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https://github.com/overte-org/overte.git
synced 2025-08-07 12:10:44 +02:00
Merge pull request #138 from Ventrella/master
major changes to hand holding logic (ordering mostly)
This commit is contained in:
commit
b8054790b0
4 changed files with 187 additions and 183 deletions
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@ -27,6 +27,7 @@ const float MAX_ITERATIONS_BETWEEN_AUDIO_SENDS = (MAX_AUDIO_SEND_INTERVAL_SECS *
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bool stopReceiveAgentDataThread;
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bool injectAudioThreadRunning = false;
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int handStateTimer = 0;
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int TEMP_AUDIO_LISTEN_PORT = 55439;
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// UDPSocket audioSocket(TEMP_AUDIO_LISTEN_PORT);
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@ -125,6 +126,18 @@ int main(int argc, const char* argv[]) {
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0.25,
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eve.getPosition()[2] + 0.1));
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// simulate the effect of pressing and un-pressing the mouse button/pad
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handStateTimer ++;
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if ( handStateTimer == 100 ) {
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eve.setHandState(1);
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}
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if ( handStateTimer == 150 ) {
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eve.setHandState(0);
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}
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if ( handStateTimer >= 200 ) {
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handStateTimer = 0;
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}
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// read eve's audio data
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AudioInjector eveAudioInjector("eve.raw");
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@ -91,7 +91,7 @@ bool processParameters(int parameterCount, char* parameterData[])
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}
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}
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return true;
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};_Position
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};
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int main(int argc, const char* argv[]) {
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@ -48,7 +48,6 @@ Head::Head(bool isMine) {
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_velocity = glm::vec3( 0.0, 0.0, 0.0 );
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_thrust = glm::vec3( 0.0, 0.0, 0.0 );
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_rotation = glm::quat( 0.0f, 0.0f, 0.0f, 0.0f );
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_nearOtherAvatar = false;
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_bodyYaw = -90.0;
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_bodyPitch = 0.0;
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_bodyRoll = 0.0;
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@ -60,7 +59,6 @@ Head::Head(bool isMine) {
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//_transmitterTimer = 0;
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_transmitterHz = 0.0;
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_transmitterPackets = 0;
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//_numOtherAvatars = 0;
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initializeSkeleton();
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@ -73,9 +71,6 @@ Head::Head(bool isMine) {
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_head.interPupilDistance = 0.6;
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_head.interBrowDistance = 0.75;
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_head.nominalPupilSize = 0.10;
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//_head.yaw = 0.0;
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//_head.pitch = 0.0;
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//_head.roll = 0.0;
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_head.pitchRate = 0.0;
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_head.yawRate = 0.0;
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_head.rollRate = 0.0;
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@ -108,15 +103,15 @@ Head::Head(bool isMine) {
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_head.lastLoudness = 0.0;
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_head.browAudioLift = 0.0;
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_head.noise = 0;
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_movedHandOffset = glm::vec3( 0.0, 0.0, 0.0 );
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_usingBodySprings = true;
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_springForce = 6.0f;
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_springVelocityDecay = 16.0f;
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_renderYaw = 0.0;
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_renderPitch = 0.0;
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_sphere = NULL;
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_interactingOther = NULL;
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_interactingOtherIsNearby = false;
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_handHolding.position = glm::vec3( 0.0, 0.0, 0.0 );
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_handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 );
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@ -129,9 +124,6 @@ Head::Head(bool isMine) {
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printLog("error %u: %s\n", error, lodepng_error_text(error));
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}
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}
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_otherAvatar.handPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
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_otherAvatar.handState = 0;
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}
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@ -141,7 +133,7 @@ Head::Head(const Head &otherAvatar) {
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_velocity = otherAvatar._velocity;
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_thrust = otherAvatar._thrust;
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_rotation = otherAvatar._rotation;
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_nearOtherAvatar = otherAvatar._nearOtherAvatar;
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_interactingOtherIsNearby = otherAvatar._interactingOtherIsNearby;
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_bodyYaw = otherAvatar._bodyYaw;
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_bodyPitch = otherAvatar._bodyPitch;
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_bodyRoll = otherAvatar._bodyRoll;
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@ -173,9 +165,6 @@ Head::Head(const Head &otherAvatar) {
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_head.interPupilDistance = otherAvatar._head.interPupilDistance;
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_head.interBrowDistance = otherAvatar._head.interBrowDistance;
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_head.nominalPupilSize = otherAvatar._head.nominalPupilSize;
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//_head.yaw = otherAvatar._head.yaw;
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//_head.pitch = otherAvatar._head.pitch;
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//_head.roll = otherAvatar._head.roll;
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_head.yawRate = otherAvatar._head.yawRate;
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_head.pitchRate = otherAvatar._head.pitchRate;
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_head.rollRate = otherAvatar._head.rollRate;
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@ -209,7 +198,6 @@ Head::Head(const Head &otherAvatar) {
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_head.browAudioLift = otherAvatar._head.browAudioLift;
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_head.noise = otherAvatar._head.noise;
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if (iris_texture.size() == 0) {
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switchToResourcesParentIfRequired();
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unsigned error = lodepng::decode(iris_texture, iris_texture_width, iris_texture_height, iris_texture_file);
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@ -297,28 +285,40 @@ void Head::setMousePressed( bool d ) {
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void Head::simulate(float deltaTime) {
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//------------------------
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// update avatar skeleton
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//------------------------
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updateSkeleton();
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//------------------------------------------------------------
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// reset hand and arm positions according to hand movement
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//------------------------------------------------------------
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updateHandMovement( deltaTime );
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if ( !_interactingOtherIsNearby ) {
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//initialize _handHolding
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_handHolding.position = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
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_handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 );
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}
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_interactingOtherIsNearby = false;
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//-------------------------------------------------------------
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// if the avatar being simulated is mine, then loop through
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// all the other avatars to get information about them...
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// all the other avatars for potential interactions...
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//-------------------------------------------------------------
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if ( _isMine )
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{
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_nearOtherAvatar = false;
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float closestDistance = 10000.0f;
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AgentList * agentList = AgentList::getInstance();
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//_numOtherAvatars = 0;
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for(std::vector<Agent>::iterator agent = agentList->getAgents().begin();
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agent != agentList->getAgents().end();
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agent++) {
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if (( agent->getLinkedData() != NULL && ( agent->getType() == AGENT_TYPE_AVATAR ) )) {
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Head *otherAvatar = (Head *)agent->getLinkedData();
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// if ( _numOtherAvatars < MAX_OTHER_AVATARS )
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{
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//------------------------------------------------------
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// check for collisions with other avatars and respond
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//------------------------------------------------------
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@ -339,19 +339,44 @@ void Head::simulate(float deltaTime) {
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float distance = glm::length( v );
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if ( distance < _maxArmLength ) {
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if ( distance < closestDistance ) {
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//if ( distance < closestDistance ) { // perhaps I don't need this if we want to allow multi-avatar interactions
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{
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closestDistance = distance;
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_nearOtherAvatar = true;
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_otherAvatar.handPosition = otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND );
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_otherAvatar.handState = (int)otherAvatar->getHandState();
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_interactingOther = otherAvatar;
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_interactingOtherIsNearby = true;
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//---------------------------------------------------------------------
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// if I am holding hands with another avatar, a force is applied
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//---------------------------------------------------------------------
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if (( _handState == 1 )
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|| ( _interactingOther->_handState == 1 )) {
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glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHolding.position;
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glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHolding.position;
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_handHolding.velocity *= 0.7;
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_handHolding.velocity += ( vectorToOtherHand + vectorToMyHand ) * _handHolding.force * deltaTime;
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_handHolding.position += _handHolding.velocity;
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_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHolding.position;
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}
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}
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}
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}
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}
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// Set the vector we send for hand position to other people to be our right hand
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setHandPosition(_bone[ AVATAR_BONE_RIGHT_HAND ].position);
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}//if ( _isMine )
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updateArmIKAndConstraints( deltaTime );
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if ( ! _interactingOtherIsNearby ) {
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_interactingOther = NULL;
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}
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if ( usingBigSphereCollisionTest ) {
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//--------------------------------------------------------------
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// test for avatar collision response (using a big sphere :)
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@ -378,18 +403,9 @@ void Head::simulate(float deltaTime) {
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}
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}
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//------------------------
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// update avatar skeleton
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//------------------------
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updateSkeleton();
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//------------------------------------------------------------
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// reset hand and arm positions according to hand movement
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//------------------------------------------------------------
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if (_usingBodySprings) {
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updateHandMovement( deltaTime );
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// update body springs
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updateBodySprings( deltaTime );
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}
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if ( _isMine ) { // driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
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//-------------------------------------------------
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@ -449,7 +465,6 @@ void Head::simulate(float deltaTime) {
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_bodyYaw += _bodyYawDelta * deltaTime;
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}
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//----------------------------------------------------------
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// decay body yaw delta
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//----------------------------------------------------------
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@ -632,8 +647,6 @@ void Head::updateAvatarCollisionDetectionAndResponse
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}
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void Head::render(bool lookingInMirror) {
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//---------------------------------------------------
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@ -658,9 +671,9 @@ void Head::render(bool lookingInMirror) {
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glPopMatrix();
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}
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//---------------------------------------------------
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//---------------
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// render body
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//---------------------------------------------------
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//---------------
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renderBody();
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//---------------------------------------------------
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@ -669,15 +682,14 @@ void Head::render(bool lookingInMirror) {
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renderHead(lookingInMirror);
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//---------------------------------------------------------------------------
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// if this is my avatar, then render my interactions with the other avatars
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// if this is my avatar, then render my interactions with the other avatar
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//---------------------------------------------------------------------------
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if ( _isMine )
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{
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if (_usingBodySprings) {
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if ( _nearOtherAvatar ) {
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if ( _interactingOtherIsNearby ) {
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glm::vec3 v1( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
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glm::vec3 v2( _otherAvatar.handPosition );
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glm::vec3 v2( _interactingOther->_handPosition );
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glLineWidth( 8.0 );
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glColor4f( 0.7f, 0.4f, 0.1f, 0.6 );
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@ -688,8 +700,6 @@ void Head::render(bool lookingInMirror) {
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}
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}
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}
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}
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void Head::renderHead(bool lookingInMirror) {
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@ -978,9 +988,9 @@ void Head::initializeSkeleton() {
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//----------------------------------------------------------------------------
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calculateBoneLengths();
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//----------------------------------------------------------------------------
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//---------------------------
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// generate world positions
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//----------------------------------------------------------------------------
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//---------------------------
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updateSkeleton();
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}
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@ -1140,29 +1150,11 @@ void Head::updateHandMovement( float deltaTime ) {
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if (_isMine) {
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_handState = _mousePressed;
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}
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//---------------------------------------------------------------------
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// if holding hands with another avatar, add a force to the hand...
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//---------------------------------------------------------------------
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if (( getHandState() == 1 )
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|| ( _otherAvatar.handState == 1 )) {
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if ( _nearOtherAvatar ) {
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glm::vec3 vectorToOtherHand = _otherAvatar.handPosition - _handHolding.position;
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glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHolding.position;
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_handHolding.velocity *= 0.7;
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_handHolding.velocity += ( vectorToOtherHand + vectorToMyHand ) * _handHolding.force * deltaTime;
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_handHolding.position += _handHolding.velocity;
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_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHolding.position;
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}
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}
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else {
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_handHolding.position = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
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_handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 );
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}
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void Head::updateArmIKAndConstraints( float deltaTime ) {
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//-------------------------------------------------------------------------------
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// determine the arm vector
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//-------------------------------------------------------------------------------
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@ -1207,14 +1199,11 @@ void Head::updateHandMovement( float deltaTime ) {
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glm::vec3 newWristPosition = _bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].position;
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newWristPosition += vv * 0.7f;
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_bone[ AVATAR_BONE_RIGHT_FOREARM ].position = newWristPosition;
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// Set the vector we send for hand position to other people to be our right hand
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setHandPosition(_bone[ AVATAR_BONE_RIGHT_HAND ].position);
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}
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void Head::renderBody() {
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//-----------------------------------------
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// Render bone positions as spheres
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@ -100,12 +100,14 @@ struct AvatarHandHolding
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float force;
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};
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/*
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struct OtherAvatar
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{
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glm::vec3 handPosition;
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int handState;
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bool nearby;
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//glm::vec3 handPosition;
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//int handState;
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};
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*/
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struct AvatarBone
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{
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@ -191,7 +193,6 @@ class Head : public AvatarData {
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glm::vec3 getHeadPosition();
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glm::vec3 getBonePosition( AvatarBoneID b );
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glm::vec3 getBodyUpDirection();
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//int getHandState();
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float getGirth();
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float getHeight();
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@ -206,6 +207,7 @@ class Head : public AvatarData {
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void stopHandMovement();
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void setHandMovementValues( glm::vec3 movement );
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void updateHandMovement( float deltaTime );
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void updateArmIKAndConstraints( float deltaTime );
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float getAverageLoudness() {return _head.averageLoudness;};
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void setAverageLoudness(float al) {_head.averageLoudness = al;};
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@ -230,10 +232,8 @@ class Head : public AvatarData {
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bool _isMine;
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glm::vec3 _TEST_bigSpherePosition;
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float _TEST_bigSphereRadius;
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OtherAvatar _otherAvatar;
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bool _mousePressed;
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float _bodyYawDelta;
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bool _nearOtherAvatar;
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bool _usingBodySprings;
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glm::vec3 _movedHandOffset;
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float _springVelocityDecay;
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@ -253,6 +253,8 @@ class Head : public AvatarData {
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timeval _transmitterTimer;
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float _transmitterHz;
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int _transmitterPackets;
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Head* _interactingOther;
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bool _interactingOtherIsNearby;
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//-----------------------------
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// private methods...
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