made a different prototype for camera shifting into first-person

This commit is contained in:
Jeffrey Ventrella 2013-04-26 17:43:47 -07:00
parent 2486b6e15c
commit adccd62f87
3 changed files with 91 additions and 64 deletions

View file

@ -50,23 +50,22 @@ Avatar::Avatar(bool isMine) {
_orientation.setToIdentity();
_velocity = glm::vec3( 0.0, 0.0, 0.0 );
_thrust = glm::vec3( 0.0, 0.0, 0.0 );
_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
_bodyYaw = -90.0;
_bodyPitch = 0.0;
_bodyRoll = 0.0;
_bodyYawDelta = 0.0;
_mousePressed = false;
_mode = AVATAR_MODE_STANDING;
_isMine = isMine;
_maxArmLength = 0.0;
//_transmitterTimer = 0;
_transmitterHz = 0.0;
_transmitterPackets = 0;
_speed = 0.0;
_velocity = glm::vec3( 0.0, 0.0, 0.0 );
_thrust = glm::vec3( 0.0, 0.0, 0.0 );
_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
_bodyYaw = -90.0;
_bodyPitch = 0.0;
_bodyRoll = 0.0;
_bodyYawDelta = 0.0;
_mousePressed = false;
_mode = AVATAR_MODE_STANDING;
_isMine = isMine;
_maxArmLength = 0.0;
_transmitterHz = 0.0;
_transmitterPackets = 0;
_speed = 0.0;
_pelvisStandingHeight = 0.0f;
_displayingHead = true;
_TEST_bigSphereRadius = 0.3f;
_TEST_bigSpherePosition = glm::vec3( 0.0f, _TEST_bigSphereRadius, 2.0f );
@ -591,6 +590,11 @@ void Avatar::updateAvatarCollisionDetectionAndResponse(glm::vec3 collisionPositi
}
}
void Avatar::setDisplayingHead( bool displayingHead ) {
_displayingHead = displayingHead;
}
void Avatar::render(bool lookingInMirror) {
/*
@ -618,8 +622,10 @@ void Avatar::render(bool lookingInMirror) {
renderBody();
// render head
renderHead(lookingInMirror);
if (_displayingHead) {
renderHead(lookingInMirror);
}
// if this is my avatar, then render my interactions with the other avatar
if ( _isMine )
{
@ -1131,25 +1137,27 @@ void Avatar::renderBody() {
// Render bone positions as spheres
for (int b = 0; b < NUM_AVATAR_BONES; b++) {
//renderBoneAsBlock( (AvatarBoneID)b);
//render bone orientation
//renderOrientationDirections( _bone[b].springyPosition, _bone[b].orientation, _bone[b].radius * 2.0 );
if ( _usingBodySprings ) {
glColor3fv( skinColor );
glPushMatrix();
glTranslatef( _bone[b].springyPosition.x, _bone[b].springyPosition.y, _bone[b].springyPosition.z );
glutSolidSphere( _bone[b].radius, 20.0f, 20.0f );
glPopMatrix();
}
else {
glColor3fv( skinColor );
glPushMatrix();
glTranslatef( _bone[b].position.x, _bone[b].position.y, _bone[b].position.z );
glutSolidSphere( _bone[b].radius, 20.0f, 20.0f );
glPopMatrix();
}
if ( b != AVATAR_BONE_HEAD ) { // the head is rendered as a special case in "renderHead"
//render bone orientation
//renderOrientationDirections( _bone[b].springyPosition, _bone[b].orientation, _bone[b].radius * 2.0 );
if ( _usingBodySprings ) {
glColor3fv( skinColor );
glPushMatrix();
glTranslatef( _bone[b].springyPosition.x, _bone[b].springyPosition.y, _bone[b].springyPosition.z );
glutSolidSphere( _bone[b].radius, 20.0f, 20.0f );
glPopMatrix();
}
else {
glColor3fv( skinColor );
glPushMatrix();
glTranslatef( _bone[b].position.x, _bone[b].position.y, _bone[b].position.z );
glutSolidSphere( _bone[b].radius, 20.0f, 20.0f );
glPopMatrix();
}
}
}
// Render lines connecting the bone positions
@ -1194,18 +1202,6 @@ void Avatar::renderBody() {
}
}
void Avatar::renderBoneAsBlock( AvatarBoneID b ) {
glColor3fv( skinColor );
glPushMatrix();
glTranslatef( _bone[b].springyPosition.x, _bone[b].springyPosition.y, _bone[b].springyPosition.z );
glScalef( _bone[b].radius, _bone[b].length, _bone[b].radius );
glRotatef(_bone[b].yaw, 0, 1, 0 );
glRotatef(_bone[b].pitch, 1, 0, 0 );
glRotatef(_bone[b].roll, 0, 0, 1 );
glutSolidCube(1.0);
glPopMatrix();
}
void Avatar::SetNewHeadTarget(float pitch, float yaw) {
_head.pitchTarget = pitch;
_head.yawTarget = yaw;

View file

@ -89,16 +89,8 @@ enum AvatarBoneID
NUM_AVATAR_BONES
};
struct AvatarCollisionElipsoid
{
bool colliding;
glm::vec3 position;
float girth;
float height;
glm::vec3 upVector;
};
struct AvatarHandHolding
struct AvatarHandHolding //think of this as one half of a distributed spring :)
{
glm::vec3 position;
glm::vec3 velocity;
@ -181,6 +173,8 @@ public:
float getBodyYaw() {return _bodyYaw;};
void addBodyYaw(float y) {_bodyYaw += y;};
bool getIsNearInteractingOther() { return _interactingOtherIsNearby; }
float getAbsoluteHeadYaw() const;
void setLeanForward(float dist);
void setLeanSideways(float dist);
@ -208,6 +202,7 @@ public:
void setHandMovementValues( glm::vec3 movement );
void updateHandMovement( float deltaTime );
void updateArmIKAndConstraints( float deltaTime );
void setDisplayingHead( bool displayingHead );
float getAverageLoudness() {return _head.averageLoudness;};
void setAverageLoudness(float al) {_head.averageLoudness = al;};
@ -262,6 +257,7 @@ private:
float _pelvisStandingHeight;
Balls* _balls;
AvatarTouch _avatarTouch;
bool _displayingHead; // should be false if in first-person view
// private methods...
void initializeSkeleton();
@ -270,7 +266,6 @@ private:
void updateBodySprings( float deltaTime );
void calculateBoneLengths();
void readSensors();
void renderBoneAsBlock( AvatarBoneID b );
void updateAvatarCollisionDetectionAndResponse
(
glm::vec3 collisionPosition,

View file

@ -102,7 +102,7 @@ int HEIGHT = 800;
int fullscreen = 0;
float aspectRatio = 1.0f;
bool USING_FIRST_PERSON_EFFECT = false;
bool USING_FIRST_PERSON_EFFECT = true;
bool wantColorRandomizer = true; // for addSphere and load file
@ -738,9 +738,14 @@ void display(void)
myCamera.setTightness ( 100.0f );
} else {
//float firstPersonPitch = 20.0f;
//float firstPersonUpShift = 0.0f;
//float firstPersonDistance = 0.0f;
//float firstPersonTightness = 100.0f;
float firstPersonPitch = 20.0f;
float firstPersonUpShift = 0.1f;
float firstPersonDistance = 0.0f;
float firstPersonDistance = 0.4f;
float firstPersonTightness = 100.0f;
float thirdPersonPitch = 0.0f;
@ -749,14 +754,44 @@ void display(void)
float thirdPersonTightness = 8.0f;
if ( USING_FIRST_PERSON_EFFECT ) {
float ff = 0.0;
float min = 0.1;
float max = 0.5;
if ( myAvatar.getIsNearInteractingOther()){
if ( myAvatar.getSpeed() < max ) {
float s = (myAvatar.getSpeed()- min)/max ;
ff = 1.0 - s;
}
}
/*
if ( ff < 0.8 ) {
myAvatar.setDisplayingHead( true );
} else {
myAvatar.setDisplayingHead( false );
}
*/
//printf( "ff = %f\n", ff );
myCamera.setPitch ( thirdPersonPitch + ff * ( firstPersonPitch - thirdPersonPitch ));
myCamera.setUpShift ( thirdPersonUpShift + ff * ( firstPersonUpShift - thirdPersonUpShift ));
myCamera.setDistance ( thirdPersonDistance + ff * ( firstPersonDistance - thirdPersonDistance ));
myCamera.setTightness ( thirdPersonTightness + ff * ( firstPersonTightness - thirdPersonTightness ));
// this version uses a ramp-up/ramp-down timer in the camera to determine shift between first and thirs-person view
/*
if ( myAvatar.getSpeed() < 0.02 ) {
if (myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
}
printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift());
//printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift());
myCamera.setPitch ( thirdPersonPitch + myCamera.getModeShift() * ( firstPersonPitch - thirdPersonPitch ));
myCamera.setUpShift ( thirdPersonUpShift + myCamera.getModeShift() * ( firstPersonUpShift - thirdPersonUpShift ));
myCamera.setDistance ( thirdPersonDistance + myCamera.getModeShift() * ( firstPersonDistance - thirdPersonDistance ));
@ -766,13 +801,14 @@ void display(void)
myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
}
printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift());
//printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift());
myCamera.setPitch ( firstPersonPitch + myCamera.getModeShift() * ( thirdPersonPitch - firstPersonPitch ));
myCamera.setUpShift ( firstPersonUpShift + myCamera.getModeShift() * ( thirdPersonUpShift - firstPersonUpShift ));
myCamera.setDistance ( firstPersonDistance + myCamera.getModeShift() * ( thirdPersonDistance - firstPersonDistance ));
myCamera.setTightness ( firstPersonTightness + myCamera.getModeShift() * ( thirdPersonTightness - firstPersonTightness ));
}
*/
} else {
myCamera.setPitch (thirdPersonPitch );
myCamera.setUpShift (thirdPersonUpShift );