Added animation for fade out

This commit is contained in:
Jose Carlos 2014-02-16 14:25:41 +01:00
parent af48998cc7
commit a8f1f9a00a
4 changed files with 49 additions and 35 deletions

View file

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

View file

@ -63,7 +63,6 @@ MyAvatar::MyAvatar() :
for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
_driveKeys[i] = 0.0f;
}
setShowDisplayName(true);
}
MyAvatar::~MyAvatar() {

View file

@ -37,7 +37,8 @@ AvatarData::AvatarData() :
_headData(NULL),
_handData(NULL),
_displayNameWidth(0),
_isShowDisplayName(false)
_isShowDisplayName(false),
_displayNameAlpha(0.0f)
{
}

View file

@ -185,6 +185,7 @@ protected:
int _displayNameWidth;
bool _isShowDisplayName;
float _displayNameAlpha;
private:
// privatize the copy constructor and assignment operator so they cannot be called