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synced 2025-04-21 17:03:58 +02:00
Added animation for fade out
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parent
af48998cc7
commit
a8f1f9a00a
4 changed files with 49 additions and 35 deletions
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@ -56,6 +56,8 @@ const float HEAD_RATE_MAX = 50.f;
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const int NUM_BODY_CONE_SIDES = 9;
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const float CHAT_MESSAGE_SCALE = 0.0015f;
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const float CHAT_MESSAGE_HEIGHT = 0.1f;
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const float DISPLAYNAME_FADEOUT_TIME = 0.5f;
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const float DISPLAYNAME_ALPHA = 0.95f;
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Avatar::Avatar() :
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AvatarData(),
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@ -111,7 +113,7 @@ void Avatar::simulate(float deltaTime) {
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if (_scale != _targetScale) {
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setScale(_targetScale);
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}
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// copy velocity so we can use it later for acceleration
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glm::vec3 oldVelocity = getVelocity();
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@ -138,7 +140,15 @@ void Avatar::simulate(float deltaTime) {
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// Zero thrust out now that we've added it to velocity in this frame
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_thrust = glm::vec3(0, 0, 0);
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// update animation for display name fadeout
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if (!_isShowDisplayName && _displayNameAlpha > 0.0) {
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// the alpha function is alpha = coef ^ time(zero based)
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// We can make this function recursive: alpha(t) = alpha(t-dt) * coef^(dt)
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float coef = pow(0.01f, 1.0f / DISPLAYNAME_FADEOUT_TIME);
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_displayNameAlpha *= pow(coef, deltaTime);
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_displayNameAlpha = _displayNameAlpha > 0.01? _displayNameAlpha : 0.0f; // The function is asymptotic to zero. 0.01 is 0 to us
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}
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}
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void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction) {
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@ -199,9 +209,8 @@ void Avatar::render(bool forceRenderHead) {
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}
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// render display name
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if (_isShowDisplayName) {
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renderDisplayName();
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}
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renderDisplayName();
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if (!_chatMessage.empty()) {
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int width = 0;
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@ -274,16 +283,11 @@ void Avatar::renderBody(bool forceRenderHead) {
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}
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void Avatar::renderDisplayName() {
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QString displayName;
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if (_displayName.isEmpty()) {
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displayName = "test string"; // just for debugging
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} else {
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displayName = _displayName;
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}
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glm::vec3 textPosition = getPosition() + getBodyUpDirection() * (getSkeletonHeight() + getHeadHeight());
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glPushMatrix();
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if (_displayName.isEmpty() || _displayNameAlpha == 0.0f) {
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return;
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}
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// save opengl state
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GLboolean isDepthMaskEnabled;
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glGetBooleanv(GL_DEPTH_WRITEMASK, &isDepthMaskEnabled);
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@ -291,9 +295,17 @@ void Avatar::renderDisplayName() {
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glDepthMask(false);
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glDisable(GL_LIGHTING);
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glm::dmat4 modelViewMatrix2;
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glGetDoublev(GL_MODELVIEW_MATRIX, (GLdouble*)&modelViewMatrix2);
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// save the matrices for later scale correction factor
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glm::dmat4 modelViewMatrix;
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GLdouble projectionMatrix[16];
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GLint viewportMatrix[4];
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glGetDoublev(GL_MODELVIEW_MATRIX, (GLdouble*)&modelViewMatrix);
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glGetDoublev(GL_PROJECTION_MATRIX, (GLdouble*)&projectionMatrix);
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glGetIntegerv(GL_VIEWPORT, viewportMatrix);
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glPushMatrix();
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glm::vec3 textPosition = getPosition() + getBodyUpDirection() * (getSkeletonHeight() + getHeadHeight());
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glTranslatef(textPosition.x, textPosition.y, textPosition.z);
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// we need "always facing camera": we must remove the camera rotation from the stack
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@ -302,26 +314,22 @@ void Avatar::renderDisplayName() {
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glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
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// We need to compute the scale factor such as the text remains with fixed size respect to window coordinates
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// We project y = 0 and y = 1 and check the difference in projection coordinates
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GLdouble projectionMatrix[16];
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GLint viewportMatrix[4];
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GLdouble result0[3];
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GLdouble result1[3];
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glm::dvec3 upVector(modelViewMatrix2[1]);
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glGetDoublev(GL_PROJECTION_MATRIX, (GLdouble*)&projectionMatrix);
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glGetIntegerv(GL_VIEWPORT, viewportMatrix);
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// We project a unit vector and check the difference in screen coordinates, to check which is the
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// correction scale needed
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GLdouble result0[3], result1[3];
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glm::dvec3 upVector(modelViewMatrix[1]);
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glm::dvec3 testPoint0 = glm::dvec3(textPosition);
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glm::dvec3 testPoint1 = glm::dvec3(textPosition) + upVector;
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bool success;
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success = gluProject(testPoint0.x, testPoint0.y, testPoint0.z,
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(GLdouble*)&modelViewMatrix2, projectionMatrix, viewportMatrix,
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(GLdouble*)&modelViewMatrix, projectionMatrix, viewportMatrix,
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&result0[0], &result0[1], &result0[2]);
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success = success &&
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gluProject(testPoint1.x, testPoint1.y, testPoint1.z,
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(GLdouble*)&modelViewMatrix2, projectionMatrix, viewportMatrix,
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(GLdouble*)&modelViewMatrix, projectionMatrix, viewportMatrix,
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&result1[0], &result1[1], &result1[2]);
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if (success) {
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@ -339,7 +347,7 @@ void Avatar::renderDisplayName() {
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top += border;
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right += border;
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glColor4f(0.2f, 0.2f, 0.2f, 0.95f);
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glColor4f(0.2f, 0.2f, 0.2f, _displayNameAlpha);
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glBegin(GL_QUADS);
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glVertex2f(left, bottom);
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glVertex2f(right, bottom);
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@ -348,21 +356,23 @@ void Avatar::renderDisplayName() {
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glEnd();
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glScalef(1.0f, -1.0f, 1.0f); // TextRenderer::draw paints the text upside down in y axis
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glColor4f(0.93f, 0.93f, 0.93f, 0.95f);
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glColor4f(0.93f, 0.93f, 0.93f, _displayNameAlpha);
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QByteArray ba = displayName.toLocal8Bit();
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QByteArray ba = _displayName.toLocal8Bit();
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const char *text = ba.data();
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textRenderer(DISPLAYNAME)->draw(-_displayNameWidth/2.0, 0, text);
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}
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// restore state
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glPopMatrix();
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// restore opengl state
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if (isLightingEnabled) {
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glEnable(GL_LIGHTING);
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}
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if (isDepthMaskEnabled) {
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glDepthMask(true);
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}
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glPopMatrix();
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}
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bool Avatar::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
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@ -612,5 +622,8 @@ float Avatar::getPelvisToHeadLength() const {
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void Avatar::setShowDisplayName(bool showDisplayName) {
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_isShowDisplayName = showDisplayName;
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if (showDisplayName) {
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_displayNameAlpha = DISPLAYNAME_ALPHA;
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}
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}
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@ -63,7 +63,6 @@ MyAvatar::MyAvatar() :
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
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_driveKeys[i] = 0.0f;
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}
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setShowDisplayName(true);
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}
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MyAvatar::~MyAvatar() {
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@ -37,7 +37,8 @@ AvatarData::AvatarData() :
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_headData(NULL),
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_handData(NULL),
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_displayNameWidth(0),
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_isShowDisplayName(false)
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_isShowDisplayName(false),
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_displayNameAlpha(0.0f)
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{
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}
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@ -185,6 +185,7 @@ protected:
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int _displayNameWidth;
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bool _isShowDisplayName;
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float _displayNameAlpha;
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private:
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// privatize the copy constructor and assignment operator so they cannot be called
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