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cleanup
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1c126e2525
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7e0877e753
5 changed files with 23 additions and 122 deletions
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@ -147,45 +147,6 @@ Avatar::Avatar(const Avatar &otherAvatar) :_head(otherAvatar._head) { //include
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) _driveKeys[i] = otherAvatar._driveKeys[i];
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/*
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_head.pupilSize = otherAvatar._head.pupilSize;
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_head.interPupilDistance = otherAvatar._head.interPupilDistance;
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_head.interBrowDistance = otherAvatar._head.interBrowDistance;
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_head.nominalPupilSize = otherAvatar._head.nominalPupilSize;
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_head.yawRate = otherAvatar._head.yawRate;
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_head.pitchRate = otherAvatar._head.pitchRate;
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_head.rollRate = otherAvatar._head.rollRate;
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_head.eyebrowPitch[0] = otherAvatar._head.eyebrowPitch[0];
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_head.eyebrowPitch[1] = otherAvatar._head.eyebrowPitch[1];
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_head.eyebrowRoll [0] = otherAvatar._head.eyebrowRoll [0];
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_head.eyebrowRoll [1] = otherAvatar._head.eyebrowRoll [1];
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_head.mouthPitch = otherAvatar._head.mouthPitch;
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_head.mouthYaw = otherAvatar._head.mouthYaw;
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_head.mouthWidth = otherAvatar._head.mouthWidth;
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_head.mouthHeight = otherAvatar._head.mouthHeight;
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_head.eyeballPitch[0] = otherAvatar._head.eyeballPitch[0];
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_head.eyeballPitch[1] = otherAvatar._head.eyeballPitch[1];
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_head.eyeballScaleX = otherAvatar._head.eyeballScaleX;
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_head.eyeballScaleY = otherAvatar._head.eyeballScaleY;
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_head.eyeballScaleZ = otherAvatar._head.eyeballScaleZ;
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_head.eyeballYaw[0] = otherAvatar._head.eyeballYaw[0];
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_head.eyeballYaw[1] = otherAvatar._head.eyeballYaw[1];
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_head.pitchTarget = otherAvatar._head.pitchTarget;
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_head.yawTarget = otherAvatar._head.yawTarget;
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_head.noiseEnvelope = otherAvatar._head.noiseEnvelope;
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_head.pupilConverge = otherAvatar._head.pupilConverge;
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_head.leanForward = otherAvatar._head.leanForward;
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_head.leanSideways = otherAvatar._head.leanSideways;
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_head.eyeContact = otherAvatar._head.eyeContact;
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_head.eyeContactTarget = otherAvatar._head.eyeContactTarget;
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_head.scale = otherAvatar._head.scale;
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_head.audioAttack = otherAvatar._head.audioAttack;
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_head.averageLoudness = otherAvatar._head.averageLoudness;
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_head.lastLoudness = otherAvatar._head.lastLoudness;
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_head.browAudioLift = otherAvatar._head.browAudioLift;
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_head.noise = otherAvatar._head.noise;
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*/
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_distanceToNearestAvatar = otherAvatar._distanceToNearestAvatar;
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initializeSkeleton();
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@ -201,7 +201,7 @@ private:
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glm::vec3 _mouseRayOrigin;
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glm::vec3 _mouseRayDirection;
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glm::vec3 _cameraPosition;
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Avatar * _interactingOther;
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Avatar* _interactingOther;
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float _cumulativeMouseYaw;
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bool _isMouseTurningRight;
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@ -118,10 +118,10 @@ void Camera::updateFollowMode(float deltaTime) {
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_position += (_idealPosition - _position) * t;
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}
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float mm = 1.0f - _modeShift;
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_upShift = _attributes[_mode].upShift * _modeShift + _previousAttributes[_mode].upShift * mm;
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_distance = _attributes[_mode].distance * _modeShift + _previousAttributes[_mode].distance * mm;
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_upShift = _attributes[_mode].upShift * _modeShift + _previousAttributes[_mode].upShift * mm;
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float inverseModeShift = 1.0f - _modeShift;
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_upShift = _attributes[_mode].upShift * _modeShift + _previousAttributes[_mode].upShift * inverseModeShift;
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_distance = _attributes[_mode].distance * _modeShift + _previousAttributes[_mode].distance * inverseModeShift;
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_upShift = _attributes[_mode].upShift * _modeShift + _previousAttributes[_mode].upShift * inverseModeShift;
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/*
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@ -154,65 +154,6 @@ void Head::initialize() {
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_sphere = NULL;
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}
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/*
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void Head::copyFromHead(const Head &head) {
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returnHeadToCenter = head.returnHeadToCenter;
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audioLoudness = head.audioLoudness;
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skinColor = head.skinColor;
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position = head.position;
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rotation = head.rotation;
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lookatPosition = head.lookatPosition;
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_leftEyePosition = head._leftEyePosition;
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_rightEyePosition = head._rightEyePosition;
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yaw = head.yaw;
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pitch = head.pitch;
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roll = head.roll;
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pitchRate = head.pitchRate;
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yawRate = head.yawRate;
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rollRate = head.rollRate;
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noise = head.noise;
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eyeballPitch[0] = head.eyeballPitch[0];
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eyeballYaw [0] = head.eyeballYaw [0];
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eyebrowPitch[0] = head.eyebrowPitch[0];
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eyebrowRoll [0] = head.eyebrowRoll [0];
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eyeballPitch[1] = head.eyeballPitch[1];
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eyeballYaw [1] = head.eyeballYaw [1];
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eyebrowPitch[1] = head.eyebrowPitch[1];
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eyebrowRoll [1] = head.eyebrowRoll [1];
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eyeballScaleX = head.eyeballScaleX;
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eyeballScaleY = head.eyeballScaleY;
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eyeballScaleZ = head.eyeballScaleZ;
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interPupilDistance = head.interPupilDistance;
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interBrowDistance = head.interBrowDistance;
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nominalPupilSize = head.nominalPupilSize;
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pupilSize = head.pupilSize;
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mouthPitch = head.mouthPitch;
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mouthYaw = head.mouthYaw;
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mouthWidth = head.mouthWidth;
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mouthHeight = head.mouthHeight;
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leanForward = head.leanForward;
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leanSideways = head.leanSideways;
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pitchTarget = head.pitchTarget;
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yawTarget = head.yawTarget;
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noiseEnvelope = head.noiseEnvelope;
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pupilConverge = head.pupilConverge;
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scale = head.scale;
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eyeContact = head.eyeContact;
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browAudioLift = head.browAudioLift;
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eyeContactTarget = head.eyeContactTarget;
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_orientation = head._orientation;
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_bodyYaw = head._bodyYaw;
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lastLoudness = head.lastLoudness;
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averageLoudness = head.averageLoudness;
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audioAttack = head.audioAttack;
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_looking = head._looking;
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_gravity = head._gravity;
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sphere = head.sphere;
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returnSpringScale = head.returnSpringScale;
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}
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*/
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void Head::setPositionRotationAndScale(glm::vec3 p, glm::vec3 r, float s) {
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_position = p;
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@ -355,20 +296,23 @@ void Head::updateEyePositions() {
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float upShift = _scale * 0.38f;
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float frontShift = _scale * 0.8f;
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_leftEyePosition = _position + _orientation.getRight() * rightShift
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+ _orientation.getUp () * upShift
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+ _orientation.getFront() * frontShift;
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_rightEyePosition = _position - _orientation.getRight() * rightShift
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+ _orientation.getUp () * upShift
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+ _orientation.getFront() * frontShift;
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_leftEyePosition = _position
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+ _orientation.getRight() * rightShift
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+ _orientation.getUp () * upShift
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+ _orientation.getFront() * frontShift;
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_rightEyePosition = _position
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- _orientation.getRight() * rightShift
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+ _orientation.getUp () * upShift
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+ _orientation.getFront() * frontShift;
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}
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void Head::setLooking(bool looking) {
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_looking = looking;
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glm::vec3 averagEyePosition = _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF;
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glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - averagEyePosition);
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glm::vec3 averageEyePosition = _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF;
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glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - averageEyePosition);
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float dot = glm::dot(targetLookatAxis, _orientation.getFront());
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if (dot < MINIMUM_EYE_ROTATION) {
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@ -376,6 +320,7 @@ void Head::setLooking(bool looking) {
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}
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}
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/*
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void Head::setLookatPosition(glm::vec3 l) {
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_lookatPosition = l;
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}
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@ -383,6 +328,7 @@ void Head::setLookatPosition(glm::vec3 l) {
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void Head::setGravity(glm::vec3 gravity) {
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_gravity = gravity;
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}
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*/
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glm::vec3 Head::getApproximateEyePosition() {
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return _leftEyePosition + (_rightEyePosition - _leftEyePosition) * ONE_HALF;
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@ -402,11 +348,11 @@ void Head::render(bool lookingInMirror) {
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glScalef(_scale, _scale, _scale);
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if (lookingInMirror) {
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glRotatef(_bodyYaw - _yaw, 0, 1, 0);
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glRotatef(_pitch, 1, 0, 0);
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glRotatef(_bodyYaw - _yaw, 0, 1, 0);
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glRotatef(_pitch, 1, 0, 0);
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glRotatef(-_roll, 0, 0, 1);
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} else {
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glRotatef(_bodyYaw + _yaw, 0, 1, 0);
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glRotatef(_bodyYaw + _yaw, 0, 1, 0);
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glRotatef(_pitch, 1, 0, 0);
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glRotatef(_roll, 0, 0, 1);
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}
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@ -524,12 +470,7 @@ void Head::renderEyeBalls() {
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glPushMatrix();
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glm::vec3 rotationAxis = glm::cross(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
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float angle = 180.0f - angleBetween(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
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//glm::vec3 U_rotationAxis = glm::vec3(0.0f, 0.0f, 1.0f);
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//float U_angle = angleBetween(_orientation.getFront(), glm::vec3(1.0f, 0.0f, 0.0f));
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//glRotatef(U_angle, U_rotationAxis.x, U_rotationAxis.y, U_rotationAxis.z);
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glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glTranslatef( 0.0f, -0.018f, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
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glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
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glEnable(GL_TEXTURE_2D);
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@ -32,11 +32,10 @@ public:
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void render(bool lookingInMirror);
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void setNewTarget(float, float);
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void setSpringScale(float s) { _returnSpringScale = s; }
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void setLookatPosition(glm::vec3 lookatPosition);
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void setLookatPosition(glm::vec3 l ) { _lookatPosition = l; }
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void setLooking(bool looking);
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void setGravity(glm::vec3 gravity);
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void setGravity(glm::vec3 gravity) { _gravity = gravity; }
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void setBodyYaw(float y) { _bodyYaw = y; }
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void copyFromHead(const Head &head);
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glm::vec3 getApproximateEyePosition();
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