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https://github.com/overte-org/overte.git
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Merge branch 'master' of github.com:worklist/hifi into echo
This commit is contained in:
commit
719af3b9e6
6 changed files with 91 additions and 115 deletions
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@ -243,15 +243,15 @@ int main(int argc, const char* argv[]) {
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const float MAX_EXPONENT = logf(MAX_REVERB_DISTANCE) / logf(WETNESS_DOUBLING_DISTANCE_FACTOR);
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const float MAX_EXPONENT = logf(MAX_REVERB_DISTANCE) / logf(WETNESS_DOUBLING_DISTANCE_FACTOR);
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const int MAX_EXPONENT_INT = floorf(MAX_EXPONENT);
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const int MAX_EXPONENT_INT = floorf(MAX_EXPONENT);
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float DISTANCE_REVERB_LOG_REMAINDER = fmodf(MAX_EXPONENT, MAX_EXPONENT_INT);
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const float DISTANCE_REVERB_LOG_REMAINDER = fmodf(MAX_EXPONENT, MAX_EXPONENT_INT);
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const float DISTANCE_REVERB_MAX_WETNESS = 1.0f;
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const float DISTANCE_REVERB_MAX_WETNESS = 1.0f;
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const float EFFECT_MIX_RHS = DISTANCE_REVERB_MAX_WETNESS / powf(WETNESS_DOUBLING_DISTANCE_FACTOR,
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MAX_EXPONENT_INT);
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float effectMix = powf(WETNESS_CALC_EXPONENT_BASE,
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float effectMix = powf(WETNESS_CALC_EXPONENT_BASE,
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(0.5f * logf(distanceSquareToSource) / logf(WETNESS_CALC_EXPONENT_BASE))
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(0.5f * logf(distanceSquareToSource) / logf(WETNESS_CALC_EXPONENT_BASE))
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- DISTANCE_REVERB_LOG_REMAINDER);
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- DISTANCE_REVERB_LOG_REMAINDER);
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effectMix *= DISTANCE_REVERB_MAX_WETNESS / (powf(WETNESS_DOUBLING_DISTANCE_FACTOR,
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effectMix *= EFFECT_MIX_RHS;
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MAX_EXPONENT_INT));
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otherAgentFreeVerb->setEffectMix(effectMix);
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otherAgentFreeVerb->setEffectMix(effectMix);
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}
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}
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@ -1386,7 +1386,7 @@ void Application::initMenu() {
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optionsMenu->addAction("Noise", this, SLOT(setNoise(bool)), Qt::Key_N)->setCheckable(true);
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optionsMenu->addAction("Noise", this, SLOT(setNoise(bool)), Qt::Key_N)->setCheckable(true);
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(_gyroLook = optionsMenu->addAction("Gyro Look"))->setCheckable(true);
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(_gyroLook = optionsMenu->addAction("Gyro Look"))->setCheckable(true);
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_gyroLook->setChecked(true);
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_gyroLook->setChecked(false);
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(_mouseLook = optionsMenu->addAction("Mouse Look"))->setCheckable(true);
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(_mouseLook = optionsMenu->addAction("Mouse Look"))->setCheckable(true);
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_mouseLook->setChecked(false);
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_mouseLook->setChecked(false);
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(_showHeadMouse = optionsMenu->addAction("Head Mouse"))->setCheckable(true);
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(_showHeadMouse = optionsMenu->addAction("Head Mouse"))->setCheckable(true);
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@ -1409,6 +1409,8 @@ void Application::initMenu() {
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_renderAtmosphereOn->setShortcut(Qt::SHIFT | Qt::Key_A);
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_renderAtmosphereOn->setShortcut(Qt::SHIFT | Qt::Key_A);
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(_renderAvatarsOn = renderMenu->addAction("Avatars"))->setCheckable(true);
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(_renderAvatarsOn = renderMenu->addAction("Avatars"))->setCheckable(true);
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_renderAvatarsOn->setChecked(true);
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_renderAvatarsOn->setChecked(true);
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(_renderAvatarBalls = renderMenu->addAction("Avatar as Balls"))->setCheckable(true);
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_renderAvatarBalls->setChecked(false);
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(_renderFrameTimerOn = renderMenu->addAction("Show Timer"))->setCheckable(true);
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(_renderFrameTimerOn = renderMenu->addAction("Show Timer"))->setCheckable(true);
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_renderFrameTimerOn->setChecked(false);
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_renderFrameTimerOn->setChecked(false);
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(_renderLookatOn = renderMenu->addAction("Lookat Vectors"))->setCheckable(true);
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(_renderLookatOn = renderMenu->addAction("Lookat Vectors"))->setCheckable(true);
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@ -1965,13 +1967,13 @@ void Application::displaySide(Camera& whichCamera) {
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if (!avatar->isInitialized()) {
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if (!avatar->isInitialized()) {
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avatar->init();
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avatar->init();
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}
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}
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avatar->render(false);
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avatar->render(false, _renderAvatarBalls->isChecked());
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}
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}
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}
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}
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agentList->unlock();
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agentList->unlock();
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// Render my own Avatar
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// Render my own Avatar
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_myAvatar.render(_lookingInMirror->isChecked());
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_myAvatar.render(_lookingInMirror->isChecked(), _renderAvatarBalls->isChecked());
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_myAvatar.setDisplayingLookatVectors(_renderLookatOn->isChecked());
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_myAvatar.setDisplayingLookatVectors(_renderLookatOn->isChecked());
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}
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}
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@ -172,6 +172,7 @@ private:
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QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
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QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
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QAction* _echoAudioMode; // Are we asking the mixer to echo back our audio?
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QAction* _echoAudioMode; // Are we asking the mixer to echo back our audio?
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QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
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QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
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QAction* _renderAvatarBalls; // Switch between voxels and joints/balls for avatar render
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QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view
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QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view
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QAction* _showHeadMouse; // Whether the have the mouse near edge of screen move your view
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QAction* _showHeadMouse; // Whether the have the mouse near edge of screen move your view
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QAction* _transmitterDrives; // Whether to have Transmitter data move/steer the Avatar
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QAction* _transmitterDrives; // Whether to have Transmitter data move/steer the Avatar
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@ -927,7 +927,7 @@ void Avatar::setGravity(glm::vec3 gravity) {
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}
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}
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}
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}
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void Avatar::render(bool lookingInMirror) {
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void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
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_cameraPosition = Application::getInstance()->getCamera()->getPosition();
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_cameraPosition = Application::getInstance()->getCamera()->getPosition();
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@ -945,7 +945,7 @@ void Avatar::render(bool lookingInMirror) {
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renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
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renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
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// render body
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// render body
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renderBody(lookingInMirror);
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renderBody(lookingInMirror, renderAvatarBalls);
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// if this is my avatar, then render my interactions with the other avatar
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// if this is my avatar, then render my interactions with the other avatar
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if (!_owningAgent) {
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if (!_owningAgent) {
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@ -983,7 +983,7 @@ void Avatar::render(bool lookingInMirror) {
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHTING);
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glDepthMask(false);
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glDepthMask(false);
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if (_keyState == NO_KEY_DOWN) {
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if (_keyState == NO_KEY_DOWN) {
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textRenderer()->draw(-width/2, 0, _chatMessage.c_str());
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textRenderer()->draw(-width / 2.0f, 0, _chatMessage.c_str());
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} else {
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} else {
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// rather than using substr and allocating a new string, just replace the last
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// rather than using substr and allocating a new string, just replace the last
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@ -991,10 +991,10 @@ void Avatar::render(bool lookingInMirror) {
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int lastIndex = _chatMessage.size() - 1;
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int lastIndex = _chatMessage.size() - 1;
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char lastChar = _chatMessage[lastIndex];
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char lastChar = _chatMessage[lastIndex];
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_chatMessage[lastIndex] = '\0';
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_chatMessage[lastIndex] = '\0';
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textRenderer()->draw(-width/2, 0, _chatMessage.c_str());
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textRenderer()->draw(-width / 2.0f, 0, _chatMessage.c_str());
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_chatMessage[lastIndex] = lastChar;
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_chatMessage[lastIndex] = lastChar;
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glColor3f(0, 1, 0);
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glColor3f(0, 1, 0);
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textRenderer()->draw(width/2 - lastWidth, 0, _chatMessage.c_str() + lastIndex);
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textRenderer()->draw(width / 2.0f - lastWidth, 0, _chatMessage.c_str() + lastIndex);
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}
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}
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHTING);
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glDepthMask(true);
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glDepthMask(true);
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@ -1084,7 +1084,7 @@ void Avatar::updateBodyBalls(float deltaTime) {
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} else {
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} else {
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glm::vec3 parentDirection = _bodyBall[ _skeleton.joint[b].parent ].rotation * JOINT_DIRECTION;
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glm::vec3 parentDirection = _bodyBall[ _skeleton.joint[b].parent ].rotation * JOINT_DIRECTION;
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_bodyBall[b].rotation = rotationBetween(parentDirection, springVector) *
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_bodyBall[b].rotation = rotationBetween(parentDirection, springVector) *
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_bodyBall[ _skeleton.joint[b].parent ].rotation;
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_bodyBall[ _skeleton.joint[b].parent ].rotation;
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}
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}
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}
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}
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}
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}
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@ -1141,119 +1141,90 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
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return glm::angleAxis(angle * proportion, axis);
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return glm::angleAxis(angle * proportion, axis);
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}
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}
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void Avatar::renderBody(bool lookingInMirror) {
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void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
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const float RENDER_OPAQUE_BEYOND = 1.0f; // Meters beyond which body is shown opaque
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const float RENDER_OPAQUE_BEYOND = 1.0f; // Meters beyond which body is shown opaque
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const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
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const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
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// Render the body's voxels
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_voxels.render(false);
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// Render the body as balls and cones
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// Render the body as balls and cones
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for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
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if (renderAvatarBalls) {
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float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
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for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
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float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
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float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
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(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
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float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
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(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
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if (lookingInMirror || _owningAgent) {
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alpha = 1.0f;
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if (lookingInMirror || _owningAgent) {
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}
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alpha = 1.0f;
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// Always render other people, and render myself when beyond threshold distance
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if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
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if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
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_head.render(lookingInMirror, _cameraPosition, alpha);
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}
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} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
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|| b == BODY_BALL_RIGHT_ELBOW
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|| b == BODY_BALL_RIGHT_WRIST
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|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
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// Render the body ball sphere
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if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
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|| b == BODY_BALL_RIGHT_WRIST
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|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
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glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
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SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
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SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
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} else {
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glColor4f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
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SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
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SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f,
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alpha);
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}
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}
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if ((b != BODY_BALL_HEAD_TOP )
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// Always render other people, and render myself when beyond threshold distance
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&& (b != BODY_BALL_HEAD_BASE )) {
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if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
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glPushMatrix();
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if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
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glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
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_head.render(lookingInMirror, _cameraPosition, alpha);
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glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
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}
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glPopMatrix();
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} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
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}
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|| b == BODY_BALL_RIGHT_ELBOW
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|| b == BODY_BALL_RIGHT_WRIST
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// Render the cone connecting this ball to its parent
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|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
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if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
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// Render the body ball sphere
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if ((b != BODY_BALL_HEAD_TOP )
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if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
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&& (b != BODY_BALL_HEAD_BASE )
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|| b == BODY_BALL_RIGHT_WRIST
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&& (b != BODY_BALL_PELVIS )
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|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
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&& (b != BODY_BALL_TORSO )
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glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
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&& (b != BODY_BALL_CHEST )
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SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
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&& (b != BODY_BALL_LEFT_COLLAR )
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SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
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&& (b != BODY_BALL_LEFT_SHOULDER )
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} else {
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&& (b != BODY_BALL_RIGHT_COLLAR )
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glColor4f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
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&& (b != BODY_BALL_RIGHT_SHOULDER)) {
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SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
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glColor3fv(DARK_SKIN_COLOR);
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SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f,
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alpha);
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float r1 = _bodyBall[_bodyBall[b].parentBall ].radius * 0.8;
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}
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float r2 = _bodyBall[b].radius * 0.8;
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if (b == BODY_BALL_HEAD_BASE) {
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if ((b != BODY_BALL_HEAD_TOP )
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r1 *= 0.5f;
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&& (b != BODY_BALL_HEAD_BASE )) {
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glPushMatrix();
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glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
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glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
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glPopMatrix();
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|
}
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|
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||||||
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// Render the cone connecting this ball to its parent
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if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
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||||||
|
if ((b != BODY_BALL_HEAD_TOP )
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||||||
|
&& (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 )
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|
&& (b != BODY_BALL_RIGHT_SHOULDER)) {
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||||||
|
glColor3fv(DARK_SKIN_COLOR);
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||||||
|
|
||||||
|
float r1 = _bodyBall[_bodyBall[b].parentBall ].radius * 0.8;
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|
float r2 = _bodyBall[b].radius * 0.8;
|
||||||
|
if (b == BODY_BALL_HEAD_BASE) {
|
||||||
|
r1 *= 0.5f;
|
||||||
|
}
|
||||||
|
renderJointConnectingCone
|
||||||
|
(
|
||||||
|
_bodyBall[_bodyBall[b].parentBall].position,
|
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|
_bodyBall[b].position, r2, r2
|
||||||
|
);
|
||||||
}
|
}
|
||||||
renderJointConnectingCone
|
|
||||||
(
|
|
||||||
_bodyBall[_bodyBall[b].parentBall].position,
|
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||||||
_bodyBall[b].position, r2, r2
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
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||||||
void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity, float deltaTime, float smoothingTime) {
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|
||||||
//
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|
||||||
// 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.
|
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||||||
//
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|
||||||
// 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
|
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// absolute eulerAngles passed.
|
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//
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|
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//
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|
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|
|
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if (deltaTime == 0.f) {
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|
||||||
// On first sample, set head to absolute position
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|
||||||
_head.setYaw (eulerAngles->x);
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|
||||||
_head.setPitch(eulerAngles->y);
|
|
||||||
_head.setRoll (eulerAngles->z);
|
|
||||||
} else {
|
} else {
|
||||||
glm::vec3 angles(_head.getYaw(), _head.getPitch(), _head.getRoll());
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// Render the body's voxels
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||||||
// Increment by detected velocity
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_voxels.render(false);
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||||||
angles += (*angularVelocity) * deltaTime;
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|
||||||
// Smooth to slowly follow absolute values
|
|
||||||
angles = ((1.f - deltaTime / smoothingTime) * angles) + (deltaTime / smoothingTime) * (*eulerAngles);
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|
||||||
_head.setYaw (angles.x);
|
|
||||||
_head.setPitch(angles.y);
|
|
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_head.setRoll (angles.z);
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||||||
// printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z);
|
|
||||||
}
|
}
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||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Avatar::loadData(QSettings* set) {
|
void Avatar::loadData(QSettings* set) {
|
||||||
set->beginGroup("Avatar");
|
set->beginGroup("Avatar");
|
||||||
|
|
||||||
|
@ -1333,4 +1304,4 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
|
||||||
}
|
}
|
||||||
|
|
||||||
glEnd();
|
glEnd();
|
||||||
}
|
}
|
|
@ -88,7 +88,7 @@ public:
|
||||||
void updateHeadFromGyros(float frametime, SerialInterface * serialInterface);
|
void updateHeadFromGyros(float frametime, SerialInterface * serialInterface);
|
||||||
void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
|
void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
|
||||||
void addBodyYaw(float y) {_bodyYaw += y;};
|
void addBodyYaw(float y) {_bodyYaw += y;};
|
||||||
void render(bool lookingInMirror);
|
void render(bool lookingInMirror, bool renderAvatarBalls);
|
||||||
|
|
||||||
//setters
|
//setters
|
||||||
void setMousePressed (bool mousePressed ) { _mousePressed = mousePressed;}
|
void setMousePressed (bool mousePressed ) { _mousePressed = mousePressed;}
|
||||||
|
@ -202,7 +202,7 @@ private:
|
||||||
// private methods...
|
// private methods...
|
||||||
glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
|
glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
|
||||||
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
|
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
|
||||||
void renderBody(bool lookingInMirror);
|
void renderBody(bool lookingInMirror, bool renderAvatarBalls);
|
||||||
void initializeBodyBalls();
|
void initializeBodyBalls();
|
||||||
void resetBodyBalls();
|
void resetBodyBalls();
|
||||||
void updateBodyBalls( float deltaTime );
|
void updateBodyBalls( float deltaTime );
|
||||||
|
@ -216,7 +216,6 @@ private:
|
||||||
void updateCollisionWithVoxels();
|
void updateCollisionWithVoxels();
|
||||||
void applyCollisionWithScene(const glm::vec3& penetration);
|
void applyCollisionWithScene(const glm::vec3& penetration);
|
||||||
void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
|
void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
|
||||||
void setHeadFromGyros(glm::vec3 * eulerAngles, glm::vec3 * angularVelocity, float deltaTime, float smoothingTime);
|
|
||||||
void checkForMouseRayTouching();
|
void checkForMouseRayTouching();
|
||||||
void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
|
void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
|
||||||
};
|
};
|
||||||
|
|
|
@ -104,6 +104,7 @@ void Head::simulate(float deltaTime, bool isMine) {
|
||||||
|
|
||||||
const float HEAD_MOTION_DECAY = 0.00;
|
const float HEAD_MOTION_DECAY = 0.00;
|
||||||
|
|
||||||
|
/*
|
||||||
// Decay head back to center if turned on
|
// Decay head back to center if turned on
|
||||||
if (isMine && _returnHeadToCenter) {
|
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(_yaw ) < RETURN_RANGE) { _yaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
|
||||||
if (fabs(_roll ) < RETURN_RANGE) { _roll *= (1.0f - RETURN_STRENGTH * deltaTime); }
|
if (fabs(_roll ) < RETURN_RANGE) { _roll *= (1.0f - RETURN_STRENGTH * deltaTime); }
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
// decay lean
|
// decay lean
|
||||||
_leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
|
_leanForward *= (1.f - HEAD_MOTION_DECAY * 30 * deltaTime);
|
||||||
|
@ -151,6 +153,7 @@ void Head::simulate(float deltaTime, bool isMine) {
|
||||||
if (USING_PHYSICAL_MOHAWK) {
|
if (USING_PHYSICAL_MOHAWK) {
|
||||||
updateHairPhysics(deltaTime);
|
updateHairPhysics(deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Head::determineIfLookingAtSomething() {
|
void Head::determineIfLookingAtSomething() {
|
||||||
|
|
Loading…
Reference in a new issue