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https://github.com/overte-org/overte.git
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Merge pull request #886 from ey6es/master
Glowing "laser pointer" for transmitter, when not in drive mode. Also, make the avatar spheres glow.
This commit is contained in:
commit
69356f6fa1
6 changed files with 133 additions and 26 deletions
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@ -1384,7 +1384,9 @@ Avatar* Application::isLookingAtOtherAvatar(glm::vec3& mouseRayOrigin, glm::vec3
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if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) {
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if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) {
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Avatar* avatar = (Avatar *) node->getLinkedData();
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Avatar* avatar = (Avatar *) node->getLinkedData();
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glm::vec3 headPosition = avatar->getHead().getPosition();
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glm::vec3 headPosition = avatar->getHead().getPosition();
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if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition, HEAD_SPHERE_RADIUS * avatar->getScale())) {
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float distance;
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if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition,
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HEAD_SPHERE_RADIUS * avatar->getScale(), distance)) {
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eyePosition = avatar->getHead().getEyePosition();
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eyePosition = avatar->getHead().getEyePosition();
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_lookatIndicatorScale = avatar->getScale();
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_lookatIndicatorScale = avatar->getScale();
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_lookatOtherPosition = headPosition;
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_lookatOtherPosition = headPosition;
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@ -1722,6 +1724,40 @@ void Application::update(float deltaTime) {
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_myAvatar.simulate(deltaTime, NULL, Menu::getInstance()->getGyroCameraSensitivity());
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_myAvatar.simulate(deltaTime, NULL, Menu::getInstance()->getGyroCameraSensitivity());
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}
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}
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// no transmitter drive implies transmitter pick
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if (!Menu::getInstance()->isOptionChecked(MenuOption::TransmitterDrive) && _myTransmitter.isConnected()) {
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_transmitterPickStart = _myAvatar.getSkeleton().joint[AVATAR_JOINT_CHEST].position;
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glm::vec3 direction = _myAvatar.getOrientation() *
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glm::quat(glm::radians(_myTransmitter.getEstimatedRotation())) * IDENTITY_FRONT;
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// check against voxels, avatars
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const float MAX_PICK_DISTANCE = 100.0f;
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float minDistance = MAX_PICK_DISTANCE;
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VoxelDetail detail;
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float distance;
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BoxFace face;
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if (_voxels.findRayIntersection(_transmitterPickStart, direction, detail, distance, face)) {
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minDistance = min(minDistance, distance);
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}
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for(NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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node->lock();
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if (node->getLinkedData() != NULL) {
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Avatar *avatar = (Avatar*)node->getLinkedData();
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if (!avatar->isInitialized()) {
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avatar->init();
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}
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if (avatar->findRayIntersection(_transmitterPickStart, direction, distance)) {
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minDistance = min(minDistance, distance);
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}
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}
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node->unlock();
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}
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_transmitterPickEnd = _transmitterPickStart + direction * minDistance;
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} else {
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_transmitterPickStart = _transmitterPickEnd = glm::vec3();
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}
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if (!OculusManager::isConnected()) {
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if (!OculusManager::isConnected()) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
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if (_myCamera.getMode() != CAMERA_MODE_MIRROR) {
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if (_myCamera.getMode() != CAMERA_MODE_MIRROR) {
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@ -2271,6 +2307,27 @@ void Application::displaySide(Camera& whichCamera) {
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}
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}
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renderFollowIndicator();
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renderFollowIndicator();
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// render transmitter pick ray, if non-empty
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if (_transmitterPickStart != _transmitterPickEnd) {
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Glower glower;
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const float TRANSMITTER_PICK_COLOR[] = { 1.0f, 1.0f, 0.0f };
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glColor3fv(TRANSMITTER_PICK_COLOR);
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glLineWidth(3.0f);
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glBegin(GL_LINES);
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glVertex3f(_transmitterPickStart.x, _transmitterPickStart.y, _transmitterPickStart.z);
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glVertex3f(_transmitterPickEnd.x, _transmitterPickEnd.y, _transmitterPickEnd.z);
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glEnd();
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glLineWidth(1.0f);
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glPushMatrix();
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glTranslatef(_transmitterPickEnd.x, _transmitterPickEnd.y, _transmitterPickEnd.z);
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const float PICK_END_RADIUS = 0.025f;
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glutSolidSphere(PICK_END_RADIUS, 8, 8);
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glPopMatrix();
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}
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}
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}
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void Application::displayOverlay() {
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void Application::displayOverlay() {
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@ -298,6 +298,9 @@ private:
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glm::vec3 _lookatOtherPosition;
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glm::vec3 _lookatOtherPosition;
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float _lookatIndicatorScale;
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float _lookatIndicatorScale;
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glm::vec3 _transmitterPickStart;
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glm::vec3 _transmitterPickEnd;
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bool _perfStatsOn; // Do we want to display perfStats?
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bool _perfStatsOn; // Do we want to display perfStats?
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ChatEntry _chatEntry; // chat entry field
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ChatEntry _chatEntry; // chat entry field
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@ -598,13 +598,35 @@ float loadSetting(QSettings* settings, const char* name, float defaultValue) {
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return value;
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return value;
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}
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}
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bool rayIntersectsSphere(glm::vec3& rayStarting, glm::vec3& rayNormalizedDirection, glm::vec3& sphereCenter, double sphereRadius) {
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bool rayIntersectsSphere(const glm::vec3& rayStarting, const glm::vec3& rayNormalizedDirection,
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glm::vec3 vecFromRayToSphereCenter = sphereCenter - rayStarting;
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const glm::vec3& sphereCenter, float sphereRadius, float& distance) {
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double projection = glm::dot(vecFromRayToSphereCenter, rayNormalizedDirection);
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glm::vec3 relativeOrigin = rayStarting - sphereCenter;
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double shortestDistance = sqrt(glm::dot(vecFromRayToSphereCenter, vecFromRayToSphereCenter) - projection * projection);
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if (shortestDistance <= sphereRadius) {
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// compute the b, c terms of the quadratic equation (a is dot(direction, direction), which is one)
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return true;
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float b = 2.0f * glm::dot(rayNormalizedDirection, relativeOrigin);
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float c = glm::dot(relativeOrigin, relativeOrigin) - sphereRadius * sphereRadius;
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// compute the radicand of the quadratic. if less than zero, there's no intersection
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float radicand = b * b - 4.0f * c;
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if (radicand < 0.0f) {
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return false;
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}
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}
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// compute the first solution of the quadratic
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float root = sqrtf(radicand);
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float firstSolution = -b - root;
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if (firstSolution > 0.0f) {
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distance = firstSolution / 2.0f;
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return true; // origin is outside the sphere
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}
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// now try the second solution
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float secondSolution = -b + root;
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if (secondSolution > 0.0f) {
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distance = 0.0f;
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return true; // origin is inside the sphere
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}
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return false;
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return false;
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}
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}
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@ -615,4 +637,4 @@ bool pointInSphere(glm::vec3& point, glm::vec3& sphereCenter, double sphereRadiu
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return true;
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return true;
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}
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}
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return false;
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return false;
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}
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}
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@ -74,7 +74,8 @@ void runTimingTests();
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float loadSetting(QSettings* settings, const char* name, float defaultValue);
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float loadSetting(QSettings* settings, const char* name, float defaultValue);
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bool rayIntersectsSphere(glm::vec3& rayStarting, glm::vec3& rayNormalizedDirection, glm::vec3& sphereCenter, double sphereRadius);
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bool rayIntersectsSphere(const glm::vec3& rayStarting, const glm::vec3& rayNormalizedDirection,
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const glm::vec3& sphereCenter, float sphereRadius, float& distance);
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bool pointInSphere(glm::vec3& point, glm::vec3& sphereCenter, double sphereRadius);
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bool pointInSphere(glm::vec3& point, glm::vec3& sphereCenter, double sphereRadius);
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@ -486,22 +486,27 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
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// render a simple round on the ground projected down from the avatar's position
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// render a simple round on the ground projected down from the avatar's position
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renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f);
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renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f);
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// render body
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{
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renderBody(lookingInMirror, renderAvatarBalls);
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// glow when moving
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Glower glower(_moving ? 1.0f : 0.0f);
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// render body
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renderBody(lookingInMirror, renderAvatarBalls);
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// render sphere when far away
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// render sphere when far away
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const float MAX_ANGLE = 10.f;
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const float MAX_ANGLE = 10.f;
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glm::vec3 toTarget = _position - Application::getInstance()->getAvatar()->getPosition();
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glm::vec3 toTarget = _position - Application::getInstance()->getAvatar()->getPosition();
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glm::vec3 delta = _height * (_head.getCameraOrientation() * IDENTITY_UP) / 2.f;
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glm::vec3 delta = _height * (_head.getCameraOrientation() * IDENTITY_UP) / 2.f;
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float angle = abs(angleBetween(toTarget + delta, toTarget - delta));
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float angle = abs(angleBetween(toTarget + delta, toTarget - delta));
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if (angle < MAX_ANGLE) {
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if (angle < MAX_ANGLE) {
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glColor4f(0.5f, 0.8f, 0.8f, 1.f - angle / MAX_ANGLE);
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glColor4f(0.5f, 0.8f, 0.8f, 1.f - angle / MAX_ANGLE);
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glPushMatrix();
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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glTranslatef(_position.x, _position.y, _position.z);
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glScalef(_height / 2.f, _height / 2.f, _height / 2.f);
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glScalef(_height / 2.f, _height / 2.f, _height / 2.f);
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glutSolidSphere(1.2f + _head.getAverageLoudness() * .0005f, 20, 20);
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glutSolidSphere(1.2f + _head.getAverageLoudness() * .0005f, 20, 20);
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glPopMatrix();
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glPopMatrix();
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}
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}
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}
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// Render the balls
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// Render the balls
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@ -697,9 +702,6 @@ float Avatar::getBallRenderAlpha(int ball, bool lookingInMirror) const {
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void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
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void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
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// glow when moving
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Glower glower(_moving ? 1.0f : 0.0f);
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if (_head.getFace().isFullFrame()) {
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if (_head.getFace().isFullFrame()) {
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// Render the full-frame video
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// Render the full-frame video
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float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror);
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float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror);
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@ -798,6 +800,21 @@ void Avatar::getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, gl
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rotation = _bodyBall[jointID].rotation;
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rotation = _bodyBall[jointID].rotation;
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}
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}
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bool Avatar::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
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float minDistance = FLT_MAX;
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for (int i = 0; i < NUM_AVATAR_BODY_BALLS; i++) {
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float distance;
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if (rayIntersectsSphere(origin, direction, _bodyBall[i].position, _bodyBall[i].radius, distance)) {
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minDistance = min(minDistance, distance);
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}
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}
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if (minDistance == FLT_MAX) {
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return false;
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}
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distance = minDistance;
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return true;
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}
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int Avatar::parseData(unsigned char* sourceBuffer, int numBytes) {
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int Avatar::parseData(unsigned char* sourceBuffer, int numBytes) {
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// change in position implies movement
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// change in position implies movement
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glm::vec3 oldPosition = _position;
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glm::vec3 oldPosition = _position;
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@ -164,6 +164,13 @@ public:
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// Get the position/rotation of a single body ball
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// Get the position/rotation of a single body ball
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void getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, glm::quat& rotation) const;
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void getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, glm::quat& rotation) const;
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/// Checks for an intersection between the described ray and any of the avatar's body balls.
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/// \param origin the origin of the ray
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/// \param direction the unit direction vector
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/// \param[out] distance the variable in which to store the distance to intersection
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/// \return whether or not the ray intersected
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
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virtual int parseData(unsigned char* sourceBuffer, int numBytes);
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virtual int parseData(unsigned char* sourceBuffer, int numBytes);
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static void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
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static void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
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