Merge pull request #138 from Ventrella/master

major changes to hand holding logic (ordering mostly)
This commit is contained in:
birarda 2013-04-24 16:45:33 -07:00
commit b8054790b0
4 changed files with 187 additions and 183 deletions

View file

@ -27,6 +27,7 @@ const float MAX_ITERATIONS_BETWEEN_AUDIO_SENDS = (MAX_AUDIO_SEND_INTERVAL_SECS *
bool stopReceiveAgentDataThread; bool stopReceiveAgentDataThread;
bool injectAudioThreadRunning = false; bool injectAudioThreadRunning = false;
int handStateTimer = 0;
int TEMP_AUDIO_LISTEN_PORT = 55439; int TEMP_AUDIO_LISTEN_PORT = 55439;
// UDPSocket audioSocket(TEMP_AUDIO_LISTEN_PORT); // UDPSocket audioSocket(TEMP_AUDIO_LISTEN_PORT);
@ -125,6 +126,18 @@ int main(int argc, const char* argv[]) {
0.25, 0.25,
eve.getPosition()[2] + 0.1)); eve.getPosition()[2] + 0.1));
// simulate the effect of pressing and un-pressing the mouse button/pad
handStateTimer ++;
if ( handStateTimer == 100 ) {
eve.setHandState(1);
}
if ( handStateTimer == 150 ) {
eve.setHandState(0);
}
if ( handStateTimer >= 200 ) {
handStateTimer = 0;
}
// read eve's audio data // read eve's audio data
AudioInjector eveAudioInjector("eve.raw"); AudioInjector eveAudioInjector("eve.raw");

View file

@ -91,7 +91,7 @@ bool processParameters(int parameterCount, char* parameterData[])
} }
} }
return true; return true;
};_Position };
int main(int argc, const char* argv[]) { int main(int argc, const char* argv[]) {

View file

@ -48,7 +48,6 @@ Head::Head(bool isMine) {
_velocity = glm::vec3( 0.0, 0.0, 0.0 ); _velocity = glm::vec3( 0.0, 0.0, 0.0 );
_thrust = 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 ); _rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
_nearOtherAvatar = false;
_bodyYaw = -90.0; _bodyYaw = -90.0;
_bodyPitch = 0.0; _bodyPitch = 0.0;
_bodyRoll = 0.0; _bodyRoll = 0.0;
@ -60,7 +59,6 @@ Head::Head(bool isMine) {
//_transmitterTimer = 0; //_transmitterTimer = 0;
_transmitterHz = 0.0; _transmitterHz = 0.0;
_transmitterPackets = 0; _transmitterPackets = 0;
//_numOtherAvatars = 0;
initializeSkeleton(); initializeSkeleton();
@ -73,9 +71,6 @@ Head::Head(bool isMine) {
_head.interPupilDistance = 0.6; _head.interPupilDistance = 0.6;
_head.interBrowDistance = 0.75; _head.interBrowDistance = 0.75;
_head.nominalPupilSize = 0.10; _head.nominalPupilSize = 0.10;
//_head.yaw = 0.0;
//_head.pitch = 0.0;
//_head.roll = 0.0;
_head.pitchRate = 0.0; _head.pitchRate = 0.0;
_head.yawRate = 0.0; _head.yawRate = 0.0;
_head.rollRate = 0.0; _head.rollRate = 0.0;
@ -108,15 +103,15 @@ Head::Head(bool isMine) {
_head.lastLoudness = 0.0; _head.lastLoudness = 0.0;
_head.browAudioLift = 0.0; _head.browAudioLift = 0.0;
_head.noise = 0; _head.noise = 0;
_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 ); _movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
_usingBodySprings = true; _usingBodySprings = true;
_springForce = 6.0f; _springForce = 6.0f;
_springVelocityDecay = 16.0f; _springVelocityDecay = 16.0f;
_renderYaw = 0.0; _renderYaw = 0.0;
_renderPitch = 0.0; _renderPitch = 0.0;
_sphere = NULL; _sphere = NULL;
_interactingOther = NULL;
_interactingOtherIsNearby = false;
_handHolding.position = glm::vec3( 0.0, 0.0, 0.0 ); _handHolding.position = glm::vec3( 0.0, 0.0, 0.0 );
_handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 ); _handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 );
@ -129,9 +124,6 @@ Head::Head(bool isMine) {
printLog("error %u: %s\n", error, lodepng_error_text(error)); printLog("error %u: %s\n", error, lodepng_error_text(error));
} }
} }
_otherAvatar.handPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
_otherAvatar.handState = 0;
} }
@ -141,7 +133,7 @@ Head::Head(const Head &otherAvatar) {
_velocity = otherAvatar._velocity; _velocity = otherAvatar._velocity;
_thrust = otherAvatar._thrust; _thrust = otherAvatar._thrust;
_rotation = otherAvatar._rotation; _rotation = otherAvatar._rotation;
_nearOtherAvatar = otherAvatar._nearOtherAvatar; _interactingOtherIsNearby = otherAvatar._interactingOtherIsNearby;
_bodyYaw = otherAvatar._bodyYaw; _bodyYaw = otherAvatar._bodyYaw;
_bodyPitch = otherAvatar._bodyPitch; _bodyPitch = otherAvatar._bodyPitch;
_bodyRoll = otherAvatar._bodyRoll; _bodyRoll = otherAvatar._bodyRoll;
@ -173,9 +165,6 @@ Head::Head(const Head &otherAvatar) {
_head.interPupilDistance = otherAvatar._head.interPupilDistance; _head.interPupilDistance = otherAvatar._head.interPupilDistance;
_head.interBrowDistance = otherAvatar._head.interBrowDistance; _head.interBrowDistance = otherAvatar._head.interBrowDistance;
_head.nominalPupilSize = otherAvatar._head.nominalPupilSize; _head.nominalPupilSize = otherAvatar._head.nominalPupilSize;
//_head.yaw = otherAvatar._head.yaw;
//_head.pitch = otherAvatar._head.pitch;
//_head.roll = otherAvatar._head.roll;
_head.yawRate = otherAvatar._head.yawRate; _head.yawRate = otherAvatar._head.yawRate;
_head.pitchRate = otherAvatar._head.pitchRate; _head.pitchRate = otherAvatar._head.pitchRate;
_head.rollRate = otherAvatar._head.rollRate; _head.rollRate = otherAvatar._head.rollRate;
@ -209,7 +198,6 @@ Head::Head(const Head &otherAvatar) {
_head.browAudioLift = otherAvatar._head.browAudioLift; _head.browAudioLift = otherAvatar._head.browAudioLift;
_head.noise = otherAvatar._head.noise; _head.noise = otherAvatar._head.noise;
if (iris_texture.size() == 0) { if (iris_texture.size() == 0) {
switchToResourcesParentIfRequired(); switchToResourcesParentIfRequired();
unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file); unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
@ -297,28 +285,40 @@ void Head::setMousePressed( bool d ) {
void Head::simulate(float deltaTime) { void Head::simulate(float deltaTime) {
//------------------------
// update avatar skeleton
//------------------------
updateSkeleton();
//------------------------------------------------------------
// reset hand and arm positions according to hand movement
//------------------------------------------------------------
updateHandMovement( deltaTime );
if ( !_interactingOtherIsNearby ) {
//initialize _handHolding
_handHolding.position = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
_handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 );
}
_interactingOtherIsNearby = false;
//------------------------------------------------------------- //-------------------------------------------------------------
// if the avatar being simulated is mine, then loop through // if the avatar being simulated is mine, then loop through
// all the other avatars to get information about them... // all the other avatars for potential interactions...
//------------------------------------------------------------- //-------------------------------------------------------------
if ( _isMine ) if ( _isMine )
{ {
_nearOtherAvatar = false;
float closestDistance = 10000.0f; float closestDistance = 10000.0f;
AgentList * agentList = AgentList::getInstance(); AgentList * agentList = AgentList::getInstance();
//_numOtherAvatars = 0;
for(std::vector<Agent>::iterator agent = agentList->getAgents().begin(); for(std::vector<Agent>::iterator agent = agentList->getAgents().begin();
agent != agentList->getAgents().end(); agent != agentList->getAgents().end();
agent++) { agent++) {
if (( agent->getLinkedData() != NULL && ( agent->getType() == AGENT_TYPE_AVATAR ) )) { if (( agent->getLinkedData() != NULL && ( agent->getType() == AGENT_TYPE_AVATAR ) )) {
Head *otherAvatar = (Head *)agent->getLinkedData(); Head *otherAvatar = (Head *)agent->getLinkedData();
// if ( _numOtherAvatars < MAX_OTHER_AVATARS )
{
//------------------------------------------------------ //------------------------------------------------------
// check for collisions with other avatars and respond // check for collisions with other avatars and respond
//------------------------------------------------------ //------------------------------------------------------
@ -339,19 +339,44 @@ void Head::simulate(float deltaTime) {
float distance = glm::length( v ); float distance = glm::length( v );
if ( distance < _maxArmLength ) { if ( distance < _maxArmLength ) {
if ( distance < closestDistance ) {
//if ( distance < closestDistance ) { // perhaps I don't need this if we want to allow multi-avatar interactions
{
closestDistance = distance; closestDistance = distance;
_nearOtherAvatar = true; _interactingOther = otherAvatar;
_otherAvatar.handPosition = otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND ); _interactingOtherIsNearby = true;
_otherAvatar.handState = (int)otherAvatar->getHandState();
//---------------------------------------------------------------------
// if I am holding hands with another avatar, a force is applied
//---------------------------------------------------------------------
if (( _handState == 1 )
|| ( _interactingOther->_handState == 1 )) {
glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHolding.position;
glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHolding.position;
_handHolding.velocity *= 0.7;
_handHolding.velocity += ( vectorToOtherHand + vectorToMyHand ) * _handHolding.force * deltaTime;
_handHolding.position += _handHolding.velocity;
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHolding.position;
} }
} }
} }
} }
} }
// Set the vector we send for hand position to other people to be our right hand
setHandPosition(_bone[ AVATAR_BONE_RIGHT_HAND ].position);
}//if ( _isMine ) }//if ( _isMine )
updateArmIKAndConstraints( deltaTime );
if ( ! _interactingOtherIsNearby ) {
_interactingOther = NULL;
}
if ( usingBigSphereCollisionTest ) { if ( usingBigSphereCollisionTest ) {
//-------------------------------------------------------------- //--------------------------------------------------------------
// test for avatar collision response (using a big sphere :) // test for avatar collision response (using a big sphere :)
@ -378,18 +403,9 @@ void Head::simulate(float deltaTime) {
} }
} }
//------------------------ // update body springs
// update avatar skeleton
//------------------------
updateSkeleton();
//------------------------------------------------------------
// reset hand and arm positions according to hand movement
//------------------------------------------------------------
if (_usingBodySprings) {
updateHandMovement( deltaTime );
updateBodySprings( deltaTime ); updateBodySprings( deltaTime );
}
if ( _isMine ) { // driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely) if ( _isMine ) { // driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
//------------------------------------------------- //-------------------------------------------------
@ -449,7 +465,6 @@ void Head::simulate(float deltaTime) {
_bodyYaw += _bodyYawDelta * deltaTime; _bodyYaw += _bodyYawDelta * deltaTime;
} }
//---------------------------------------------------------- //----------------------------------------------------------
// decay body yaw delta // decay body yaw delta
//---------------------------------------------------------- //----------------------------------------------------------
@ -632,8 +647,6 @@ void Head::updateAvatarCollisionDetectionAndResponse
} }
void Head::render(bool lookingInMirror) { void Head::render(bool lookingInMirror) {
//--------------------------------------------------- //---------------------------------------------------
@ -658,9 +671,9 @@ void Head::render(bool lookingInMirror) {
glPopMatrix(); glPopMatrix();
} }
//--------------------------------------------------- //---------------
// render body // render body
//--------------------------------------------------- //---------------
renderBody(); renderBody();
//--------------------------------------------------- //---------------------------------------------------
@ -669,15 +682,14 @@ void Head::render(bool lookingInMirror) {
renderHead(lookingInMirror); renderHead(lookingInMirror);
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
// if this is my avatar, then render my interactions with the other avatars // if this is my avatar, then render my interactions with the other avatar
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
if ( _isMine ) if ( _isMine )
{ {
if (_usingBodySprings) { if ( _interactingOtherIsNearby ) {
if ( _nearOtherAvatar ) {
glm::vec3 v1( _bone[ AVATAR_BONE_RIGHT_HAND ].position ); glm::vec3 v1( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
glm::vec3 v2( _otherAvatar.handPosition ); glm::vec3 v2( _interactingOther->_handPosition );
glLineWidth( 8.0 ); glLineWidth( 8.0 );
glColor4f( 0.7f, 0.4f, 0.1f, 0.6 ); glColor4f( 0.7f, 0.4f, 0.1f, 0.6 );
@ -687,11 +699,9 @@ void Head::render(bool lookingInMirror) {
glEnd(); glEnd();
} }
} }
}
} }
void Head::renderHead(bool lookingInMirror) { void Head::renderHead(bool lookingInMirror) {
int side = 0; int side = 0;
@ -978,9 +988,9 @@ void Head::initializeSkeleton() {
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
calculateBoneLengths(); calculateBoneLengths();
//---------------------------------------------------------------------------- //---------------------------
// generate world positions // generate world positions
//---------------------------------------------------------------------------- //---------------------------
updateSkeleton(); updateSkeleton();
} }
@ -1140,28 +1150,10 @@ void Head::updateHandMovement( float deltaTime ) {
if (_isMine) { if (_isMine) {
_handState = _mousePressed; _handState = _mousePressed;
} }
}
//---------------------------------------------------------------------
// if holding hands with another avatar, add a force to the hand...
//---------------------------------------------------------------------
if (( getHandState() == 1 )
|| ( _otherAvatar.handState == 1 )) {
if ( _nearOtherAvatar ) {
glm::vec3 vectorToOtherHand = _otherAvatar.handPosition - _handHolding.position; void Head::updateArmIKAndConstraints( float deltaTime ) {
glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHolding.position;
_handHolding.velocity *= 0.7;
_handHolding.velocity += ( vectorToOtherHand + vectorToMyHand ) * _handHolding.force * deltaTime;
_handHolding.position += _handHolding.velocity;
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHolding.position;
}
}
else {
_handHolding.position = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
_handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 );
}
//------------------------------------------------------------------------------- //-------------------------------------------------------------------------------
// determine the arm vector // determine the arm vector
@ -1207,14 +1199,11 @@ void Head::updateHandMovement( float deltaTime ) {
glm::vec3 newWristPosition = _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position; glm::vec3 newWristPosition = _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
newWristPosition += vv * 0.7f; newWristPosition += vv * 0.7f;
_bone[ AVATAR_BONE_RIGHT_FOREARM ].position = newWristPosition; _bone[ AVATAR_BONE_RIGHT_FOREARM ].position = newWristPosition;
// Set the vector we send for hand position to other people to be our right hand
setHandPosition(_bone[ AVATAR_BONE_RIGHT_HAND ].position);
} }
void Head::renderBody() { void Head::renderBody() {
//----------------------------------------- //-----------------------------------------
// Render bone positions as spheres // Render bone positions as spheres

View file

@ -100,12 +100,14 @@ struct AvatarHandHolding
float force; float force;
}; };
/*
struct OtherAvatar struct OtherAvatar
{ {
glm::vec3 handPosition; bool nearby;
int handState; //glm::vec3 handPosition;
//int handState;
}; };
*/
struct AvatarBone struct AvatarBone
{ {
@ -191,7 +193,6 @@ class Head : public AvatarData {
glm::vec3 getHeadPosition(); glm::vec3 getHeadPosition();
glm::vec3 getBonePosition( AvatarBoneID b ); glm::vec3 getBonePosition( AvatarBoneID b );
glm::vec3 getBodyUpDirection(); glm::vec3 getBodyUpDirection();
//int getHandState();
float getGirth(); float getGirth();
float getHeight(); float getHeight();
@ -206,6 +207,7 @@ class Head : public AvatarData {
void stopHandMovement(); void stopHandMovement();
void setHandMovementValues( glm::vec3 movement ); void setHandMovementValues( glm::vec3 movement );
void updateHandMovement( float deltaTime ); void updateHandMovement( float deltaTime );
void updateArmIKAndConstraints( float deltaTime );
float getAverageLoudness() {return _head.averageLoudness;}; float getAverageLoudness() {return _head.averageLoudness;};
void setAverageLoudness(float al) {_head.averageLoudness = al;}; void setAverageLoudness(float al) {_head.averageLoudness = al;};
@ -230,10 +232,8 @@ class Head : public AvatarData {
bool _isMine; bool _isMine;
glm::vec3 _TEST_bigSpherePosition; glm::vec3 _TEST_bigSpherePosition;
float _TEST_bigSphereRadius; float _TEST_bigSphereRadius;
OtherAvatar _otherAvatar;
bool _mousePressed; bool _mousePressed;
float _bodyYawDelta; float _bodyYawDelta;
bool _nearOtherAvatar;
bool _usingBodySprings; bool _usingBodySprings;
glm::vec3 _movedHandOffset; glm::vec3 _movedHandOffset;
float _springVelocityDecay; float _springVelocityDecay;
@ -253,6 +253,8 @@ class Head : public AvatarData {
timeval _transmitterTimer; timeval _transmitterTimer;
float _transmitterHz; float _transmitterHz;
int _transmitterPackets; int _transmitterPackets;
Head* _interactingOther;
bool _interactingOtherIsNearby;
//----------------------------- //-----------------------------
// private methods... // private methods...