fix use of PI constant after merge with upstream master

This commit is contained in:
Stephen Birarda 2013-06-03 12:00:57 -07:00
parent 104fcd1289
commit 5a5b22db61
2 changed files with 195 additions and 203 deletions

View file

@ -288,7 +288,7 @@ void Application::paintGL() {
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
_myCamera.setTightness (100.0f);
_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
_myCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI, 0.0f)));
_myCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f)));
} else if (OculusManager::isConnected()) {
_myCamera.setUpShift (0.0f);

View file

@ -62,32 +62,32 @@ float chatMessageScale = 0.0015;
float chatMessageHeight = 0.20;
Avatar::Avatar(Agent* owningAgent) :
AvatarData(owningAgent),
_head(this),
_TEST_bigSphereRadius(0.4f),
_TEST_bigSpherePosition(5.0f, _TEST_bigSphereRadius, 5.0f),
_mousePressed(false),
_bodyPitchDelta(0.0f),
_bodyYawDelta(0.0f),
_bodyRollDelta(0.0f),
_movedHandOffset(0.0f, 0.0f, 0.0f),
_mode(AVATAR_MODE_STANDING),
_cameraPosition(0.0f, 0.0f, 0.0f),
_handHoldingPosition(0.0f, 0.0f, 0.0f),
_velocity(0.0f, 0.0f, 0.0f),
_thrust(0.0f, 0.0f, 0.0f),
_speed(0.0f),
_maxArmLength(0.0f),
_pelvisStandingHeight(0.0f),
_pelvisFloatingHeight(0.0f),
_distanceToNearestAvatar(std::numeric_limits<float>::max()),
_gravity(0.0f, -1.0f, 0.0f),
_worldUpDirection(DEFAULT_UP_DIRECTION),
_mouseRayOrigin(0.0f, 0.0f, 0.0f),
_mouseRayDirection(0.0f, 0.0f, 0.0f),
_interactingOther(NULL),
_cumulativeMouseYaw(0.0f),
_isMouseTurningRight(false)
AvatarData(owningAgent),
_head(this),
_TEST_bigSphereRadius(0.4f),
_TEST_bigSpherePosition(5.0f, _TEST_bigSphereRadius, 5.0f),
_mousePressed(false),
_bodyPitchDelta(0.0f),
_bodyYawDelta(0.0f),
_bodyRollDelta(0.0f),
_movedHandOffset(0.0f, 0.0f, 0.0f),
_mode(AVATAR_MODE_STANDING),
_cameraPosition(0.0f, 0.0f, 0.0f),
_handHoldingPosition(0.0f, 0.0f, 0.0f),
_velocity(0.0f, 0.0f, 0.0f),
_thrust(0.0f, 0.0f, 0.0f),
_speed(0.0f),
_maxArmLength(0.0f),
_pelvisStandingHeight(0.0f),
_pelvisFloatingHeight(0.0f),
_distanceToNearestAvatar(std::numeric_limits<float>::max()),
_gravity(0.0f, -1.0f, 0.0f),
_worldUpDirection(DEFAULT_UP_DIRECTION),
_mouseRayOrigin(0.0f, 0.0f, 0.0f),
_mouseRayDirection(0.0f, 0.0f, 0.0f),
_interactingOther(NULL),
_cumulativeMouseYaw(0.0f),
_isMouseTurningRight(false)
{
// give the pointer to our head to inherited _headData variable from AvatarData
@ -157,11 +157,11 @@ void Avatar::initializeBodyBalls() {
_bodyBall[ AVATAR_JOINT_RIGHT_TOES ].radius = 0.025;
/*
// to aid in hand-shaking and hand-holding, the right hand is not collidable
_bodyBall[ AVATAR_JOINT_RIGHT_ELBOW ].isCollidable = false;
_bodyBall[ AVATAR_JOINT_RIGHT_WRIST ].isCollidable = false;
_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS].isCollidable = false;
*/
// to aid in hand-shaking and hand-holding, the right hand is not collidable
_bodyBall[ AVATAR_JOINT_RIGHT_ELBOW ].isCollidable = false;
_bodyBall[ AVATAR_JOINT_RIGHT_WRIST ].isCollidable = false;
_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS].isCollidable = false;
*/
}
@ -193,8 +193,8 @@ void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterfa
glm::vec3 headRotationRates(_head.getPitch(), _head.getYaw(), _head.getRoll());
glm::vec3 leaning = (serialInterface->getLastAcceleration() - serialInterface->getGravity())
* LEAN_SENSITIVITY
* (1.f - fminf(glm::length(headRotationRates), HEAD_RATE_MAX) / HEAD_RATE_MAX);
* LEAN_SENSITIVITY
* (1.f - fminf(glm::length(headRotationRates), HEAD_RATE_MAX) / HEAD_RATE_MAX);
leaning.y = 0.f;
if (glm::length(leaning) < LEAN_MAX) {
_head.setLeanForward(_head.getLeanForward() * (1.f - LEAN_AVERAGING * deltaTime) +
@ -353,16 +353,16 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
}
if (transmitter->getTouchState()->state == 'D') {
_thrust += THRUST_MAG *
(float)(transmitter->getTouchState()->y - TOUCH_POSITION_RANGE_HALF) / TOUCH_POSITION_RANGE_HALF *
TRANSMITTER_LIFT_SCALE *
deltaTime *
up;
(float)(transmitter->getTouchState()->y - TOUCH_POSITION_RANGE_HALF) / TOUCH_POSITION_RANGE_HALF *
TRANSMITTER_LIFT_SCALE *
deltaTime *
up;
}
}
// update body yaw by body yaw delta
orientation = orientation * glm::quat(glm::radians(
glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
// decay body rotation momentum
float bodySpinMomentum = 1.0 - BODY_SPIN_FRICTION * deltaTime;
@ -382,8 +382,8 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
const float BODY_ROLL_WHILE_TURNING = 0.2;
float forwardComponentOfVelocity = glm::dot(getBodyFrontDirection(), _velocity);
orientation = orientation * glm::quat(glm::radians(glm::vec3(
BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity, 0.0f,
BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta)));
BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity, 0.0f,
BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta)));
// these forces keep the body upright...
const float BODY_UPRIGHT_FORCE = 10.0;
@ -453,8 +453,8 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
if (USING_HEAD_LEAN) {
if (fabs(_head.getLeanSideways() + _head.getLeanForward()) > 0.0f) {
glm::vec3 headLean =
right * _head.getLeanSideways() +
front * _head.getLeanForward();
right * _head.getLeanSideways() +
front * _head.getLeanForward();
_bodyBall[ AVATAR_JOINT_TORSO ].position += headLean * 0.1f;
_bodyBall[ AVATAR_JOINT_CHEST ].position += headLean * 0.4f;
@ -473,7 +473,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
_bodyBall[ AVATAR_JOINT_RIGHT_WRIST ].position += headLean * 0.1f;
_bodyBall[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += headLean * 0.0f;
}
}
}
// set head lookat position
if (!_owningAgent) {
@ -595,21 +595,21 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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)) {
@ -620,9 +620,9 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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;
_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;
@ -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);
}
}
@ -740,7 +740,7 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) {
//apply forces from collision
applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
}
// test other avatar hand position for proximity
@ -783,7 +783,7 @@ void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime
glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * penetration * deltaTime;
bodyPushForce += directionVector * COLLISION_BODY_FORCE * penetration * deltaTime;
_bodyBall[b].velocity += ballPushForce;
_bodyBall[b].velocity += ballPushForce;
otherAvatar->_bodyBall[o].velocity -= ballPushForce;
}// check for collision
@ -857,16 +857,12 @@ 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);
@ -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;
@ -1018,7 +1014,7 @@ void Avatar::renderBody(bool lookingInMirror) {
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;
@ -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;
@ -1183,7 +1179,3 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
glEnd();
}