Merge branch 'master' of github.com:worklist/hifi into echo

This commit is contained in:
Stephen Birarda 2013-06-06 09:52:33 -07:00
commit 719af3b9e6
6 changed files with 91 additions and 115 deletions

View file

@ -243,15 +243,15 @@ int main(int argc, const char* argv[]) {
const float MAX_EXPONENT = logf(MAX_REVERB_DISTANCE) / logf(WETNESS_DOUBLING_DISTANCE_FACTOR);
const int MAX_EXPONENT_INT = floorf(MAX_EXPONENT);
float DISTANCE_REVERB_LOG_REMAINDER = fmodf(MAX_EXPONENT, MAX_EXPONENT_INT);
const float DISTANCE_REVERB_LOG_REMAINDER = fmodf(MAX_EXPONENT, MAX_EXPONENT_INT);
const float DISTANCE_REVERB_MAX_WETNESS = 1.0f;
const float EFFECT_MIX_RHS = DISTANCE_REVERB_MAX_WETNESS / powf(WETNESS_DOUBLING_DISTANCE_FACTOR,
MAX_EXPONENT_INT);
float effectMix = powf(WETNESS_CALC_EXPONENT_BASE,
(0.5f * logf(distanceSquareToSource) / logf(WETNESS_CALC_EXPONENT_BASE))
- DISTANCE_REVERB_LOG_REMAINDER);
effectMix *= DISTANCE_REVERB_MAX_WETNESS / (powf(WETNESS_DOUBLING_DISTANCE_FACTOR,
MAX_EXPONENT_INT));
effectMix *= EFFECT_MIX_RHS;
otherAgentFreeVerb->setEffectMix(effectMix);
}

View file

@ -1386,7 +1386,7 @@ void Application::initMenu() {
optionsMenu->addAction("Noise", this, SLOT(setNoise(bool)), Qt::Key_N)->setCheckable(true);
(_gyroLook = optionsMenu->addAction("Gyro Look"))->setCheckable(true);
_gyroLook->setChecked(true);
_gyroLook->setChecked(false);
(_mouseLook = optionsMenu->addAction("Mouse Look"))->setCheckable(true);
_mouseLook->setChecked(false);
(_showHeadMouse = optionsMenu->addAction("Head Mouse"))->setCheckable(true);
@ -1409,6 +1409,8 @@ void Application::initMenu() {
_renderAtmosphereOn->setShortcut(Qt::SHIFT | Qt::Key_A);
(_renderAvatarsOn = renderMenu->addAction("Avatars"))->setCheckable(true);
_renderAvatarsOn->setChecked(true);
(_renderAvatarBalls = renderMenu->addAction("Avatar as Balls"))->setCheckable(true);
_renderAvatarBalls->setChecked(false);
(_renderFrameTimerOn = renderMenu->addAction("Show Timer"))->setCheckable(true);
_renderFrameTimerOn->setChecked(false);
(_renderLookatOn = renderMenu->addAction("Lookat Vectors"))->setCheckable(true);
@ -1965,13 +1967,13 @@ void Application::displaySide(Camera& whichCamera) {
if (!avatar->isInitialized()) {
avatar->init();
}
avatar->render(false);
avatar->render(false, _renderAvatarBalls->isChecked());
}
}
agentList->unlock();
// Render my own Avatar
_myAvatar.render(_lookingInMirror->isChecked());
_myAvatar.render(_lookingInMirror->isChecked(), _renderAvatarBalls->isChecked());
_myAvatar.setDisplayingLookatVectors(_renderLookatOn->isChecked());
}

View file

@ -172,6 +172,7 @@ private:
QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
QAction* _echoAudioMode; // Are we asking the mixer to echo back our audio?
QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
QAction* _renderAvatarBalls; // Switch between voxels and joints/balls for avatar render
QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view
QAction* _showHeadMouse; // Whether the have the mouse near edge of screen move your view
QAction* _transmitterDrives; // Whether to have Transmitter data move/steer the Avatar

View file

@ -927,7 +927,7 @@ void Avatar::setGravity(glm::vec3 gravity) {
}
}
void Avatar::render(bool lookingInMirror) {
void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
_cameraPosition = Application::getInstance()->getCamera()->getPosition();
@ -945,7 +945,7 @@ void Avatar::render(bool lookingInMirror) {
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
// render body
renderBody(lookingInMirror);
renderBody(lookingInMirror, renderAvatarBalls);
// if this is my avatar, then render my interactions with the other avatar
if (!_owningAgent) {
@ -983,7 +983,7 @@ void Avatar::render(bool lookingInMirror) {
glDisable(GL_LIGHTING);
glDepthMask(false);
if (_keyState == NO_KEY_DOWN) {
textRenderer()->draw(-width/2, 0, _chatMessage.c_str());
textRenderer()->draw(-width / 2.0f, 0, _chatMessage.c_str());
} else {
// rather than using substr and allocating a new string, just replace the last
@ -991,10 +991,10 @@ void Avatar::render(bool lookingInMirror) {
int lastIndex = _chatMessage.size() - 1;
char lastChar = _chatMessage[lastIndex];
_chatMessage[lastIndex] = '\0';
textRenderer()->draw(-width/2, 0, _chatMessage.c_str());
textRenderer()->draw(-width / 2.0f, 0, _chatMessage.c_str());
_chatMessage[lastIndex] = lastChar;
glColor3f(0, 1, 0);
textRenderer()->draw(width/2 - lastWidth, 0, _chatMessage.c_str() + lastIndex);
textRenderer()->draw(width / 2.0f - lastWidth, 0, _chatMessage.c_str() + lastIndex);
}
glEnable(GL_LIGHTING);
glDepthMask(true);
@ -1084,7 +1084,7 @@ void Avatar::updateBodyBalls(float deltaTime) {
} else {
glm::vec3 parentDirection = _bodyBall[ _skeleton.joint[b].parent ].rotation * JOINT_DIRECTION;
_bodyBall[b].rotation = rotationBetween(parentDirection, springVector) *
_bodyBall[ _skeleton.joint[b].parent ].rotation;
_bodyBall[ _skeleton.joint[b].parent ].rotation;
}
}
}
@ -1141,119 +1141,90 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
return glm::angleAxis(angle * proportion, axis);
}
void Avatar::renderBody(bool lookingInMirror) {
void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
const float RENDER_OPAQUE_BEYOND = 1.0f; // Meters beyond which body is shown opaque
const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
// Render the body's voxels
_voxels.render(false);
// Render the body as balls and cones
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
if (lookingInMirror || _owningAgent) {
alpha = 1.0f;
}
// Always render other people, and render myself when beyond threshold distance
if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
_head.render(lookingInMirror, _cameraPosition, alpha);
}
} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
|| b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
// Render the body ball sphere
if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_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);
} else {
glColor4f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f,
alpha);
if (renderAvatarBalls) {
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
if (lookingInMirror || _owningAgent) {
alpha = 1.0f;
}
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )) {
glPushMatrix();
glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
// Render the cone connecting this ball to its parent
if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )
&& (b != BODY_BALL_PELVIS )
&& (b != BODY_BALL_TORSO )
&& (b != BODY_BALL_CHEST )
&& (b != BODY_BALL_LEFT_COLLAR )
&& (b != BODY_BALL_LEFT_SHOULDER )
&& (b != BODY_BALL_RIGHT_COLLAR )
&& (b != BODY_BALL_RIGHT_SHOULDER)) {
glColor3fv(DARK_SKIN_COLOR);
float r1 = _bodyBall[_bodyBall[b].parentBall ].radius * 0.8;
float r2 = _bodyBall[b].radius * 0.8;
if (b == BODY_BALL_HEAD_BASE) {
r1 *= 0.5f;
// 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 (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
_head.render(lookingInMirror, _cameraPosition, alpha);
}
} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
|| b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
// Render the body ball sphere
if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_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);
} else {
glColor4f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f,
alpha);
}
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )) {
glPushMatrix();
glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
// Render the cone connecting this ball to its parent
if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )
&& (b != BODY_BALL_PELVIS )
&& (b != BODY_BALL_TORSO )
&& (b != BODY_BALL_CHEST )
&& (b != BODY_BALL_LEFT_COLLAR )
&& (b != BODY_BALL_LEFT_SHOULDER )
&& (b != BODY_BALL_RIGHT_COLLAR )
&& (b != BODY_BALL_RIGHT_SHOULDER)) {
glColor3fv(DARK_SKIN_COLOR);
float r1 = _bodyBall[_bodyBall[b].parentBall ].radius * 0.8;
float r2 = _bodyBall[b].radius * 0.8;
if (b == BODY_BALL_HEAD_BASE) {
r1 *= 0.5f;
}
renderJointConnectingCone
(
_bodyBall[_bodyBall[b].parentBall].position,
_bodyBall[b].position, r2, r2
);
}
renderJointConnectingCone
(
_bodyBall[_bodyBall[b].parentBall].position,
_bodyBall[b].position, r2, r2
);
}
}
}
}
}
void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity, float deltaTime, float smoothingTime) {
//
// Given absolute position and angular velocity information, update the avatar's head angles
// with the goal of fast instantaneous updates that gradually follow the absolute data.
//
// Euler Angle format is (Yaw, Pitch, Roll) in degrees
//
// Angular Velocity is (Yaw, Pitch, Roll) in degrees per second
//
// SMOOTHING_TIME is the time is seconds over which the head should average to the
// absolute eulerAngles passed.
//
//
if (deltaTime == 0.f) {
// On first sample, set head to absolute position
_head.setYaw (eulerAngles->x);
_head.setPitch(eulerAngles->y);
_head.setRoll (eulerAngles->z);
} else {
glm::vec3 angles(_head.getYaw(), _head.getPitch(), _head.getRoll());
// Increment by detected velocity
angles += (*angularVelocity) * deltaTime;
// Smooth to slowly follow absolute values
angles = ((1.f - deltaTime / smoothingTime) * angles) + (deltaTime / smoothingTime) * (*eulerAngles);
_head.setYaw (angles.x);
_head.setPitch(angles.y);
_head.setRoll (angles.z);
// printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z);
// Render the body's voxels
_voxels.render(false);
}
}
void Avatar::loadData(QSettings* set) {
set->beginGroup("Avatar");
@ -1333,4 +1304,4 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
}
glEnd();
}
}

View file

@ -88,7 +88,7 @@ public:
void updateHeadFromGyros(float frametime, SerialInterface * serialInterface);
void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
void addBodyYaw(float y) {_bodyYaw += y;};
void render(bool lookingInMirror);
void render(bool lookingInMirror, bool renderAvatarBalls);
//setters
void setMousePressed (bool mousePressed ) { _mousePressed = mousePressed;}
@ -202,7 +202,7 @@ private:
// private methods...
glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
void renderBody(bool lookingInMirror);
void renderBody(bool lookingInMirror, bool renderAvatarBalls);
void initializeBodyBalls();
void resetBodyBalls();
void updateBodyBalls( float deltaTime );
@ -216,7 +216,6 @@ private:
void updateCollisionWithVoxels();
void applyCollisionWithScene(const glm::vec3& penetration);
void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
void setHeadFromGyros(glm::vec3 * eulerAngles, glm::vec3 * angularVelocity, float deltaTime, float smoothingTime);
void checkForMouseRayTouching();
void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
};

View file

@ -104,6 +104,7 @@ void Head::simulate(float deltaTime, bool isMine) {
const float HEAD_MOTION_DECAY = 0.00;
/*
// Decay head back to center if turned on
if (isMine && _returnHeadToCenter) {
@ -121,6 +122,7 @@ void Head::simulate(float deltaTime, bool isMine) {
if (fabs(_yaw ) < RETURN_RANGE) { _yaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(_roll ) < RETURN_RANGE) { _roll *= (1.0f - RETURN_STRENGTH * deltaTime); }
}
*/
// decay lean
_leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
@ -151,6 +153,7 @@ void Head::simulate(float deltaTime, bool isMine) {
if (USING_PHYSICAL_MOHAWK) {
updateHairPhysics(deltaTime);
}
}
void Head::determineIfLookingAtSomething() {