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synced 2025-04-21 09:44:21 +02:00
cleaned up logic for body springs mode and moving hand mode
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parent
d962230556
commit
9a93ab7d7c
3 changed files with 99 additions and 102 deletions
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@ -33,7 +33,7 @@ float MouthWidthChoices[3] = {0.5, 0.77, 0.3};
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float browWidth = 0.8;
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float browThickness = 0.16;
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bool usingBigSphereCollisionTest = false;
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bool usingBigSphereCollisionTest = true;
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const float DECAY = 0.1;
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const float THRUST_MAG = 10.0;
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@ -104,10 +104,8 @@ Head::Head(bool isMine) {
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_lastLoudness = 0.0;
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_browAudioLift = 0.0;
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_noise = 0;
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_handBeingMoved = false;
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_previousHandBeingMoved = false;
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_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
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_usingSprings = false;
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_usingBodySprings = false;
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_springForce = 6.0f;
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_springVelocityDecay = 16.0f;
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@ -338,32 +336,15 @@ void Head::simulate(float deltaTime) {
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//------------------------
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updateSkeleton();
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//------------------------------------------------------------------------
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// reset hand and elbow position according to hand movement
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//------------------------------------------------------------------------
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if ( _handBeingMoved ){
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if (! _previousHandBeingMoved ){
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initializeBodySprings();
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_usingSprings = true;
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//printLog( "just started moving hand\n" );
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}
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}
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else {
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if ( _previousHandBeingMoved ){
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_usingSprings = false;
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//printLog( "just stopped moving hand\n" );
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}
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}
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if ( _handBeingMoved ) {
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//------------------------------------------------------------
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// reset hand and arm positions according to hand movement
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//------------------------------------------------------------
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if (_usingBodySprings) {
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updateHandMovement();
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updateBodySprings( deltaTime );
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}
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_previousHandBeingMoved = _handBeingMoved;
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_handBeingMoved = false;
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if ( _isMine ) { // driving the avatar around should only apply is this is my avatar (as opposed to an avatar being driven remotely)
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if ( _isMine ) { // driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
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//-------------------------------------------------
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// this handles the avatar being driven around...
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//-------------------------------------------------
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@ -411,7 +392,7 @@ void Head::simulate(float deltaTime) {
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}
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else
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{
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_mode = AVATAR_MODE_COMMUNICATING;
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_mode = AVATAR_MODE_INTERACTING;
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}
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//----------------------------------------------------------
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@ -571,6 +552,18 @@ void Head::updateBigSphereCollisionTest( float deltaTime ) {
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}
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if ( jointCollision ) {
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if (!_usingBodySprings) {
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_usingBodySprings = true;
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initializeBodySprings();
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}
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/*
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else {
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if (_usingSprings) {
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_usingSprings = false;
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}
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}
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*/
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//----------------------------------------------------------
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// add gravity to velocity
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//----------------------------------------------------------
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@ -648,7 +641,7 @@ void Head::render(int faceToFace) {
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glPopMatrix();
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}
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if ( _usingSprings ) {
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if (_usingBodySprings) {
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if ( _closestOtherAvatar != -1 ) {
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glm::vec3 v1( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
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@ -704,7 +697,7 @@ void Head::renderHead(int faceToFace) {
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glPushMatrix();
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if (_usingSprings) {
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if (_usingBodySprings) {
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glTranslatef
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(
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_bone[ AVATAR_BONE_HEAD ].springyPosition.x,
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@ -862,10 +855,19 @@ void Head::renderHead(int faceToFace) {
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}
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void Head::startHandMovement() {
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void Head::setHandMovement( glm::vec3 handOffset ) {
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_handBeingMoved = true;
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if (!_usingBodySprings) {
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initializeBodySprings();
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_usingBodySprings = true;
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}
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}
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void Head::stopHandMovement() {
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_usingBodySprings = false;
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}
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void Head::setHandMovementValues( glm::vec3 handOffset ) {
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_movedHandOffset = handOffset;
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}
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@ -873,7 +875,6 @@ AvatarMode Head::getMode() {
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return _mode;
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}
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void Head::initializeSkeleton() {
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for (int b=0; b<NUM_AVATAR_BONES; b++) {
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@ -1133,7 +1134,7 @@ void Head::updateHandMovement() {
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_bone[ AVATAR_BONE_RIGHT_HAND ].position += transformedHandMovement;
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//if holding hands, add a pull to the hand...
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if ( _usingSprings ) {
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if ( _usingBodySprings ) {
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if ( _closestOtherAvatar != -1 ) {
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if ( _triggeringAction ) {
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@ -1225,7 +1226,7 @@ void Head::renderBody() {
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// Render bone positions as spheres
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//-----------------------------------------
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for (int b=0; b<NUM_AVATAR_BONES; b++) {
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if ( _usingSprings ) {
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if ( _usingBodySprings ) {
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glColor3fv( lightBlue );
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glPushMatrix();
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glTranslatef( _bone[b].springyPosition.x, _bone[b].springyPosition.y, _bone[b].springyPosition.z );
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@ -1244,7 +1245,7 @@ void Head::renderBody() {
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//-----------------------------------------------------
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// Render lines connecting the bone positions
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//-----------------------------------------------------
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if ( _usingSprings ) {
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if ( _usingBodySprings ) {
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glColor3f( 0.4f, 0.5f, 0.6f );
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glLineWidth(3.0);
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@ -1272,7 +1273,7 @@ void Head::renderBody() {
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}
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if (( _usingSprings ) && ( _triggeringAction )) {
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if (( _usingBodySprings ) && ( _triggeringAction )) {
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glColor4f( 1.0, 1.0, 0.5, 0.5 );
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glPushMatrix();
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glTranslatef
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@ -22,6 +22,16 @@
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/quaternion.hpp> //looks like we might not need this
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// Note to self:
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// modes I might need to implement for avatar
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//
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// walking usingSprings - ramping down
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// bumping into sphere usingSprings is on
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// moving hand usingSprings is on
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// stuck to another hand usingSprings is on
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enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
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#define FWD 0
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@ -40,7 +50,7 @@ enum AvatarMode
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{
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AVATAR_MODE_STANDING = 0,
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AVATAR_MODE_WALKING,
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AVATAR_MODE_COMMUNICATING,
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AVATAR_MODE_INTERACTING,
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NUM_AVATAR_MODES
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};
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@ -149,7 +159,9 @@ class Head : public AvatarData {
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void simulate(float);
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void setHandMovement( glm::vec3 movement );
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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();
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float getLoudness() {return _loudness;};
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@ -218,9 +230,7 @@ class Head : public AvatarData {
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float _bodyYawDelta;
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float _closeEnoughToInteract;
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int _closestOtherAvatar;
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bool _usingSprings;
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bool _handBeingMoved;
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bool _previousHandBeingMoved;
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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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@ -177,7 +177,7 @@ int mousePressed = 0; // true if mouse has been pressed (clear when finished)
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Menu menu; // main menu
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int menuOn = 1; // Whether to show onscreen menu
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struct HandMovement
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struct HandController
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{
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bool enabled;
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int startX;
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@ -193,59 +193,61 @@ struct HandMovement
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float envelope;
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};
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HandMovement handMovement;
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HandController handController;
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void initializeHandMovement() {
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handMovement.enabled = false;
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handMovement.startX = WIDTH / 2;
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handMovement.startY = HEIGHT / 2;
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handMovement.x = 0;
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handMovement.y = 0;
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handMovement.lastX = 0;
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handMovement.lastY = 0;
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handMovement.velocityX = 0;
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handMovement.velocityY = 0;
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handMovement.rampUpRate = 0.05;
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handMovement.rampDownRate = 0.02;
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handMovement.envelope = 0.0f;
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void initializeHandController() {
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handController.enabled = false;
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handController.startX = WIDTH / 2;
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handController.startY = HEIGHT / 2;
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handController.x = 0;
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handController.y = 0;
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handController.lastX = 0;
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handController.lastY = 0;
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handController.velocityX = 0;
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handController.velocityY = 0;
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handController.rampUpRate = 0.05;
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handController.rampDownRate = 0.02;
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handController.envelope = 0.0f;
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}
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void updateHandMovement( int x, int y ) {
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handMovement.lastX = handMovement.x;
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handMovement.lastY = handMovement.y;
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handMovement.x = x;
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handMovement.y = y;
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handMovement.velocityX = handMovement.x - handMovement.lastX;
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handMovement.velocityY = handMovement.y - handMovement.lastY;
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void updateHandController( int x, int y ) {
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handController.lastX = handController.x;
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handController.lastY = handController.y;
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handController.x = x;
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handController.y = y;
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handController.velocityX = handController.x - handController.lastX;
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handController.velocityY = handController.y - handController.lastY;
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if (( handMovement.velocityX != 0 )
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|| ( handMovement.velocityY != 0 )) {
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handMovement.enabled = true;
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if ( handMovement.envelope < 1.0 ) {
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handMovement.envelope += handMovement.rampUpRate;
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if ( handMovement.envelope >= 1.0 ) {
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handMovement.envelope = 1.0;
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if (( handController.velocityX != 0 )
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|| ( handController.velocityY != 0 )) {
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handController.enabled = true;
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myAvatar.startHandMovement();
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if ( handController.envelope < 1.0 ) {
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handController.envelope += handController.rampUpRate;
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if ( handController.envelope >= 1.0 ) {
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handController.envelope = 1.0;
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}
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}
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}
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if ( ! handMovement.enabled ) {
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if ( handMovement.envelope > 0.0 ) {
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handMovement.envelope -= handMovement.rampDownRate;
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if ( handMovement.envelope <= 0.0 ) {
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handMovement.startX = WIDTH / 2;
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handMovement.startY = HEIGHT / 2;
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handMovement.envelope = 0.0;
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if ( ! handController.enabled ) {
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if ( handController.envelope > 0.0 ) {
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handController.envelope -= handController.rampDownRate;
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if ( handController.envelope <= 0.0 ) {
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handController.startX = WIDTH / 2;
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handController.startY = HEIGHT / 2;
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handController.envelope = 0.0;
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myAvatar.stopHandMovement();
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}
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}
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}
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if ( handMovement.envelope > 0.0 ) {
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float leftRight = ( ( handMovement.x - handMovement.startX ) / (float)WIDTH ) * handMovement.envelope;
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float downUp = ( ( handMovement.y - handMovement.startY ) / (float)HEIGHT ) * handMovement.envelope;
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if ( handController.envelope > 0.0 ) {
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float leftRight = ( ( handController.x - handController.startX ) / (float)WIDTH ) * handController.envelope;
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float downUp = ( ( handController.y - handController.startY ) / (float)HEIGHT ) * handController.envelope;
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float backFront = 0.0;
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myAvatar.setHandMovement( glm::vec3( leftRight, downUp, backFront ) );
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myAvatar.setHandMovementValues( glm::vec3( leftRight, downUp, backFront ) );
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}
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}
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@ -378,7 +380,7 @@ void init(void)
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voxels.setViewerHead(&myAvatar);
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myAvatar.setRenderYaw(startYaw);
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initializeHandMovement();
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initializeHandController();
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headMouseX = WIDTH/2;
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headMouseY = HEIGHT/2;
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@ -444,22 +446,6 @@ void reset_sensors()
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}
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}
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/*
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void updateAvatarHand(float deltaTime) {
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// If mouse is being dragged, send current force to the hand controller
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if (mousePressed == 1)
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{
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// NOTE--PER: Need to re-implement when ready for new avatar hand movements
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const float MOUSE_HAND_FORCE = 1.5;
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float dx = mouseX - mouseStartX;
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float dy = mouseY - mouseStartY;
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glm::vec3 vel(dx*MOUSE_HAND_FORCE, -dy*MOUSE_HAND_FORCE*(WIDTH/HEIGHT), 0);
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//myAvatar.hand->addVelocity(vel*deltaTime);
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}
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}
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*/
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//
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// Using gyro data, update both view frustum and avatar head position
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//
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@ -1416,7 +1402,7 @@ void idle(void) {
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float deltaTime = 1.f/FPS;
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// update behaviors for avatar hand movement
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updateHandMovement( mouseX, mouseY );
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updateHandController( mouseX, mouseY );
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// when the mouse is being pressed, an 'action' is being
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// triggered in the avatar. The action is context-based.
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@ -1427,9 +1413,9 @@ void idle(void) {
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myAvatar.setTriggeringAction( false );
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}
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// walking triggers the handMovement to stop
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// walking triggers the handController to stop
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if ( myAvatar.getMode() == AVATAR_MODE_WALKING ) {
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handMovement.enabled = false;
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handController.enabled = false;
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}
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//
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