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spacing fixes in Avatar class
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parent
507f39a052
commit
7e0dab6224
2 changed files with 107 additions and 118 deletions
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@ -357,28 +357,21 @@ void Avatar::simulate(float deltaTime) {
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_interactingOther = NULL;
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}
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if ( usingBigSphereCollisionTest ) {
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if (usingBigSphereCollisionTest) {
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// test for avatar collision response (using a big sphere :)
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updateAvatarCollisionDetectionAndResponse
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(
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_TEST_bigSpherePosition,
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_TEST_bigSphereRadius,
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_TEST_bigSphereRadius,
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glm::vec3( 0.0, 1.0, 0.0 ),
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deltaTime
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);
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updateAvatarCollisionDetectionAndResponse(_TEST_bigSpherePosition,
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_TEST_bigSphereRadius,
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_TEST_bigSphereRadius,
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glm::vec3( 0.0, 1.0, 0.0 ),
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deltaTime);
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}
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if ( AVATAR_GRAVITY ) {
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if ( _position.y > _bone[ AVATAR_BONE_RIGHT_FOOT ].radius * 2.0 ) {
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_velocity += glm::dvec3( 0.0, -1.0, 0.0 ) * ( 6.0 * deltaTime );
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}
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else {
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if ( _position.y < _bone[ AVATAR_BONE_RIGHT_FOOT ].radius ) {
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_position.y = _bone[ AVATAR_BONE_RIGHT_FOOT ].radius;
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_velocity.y = 0.0;
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}
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} else if ( _position.y < _bone[ AVATAR_BONE_RIGHT_FOOT ].radius ) {
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_position.y = _bone[ AVATAR_BONE_RIGHT_FOOT ].radius;
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_velocity.y = 0.0;
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}
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}
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@ -157,112 +157,108 @@ struct AvatarHead
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class Avatar : public AvatarData {
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public:
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Avatar(bool isMine);
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~Avatar();
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Avatar(const Avatar &otherAvatar);
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Avatar* clone() const;
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public:
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Avatar(bool isMine);
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~Avatar();
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Avatar(const Avatar &otherAvatar);
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Avatar* clone() const;
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void reset();
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void UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
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void setNoise (float mag) { _head.noise = mag; }
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void setScale(float s) {_head.scale = s; };
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void setRenderYaw(float y) {_renderYaw = y;}
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void setRenderPitch(float p) {_renderPitch = p;}
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float getRenderYaw() {return _renderYaw;}
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float getRenderPitch() {return _renderPitch;}
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void setLeanForward(float dist);
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void setLeanSideways(float dist);
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void addLean(float x, float z);
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float getLastMeasuredHeadYaw() const {return _head.yawRate;}
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float getBodyYaw() {return _bodyYaw;};
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void addBodyYaw(float y) {_bodyYaw += y;};
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const glm::vec3& getHeadLookatDirection() const { return _orientation.getFront(); };
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const glm::vec3& getHeadLookatDirectionUp() const { return _orientation.getUp(); };
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const glm::vec3& getHeadLookatDirectionRight() const { return _orientation.getRight(); };
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const glm::vec3& getHeadPosition() const ;
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const glm::vec3& getBonePosition(AvatarBoneID b) const { return _bone[b].position; };
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const glm::vec3& getBodyUpDirection() const { return _orientation.getUp(); };
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float getGirth();
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float getHeight();
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void reset();
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void UpdateGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);
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void setNoise (float mag) { _head.noise = mag; }
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void setScale(float s) {_head.scale = s; };
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void setRenderYaw(float y) {_renderYaw = y;}
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void setRenderPitch(float p) {_renderPitch = p;}
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float getRenderYaw() {return _renderYaw;}
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float getRenderPitch() {return _renderPitch;}
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void setLeanForward(float dist);
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void setLeanSideways(float dist);
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void addLean(float x, float z);
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float getLastMeasuredHeadYaw() const {return _head.yawRate;}
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float getBodyYaw() {return _bodyYaw;};
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void addBodyYaw(float y) {_bodyYaw += y;};
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AvatarMode getMode();
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const glm::vec3& getHeadLookatDirection() const { return _orientation.getFront(); };
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const glm::vec3& getHeadLookatDirectionUp() const { return _orientation.getUp(); };
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const glm::vec3& getHeadLookatDirectionRight() const { return _orientation.getRight(); };
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const glm::vec3& getHeadPosition() const ;
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const glm::vec3& getBonePosition(AvatarBoneID b) const { return _bone[b].position; };
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const glm::vec3& getBodyUpDirection() const { return _orientation.getUp(); };
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float getGirth();
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float getHeight();
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AvatarMode getMode();
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void setMousePressed( bool pressed );
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void render(bool lookingInMirror);
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void renderBody();
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void renderHead(bool lookingInMirror);
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void simulate(float);
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void startHandMovement();
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void stopHandMovement();
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void setHandMovementValues( glm::vec3 movement );
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void updateHandMovement( float deltaTime );
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void updateArmIKAndConstraints( float deltaTime );
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float getAverageLoudness() {return _head.averageLoudness;};
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void setAverageLoudness(float al) {_head.averageLoudness = al;};
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void SetNewHeadTarget(float, float);
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void setMousePressed( bool pressed );
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void render(bool lookingInMirror);
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void renderBody();
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void renderHead(bool lookingInMirror);
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void simulate(float);
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void startHandMovement();
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void stopHandMovement();
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void setHandMovementValues( glm::vec3 movement );
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void updateHandMovement( float deltaTime );
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void updateArmIKAndConstraints( float deltaTime );
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// Set what driving keys are being pressed to control thrust levels
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void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };
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bool getDriveKeys(int key) { return _driveKeys[key]; };
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float getAverageLoudness() {return _head.averageLoudness;};
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void setAverageLoudness(float al) {_head.averageLoudness = al;};
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void SetNewHeadTarget(float, float);
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// Set what driving keys are being pressed to control thrust levels
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void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };
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bool getDriveKeys(int key) { return _driveKeys[key]; };
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// Set/Get update the thrust that will move the avatar around
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void setThrust(glm::vec3 newThrust) { _thrust = newThrust; };
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void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
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glm::vec3 getThrust() { return _thrust; };
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// Related to getting transmitter UDP data used to animate the avatar hand
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void processTransmitterData(unsigned char * packetData, int numBytes);
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float getTransmitterHz() { return _transmitterHz; };
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private:
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AvatarHead _head;
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bool _isMine;
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glm::vec3 _TEST_bigSpherePosition;
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float _TEST_bigSphereRadius;
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bool _mousePressed;
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float _bodyYawDelta;
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bool _usingBodySprings;
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glm::vec3 _movedHandOffset;
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float _springVelocityDecay;
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float _springForce;
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glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
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AvatarBone _bone[ NUM_AVATAR_BONES ];
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AvatarMode _mode;
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AvatarHandHolding _handHolding;
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glm::dvec3 _velocity;
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glm::vec3 _thrust;
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float _maxArmLength;
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Orientation _orientation;
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int _driveKeys[MAX_DRIVE_KEYS];
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GLUquadric* _sphere;
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float _renderYaw;
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float _renderPitch; // Pitch from view frustum when this is own head
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timeval _transmitterTimer;
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float _transmitterHz;
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int _transmitterPackets;
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Avatar* _interactingOther;
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bool _interactingOtherIsNearby;
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// Set/Get update the thrust that will move the avatar around
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void setThrust(glm::vec3 newThrust) { _thrust = newThrust; };
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void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
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glm::vec3 getThrust() { return _thrust; };
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// Related to getting transmitter UDP data used to animate the avatar hand
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void processTransmitterData(unsigned char * packetData, int numBytes);
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float getTransmitterHz() { return _transmitterHz; };
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private:
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AvatarHead _head;
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bool _isMine;
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glm::vec3 _TEST_bigSpherePosition;
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float _TEST_bigSphereRadius;
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bool _mousePressed;
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float _bodyYawDelta;
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bool _usingBodySprings;
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glm::vec3 _movedHandOffset;
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float _springVelocityDecay;
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float _springForce;
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glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
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AvatarBone _bone[ NUM_AVATAR_BONES ];
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AvatarMode _mode;
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AvatarHandHolding _handHolding;
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glm::dvec3 _velocity;
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glm::vec3 _thrust;
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float _maxArmLength;
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Orientation _orientation;
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int _driveKeys[MAX_DRIVE_KEYS];
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GLUquadric* _sphere;
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float _renderYaw;
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float _renderPitch; // Pitch from view frustum when this is own head
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timeval _transmitterTimer;
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float _transmitterHz;
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int _transmitterPackets;
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Avatar* _interactingOther;
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bool _interactingOtherIsNearby;
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// private methods...
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void initializeSkeleton();
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void updateSkeleton();
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void initializeBodySprings();
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void updateBodySprings( float deltaTime );
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void calculateBoneLengths();
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void readSensors();
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void renderBoneAsBlock( AvatarBoneID b );
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void updateAvatarCollisionDetectionAndResponse
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(
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glm::vec3 collisionPosition,
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float collisionGirth,
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float collisionHeight,
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glm::vec3 collisionUpVector,
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float deltaTime
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);
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void initializeSkeleton();
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void updateSkeleton();
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void initializeBodySprings();
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void updateBodySprings( float deltaTime );
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void calculateBoneLengths();
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void readSensors();
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void renderBoneAsBlock( AvatarBoneID b );
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void updateAvatarCollisionDetectionAndResponse(glm::vec3 collisionPosition,
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float collisionGirth,
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float collisionHeight,
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glm::vec3 collisionUpVector,
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float deltaTime);
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};
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#endif
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