mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 18:23:54 +02:00
increased GRAVITY_SCALE to 10.0; tidied-up avatar code; moved Orientation class to shared folder
This commit is contained in:
parent
9d17df27bf
commit
9e60c8a36e
4 changed files with 38 additions and 83 deletions
|
@ -22,7 +22,7 @@ using namespace std;
|
|||
|
||||
const bool BALLS_ON = false;
|
||||
const bool USING_AVATAR_GRAVITY = true;
|
||||
const float GRAVITY_SCALE = 6.0f;
|
||||
const float GRAVITY_SCALE = 10.0f;
|
||||
const float BOUNCE = 0.3f;
|
||||
const float DECAY = 0.1;
|
||||
const float THRUST_MAG = 1200.0;
|
||||
|
@ -36,13 +36,18 @@ const float MY_HAND_HOLDING_PULL = 0.2;
|
|||
const float YOUR_HAND_HOLDING_PULL = 1.0;
|
||||
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1500.0f;
|
||||
const float BODY_SPRING_FORCE = 300.0f;
|
||||
|
||||
const float BODY_SPRING_DECAY = 16.0f;
|
||||
const float COLLISION_RADIUS_SCALAR = 1.8;
|
||||
const float COLLISION_BALL_FORCE = 1.0;
|
||||
const float COLLISION_BODY_FORCE = 6.0;
|
||||
const float COLLISION_BALL_FRICTION = 60.0;
|
||||
const float COLLISION_BODY_FRICTION = 0.5;
|
||||
const float HEAD_ROTATION_SCALE = 0.70;
|
||||
const float HEAD_ROLL_SCALE = 0.40;
|
||||
const float HEAD_MAX_PITCH = 45;
|
||||
const float HEAD_MIN_PITCH = -45;
|
||||
const float HEAD_MAX_YAW = 85;
|
||||
const float HEAD_MIN_YAW = -85;
|
||||
|
||||
float skinColor [] = {1.0, 0.84, 0.66};
|
||||
float lightBlue [] = {0.7, 0.8, 1.0};
|
||||
|
@ -136,7 +141,6 @@ Avatar::Avatar(bool isMine) {
|
|||
_head.noise = 0;
|
||||
_head.returnSpringScale = 1.0;
|
||||
_movedHandOffset = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_usingBodySprings = true;
|
||||
_renderYaw = 0.0;
|
||||
_renderPitch = 0.0;
|
||||
_sphere = NULL;
|
||||
|
@ -186,7 +190,6 @@ Avatar::Avatar(const Avatar &otherAvatar) {
|
|||
_TEST_bigSphereRadius = otherAvatar._TEST_bigSphereRadius;
|
||||
_TEST_bigSpherePosition = otherAvatar._TEST_bigSpherePosition;
|
||||
_movedHandOffset = otherAvatar._movedHandOffset;
|
||||
_usingBodySprings = otherAvatar._usingBodySprings;
|
||||
|
||||
_orientation.set(otherAvatar._orientation);
|
||||
|
||||
|
@ -276,20 +279,14 @@ void Avatar::UpdateGyros(float frametime, SerialInterface* serialInterface, glm:
|
|||
}
|
||||
|
||||
// Update avatar head position based on measured gyro rates
|
||||
const float HEAD_ROTATION_SCALE = 0.70;
|
||||
const float HEAD_ROLL_SCALE = 0.40;
|
||||
const float MAX_PITCH = 45;
|
||||
const float MIN_PITCH = -45;
|
||||
const float MAX_YAW = 85;
|
||||
const float MIN_YAW = -85;
|
||||
|
||||
if ((_headPitch < MAX_PITCH) && (_headPitch > MIN_PITCH)) {
|
||||
if ((_headPitch < HEAD_MAX_PITCH) && (_headPitch > HEAD_MIN_PITCH)) {
|
||||
addHeadPitch(measured_pitch_rate * -HEAD_ROTATION_SCALE * frametime);
|
||||
}
|
||||
|
||||
addHeadRoll(measured_roll_rate * HEAD_ROLL_SCALE * frametime);
|
||||
|
||||
if ((_headYaw < MAX_YAW) && (_headYaw > MIN_YAW)) {
|
||||
if ((_headYaw < HEAD_MAX_YAW) && (_headYaw > HEAD_MIN_YAW)) {
|
||||
addHeadYaw(_head.yawRate * HEAD_ROTATION_SCALE * frametime);
|
||||
}
|
||||
}
|
||||
|
@ -299,7 +296,7 @@ float Avatar::getAbsoluteHeadYaw() const {
|
|||
}
|
||||
|
||||
void Avatar::addLean(float x, float z) {
|
||||
// Add Body lean as impulse
|
||||
//Add lean as impulse
|
||||
_head.leanSideways += x;
|
||||
_head.leanForward += z;
|
||||
}
|
||||
|
@ -641,12 +638,14 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
if (jointCollision) {
|
||||
if (!_usingBodySprings) {
|
||||
_usingBodySprings = true;
|
||||
initializeBodySprings();
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -747,18 +746,15 @@ void Avatar::setDisplayingHead(bool displayingHead) {
|
|||
_displayingHead = displayingHead;
|
||||
}
|
||||
|
||||
|
||||
static TextRenderer* textRenderer() {
|
||||
static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 24);
|
||||
return renderer;
|
||||
}
|
||||
|
||||
|
||||
void Avatar::setGravity(glm::vec3 gravity) {
|
||||
_gravity = gravity;
|
||||
}
|
||||
|
||||
|
||||
void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
|
||||
|
||||
// render a simple round on the ground projected down from the avatar's position
|
||||
|
@ -858,16 +854,9 @@ void Avatar::renderHead(bool lookingInMirror) {
|
|||
|
||||
glPushMatrix();
|
||||
|
||||
if (_usingBodySprings) {
|
||||
glTranslatef(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.x,
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.y,
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition.z);
|
||||
}
|
||||
else {
|
||||
glTranslatef(_joint[ AVATAR_JOINT_HEAD_BASE ].position.x,
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].position.y,
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].position.z);
|
||||
}
|
||||
|
||||
glScalef
|
||||
(
|
||||
|
@ -1032,7 +1021,7 @@ void Avatar::initializeSkeleton() {
|
|||
for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
|
||||
_joint[b].isCollidable = true;
|
||||
_joint[b].parent = AVATAR_JOINT_NULL;
|
||||
_joint[b].position = glm::vec3(0.0, 0.0, 0.0);
|
||||
_joint[b].position = glm::vec3(0.0, 0.0, 0.0);
|
||||
_joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
_joint[b].springyPosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
_joint[b].springyVelocity = glm::vec3(0.0, 0.0, 0.0);
|
||||
|
@ -1103,24 +1092,20 @@ void Avatar::initializeSkeleton() {
|
|||
_joint[ AVATAR_JOINT_CHEST ].radius = 0.075;
|
||||
_joint[ AVATAR_JOINT_NECK_BASE ].radius = 0.03;
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].radius = 0.07;
|
||||
|
||||
_joint[ AVATAR_JOINT_LEFT_COLLAR ].radius = 0.029;
|
||||
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].radius = 0.023;
|
||||
_joint[ AVATAR_JOINT_LEFT_ELBOW ].radius = 0.017;
|
||||
_joint[ AVATAR_JOINT_LEFT_WRIST ].radius = 0.017;
|
||||
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].radius = 0.01;
|
||||
|
||||
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].radius = 0.029;
|
||||
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].radius = 0.023;
|
||||
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].radius = 0.015;
|
||||
_joint[ AVATAR_JOINT_RIGHT_WRIST ].radius = 0.015;
|
||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].radius = 0.01;
|
||||
|
||||
_joint[ AVATAR_JOINT_LEFT_HIP ].radius = 0.03;
|
||||
_joint[ AVATAR_JOINT_LEFT_KNEE ].radius = 0.02;
|
||||
_joint[ AVATAR_JOINT_LEFT_HEEL ].radius = 0.015;
|
||||
_joint[ AVATAR_JOINT_LEFT_TOES ].radius = 0.02;
|
||||
|
||||
_joint[ AVATAR_JOINT_RIGHT_HIP ].radius = 0.03;
|
||||
_joint[ AVATAR_JOINT_RIGHT_KNEE ].radius = 0.02;
|
||||
_joint[ AVATAR_JOINT_RIGHT_HEEL ].radius = 0.015;
|
||||
|
@ -1132,19 +1117,16 @@ void Avatar::initializeSkeleton() {
|
|||
_joint[ AVATAR_JOINT_CHEST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
||||
_joint[ AVATAR_JOINT_NECK_BASE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.4;
|
||||
_joint[ AVATAR_JOINT_HEAD_BASE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
|
||||
|
||||
_joint[ AVATAR_JOINT_LEFT_COLLAR ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
||||
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
||||
_joint[ AVATAR_JOINT_LEFT_ELBOW ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
||||
_joint[ AVATAR_JOINT_LEFT_WRIST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
|
||||
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
|
||||
|
||||
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
||||
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
||||
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
|
||||
_joint[ AVATAR_JOINT_RIGHT_WRIST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
|
||||
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
|
||||
|
||||
_joint[ AVATAR_JOINT_LEFT_HIP ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
||||
_joint[ AVATAR_JOINT_LEFT_KNEE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
||||
_joint[ AVATAR_JOINT_LEFT_HEEL ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
|
||||
|
@ -1258,7 +1240,7 @@ void Avatar::updateBodySprings(float deltaTime) {
|
|||
|
||||
float length = glm::length(springVector);
|
||||
|
||||
if (length > 0.0f) {
|
||||
if (length > 0.0f) { // to avoid divide by zero
|
||||
glm::vec3 springDirection = springVector / length;
|
||||
|
||||
float force = (length - _joint[b].length) * BODY_SPRING_FORCE * deltaTime;
|
||||
|
@ -1342,56 +1324,30 @@ void Avatar::renderBody() {
|
|||
|
||||
if (b != AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case in "renderHead"
|
||||
|
||||
//render bone orientation
|
||||
//show direction vectors of the bone orientation
|
||||
//renderOrientationDirections(_joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0);
|
||||
|
||||
if (_usingBodySprings) {
|
||||
glColor3fv(skinColor);
|
||||
glPushMatrix();
|
||||
glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z);
|
||||
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
|
||||
glPopMatrix();
|
||||
}
|
||||
else {
|
||||
glColor3fv(skinColor);
|
||||
glPushMatrix();
|
||||
glTranslatef(_joint[b].position.x, _joint[b].position.y, _joint[b].position.z);
|
||||
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
|
||||
glPopMatrix();
|
||||
}
|
||||
glColor3fv(skinColor);
|
||||
glPushMatrix();
|
||||
glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z);
|
||||
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
// Render lines connecting the joint positions
|
||||
if (_usingBodySprings) {
|
||||
glColor3f(0.4f, 0.5f, 0.6f);
|
||||
glLineWidth(3.0);
|
||||
|
||||
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
|
||||
if (_joint[b].parent != AVATAR_JOINT_NULL)
|
||||
if (b != AVATAR_JOINT_HEAD_TOP) {
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x);
|
||||
glVertex3fv(&_joint[ b ].springyPosition.x);
|
||||
glEnd();
|
||||
}
|
||||
glColor3f(0.4f, 0.5f, 0.6f);
|
||||
glLineWidth(3.0);
|
||||
|
||||
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
|
||||
if (_joint[b].parent != AVATAR_JOINT_NULL)
|
||||
if (b != AVATAR_JOINT_HEAD_TOP) {
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x);
|
||||
glVertex3fv(&_joint[ b ].springyPosition.x);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
/*
|
||||
else {
|
||||
glColor3fv(skinColor);
|
||||
glLineWidth(3.0);
|
||||
|
||||
for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
|
||||
if (_joint[b].parent != AVATAR_JOINT_NULL) {
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex3fv(&_joint[ _joint[ b ].parent ].position.x);
|
||||
glVertex3fv(&_joint[ b ].position.x);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void Avatar::SetNewHeadTarget(float pitch, float yaw) {
|
||||
|
|
|
@ -142,10 +142,6 @@ public:
|
|||
|
||||
private:
|
||||
|
||||
// Do you want head to try to return to center (depends on interface detected)
|
||||
void setHeadReturnToCenter(bool r) { _returnHeadToCenter = r; };
|
||||
const bool getHeadReturnToCenter() const { return _returnHeadToCenter; };
|
||||
|
||||
struct AvatarJoint
|
||||
{
|
||||
AvatarJointID parent; // which joint is this joint connected to?
|
||||
|
@ -213,7 +209,6 @@ private:
|
|||
float _bodyPitchDelta;
|
||||
float _bodyYawDelta;
|
||||
float _bodyRollDelta;
|
||||
bool _usingBodySprings;
|
||||
glm::vec3 _movedHandOffset;
|
||||
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
|
||||
AvatarJoint _joint[ NUM_AVATAR_JOINTS ];
|
||||
|
@ -240,7 +235,7 @@ private:
|
|||
AvatarTouch _avatarTouch;
|
||||
bool _displayingHead; // should be false if in first-person view
|
||||
bool _returnHeadToCenter;
|
||||
float _distanceToNearestAvatar; // How close is the nearest avatar?
|
||||
float _distanceToNearestAvatar; // How close is the nearest avatar?
|
||||
glm::vec3 _gravity;
|
||||
|
||||
// private methods...
|
||||
|
@ -257,6 +252,10 @@ private:
|
|||
void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
|
||||
void setHeadFromGyros(glm::vec3 * eulerAngles, glm::vec3 * angularVelocity, float deltaTime, float smoothingTime);
|
||||
void setHeadSpringScale(float s) { _head.returnSpringScale = s; }
|
||||
|
||||
// Do you want head to try to return to center (depends on interface detected)
|
||||
void setHeadReturnToCenter(bool r) { _returnHeadToCenter = r; };
|
||||
const bool getHeadReturnToCenter() const { return _returnHeadToCenter; };
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -6,10 +6,10 @@
|
|||
//-----------------------------------------------------------
|
||||
|
||||
#include "Orientation.h"
|
||||
#include <SharedUtil.h>
|
||||
#include "avatars_Log.h"
|
||||
#include "SharedUtil.h"
|
||||
//#include "avatars_Log.h"
|
||||
|
||||
using avatars_lib::printLog;
|
||||
//using avatars_lib::printLog;
|
||||
|
||||
static const bool USING_QUATERNIONS = true;
|
||||
|
Loading…
Reference in a new issue