From 59c8d9d26aa9d5591f552d418128f7e2cddf5edc Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Wed, 12 Jun 2013 10:25:28 -0700 Subject: [PATCH] Function cleanup, fixed misspelling, tweaked transparency distances to accomodate lean. --- interface/src/Avatar.cpp | 21 ++++++++------------- interface/src/Avatar.h | 3 +-- interface/src/Head.cpp | 11 ++++++----- interface/src/Head.h | 6 +++--- 4 files changed, 18 insertions(+), 23 deletions(-) diff --git a/interface/src/Avatar.cpp b/interface/src/Avatar.cpp index e33624467e..168fa80016 100644 --- a/interface/src/Avatar.cpp +++ b/interface/src/Avatar.cpp @@ -74,7 +74,6 @@ Avatar::Avatar(Agent* owningAgent) : _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), @@ -584,7 +583,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) { // set head lookat position if (!_owningAgent) { if (_interactingOther) { - _head.setLookAtPosition(_interactingOther->caclulateAverageEyePosition()); + _head.setLookAtPosition(_interactingOther->calculateAverageEyePosition()); } else { _head.setLookAtPosition(glm::vec3(0.0f, 0.0f, 0.0f)); // 0,0,0 represents NOT looking at anything } @@ -914,9 +913,7 @@ void Avatar::setGravity(glm::vec3 gravity) { } void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) { - - _cameraPosition = Application::getInstance()->getCamera()->getPosition(); - + if (!_owningAgent && usingBigSphereCollisionTest) { // show TEST big sphere glColor4f(0.5f, 0.6f, 0.8f, 0.7); @@ -935,7 +932,7 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) { // if this is my avatar, then render my interactions with the other avatar if (!_owningAgent) { - _avatarTouch.render(getCameraPosition()); + _avatarTouch.render(Application::getInstance()->getCamera()->getPosition()); } // Render the balls @@ -1134,17 +1131,15 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const { } float Avatar::getBallRenderAlpha(int ball, bool lookingInMirror) const { - const float RENDER_OPAQUE_BEYOND = 1.0f; // Meters beyond which body is shown opaque - const float RENDER_TRANSLUCENT_BEYOND = 0.5f; - float distanceToCamera = glm::length(_cameraPosition - _bodyBall[ball].position); + const float RENDER_OPAQUE_OUTSIDE = 1.25f; // render opaque if greater than this distance + const float DO_NOT_RENDER_INSIDE = 0.75f; // do not render if less than this distance + float distanceToCamera = glm::length(Application::getInstance()->getCamera()->getPosition() - _bodyBall[ball].position); return (lookingInMirror || _owningAgent) ? 1.0f : glm::clamp( - (distanceToCamera - RENDER_TRANSLUCENT_BEYOND) / (RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f); + (distanceToCamera - DO_NOT_RENDER_INSIDE) / (RENDER_OPAQUE_OUTSIDE - DO_NOT_RENDER_INSIDE), 0.f, 1.f); } void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) { - - // Render the body as balls and cones if (renderAvatarBalls || !_voxels.getVoxelURL().isValid()) { for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) { @@ -1153,7 +1148,7 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) { // Always render other people, and render myself when beyond threshold distance if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special if (alpha > 0.0f) { - _head.render(lookingInMirror, _cameraPosition, alpha); + _head.render(lookingInMirror, alpha); } } else if (alpha > 0.0f) { // Render the body ball sphere diff --git a/interface/src/Avatar.h b/interface/src/Avatar.h index de76092328..8391c81e96 100644 --- a/interface/src/Avatar.h +++ b/interface/src/Avatar.h @@ -177,7 +177,6 @@ private: glm::vec3 _movedHandOffset; AvatarBall _bodyBall[ NUM_AVATAR_BODY_BALLS ]; AvatarMode _mode; - glm::vec3 _cameraPosition; glm::vec3 _handHoldingPosition; glm::vec3 _velocity; glm::vec3 _thrust; @@ -202,7 +201,7 @@ private: AvatarVoxelSystem _voxels; // private methods... - glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat) + glm::vec3 calculateAverageEyePosition() { return _head.calculateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat) glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const; float getBallRenderAlpha(int ball, bool lookingInMirror) const; void renderBody(bool lookingInMirror, bool renderAvatarBalls); diff --git a/interface/src/Head.cpp b/interface/src/Head.cpp index d58c29f84d..c7fac99d8b 100644 --- a/interface/src/Head.cpp +++ b/interface/src/Head.cpp @@ -5,6 +5,7 @@ // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. #include +#include "Application.h" #include "Avatar.h" #include "Head.h" #include "Util.h" @@ -161,7 +162,7 @@ void Head::determineIfLookingAtSomething() { if ( fabs(_lookAtPosition.x + _lookAtPosition.y + _lookAtPosition.z) == 0.0 ) { // a lookatPosition of 0,0,0 signifies NOT looking _lookingAtSomething = false; } else { - glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - caclulateAverageEyePosition()); + glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - calculateAverageEyePosition()); float dot = glm::dot(targetLookatAxis, getFrontDirection()); if (dot < MINIMUM_EYE_ROTATION_DOT) { // too far off from center for the eyes to rotate _lookingAtSomething = false; @@ -202,7 +203,7 @@ void Head::calculateGeometry() { } -void Head::render(bool lookingInMirror, glm::vec3 cameraPosition, float alpha) { +void Head::render(bool lookingInMirror, float alpha) { _renderAlpha = alpha; _lookingInMirror = lookingInMirror; @@ -212,7 +213,7 @@ void Head::render(bool lookingInMirror, glm::vec3 cameraPosition, float alpha) { glEnable(GL_DEPTH_TEST); glEnable(GL_RESCALE_NORMAL); - renderMohawk(cameraPosition); + renderMohawk(); renderHeadSphere(); renderEyeBalls(); renderEars(); @@ -256,7 +257,7 @@ void Head::createMohawk() { } } -void Head::renderMohawk(glm::vec3 cameraPosition) { +void Head::renderMohawk() { if (!_mohawkTriangleFan) { createMohawk(); @@ -267,7 +268,7 @@ void Head::renderMohawk(glm::vec3 cameraPosition) { glm::vec3 baseAxis = _hairTuft[t].midPosition - _hairTuft[t].basePosition; glm::vec3 midAxis = _hairTuft[t].endPosition - _hairTuft[t].midPosition; - glm::vec3 viewVector = _hairTuft[t].basePosition - cameraPosition; + glm::vec3 viewVector = _hairTuft[t].basePosition - Application::getInstance()->getCamera()->getPosition(); glm::vec3 basePerpendicular = glm::normalize(glm::cross(baseAxis, viewVector)); glm::vec3 midPerpendicular = glm::normalize(glm::cross(midAxis, viewVector)); diff --git a/interface/src/Head.h b/interface/src/Head.h index 4150cbbc50..d331b98efc 100644 --- a/interface/src/Head.h +++ b/interface/src/Head.h @@ -33,8 +33,8 @@ public: void reset(); void simulate(float deltaTime, bool isMine); - void render(bool lookingInMirror, glm::vec3 cameraPosition, float alpha); - void renderMohawk(glm::vec3 cameraPosition); + void render(bool lookingInMirror, float alpha); + void renderMohawk(); void setScale (float scale ) { _scale = scale; } void setPosition (glm::vec3 position ) { _position = position; } @@ -55,7 +55,7 @@ public: const bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected) float getAverageLoudness() {return _averageLoudness;}; - glm::vec3 caclulateAverageEyePosition() { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; } + glm::vec3 calculateAverageEyePosition() { return _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF; } float yawRate; float noise;