mirror of
https://github.com/overte-org/overte.git
synced 2025-07-17 18:57:00 +02:00
(1) added avatar tilting while walking; (2) added avatar renderer; (3) tweaked body proportions; (4)
This commit is contained in:
parent
673936e141
commit
c46fc5a861
3 changed files with 106 additions and 118 deletions
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@ -135,31 +135,31 @@ Avatar::Avatar(bool isMine) {
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Avatar::Avatar(const Avatar &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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_bodyYaw = otherAvatar._bodyYaw;
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_bodyPitch = otherAvatar._bodyPitch;
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_bodyRoll = otherAvatar._bodyRoll;
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_bodyPitchDelta = otherAvatar._bodyPitchDelta;
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_bodyYawDelta = otherAvatar._bodyYawDelta;
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_bodyRollDelta = otherAvatar._bodyRollDelta;
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_mousePressed = otherAvatar._mousePressed;
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_mode = otherAvatar._mode;
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_isMine = otherAvatar._isMine;
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_renderYaw = otherAvatar._renderYaw;
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_renderPitch = otherAvatar._renderPitch;
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_maxArmLength = otherAvatar._maxArmLength;
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_transmitterTimer = otherAvatar._transmitterTimer;
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_transmitterIsFirstData = otherAvatar._transmitterIsFirstData;
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_transmitterTimeLastReceived = otherAvatar._transmitterTimeLastReceived;
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_transmitterHz = otherAvatar._transmitterHz;
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_transmitterInitialReading = otherAvatar._transmitterInitialReading;
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_transmitterPackets = otherAvatar._transmitterPackets;
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_TEST_bigSphereRadius = otherAvatar._TEST_bigSphereRadius;
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_TEST_bigSpherePosition = otherAvatar._TEST_bigSpherePosition;
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_movedHandOffset = otherAvatar._movedHandOffset;
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_usingBodySprings = otherAvatar._usingBodySprings;
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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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_bodyYaw = otherAvatar._bodyYaw;
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_bodyPitch = otherAvatar._bodyPitch;
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_bodyRoll = otherAvatar._bodyRoll;
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_bodyPitchDelta = otherAvatar._bodyPitchDelta;
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_bodyYawDelta = otherAvatar._bodyYawDelta;
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_bodyRollDelta = otherAvatar._bodyRollDelta;
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_mousePressed = otherAvatar._mousePressed;
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_mode = otherAvatar._mode;
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_isMine = otherAvatar._isMine;
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_renderYaw = otherAvatar._renderYaw;
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_renderPitch = otherAvatar._renderPitch;
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_maxArmLength = otherAvatar._maxArmLength;
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_transmitterTimer = otherAvatar._transmitterTimer;
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_transmitterIsFirstData = otherAvatar._transmitterIsFirstData;
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_transmitterTimeLastReceived = otherAvatar._transmitterTimeLastReceived;
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_transmitterHz = otherAvatar._transmitterHz;
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_transmitterInitialReading = otherAvatar._transmitterInitialReading;
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_transmitterPackets = otherAvatar._transmitterPackets;
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_TEST_bigSphereRadius = otherAvatar._TEST_bigSphereRadius;
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_TEST_bigSpherePosition = otherAvatar._TEST_bigSpherePosition;
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_movedHandOffset = otherAvatar._movedHandOffset;
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_usingBodySprings = otherAvatar._usingBodySprings;
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_orientation.set( otherAvatar._orientation );
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@ -347,16 +347,34 @@ void Avatar::simulate(float deltaTime) {
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// update body yaw by body yaw delta
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if (_isMine) {
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_bodyYaw += _bodyYawDelta * deltaTime;
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_bodyPitch += _bodyPitchDelta * deltaTime;
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_bodyYaw += _bodyYawDelta * deltaTime;
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_bodyRoll += _bodyRollDelta * deltaTime;
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}
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// decay body rotation deltas
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_bodyPitchDelta *= (1.0 - BODY_PITCH_DECAY * deltaTime);
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_bodyYawDelta *= (1.0 - BODY_YAW_DECAY * deltaTime);
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_bodyRollDelta *= (1.0 - BODY_ROLL_DECAY * deltaTime);
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// decay body rotation momentum
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float bodySpinMomentum = 1.0 - BODY_SPIN_FRICTION * deltaTime;
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if ( bodySpinMomentum < 0.0f ) { bodySpinMomentum = 0.0f; }
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_bodyPitchDelta *= bodySpinMomentum;
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_bodyYawDelta *= bodySpinMomentum;
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_bodyRollDelta *= bodySpinMomentum;
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// add thrust to velocity
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_velocity += _thrust * deltaTime;
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// calculate speed
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_speed = glm::length( _velocity );
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//pitch and roll the body as a function of forward speed and turning delta
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float forwardComponentOfVelocity = glm::dot( _orientation.getFront(), _velocity );
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_bodyPitch += BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity;
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_bodyRoll += BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta;
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// these forces keep the body upright...
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float tiltDecay = 1.0 - BODY_UPRIGHT_FORCE * deltaTime;
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if ( tiltDecay < 0.0f ) { tiltDecay = 0.0f; }
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_bodyPitch *= tiltDecay;
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_bodyRoll *= tiltDecay;
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// update position by velocity
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_position += _velocity * deltaTime;
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@ -367,11 +385,8 @@ void Avatar::simulate(float deltaTime) {
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// update head information
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updateHead(deltaTime);
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// calculate speed, and use that to determine walking vs. standing
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_speed = glm::length( _velocity );
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float rotationalSpeed = fabs( _bodyYawDelta );
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if ( _speed + rotationalSpeed > 0.2 ) {
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// use speed and angular velocity to determine walking vs. standing
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if ( _speed + fabs( _bodyYawDelta ) > 0.2 ) {
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_mode = AVATAR_MODE_WALKING;
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} else {
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_mode = AVATAR_MODE_INTERACTING;
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@ -708,6 +723,7 @@ static TextRenderer* textRenderer() {
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}
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void Avatar::render(bool lookingInMirror) {
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/*
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// show avatar position
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@ -991,6 +1007,7 @@ void Avatar::initializeSkeleton() {
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_joint[ AVATAR_JOINT_CHEST ].parent = AVATAR_JOINT_TORSO;
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_joint[ AVATAR_JOINT_NECK_BASE ].parent = AVATAR_JOINT_CHEST;
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_joint[ AVATAR_JOINT_HEAD_BASE ].parent = AVATAR_JOINT_NECK_BASE;
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_joint[ AVATAR_JOINT_HEAD_TOP ].parent = AVATAR_JOINT_HEAD_BASE;
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_joint[ AVATAR_JOINT_LEFT_COLLAR ].parent = AVATAR_JOINT_CHEST;
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_joint[ AVATAR_JOINT_LEFT_SHOULDER ].parent = AVATAR_JOINT_LEFT_COLLAR;
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_joint[ AVATAR_JOINT_LEFT_ELBOW ].parent = AVATAR_JOINT_LEFT_SHOULDER;
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@ -1012,32 +1029,28 @@ void Avatar::initializeSkeleton() {
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// specify the default pose position
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_joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
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_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.0 );
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_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
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_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.0 );
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_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.1, 0.0 );
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_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.0 );
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_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, 0.0 );
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_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.04, 0.0, 0.0 );
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_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.1, -0.01 );
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_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.01 );
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_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, -0.01 );
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_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.03, 0.0, -0.01 );
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_joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
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_joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
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_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
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_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, 0.0 );
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_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.04, 0.0, 0.0 );
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_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, -0.01 );
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_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.03, 0.0, -0.01 );
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_joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.13, 0.0 );
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_joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.11, 0.0 );
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_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.07, 0.0 );
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_joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.0 );
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_joint[ AVATAR_JOINT_LEFT_KNEE ].defaultPosePosition = glm::vec3( 0.0, -0.22, 0.0 );
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_joint[ AVATAR_JOINT_LEFT_HEEL ].defaultPosePosition = glm::vec3( 0.0, -0.22, 0.0 );
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_joint[ AVATAR_JOINT_LEFT_TOES ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
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_joint[ AVATAR_JOINT_RIGHT_HIP ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.0 );
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_joint[ AVATAR_JOINT_RIGHT_KNEE ].defaultPosePosition = glm::vec3( 0.0, -0.22, 0.0 );
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_joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( 0.0, -0.22, 0.0 );
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_joint[ AVATAR_JOINT_RIGHT_TOES ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
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_joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.04, 0.0, -0.02 );
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_joint[ AVATAR_JOINT_LEFT_KNEE ].defaultPosePosition = glm::vec3( 0.0, -0.22, 0.02 );
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_joint[ AVATAR_JOINT_LEFT_HEEL ].defaultPosePosition = glm::vec3( 0.0, -0.22, -0.01 );
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_joint[ AVATAR_JOINT_LEFT_TOES ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.05 );
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_joint[ AVATAR_JOINT_RIGHT_HIP ].defaultPosePosition = glm::vec3( 0.04, 0.0, -0.02 );
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_joint[ AVATAR_JOINT_RIGHT_KNEE ].defaultPosePosition = glm::vec3( 0.0, -0.22, 0.02 );
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_joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( 0.0, -0.22, -0.01 );
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_joint[ AVATAR_JOINT_RIGHT_TOES ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.05 );
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// specify the radii of the bone positions
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_joint[ AVATAR_JOINT_PELVIS ].radius = 0.06;
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@ -1046,13 +1059,13 @@ void Avatar::initializeSkeleton() {
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_joint[ AVATAR_JOINT_NECK_BASE ].radius = 0.03;
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_joint[ AVATAR_JOINT_HEAD_BASE ].radius = 0.07;
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_joint[ AVATAR_JOINT_LEFT_COLLAR ].radius = 0.027;
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_joint[ AVATAR_JOINT_LEFT_COLLAR ].radius = 0.029;
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_joint[ AVATAR_JOINT_LEFT_SHOULDER ].radius = 0.023;
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_joint[ AVATAR_JOINT_LEFT_ELBOW ].radius = 0.017;
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_joint[ AVATAR_JOINT_LEFT_WRIST ].radius = 0.017;
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_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].radius = 0.01;
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_joint[ AVATAR_JOINT_RIGHT_COLLAR ].radius = 0.027;
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_joint[ AVATAR_JOINT_RIGHT_COLLAR ].radius = 0.029;
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_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].radius = 0.023;
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_joint[ AVATAR_JOINT_RIGHT_ELBOW ].radius = 0.015;
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_joint[ AVATAR_JOINT_RIGHT_WRIST ].radius = 0.015;
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@ -1122,12 +1135,7 @@ void Avatar::initializeSkeleton() {
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_joint[ AVATAR_JOINT_HEAD_BASE ].length +
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_joint[ AVATAR_JOINT_HEAD_BASE ].radius
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);
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printf( "_height = %f\n", _height );
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//printf( "_height = %f\n", _height );
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// generate world positions
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updateSkeleton();
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@ -1145,9 +1153,12 @@ void Avatar::calculateBoneLengths() {
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}
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void Avatar::updateSkeleton() {
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// rotate body...
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// rotate body...
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_orientation.setToIdentity();
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_orientation.yaw( _bodyYaw );
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_orientation.yaw ( _bodyYaw );
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_orientation.pitch( _bodyPitch );
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_orientation.roll ( _bodyRoll );
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// calculate positions of all bones by traversing the skeleton tree:
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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@ -42,7 +42,6 @@ enum AvatarMode
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NUM_AVATAR_MODES
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};
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enum AvatarJointID
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{
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AVATAR_JOINT_NULL = -1,
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@ -52,19 +51,16 @@ enum AvatarJointID
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AVATAR_JOINT_NECK_BASE,
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AVATAR_JOINT_HEAD_BASE,
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AVATAR_JOINT_HEAD_TOP,
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AVATAR_JOINT_LEFT_COLLAR,
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AVATAR_JOINT_LEFT_SHOULDER,
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AVATAR_JOINT_LEFT_ELBOW,
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AVATAR_JOINT_LEFT_WRIST,
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AVATAR_JOINT_LEFT_FINGERTIPS,
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AVATAR_JOINT_RIGHT_COLLAR,
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AVATAR_JOINT_RIGHT_SHOULDER,
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AVATAR_JOINT_RIGHT_ELBOW,
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AVATAR_JOINT_RIGHT_WRIST,
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AVATAR_JOINT_RIGHT_FINGERTIPS,
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AVATAR_JOINT_LEFT_HIP,
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AVATAR_JOINT_LEFT_KNEE,
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AVATAR_JOINT_LEFT_HEEL,
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@ -73,37 +69,8 @@ enum AvatarJointID
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AVATAR_JOINT_RIGHT_KNEE,
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AVATAR_JOINT_RIGHT_HEEL,
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AVATAR_JOINT_RIGHT_TOES,
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/*
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AVATAR_JOINT_NULL = -1,
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AVATAR_JOINT_PELVIS,
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AVATAR_JOINT_TORSO,
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AVATAR_JOINT_CHEST,
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AVATAR_JOINT_NECK_BASE,
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AVATAR_JOINT_HEAD_BASE,
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AVATAR_JOINT_HEAD_TOP,
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AVATAR_JOINT_LEFT_COLLAR,
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AVATAR_JOINT_LEFT_SHOULDER,
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AVATAR_JOINT_LEFT_ELBOW,
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AVATAR_JOINT_LEFT_WRIST,
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AVATAR_JOINT_LEFT_FINGERTIPS,
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AVATAR_JOINT_RIGHT_COLLAR,
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AVATAR_JOINT_RIGHT_SHOULDER,
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AVATAR_JOINT_RIGHT_ELBOW,
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AVATAR_JOINT_RIGHT_WRIST,
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AVATAR_JOINT_RIGHT_FINGERTIPS,
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AVATAR_JOINT_LEFT_HIP,
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AVATAR_JOINT_LEFT_KNEE,
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AVATAR_JOINT_LEFT_HEEL,
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AVATAR_JOINT_LEFT_TOES,
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AVATAR_JOINT_RIGHT_HIP,
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AVATAR_JOINT_RIGHT_KNEE,
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AVATAR_JOINT_RIGHT_HEEL,
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AVATAR_JOINT_RIGHT_TOES,
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*/
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NUM_AVATAR_JOINTS
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};
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@ -134,9 +101,12 @@ public:
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void setLeanSideways(float dist);
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void addLean(float x, float z);
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const glm::vec3& getHeadLookatDirection() const { return _orientation.getFront(); };
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const glm::vec3& getHeadLookatDirectionUp() const { return _orientation.getUp(); };
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const glm::vec3& getHeadLookatDirectionRight() const { return _orientation.getRight(); };
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/*
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const glm::vec3& getHeadRightDirection() const { return _orientation.getRight(); };
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const glm::vec3& getHeadUpDirection () const { return _orientation.getUp (); };
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const glm::vec3& getHeadFrontDirection() const { return _orientation.getFront(); };
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*/
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const glm::vec3& getHeadPosition() const ;
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const glm::vec3& getJointPosition(AvatarJointID j) const { return _joint[j].position; };
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const glm::vec3& getBodyUpDirection() const { return _orientation.getUp(); };
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@ -183,9 +153,10 @@ private:
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const float DECAY = 0.1;
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const float THRUST_MAG = 1200.0;
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const float YAW_MAG = 500.0;
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const float BODY_PITCH_DECAY = 5.0;
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const float BODY_YAW_DECAY = 5.0;
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const float BODY_ROLL_DECAY = 5.0;
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const float BODY_SPIN_FRICTION = 5.0;
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const float BODY_UPRIGHT_FORCE = 10.0;
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const float BODY_PITCH_WHILE_WALKING = 30.0;
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const float BODY_ROLL_WHILE_TURNING = 0.1;
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const float LIN_VEL_DECAY = 5.0;
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const float MY_HAND_HOLDING_PULL = 0.2;
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const float YOUR_HAND_HOLDING_PULL = 1.0;
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@ -204,20 +175,20 @@ private:
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struct AvatarJoint
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{
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AvatarJointID parent; // which joint is this joint connected to?
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glm::vec3 position; // the position at the "end" of the joint - in global space
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glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
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glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
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glm::vec3 springyVelocity; // used for special effects ( the velocity of the springy position)
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float springBodyTightness; // how tightly the springy position tries to stay on the position
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glm::quat rotation; // this will eventually replace yaw, pitch and roll (and maybe orientation)
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float yaw; // the yaw Euler angle of the joint rotation off the parent
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float pitch; // the pitch Euler angle of the joint rotation off the parent
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float roll; // the roll Euler angle of the joint rotation off the parent
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Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll
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float length; // the length of the joint
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float radius; // used for detecting collisions for certain physical effects
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bool isCollidable; // when false, the joint position will not register a collision
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AvatarJointID parent; // which joint is this joint connected to?
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glm::vec3 position; // the position at the "end" of the joint - in global space
|
||||
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
|
||||
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
|
||||
glm::vec3 springyVelocity; // used for special effects ( the velocity of the springy position)
|
||||
float springBodyTightness; // how tightly the springy position tries to stay on the position
|
||||
glm::quat rotation; // this will eventually replace yaw, pitch and roll (and maybe orientation)
|
||||
float yaw; // the yaw Euler angle of the joint rotation off the parent
|
||||
float pitch; // the pitch Euler angle of the joint rotation off the parent
|
||||
float roll; // the roll Euler angle of the joint rotation off the parent
|
||||
Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll
|
||||
float length; // the length of vector connecting the joint and its parent
|
||||
float radius; // used for detecting collisions for certain physical effects
|
||||
bool isCollidable; // when false, the joint position will not register a collision
|
||||
};
|
||||
|
||||
struct AvatarHead
|
||||
|
|
|
@ -69,6 +69,7 @@
|
|||
|
||||
#include "Camera.h"
|
||||
#include "Avatar.h"
|
||||
#include "AvatarRenderer.h"
|
||||
#include "Texture.h"
|
||||
#include <AgentList.h>
|
||||
#include <AgentTypes.h>
|
||||
|
@ -119,6 +120,9 @@ Avatar myAvatar(true); // The rendered avatar of oneself
|
|||
Camera myCamera; // My view onto the world (sometimes on myself :)
|
||||
Camera viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
|
||||
|
||||
|
||||
AvatarRenderer avatarRenderer;
|
||||
|
||||
// Starfield information
|
||||
char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
|
||||
char starCacheFile[] = "cachedStars.txt";
|
||||
|
@ -869,6 +873,7 @@ void display(void)
|
|||
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
|
||||
Avatar *avatar = (Avatar *)agent->getLinkedData();
|
||||
avatar->render(0);
|
||||
//avatarRenderer.render(avatar, 0); // this will replace the above call
|
||||
}
|
||||
}
|
||||
agentList->unlock();
|
||||
|
@ -881,6 +886,7 @@ void display(void)
|
|||
|
||||
//Render my own avatar
|
||||
myAvatar.render(::lookingInMirror);
|
||||
//avatarRenderer.render(&myAvatar, lookingInMirror); // this will replace the above call
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
|
|
Loading…
Reference in a new issue