
||||
if (!_owningAgent) {
|
||||
setHandPosition(_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
|
||||
|
||||
|
||||
if (_mousePressed) {
|
||||
_handState = HAND_STATE_GRASPING;
|
||||
} else {
|
||||
|
@ -688,8 +688,8 @@ void Avatar::updateCollisionWithEnvironment() {
|
|||
float radius = _height * 0.125f;
|
||||
glm::vec3 penetration;
|
||||
if (Application::getInstance()->getEnvironment()->findCapsulePenetration(
|
||||
_position - up * (_pelvisFloatingHeight - radius),
|
||||
_position + up * (_height - _pelvisFloatingHeight - radius), radius, penetration)) {
|
||||
_position - up * (_pelvisFloatingHeight - radius),
|
||||
_position + up * (_height - _pelvisFloatingHeight - radius), radius, penetration)) {
|
||||
applyCollisionWithScene(penetration);
|
||||
}
|
||||
}
|
||||
|
@ -698,8 +698,8 @@ void Avatar::updateCollisionWithVoxels() {
|
|||
float radius = _height * 0.125f;
|
||||
glm::vec3 penetration;
|
||||
if (Application::getInstance()->getVoxels()->findCapsulePenetration(
|
||||
_position - glm::vec3(0.0f, _pelvisFloatingHeight - radius, 0.0f),
|
||||
_position + glm::vec3(0.0f, _height - _pelvisFloatingHeight - radius, 0.0f), radius, penetration)) {
|
||||
_position - glm::vec3(0.0f, _pelvisFloatingHeight - radius, 0.0f),
|
||||
_position + glm::vec3(0.0f, _height - _pelvisFloatingHeight - radius, 0.0f), radius, penetration)) {
|
||||
applyCollisionWithScene(penetration);
|
||||
}
|
||||
}
|
||||
|
@ -710,14 +710,14 @@ void Avatar::applyCollisionWithScene(const glm::vec3& penetration) {
|
|||
static float STATIC_FRICTION_DAMPING = 0.0f;
|
||||
static float KINETIC_FRICTION_DAMPING = 0.95f;
|
||||
const float BOUNCE = 0.3f;
|
||||
|
||||
|
||||
// reflect the velocity component in the direction of penetration
|
||||
float penetrationLength = glm::length(penetration);
|
||||
if (penetrationLength > EPSILON) {
|
||||
glm::vec3 direction = penetration / penetrationLength;
|
||||
_velocity -= 2.0f * glm::dot(_velocity, direction) * direction * BOUNCE;
|
||||
_velocity *= KINETIC_FRICTION_DAMPING;
|
||||
// If velocity is quite low, apply static friction that takes away energy
|
||||
// If velocity is quite low, apply static friction that takes away energy
|
||||
if (glm::length(_velocity) < STATIC_FRICTION_VELOCITY) {
|
||||
_velocity *= STATIC_FRICTION_DAMPING;
|
||||
}
|
||||
|
@ -725,24 +725,24 @@ void Avatar::applyCollisionWithScene(const glm::vec3& penetration) {
|
|||
}
|
||||
|
||||
void Avatar::updateAvatarCollisions(float deltaTime) {
|
||||
|
||||
|
||||
// Reset detector for nearest avatar
|
||||
_distanceToNearestAvatar = std::numeric_limits<float>::max();
|
||||
|
||||
|
||||
//loop through all the other avatars for potential interactions...
|
||||
AgentList* agentList = AgentList::getInstance();
|
||||
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
|
||||
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
|
||||
Avatar *otherAvatar = (Avatar *)agent->getLinkedData();
|
||||
|
||||
|
||||
// check if the bounding spheres of the two avatars are colliding
|
||||
glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
|
||||
|
||||
|
||||
if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) {
|
||||
//apply forces from collision
|
||||
applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
|
||||
}
|
||||
|
||||
//apply forces from collision
|
||||
applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
|
||||
}
|
||||
|
||||
// test other avatar hand position for proximity
|
||||
glm::vec3 v(_skeleton.joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position);
|
||||
v -= otherAvatar->getPosition();
|
||||
|
@ -757,35 +757,35 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
|
|||
|
||||
//detect collisions with other avatars and respond
|
||||
void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) {
|
||||
|
||||
|
||||
glm::vec3 bodyPushForce = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
|
||||
// loop through the joints of each avatar to check for every possible collision
|
||||
for (int b=1; b<NUM_AVATAR_JOINTS; b++) {
|
||||
if (_bodyBall[b].isCollidable) {
|
||||
|
||||
|
||||
for (int o=b+1; o<NUM_AVATAR_JOINTS; o++) {
|
||||
if (otherAvatar->_bodyBall[o].isCollidable) {
|
||||
|
||||
|
||||
glm::vec3 vectorBetweenJoints(_bodyBall[b].position - otherAvatar->_bodyBall[o].position);
|
||||
float distanceBetweenJoints = glm::length(vectorBetweenJoints);
|
||||
|
||||
if (distanceBetweenJoints > 0.0) { // to avoid divide by zero
|
||||
float combinedRadius = _bodyBall[b].radius + otherAvatar->_bodyBall[o].radius;
|
||||
|
||||
|
||||
// check for collision
|
||||
if (distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
|
||||
glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
|
||||
|
||||
|
||||
// push balls away from each other and apply friction
|
||||
float penetration = 1.0f - (distanceBetweenJoints / (combinedRadius * COLLISION_RADIUS_SCALAR));
|
||||
|
||||
glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * penetration * deltaTime;
|
||||
bodyPushForce += directionVector * COLLISION_BODY_FORCE * penetration * deltaTime;
|
||||
|
||||
_bodyBall[b].velocity += ballPushForce;
|
||||
bodyPushForce += directionVector * COLLISION_BODY_FORCE * penetration * deltaTime;
|
||||
|
||||
_bodyBall[b].velocity += ballPushForce;
|
||||
otherAvatar->_bodyBall[o].velocity -= ballPushForce;
|
||||
|
||||
|
||||
}// check for collision
|
||||
} // to avoid divide by zero
|
||||
} // o loop
|
||||
|
@ -793,8 +793,8 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
|
|||
} // b loop
|
||||
} // collidable
|
||||
|
||||
//apply force on the whole body
|
||||
_velocity += bodyPushForce;
|
||||
//apply force on the whole body
|
||||
_velocity += bodyPushForce;
|
||||
}
|
||||
|
||||
|
||||
|
@ -832,7 +832,7 @@ void Avatar::render(bool lookingInMirror) {
|
|||
|
||||
// render a simple round on the ground projected down from the avatar's position
|
||||
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
|
||||
|
||||
|
||||
//render body
|
||||
renderBody(lookingInMirror);
|
||||
|
||||
|
@ -848,7 +848,7 @@ void Avatar::render(bool lookingInMirror) {
|
|||
_balls->render();
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
if (!_chatMessage.empty()) {
|
||||
int width = 0;
|
||||
int lastWidth;
|
||||
|
@ -857,22 +857,18 @@ void Avatar::render(bool lookingInMirror) {
|
|||
}
|
||||
glPushMatrix();
|
||||
|
||||
// extract the view direction from the modelview matrix: transform (0, 0, 1) by the
|
||||
// transpose of the modelview to get its direction in world space, then use the X/Z
|
||||
// components to determine the angle
|
||||
float modelview[16];
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX, modelview);
|
||||
glm::vec3 chatPosition = _bodyBall[AVATAR_JOINT_HEAD_BASE].position + getBodyUpDirection() * chatMessageHeight;
|
||||
glTranslatef(chatPosition.x, chatPosition.y, chatPosition.z);
|
||||
glm::quat chatRotation = Application::getInstance()->getCamera()->getRotation();
|
||||
glm::vec3 chatAxis = glm::axis(chatRotation);
|
||||
glRotatef(glm::angle(chatRotation), chatAxis.x, chatAxis.y, chatAxis.z);
|
||||
|
||||
glTranslatef(_joint[AVATAR_JOINT_HEAD_BASE].springyPosition.x,
|
||||
_joint[AVATAR_JOINT_HEAD_BASE].springyPosition.y + chatMessageHeight,
|
||||
_joint[AVATAR_JOINT_HEAD_BASE].springyPosition.z);
|
||||
glRotatef(atan2(-modelview[2], -modelview[10]) * 180 / PIf, 0, 1, 0);
|
||||
|
||||
glColor3f(0, 0.8, 0);
|
||||
glRotatef(180, 0, 1, 0);
|
||||
glRotatef(180, 0, 0, 1);
|
||||
glScalef(chatMessageScale, chatMessageScale, 1.0f);
|
||||
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glDepthMask(false);
|
||||
if (_keyState == NO_KEY_DOWN) {
|
||||
|
@ -887,7 +883,7 @@ void Avatar::render(bool lookingInMirror) {
|
|||
textRenderer()->draw(-width/2, 0, _chatMessage.c_str());
|
||||
_chatMessage[lastIndex] = lastChar;
|
||||
glColor3f(0, 1, 0);
|
||||
textRenderer()->draw(width/2 - lastWidth, 0, _chatMessage.c_str() + lastIndex);
|
||||
textRenderer()->draw(width/2 - lastWidth, 0, _chatMessage.c_str() + lastIndex);
|
||||
}
|
||||
glEnable(GL_LIGHTING);
|
||||
glDepthMask(true);
|
||||
|
@ -924,7 +920,7 @@ void Avatar::updateBodyBalls(float deltaTime) {
|
|||
if (length > 0.0f) { // to avoid divide by zero
|
||||
glm::vec3 springDirection = springVector / length;
|
||||
|
||||
float force = (length - _skeleton.joint[b].length) * BODY_SPRING_FORCE * deltaTime;
|
||||
float force = (length - _skeleton.joint[b].length) * BODY_SPRING_FORCE * deltaTime;
|
||||
_bodyBall[b].velocity -= springDirection * force;
|
||||
|
||||
if (_skeleton.joint[b].parent != AVATAR_JOINT_NULL) {
|
||||
|
@ -945,11 +941,11 @@ void Avatar::updateBodyBalls(float deltaTime) {
|
|||
}
|
||||
|
||||
/*
|
||||
//apply forces from touch...
|
||||
if (_skeleton.joint[b].touchForce > 0.0) {
|
||||
_skeleton.joint[b].springyVelocity += _mouseRayDirection * _skeleton.joint[b].touchForce * 0.7f;
|
||||
}
|
||||
*/
|
||||
//apply forces from touch...
|
||||
if (_skeleton.joint[b].touchForce > 0.0) {
|
||||
_skeleton.joint[b].springyVelocity += _mouseRayDirection * _skeleton.joint[b].touchForce * 0.7f;
|
||||
}
|
||||
*/
|
||||
|
||||
//update position by velocity...
|
||||
_bodyBall[b].position += _bodyBall[b].velocity * deltaTime;
|
||||
|
@ -979,7 +975,7 @@ void Avatar::updateArmIKAndConstraints(float deltaTime) {
|
|||
|
||||
// set elbow position
|
||||
glm::vec3 newElbowPosition = _skeleton.joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position + armVector * ONE_HALF;
|
||||
|
||||
|
||||
glm::vec3 perpendicular = glm::cross(getBodyRightDirection(), armVector);
|
||||
|
||||
newElbowPosition += perpendicular * (1.0f - (_maxArmLength / distance)) * ONE_HALF;
|
||||
|
@ -1013,17 +1009,17 @@ void Avatar::renderBody(bool lookingInMirror) {
|
|||
const float RENDER_OPAQUE_BEYOND = 1.0f; // Meters beyond which body is shown opaque
|
||||
const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
|
||||
|
||||
// Render the body as balls and cones
|
||||
// Render the body as balls and cones
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
float distanceToCamera = glm::length(_cameraPosition - _skeleton.joint[b].position);
|
||||
|
||||
float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
|
||||
(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
|
||||
(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
|
||||
|
||||
if (lookingInMirror || _owningAgent) {
|
||||
alpha = 1.0f;
|
||||
}
|
||||
|
||||
|
||||
// Always render other people, and render myself when beyond threshold distance
|
||||
if (b == AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special
|
||||
if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
|
||||
|
@ -1035,8 +1031,8 @@ void Avatar::renderBody(bool lookingInMirror) {
|
|||
|| b == AVATAR_JOINT_RIGHT_FINGERTIPS ) {
|
||||
// Render the sphere at the joint
|
||||
if (_owningAgent || b == AVATAR_JOINT_RIGHT_ELBOW
|
||||
|| b == AVATAR_JOINT_RIGHT_WRIST
|
||||
|| b == AVATAR_JOINT_RIGHT_FINGERTIPS ) {
|
||||
|| b == AVATAR_JOINT_RIGHT_WRIST
|
||||
|| b == AVATAR_JOINT_RIGHT_FINGERTIPS ) {
|
||||
glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
|
||||
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
|
||||
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
|
||||
|
@ -1048,7 +1044,7 @@ void Avatar::renderBody(bool lookingInMirror) {
|
|||
}
|
||||
|
||||
if ((b != AVATAR_JOINT_HEAD_TOP )
|
||||
&& (b != AVATAR_JOINT_HEAD_BASE )) {
|
||||
&& (b != AVATAR_JOINT_HEAD_BASE )) {
|
||||
glPushMatrix();
|
||||
glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
|
||||
glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
|
||||
|
@ -1058,14 +1054,14 @@ void Avatar::renderBody(bool lookingInMirror) {
|
|||
// Render the cone connecting this joint to its parent
|
||||
if (_skeleton.joint[b].parent != AVATAR_JOINT_NULL) {
|
||||
if ((b != AVATAR_JOINT_HEAD_TOP )
|
||||
&& (b != AVATAR_JOINT_HEAD_BASE )
|
||||
&& (b != AVATAR_JOINT_PELVIS )
|
||||
&& (b != AVATAR_JOINT_TORSO )
|
||||
&& (b != AVATAR_JOINT_CHEST )
|
||||
&& (b != AVATAR_JOINT_LEFT_COLLAR )
|
||||
&& (b != AVATAR_JOINT_LEFT_SHOULDER )
|
||||
&& (b != AVATAR_JOINT_RIGHT_COLLAR )
|
||||
&& (b != AVATAR_JOINT_RIGHT_SHOULDER)) {
|
||||
&& (b != AVATAR_JOINT_HEAD_BASE )
|
||||
&& (b != AVATAR_JOINT_PELVIS )
|
||||
&& (b != AVATAR_JOINT_TORSO )
|
||||
&& (b != AVATAR_JOINT_CHEST )
|
||||
&& (b != AVATAR_JOINT_LEFT_COLLAR )
|
||||
&& (b != AVATAR_JOINT_LEFT_SHOULDER )
|
||||
&& (b != AVATAR_JOINT_RIGHT_COLLAR )
|
||||
&& (b != AVATAR_JOINT_RIGHT_SHOULDER)) {
|
||||
glColor3fv(DARK_SKIN_COLOR);
|
||||
|
||||
float r1 = _bodyBall[_skeleton.joint[b].parent ].radius * 0.8;
|
||||
|
@ -1079,7 +1075,7 @@ void Avatar::renderBody(bool lookingInMirror) {
|
|||
_bodyBall[b ].position, r2, r2
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1097,7 +1093,7 @@ void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity
|
|||
//
|
||||
// SMOOTHING_TIME is the time is seconds over which the head should average to the
|
||||
// absolute eulerAngles passed.
|
||||
//
|
||||
//
|
||||
//
|
||||
|
||||
if (deltaTime == 0.f) {
|
||||
|
@ -1105,9 +1101,9 @@ void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity
|
|||
_head.setYaw (eulerAngles->x);
|
||||
_head.setPitch(eulerAngles->y);
|
||||
_head.setRoll (eulerAngles->z);
|
||||
} else {
|
||||
} else {
|
||||
glm::vec3 angles(_head.getYaw(), _head.getPitch(), _head.getRoll());
|
||||
// Increment by detected velocity
|
||||
// Increment by detected velocity
|
||||
angles += (*angularVelocity) * deltaTime;
|
||||
// Smooth to slowly follow absolute values
|
||||
angles = ((1.f - deltaTime / smoothingTime) * angles) + (deltaTime / smoothingTime) * (*eulerAngles);
|
||||
|
@ -1138,25 +1134,25 @@ void Avatar::readAvatarDataFromFile() {
|
|||
|
||||
// render a makeshift cone section that serves as a body part connecting joint spheres
|
||||
void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2) {
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
|
||||
glm::vec3 axis = position2 - position1;
|
||||
float length = glm::length(axis);
|
||||
|
||||
if (length > 0.0f) {
|
||||
|
||||
if (length > 0.0f) {
|
||||
|
||||
axis /= length;
|
||||
|
||||
glm::vec3 perpSin = glm::vec3(1.0f, 0.0f, 0.0f);
|
||||
glm::vec3 perpCos = glm::normalize(glm::cross(axis, perpSin));
|
||||
perpSin = glm::cross(perpCos, axis);
|
||||
|
||||
|
||||
float anglea = 0.0;
|
||||
float angleb = 0.0;
|
||||
|
||||
for (int i = 0; i < NUM_BODY_CONE_SIDES; i ++) {
|
||||
|
||||
for (int i = 0; i < NUM_BODY_CONE_SIDES; i ++) {
|
||||
|
||||
// the rectangles that comprise the sides of the cone section are
|
||||
// referenced by "a" and "b" in one dimension, and "1", and "2" in the other dimension.
|
||||
anglea = angleb;
|
||||
|
@ -1166,12 +1162,12 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
|
|||
float sb = sinf(angleb);
|
||||
float ca = cosf(anglea);
|
||||
float cb = cosf(angleb);
|
||||
|
||||
glm::vec3 p1a = position1 + perpSin * sa * radius1 + perpCos * ca * radius1;
|
||||
glm::vec3 p1b = position1 + perpSin * sb * radius1 + perpCos * cb * radius1;
|
||||
|
||||
glm::vec3 p1a = position1 + perpSin * sa * radius1 + perpCos * ca * radius1;
|
||||
glm::vec3 p1b = position1 + perpSin * sb * radius1 + perpCos * cb * radius1;
|
||||
glm::vec3 p2a = position2 + perpSin * sa * radius2 + perpCos * ca * radius2;
|
||||
glm::vec3 p2b = position2 + perpSin * sb * radius2 + perpCos * cb * radius2;
|
||||
|
||||
|
||||
glVertex3f(p1a.x, p1a.y, p1a.z);
|
||||
glVertex3f(p1b.x, p1b.y, p1b.z);
|
||||
glVertex3f(p2a.x, p2a.y, p2a.z);
|
||||
|
@ -1182,8 +1178,4 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
|
|||
}
|
||||
|
||||
glEnd();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
Loading…
Reference in a new issue