mirror of
https://github.com/overte-org/overte.git
synced 2025-08-06 18:25:52 +02:00
commit
69734f41fc
3 changed files with 115 additions and 100 deletions
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@ -21,7 +21,9 @@
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using namespace std;
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using namespace std;
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const bool BALLS_ON = false;
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const bool BALLS_ON = false;
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const bool AVATAR_GRAVITY = true;
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const bool USING_AVATAR_GRAVITY = true;
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const float GRAVITY_SCALE = 6.0f;
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const float BOUNCE = 0.3f;
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const float DECAY = 0.1;
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const float DECAY = 0.1;
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const float THRUST_MAG = 1200.0;
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const float THRUST_MAG = 1200.0;
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const float YAW_MAG = 500.0;
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const float YAW_MAG = 500.0;
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@ -145,6 +147,7 @@ Avatar::Avatar(bool isMine) {
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_interactingOther = NULL;
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_interactingOther = NULL;
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_handHoldingPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_handHoldingPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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_gravity = glm::vec3(0.0f, -1.0f, 0.0f); // default
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initializeSkeleton();
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initializeSkeleton();
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@ -336,13 +339,13 @@ void Avatar::simulate(float deltaTime) {
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updateHandMovementAndTouching(deltaTime);
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updateHandMovementAndTouching(deltaTime);
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// apply gravity and collision wiht the ground/floor
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// apply gravity and collision with the ground/floor
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if (AVATAR_GRAVITY) {
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if (USING_AVATAR_GRAVITY) {
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if ( _position.y > _pelvisStandingHeight + 0.01f) {
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if (_position.y > _pelvisStandingHeight + 0.01f) {
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_velocity += glm::dvec3(getGravity(getPosition())) * (6.0 * deltaTime );
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_velocity += _gravity * (GRAVITY_SCALE * deltaTime);
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} else if (_position.y < _pelvisStandingHeight) {
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} else if (_position.y < _pelvisStandingHeight) {
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_position.y = _pelvisStandingHeight;
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_position.y = _pelvisStandingHeight;
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_velocity.y = 0.0;
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_velocity.y = -_velocity.y * BOUNCE;
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}
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}
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}
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}
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@ -387,16 +390,16 @@ void Avatar::simulate(float deltaTime) {
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_velocity += _thrust * deltaTime;
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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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_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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//pitch and roll the body as a function of forward speed and turning delta
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float forwardComponentOfVelocity = glm::dot( _orientation.getFront(), _velocity );
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float forwardComponentOfVelocity = glm::dot(_orientation.getFront(), _velocity);
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_bodyPitch += BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity;
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_bodyPitch += BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity;
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_bodyRoll += BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta;
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_bodyRoll += BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta;
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// these forces keep the body upright...
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// these forces keep the body upright...
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float tiltDecay = 1.0 - BODY_UPRIGHT_FORCE * deltaTime;
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float tiltDecay = 1.0 - BODY_UPRIGHT_FORCE * deltaTime;
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if ( tiltDecay < 0.0f ) { tiltDecay = 0.0f; }
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if (tiltDecay < 0.0f) {tiltDecay = 0.0f;}
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_bodyPitch *= tiltDecay;
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_bodyPitch *= tiltDecay;
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_bodyRoll *= tiltDecay;
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_bodyRoll *= tiltDecay;
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@ -404,7 +407,7 @@ void Avatar::simulate(float deltaTime) {
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_position += _velocity * deltaTime;
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_position += _velocity * deltaTime;
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// decay velocity
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// decay velocity
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_velocity *= ( 1.0 - LIN_VEL_DECAY * deltaTime );
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_velocity *= (1.0 - LIN_VEL_DECAY * deltaTime);
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// If someone is near, damp velocity as a function of closeness
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// If someone is near, damp velocity as a function of closeness
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const float AVATAR_BRAKING_RANGE = 1.2f;
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const float AVATAR_BRAKING_RANGE = 1.2f;
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@ -419,7 +422,7 @@ void Avatar::simulate(float deltaTime) {
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updateHead(deltaTime);
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updateHead(deltaTime);
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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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if (_speed + fabs(_bodyYawDelta) > 0.2) {
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_mode = AVATAR_MODE_WALKING;
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_mode = AVATAR_MODE_WALKING;
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} else {
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} else {
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_mode = AVATAR_MODE_INTERACTING;
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_mode = AVATAR_MODE_INTERACTING;
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@ -449,7 +452,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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// if the avatar being simulated is mine, then loop through
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// if the avatar being simulated is mine, then loop through
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// all the other avatars for potential interactions...
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// all the other avatars for potential interactions...
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if ( _isMine )
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if (_isMine)
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{
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{
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// Reset detector for nearest avatar
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// Reset detector for nearest avatar
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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@ -463,24 +466,24 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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updateCollisionWithOtherAvatar(otherAvatar, deltaTime );
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updateCollisionWithOtherAvatar(otherAvatar, deltaTime );
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// test other avatar hand position for proximity
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// test other avatar hand position for proximity
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glm::vec3 v( _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position );
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glm::vec3 v(_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position);
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v -= otherAvatar->getJointPosition( AVATAR_JOINT_RIGHT_SHOULDER );
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v -= otherAvatar->getJointPosition(AVATAR_JOINT_RIGHT_SHOULDER);
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float distance = glm::length( v );
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float distance = glm::length(v);
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if (distance < _distanceToNearestAvatar) { _distanceToNearestAvatar = distance; }
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if (distance < _distanceToNearestAvatar) {_distanceToNearestAvatar = distance;}
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if (distance < _maxArmLength + _maxArmLength) {
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if (distance < _maxArmLength + _maxArmLength) {
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_interactingOther = otherAvatar;
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_interactingOther = otherAvatar;
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if ( ! _avatarTouch.getAbleToReachOtherAvatar() ) {
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if (! _avatarTouch.getAbleToReachOtherAvatar()) {
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//initialize _handHolding
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//initialize _handHolding
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_handHoldingPosition = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
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_handHoldingPosition = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
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_avatarTouch.setAbleToReachOtherAvatar(true);
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_avatarTouch.setAbleToReachOtherAvatar(true);
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}
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}
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glm::vec3 vectorBetweenHands( _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position );
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glm::vec3 vectorBetweenHands(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
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vectorBetweenHands -= otherAvatar->getJointPosition( AVATAR_JOINT_RIGHT_FINGERTIPS );
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vectorBetweenHands -= otherAvatar->getJointPosition(AVATAR_JOINT_RIGHT_FINGERTIPS);
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float distanceBetweenHands = glm::length(vectorBetweenHands);
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float distanceBetweenHands = glm::length(vectorBetweenHands);
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if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP) {
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if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP) {
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@ -488,7 +491,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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}
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}
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// if I am holding hands with another avatar, a force is applied
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// if I am holding hands with another avatar, a force is applied
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if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) {
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if ((_handState == 1) || (_interactingOther->_handState == 1)) {
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// if the hands are close enough to grasp...
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// if the hands are close enough to grasp...
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if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP)
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if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP)
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@ -502,7 +505,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handHoldingPosition;
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handHoldingPosition;
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// apply a force to the avatar body
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// apply a force to the avatar body
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if ( glm::length(vectorToOtherHand) > _maxArmLength * 0.9 ) {
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if (glm::length(vectorToOtherHand) > _maxArmLength * 0.9) {
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_velocity += vectorToOtherHand;
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_velocity += vectorToOtherHand;
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}
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}
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}
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}
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@ -514,18 +517,18 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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// Set the vector we send for hand position to other people to be our right hand
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// Set the vector we send for hand position to other people to be our right hand
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setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
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setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
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}//if ( _isMine )
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}//if (_isMine)
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//constrain right arm length and re-adjust elbow position as it bends
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//constrain right arm length and re-adjust elbow position as it bends
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updateArmIKAndConstraints( deltaTime );
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updateArmIKAndConstraints(deltaTime);
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// set hand positions for _avatarTouch.setMyHandPosition AFTER calling updateArmIKAndConstraints
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// set hand positions for _avatarTouch.setMyHandPosition AFTER calling updateArmIKAndConstraints
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if ( _interactingOther ) {
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if (_interactingOther) {
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if (_isMine) {
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if (_isMine) {
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_avatarTouch.setMyHandPosition ( _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position );
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_avatarTouch.setMyHandPosition (_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
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_avatarTouch.setYourHandPosition( _interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position );
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_avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
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_avatarTouch.setMyHandState ( _handState );
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_avatarTouch.setMyHandState (_handState);
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_avatarTouch.setYourHandState ( _interactingOther->_handState );
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_avatarTouch.setYourHandState (_interactingOther->_handState);
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_avatarTouch.simulate(deltaTime);
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_avatarTouch.simulate(deltaTime);
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}
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}
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}
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}
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@ -539,7 +542,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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void Avatar::updateHead(float deltaTime) {
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void Avatar::updateHead(float deltaTime) {
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//apply the head lean values to the springy position...
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//apply the head lean values to the springy position...
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if ( fabs( _head.leanSideways + _head.leanForward ) > 0.0f ) {
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if (fabs( _head.leanSideways + _head.leanForward ) > 0.0f) {
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glm::vec3 headLean =
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glm::vec3 headLean =
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_orientation.getRight() * _head.leanSideways +
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_orientation.getRight() * _head.leanSideways +
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_orientation.getFront() * _head.leanForward;
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_orientation.getFront() * _head.leanForward;
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@ -650,19 +653,19 @@ float Avatar::getHeight() {
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}
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}
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void Avatar::updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime ) {
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void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float deltaTime) {
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float myBodyApproximateBoundingRadius = 1.0f;
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float myBodyApproximateBoundingRadius = 1.0f;
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glm::vec3 vectorFromMyBodyToBigSphere(_position - position);
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glm::vec3 vectorFromMyBodyToBigSphere(_position - position);
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bool jointCollision = false;
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bool jointCollision = false;
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float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
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float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
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if ( distanceToBigSphere < myBodyApproximateBoundingRadius + radius ) {
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if (distanceToBigSphere < myBodyApproximateBoundingRadius + radius) {
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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 vectorFromJointToBigSphereCenter(_joint[b].springyPosition - position);
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glm::vec3 vectorFromJointToBigSphereCenter(_joint[b].springyPosition - position);
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float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
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float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
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float combinedRadius = _joint[b].radius + radius;
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float combinedRadius = _joint[b].radius + radius;
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if ( distanceToBigSphereCenter < combinedRadius ) {
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if (distanceToBigSphereCenter < combinedRadius) {
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jointCollision = true;
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jointCollision = true;
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if (distanceToBigSphereCenter > 0.0) {
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if (distanceToBigSphereCenter > 0.0) {
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glm::vec3 directionVector = vectorFromJointToBigSphereCenter / distanceToBigSphereCenter;
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glm::vec3 directionVector = vectorFromJointToBigSphereCenter / distanceToBigSphereCenter;
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@ -677,7 +680,7 @@ void Avatar::updateCollisionWithSphere( glm::vec3 position, float radius, float
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}
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}
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}
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}
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if ( jointCollision ) {
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if (jointCollision) {
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if (!_usingBodySprings) {
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if (!_usingBodySprings) {
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_usingBodySprings = true;
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_usingBodySprings = true;
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initializeBodySprings();
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initializeBodySprings();
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@ -688,37 +691,37 @@ void Avatar::updateCollisionWithSphere( glm::vec3 position, float radius, float
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//detect collisions with other avatars and respond
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//detect collisions with other avatars and respond
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void Avatar::updateCollisionWithOtherAvatar( Avatar * otherAvatar, float deltaTime ) {
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void Avatar::updateCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) {
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// check if the bounding spheres of the two avatars are colliding
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// check if the bounding spheres of the two avatars are colliding
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glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
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glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
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if ( glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF ) {
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if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) {
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float bodyMomentum = 1.0f;
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float bodyMomentum = 1.0f;
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glm::vec3 bodyPushForce = glm::vec3( 0.0, 0.0, 0.0 );
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glm::vec3 bodyPushForce = glm::vec3(0.0f, 0.0f, 0.0f);
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// loop through the joints of each avatar to check for every possible collision
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// loop through the joints of each avatar to check for every possible collision
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for (int b=1; b<NUM_AVATAR_JOINTS; b++) {
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for (int b=1; b<NUM_AVATAR_JOINTS; b++) {
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if ( _joint[b].isCollidable ) {
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if (_joint[b].isCollidable) {
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for (int o=b+1; o<NUM_AVATAR_JOINTS; o++) {
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for (int o=b+1; o<NUM_AVATAR_JOINTS; o++) {
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if ( otherAvatar->_joint[o].isCollidable ) {
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if (otherAvatar->_joint[o].isCollidable) {
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glm::vec3 vectorBetweenJoints(_joint[b].springyPosition - otherAvatar->_joint[o].springyPosition);
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glm::vec3 vectorBetweenJoints(_joint[b].springyPosition - otherAvatar->_joint[o].springyPosition);
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float distanceBetweenJoints = glm::length(vectorBetweenJoints);
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float distanceBetweenJoints = glm::length(vectorBetweenJoints);
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if ( distanceBetweenJoints > 0.0 ) { // to avoid divide by zero
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if (distanceBetweenJoints > 0.0 ) { // to avoid divide by zero
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float combinedRadius = _joint[b].radius + otherAvatar->_joint[o].radius;
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float combinedRadius = _joint[b].radius + otherAvatar->_joint[o].radius;
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// check for collision
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// check for collision
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if ( distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
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if (distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
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glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
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glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
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// push balls away from each other and apply friction
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// push balls away from each other and apply friction
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glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * deltaTime;
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glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * deltaTime;
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float ballMomentum = 1.0 - COLLISION_BALL_FRICTION * deltaTime;
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float ballMomentum = 1.0 - COLLISION_BALL_FRICTION * deltaTime;
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if ( ballMomentum < 0.0 ) { ballMomentum = 0.0;}
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if (ballMomentum < 0.0 ) { ballMomentum = 0.0;}
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_joint[b].springyVelocity += ballPushForce;
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_joint[b].springyVelocity += ballPushForce;
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otherAvatar->_joint[o].springyVelocity -= ballPushForce;
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otherAvatar->_joint[o].springyVelocity -= ballPushForce;
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@ -729,7 +732,7 @@ void Avatar::updateCollisionWithOtherAvatar( Avatar * otherAvatar, float deltaTi
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// accumulate forces and frictions to apply to the velocities of avatar bodies
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// accumulate forces and frictions to apply to the velocities of avatar bodies
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bodyPushForce += directionVector * COLLISION_BODY_FORCE * deltaTime;
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bodyPushForce += directionVector * COLLISION_BODY_FORCE * deltaTime;
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bodyMomentum -= COLLISION_BODY_FRICTION * deltaTime;
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bodyMomentum -= COLLISION_BODY_FRICTION * deltaTime;
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if ( bodyMomentum < 0.0 ) { bodyMomentum = 0.0;}
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if (bodyMomentum < 0.0 ) { bodyMomentum = 0.0;}
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}// check for collision
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}// check for collision
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} // to avoid divide by zero
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} // to avoid divide by zero
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@ -749,7 +752,7 @@ void Avatar::updateCollisionWithOtherAvatar( Avatar * otherAvatar, float deltaTi
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} //method
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} //method
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void Avatar::setDisplayingHead( bool displayingHead ) {
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void Avatar::setDisplayingHead(bool displayingHead ) {
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_displayingHead = displayingHead;
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_displayingHead = displayingHead;
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}
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}
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@ -760,28 +763,33 @@ static TextRenderer* textRenderer() {
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}
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}
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void Avatar::setGravity(glm::vec3 gravity) {
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_gravity = gravity;
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}
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|
||||||
void Avatar::render(bool lookingInMirror) {
|
void Avatar::render(bool lookingInMirror) {
|
||||||
|
|
||||||
// render a simple round on the ground projected down from the avatar's position
|
// 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 );
|
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f ), 0.1f, 0.2f );
|
||||||
|
|
||||||
/*
|
/*
|
||||||
// show avatar position
|
// show avatar position
|
||||||
glColor4f( 0.5f, 0.5f, 0.5f, 0.6 );
|
glColor4f(0.5f, 0.5f, 0.5f, 0.6 );
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glTranslatef(_position.x, _position.y, _position.z);
|
glTranslatef(_position.x, _position.y, _position.z);
|
||||||
glScalef( 0.03, 0.03, 0.03 );
|
glScalef(0.03, 0.03, 0.03 );
|
||||||
glutSolidSphere( 1, 10, 10 );
|
glutSolidSphere(1, 10, 10 );
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
*/
|
*/
|
||||||
|
|
||||||
if ( usingBigSphereCollisionTest ) {
|
if (usingBigSphereCollisionTest ) {
|
||||||
// show TEST big sphere
|
// show TEST big sphere
|
||||||
glColor4f( 0.5f, 0.6f, 0.8f, 0.7 );
|
glColor4f(0.5f, 0.6f, 0.8f, 0.7 );
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
glTranslatef(_TEST_bigSpherePosition.x, _TEST_bigSpherePosition.y, _TEST_bigSpherePosition.z);
|
glTranslatef(_TEST_bigSpherePosition.x, _TEST_bigSpherePosition.y, _TEST_bigSpherePosition.z);
|
||||||
glScalef( _TEST_bigSphereRadius, _TEST_bigSphereRadius, _TEST_bigSphereRadius );
|
glScalef(_TEST_bigSphereRadius, _TEST_bigSphereRadius, _TEST_bigSphereRadius );
|
||||||
glutSolidSphere( 1, 20, 20 );
|
glutSolidSphere(1, 20, 20 );
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -794,7 +802,7 @@ void Avatar::render(bool lookingInMirror) {
|
||||||
}
|
}
|
||||||
|
|
||||||
// if this is my avatar, then render my interactions with the other avatar
|
// if this is my avatar, then render my interactions with the other avatar
|
||||||
if ( _isMine ) {
|
if (_isMine ) {
|
||||||
_avatarTouch.render();
|
_avatarTouch.render();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -855,7 +863,7 @@ void Avatar::renderHead(bool lookingInMirror) {
|
||||||
glEnable(GL_RESCALE_NORMAL);
|
glEnable(GL_RESCALE_NORMAL);
|
||||||
|
|
||||||
// show head orientation
|
// show head orientation
|
||||||
//renderOrientationDirections( _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition, _joint[ AVATAR_JOINT_HEAD_BASE ].orientation, 0.2f );
|
//renderOrientationDirections(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition, _joint[ AVATAR_JOINT_HEAD_BASE ].orientation, 0.2f );
|
||||||
|
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
|
|
||||||
|
@ -871,7 +879,7 @@ void Avatar::renderHead(bool lookingInMirror) {
|
||||||
}
|
}
|
||||||
|
|
||||||
glScalef
|
glScalef
|
||||||
(
|
(
|
||||||
_joint[ AVATAR_JOINT_HEAD_BASE ].radius,
|
_joint[ AVATAR_JOINT_HEAD_BASE ].radius,
|
||||||
_joint[ AVATAR_JOINT_HEAD_BASE ].radius,
|
_joint[ AVATAR_JOINT_HEAD_BASE ].radius,
|
||||||
_joint[ AVATAR_JOINT_HEAD_BASE ].radius
|
_joint[ AVATAR_JOINT_HEAD_BASE ].radius
|
||||||
|
@ -883,15 +891,15 @@ void Avatar::renderHead(bool lookingInMirror) {
|
||||||
//glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
|
//glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
|
||||||
//glRotatef(_bodyRoll - _headRoll, 0, 0, 1);
|
//glRotatef(_bodyRoll - _headRoll, 0, 0, 1);
|
||||||
// don't let body pitch and roll affect the head..
|
// don't let body pitch and roll affect the head..
|
||||||
glRotatef( _headPitch, 1, 0, 0);
|
glRotatef( _headPitch, 1, 0, 0);
|
||||||
glRotatef( -_headRoll, 0, 0, 1);
|
glRotatef(-_headRoll, 0, 0, 1);
|
||||||
} else {
|
} else {
|
||||||
glRotatef(_bodyYaw + _headYaw, 0, 1, 0);
|
glRotatef(_bodyYaw + _headYaw, 0, 1, 0);
|
||||||
//glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
|
//glRotatef(_bodyPitch + _headPitch, 1, 0, 0);
|
||||||
//glRotatef(_bodyRoll + _headRoll, 0, 0, 1);
|
//glRotatef(_bodyRoll + _headRoll, 0, 0, 1);
|
||||||
// don't let body pitch and roll affect the head..
|
// don't let body pitch and roll affect the head..
|
||||||
glRotatef( _headPitch, 1, 0, 0);
|
glRotatef(_headPitch, 1, 0, 0);
|
||||||
glRotatef( _headRoll, 0, 0, 1);
|
glRotatef(_headRoll, 0, 0, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
//glScalef(2.0, 2.0, 2.0);
|
//glScalef(2.0, 2.0, 2.0);
|
||||||
|
@ -1020,7 +1028,7 @@ void Avatar::renderHead(bool lookingInMirror) {
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Avatar::setHandMovementValues( glm::vec3 handOffset ) {
|
void Avatar::setHandMovementValues(glm::vec3 handOffset ) {
|
||||||
_movedHandOffset = handOffset;
|
_movedHandOffset = handOffset;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1033,11 +1041,11 @@ void Avatar::initializeSkeleton() {
|
||||||
for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
|
for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
|
||||||
_joint[b].isCollidable = true;
|
_joint[b].isCollidable = true;
|
||||||
_joint[b].parent = AVATAR_JOINT_NULL;
|
_joint[b].parent = AVATAR_JOINT_NULL;
|
||||||
_joint[b].position = glm::vec3( 0.0, 0.0, 0.0 );
|
_joint[b].position = glm::vec3(0.0, 0.0, 0.0 );
|
||||||
_joint[b].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
|
_joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0 );
|
||||||
_joint[b].springyPosition = glm::vec3( 0.0, 0.0, 0.0 );
|
_joint[b].springyPosition = glm::vec3(0.0, 0.0, 0.0 );
|
||||||
_joint[b].springyVelocity = glm::vec3( 0.0, 0.0, 0.0 );
|
_joint[b].springyVelocity = glm::vec3(0.0, 0.0, 0.0 );
|
||||||
_joint[b].rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
|
_joint[b].rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f );
|
||||||
_joint[b].yaw = 0.0;
|
_joint[b].yaw = 0.0;
|
||||||
_joint[b].pitch = 0.0;
|
_joint[b].pitch = 0.0;
|
||||||
_joint[b].roll = 0.0;
|
_joint[b].roll = 0.0;
|
||||||
|
@ -1074,19 +1082,19 @@ void Avatar::initializeSkeleton() {
|
||||||
_joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
|
_joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
|
||||||
|
|
||||||
// specify the default pose position
|
// specify the default pose position
|
||||||
_joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
|
_joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
|
_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
|
||||||
_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.0 );
|
_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.0 );
|
||||||
_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.1, -0.01 );
|
_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.1, -0.01 );
|
||||||
_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
|
_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
|
||||||
_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, -0.01 );
|
_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3(-0.06, 0.04, -0.01 );
|
||||||
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, -0.01 );
|
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3(-0.03, 0.0, -0.01 );
|
||||||
_joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
|
_joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
|
||||||
_joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
|
_joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
|
||||||
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
|
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
|
||||||
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, -0.01 );
|
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, -0.01 );
|
||||||
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, -0.01 );
|
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, -0.01 );
|
||||||
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
|
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
|
||||||
_joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
|
_joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
|
||||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
|
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
|
||||||
_joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.04, 0.0, -0.02 );
|
_joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.04, 0.0, -0.02 );
|
||||||
|
@ -1523,25 +1531,6 @@ void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Find and return the gravity vector at my location
|
|
||||||
glm::vec3 Avatar::getGravity(glm::vec3 pos) {
|
|
||||||
//
|
|
||||||
// For now, we'll test this with a simple global lookup, but soon we will add getting this
|
|
||||||
// from the domain/voxelserver (or something similar)
|
|
||||||
//
|
|
||||||
if ((pos.x > 0.f) &&
|
|
||||||
(pos.x < 10.f) &&
|
|
||||||
(pos.z > 0.f) &&
|
|
||||||
(pos.z < 10.f) &&
|
|
||||||
(pos.y > 0.f) &&
|
|
||||||
(pos.y < 3.f)) {
|
|
||||||
// If above ground plane, turn gravity on
|
|
||||||
return glm::vec3(0.f, -1.f, 0.f);
|
|
||||||
} else {
|
|
||||||
// If flying in space, turn gravity OFF
|
|
||||||
return glm::vec3(0.f, 0.f, 0.f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
const char AVATAR_DATA_FILENAME[] = "avatar.ifd";
|
const char AVATAR_DATA_FILENAME[] = "avatar.ifd";
|
||||||
|
|
|
@ -84,7 +84,7 @@ public:
|
||||||
void reset();
|
void reset();
|
||||||
void UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
|
void UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
|
||||||
|
|
||||||
void setNoise (float mag) { _head.noise = mag; }
|
void setNoise (float mag) {_head.noise = mag;}
|
||||||
void setScale(float s) {_head.scale = s; };
|
void setScale(float s) {_head.scale = s; };
|
||||||
void setRenderYaw(float y) {_renderYaw = y;}
|
void setRenderYaw(float y) {_renderYaw = y;}
|
||||||
void setRenderPitch(float p) {_renderPitch = p;}
|
void setRenderPitch(float p) {_renderPitch = p;}
|
||||||
|
@ -93,6 +93,7 @@ public:
|
||||||
float getLastMeasuredHeadYaw() const {return _head.yawRate;}
|
float getLastMeasuredHeadYaw() const {return _head.yawRate;}
|
||||||
float getBodyYaw() {return _bodyYaw;};
|
float getBodyYaw() {return _bodyYaw;};
|
||||||
void addBodyYaw(float y) {_bodyYaw += y;};
|
void addBodyYaw(float y) {_bodyYaw += y;};
|
||||||
|
void setGravity(glm::vec3 gravity);
|
||||||
|
|
||||||
bool getIsNearInteractingOther();
|
bool getIsNearInteractingOther();
|
||||||
|
|
||||||
|
@ -143,9 +144,6 @@ public:
|
||||||
void processTransmitterData(unsigned char * packetData, int numBytes);
|
void processTransmitterData(unsigned char * packetData, int numBytes);
|
||||||
float getTransmitterHz() { return _transmitterHz; };
|
float getTransmitterHz() { return _transmitterHz; };
|
||||||
|
|
||||||
// Find out what the local gravity vector is at this location
|
|
||||||
glm::vec3 getGravity(glm::vec3 pos);
|
|
||||||
|
|
||||||
void writeAvatarDataToFile();
|
void writeAvatarDataToFile();
|
||||||
void readAvatarDataFromFile();
|
void readAvatarDataFromFile();
|
||||||
|
|
||||||
|
@ -251,6 +249,7 @@ private:
|
||||||
bool _displayingHead; // should be false if in first-person view
|
bool _displayingHead; // should be false if in first-person view
|
||||||
bool _returnHeadToCenter;
|
bool _returnHeadToCenter;
|
||||||
float _distanceToNearestAvatar; // How close is the nearest avatar?
|
float _distanceToNearestAvatar; // How close is the nearest avatar?
|
||||||
|
glm::vec3 _gravity;
|
||||||
|
|
||||||
// private methods...
|
// private methods...
|
||||||
void initializeSkeleton();
|
void initializeSkeleton();
|
||||||
|
|
|
@ -90,6 +90,8 @@ using namespace std;
|
||||||
void reshape(int width, int height); // will be defined below
|
void reshape(int width, int height); // will be defined below
|
||||||
void loadViewFrustum(ViewFrustum& viewFrustum); // will be defined below
|
void loadViewFrustum(ViewFrustum& viewFrustum); // will be defined below
|
||||||
|
|
||||||
|
glm::vec3 getGravity(glm::vec3 pos); //get the local gravity vector at this location in the universe
|
||||||
|
|
||||||
QApplication* app;
|
QApplication* app;
|
||||||
|
|
||||||
bool enableNetworkThread = true;
|
bool enableNetworkThread = true;
|
||||||
|
@ -1703,6 +1705,7 @@ void idle(void) {
|
||||||
}
|
}
|
||||||
agentList->unlock();
|
agentList->unlock();
|
||||||
|
|
||||||
|
myAvatar.setGravity(getGravity(myAvatar.getPosition()));
|
||||||
myAvatar.simulate(deltaTime);
|
myAvatar.simulate(deltaTime);
|
||||||
|
|
||||||
glutPostRedisplay();
|
glutPostRedisplay();
|
||||||
|
@ -1765,6 +1768,30 @@ void reshape(int width, int height) {
|
||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//Find and return the gravity vector at this location
|
||||||
|
glm::vec3 getGravity(glm::vec3 pos) {
|
||||||
|
//
|
||||||
|
// For now, we'll test this with a simple global lookup, but soon we will add getting this
|
||||||
|
// from the domain/voxelserver (or something similar)
|
||||||
|
//
|
||||||
|
if ((pos.x > 0.f) &&
|
||||||
|
(pos.x < 10.f) &&
|
||||||
|
(pos.z > 0.f) &&
|
||||||
|
(pos.z < 10.f) &&
|
||||||
|
(pos.y > 0.f) &&
|
||||||
|
(pos.y < 3.f)) {
|
||||||
|
// If above ground plane, turn gravity on
|
||||||
|
return glm::vec3(0.f, -1.f, 0.f);
|
||||||
|
} else {
|
||||||
|
// If flying in space, turn gravity OFF
|
||||||
|
return glm::vec3(0.f, 0.f, 0.f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void mouseFunc(int button, int state, int x, int y) {
|
void mouseFunc(int button, int state, int x, int y) {
|
||||||
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN ) {
|
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN ) {
|
||||||
if (state == GLUT_DOWN && !menu.mouseClick(x, y)) {
|
if (state == GLUT_DOWN && !menu.mouseClick(x, y)) {
|
||||||
|
|
Loading…
Reference in a new issue