mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 11:45:36 +02:00
Merge branch 'master' of github.com:worklist/hifi
This commit is contained in:
commit
c5ad3331f9
10 changed files with 188 additions and 31 deletions
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@ -1384,7 +1384,9 @@ Avatar* Application::isLookingAtOtherAvatar(glm::vec3& mouseRayOrigin, glm::vec3
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if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) {
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Avatar* avatar = (Avatar *) node->getLinkedData();
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glm::vec3 headPosition = avatar->getHead().getPosition();
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if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition, HEAD_SPHERE_RADIUS * avatar->getScale())) {
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float distance;
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if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition,
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HEAD_SPHERE_RADIUS * avatar->getScale(), distance)) {
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eyePosition = avatar->getHead().getEyePosition();
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_lookatIndicatorScale = avatar->getScale();
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_lookatOtherPosition = headPosition;
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@ -1722,6 +1724,40 @@ void Application::update(float deltaTime) {
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_myAvatar.simulate(deltaTime, NULL, Menu::getInstance()->getGyroCameraSensitivity());
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}
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// no transmitter drive implies transmitter pick
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if (!Menu::getInstance()->isOptionChecked(MenuOption::TransmitterDrive) && _myTransmitter.isConnected()) {
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_transmitterPickStart = _myAvatar.getSkeleton().joint[AVATAR_JOINT_CHEST].position;
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glm::vec3 direction = _myAvatar.getOrientation() *
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glm::quat(glm::radians(_myTransmitter.getEstimatedRotation())) * IDENTITY_FRONT;
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// check against voxels, avatars
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const float MAX_PICK_DISTANCE = 100.0f;
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float minDistance = MAX_PICK_DISTANCE;
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VoxelDetail detail;
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float distance;
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BoxFace face;
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if (_voxels.findRayIntersection(_transmitterPickStart, direction, detail, distance, face)) {
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minDistance = min(minDistance, distance);
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}
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for(NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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node->lock();
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if (node->getLinkedData() != NULL) {
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Avatar *avatar = (Avatar*)node->getLinkedData();
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if (!avatar->isInitialized()) {
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avatar->init();
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}
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if (avatar->findRayIntersection(_transmitterPickStart, direction, distance)) {
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minDistance = min(minDistance, distance);
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}
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}
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node->unlock();
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}
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_transmitterPickEnd = _transmitterPickStart + direction * minDistance;
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} else {
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_transmitterPickStart = _transmitterPickEnd = glm::vec3();
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}
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if (!OculusManager::isConnected()) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
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if (_myCamera.getMode() != CAMERA_MODE_MIRROR) {
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@ -2271,6 +2307,27 @@ void Application::displaySide(Camera& whichCamera) {
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}
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renderFollowIndicator();
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// render transmitter pick ray, if non-empty
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if (_transmitterPickStart != _transmitterPickEnd) {
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Glower glower;
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const float TRANSMITTER_PICK_COLOR[] = { 1.0f, 1.0f, 0.0f };
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glColor3fv(TRANSMITTER_PICK_COLOR);
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glLineWidth(3.0f);
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glBegin(GL_LINES);
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glVertex3f(_transmitterPickStart.x, _transmitterPickStart.y, _transmitterPickStart.z);
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glVertex3f(_transmitterPickEnd.x, _transmitterPickEnd.y, _transmitterPickEnd.z);
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glEnd();
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glLineWidth(1.0f);
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glPushMatrix();
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glTranslatef(_transmitterPickEnd.x, _transmitterPickEnd.y, _transmitterPickEnd.z);
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const float PICK_END_RADIUS = 0.025f;
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glutSolidSphere(PICK_END_RADIUS, 8, 8);
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glPopMatrix();
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}
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}
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void Application::displayOverlay() {
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@ -298,6 +298,9 @@ private:
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glm::vec3 _lookatOtherPosition;
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float _lookatIndicatorScale;
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glm::vec3 _transmitterPickStart;
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glm::vec3 _transmitterPickEnd;
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bool _perfStatsOn; // Do we want to display perfStats?
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ChatEntry _chatEntry; // chat entry field
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@ -46,7 +46,6 @@ void OculusManager::updateYawOffset() {
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}
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void OculusManager::getEulerAngles(float& yaw, float& pitch, float& roll) {
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yaw = pitch = roll = 0.0f;
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#ifdef __APPLE__
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_sensorFusion.GetOrientation().GetEulerAngles<Axis_Y, Axis_X, Axis_Z, Rotate_CCW, Handed_R>(&yaw, &pitch, &roll);
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@ -598,13 +598,35 @@ float loadSetting(QSettings* settings, const char* name, float defaultValue) {
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return value;
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}
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bool rayIntersectsSphere(glm::vec3& rayStarting, glm::vec3& rayNormalizedDirection, glm::vec3& sphereCenter, double sphereRadius) {
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glm::vec3 vecFromRayToSphereCenter = sphereCenter - rayStarting;
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double projection = glm::dot(vecFromRayToSphereCenter, rayNormalizedDirection);
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double shortestDistance = sqrt(glm::dot(vecFromRayToSphereCenter, vecFromRayToSphereCenter) - projection * projection);
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if (shortestDistance <= sphereRadius) {
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return true;
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bool rayIntersectsSphere(const glm::vec3& rayStarting, const glm::vec3& rayNormalizedDirection,
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const glm::vec3& sphereCenter, float sphereRadius, float& distance) {
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glm::vec3 relativeOrigin = rayStarting - sphereCenter;
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// compute the b, c terms of the quadratic equation (a is dot(direction, direction), which is one)
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float b = 2.0f * glm::dot(rayNormalizedDirection, relativeOrigin);
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float c = glm::dot(relativeOrigin, relativeOrigin) - sphereRadius * sphereRadius;
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// compute the radicand of the quadratic. if less than zero, there's no intersection
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float radicand = b * b - 4.0f * c;
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if (radicand < 0.0f) {
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return false;
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}
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// compute the first solution of the quadratic
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float root = sqrtf(radicand);
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float firstSolution = -b - root;
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if (firstSolution > 0.0f) {
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distance = firstSolution / 2.0f;
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return true; // origin is outside the sphere
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}
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// now try the second solution
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float secondSolution = -b + root;
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if (secondSolution > 0.0f) {
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distance = 0.0f;
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return true; // origin is inside the sphere
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}
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return false;
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}
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@ -615,4 +637,4 @@ bool pointInSphere(glm::vec3& point, glm::vec3& sphereCenter, double sphereRadiu
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return true;
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}
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return false;
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}
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}
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@ -74,7 +74,8 @@ void runTimingTests();
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float loadSetting(QSettings* settings, const char* name, float defaultValue);
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bool rayIntersectsSphere(glm::vec3& rayStarting, glm::vec3& rayNormalizedDirection, glm::vec3& sphereCenter, double sphereRadius);
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bool rayIntersectsSphere(const glm::vec3& rayStarting, const glm::vec3& rayNormalizedDirection,
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const glm::vec3& sphereCenter, float sphereRadius, float& distance);
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bool pointInSphere(glm::vec3& point, glm::vec3& sphereCenter, double sphereRadius);
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@ -105,7 +105,8 @@ Avatar::Avatar(Node* owningNode) :
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_initialized(false),
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_handHoldingPosition(0.0f, 0.0f, 0.0f),
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_maxArmLength(0.0f),
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_pelvisStandingHeight(0.0f)
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_pelvisStandingHeight(0.0f),
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_moving(false)
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{
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// give the pointer to our head to inherited _headData variable from AvatarData
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_headData = &_head;
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@ -485,22 +486,27 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
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// render a simple round on the ground projected down from the avatar's position
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renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f);
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// render body
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renderBody(lookingInMirror, renderAvatarBalls);
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{
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// glow when moving
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Glower glower(_moving ? 1.0f : 0.0f);
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// render body
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renderBody(lookingInMirror, renderAvatarBalls);
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// render sphere when far away
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const float MAX_ANGLE = 10.f;
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glm::vec3 toTarget = _position - Application::getInstance()->getAvatar()->getPosition();
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glm::vec3 delta = _height * (_head.getCameraOrientation() * IDENTITY_UP) / 2.f;
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float angle = abs(angleBetween(toTarget + delta, toTarget - delta));
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// render sphere when far away
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const float MAX_ANGLE = 10.f;
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glm::vec3 toTarget = _position - Application::getInstance()->getAvatar()->getPosition();
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glm::vec3 delta = _height * (_head.getCameraOrientation() * IDENTITY_UP) / 2.f;
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float angle = abs(angleBetween(toTarget + delta, toTarget - delta));
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if (angle < MAX_ANGLE) {
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glColor4f(0.5f, 0.8f, 0.8f, 1.f - angle / MAX_ANGLE);
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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glScalef(_height / 2.f, _height / 2.f, _height / 2.f);
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glutSolidSphere(1.2f + _head.getAverageLoudness() * .0005f, 20, 20);
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glPopMatrix();
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if (angle < MAX_ANGLE) {
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glColor4f(0.5f, 0.8f, 0.8f, 1.f - angle / MAX_ANGLE);
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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glScalef(_height / 2.f, _height / 2.f, _height / 2.f);
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glutSolidSphere(1.2f + _head.getAverageLoudness() * .0005f, 20, 20);
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glPopMatrix();
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}
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}
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// Render the balls
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@ -794,6 +800,30 @@ void Avatar::getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, gl
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rotation = _bodyBall[jointID].rotation;
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}
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bool Avatar::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
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float minDistance = FLT_MAX;
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for (int i = 0; i < NUM_AVATAR_BODY_BALLS; i++) {
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float distance;
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if (rayIntersectsSphere(origin, direction, _bodyBall[i].position, _bodyBall[i].radius, distance)) {
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minDistance = min(minDistance, distance);
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}
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}
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if (minDistance == FLT_MAX) {
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return false;
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}
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distance = minDistance;
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return true;
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}
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int Avatar::parseData(unsigned char* sourceBuffer, int numBytes) {
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// change in position implies movement
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glm::vec3 oldPosition = _position;
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int bytesRead = AvatarData::parseData(sourceBuffer, numBytes);
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const float MOVE_DISTANCE_THRESHOLD = 0.001f;
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_moving = glm::distance(oldPosition, _position) > MOVE_DISTANCE_THRESHOLD;
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return bytesRead;
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}
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void Avatar::saveData(QSettings* set) {
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set->beginGroup("Avatar");
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@ -164,6 +164,15 @@ public:
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// Get the position/rotation of a single body ball
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void getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, glm::quat& rotation) const;
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/// Checks for an intersection between the described ray and any of the avatar's body balls.
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/// \param origin the origin of the ray
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/// \param direction the unit direction vector
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/// \param[out] distance the variable in which to store the distance to intersection
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/// \return whether or not the ray intersected
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
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virtual int parseData(unsigned char* sourceBuffer, int numBytes);
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static void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
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public slots:
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@ -219,6 +228,8 @@ protected:
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float _stringLength;
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AvatarVoxelSystem _voxels;
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bool _moving; ///< set when position is changing
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// protected methods...
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glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
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@ -318,6 +318,10 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter, float gyroCam
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_mode = AVATAR_MODE_INTERACTING;
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}
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// update moving flag based on speed
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const float MOVING_SPEED_THRESHOLD = 0.01f;
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_moving = _speed > MOVING_SPEED_THRESHOLD;
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// update position by velocity, and subtract the change added earlier for gravity
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_position += _velocity * deltaTime;
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@ -511,7 +515,13 @@ void MyAvatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
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if (Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_FIRST_PERSON) {
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// Dont display body
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} else if (_head.getFace().isFullFrame()) {
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return;
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}
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// glow when moving
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Glower glower(_moving ? 1.0f : 0.0f);
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if (_head.getFace().isFullFrame()) {
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// Render the full-frame video
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float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror);
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if (alpha > 0.0f) {
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@ -1032,4 +1042,4 @@ void MyAvatar::setOrientation(const glm::quat& orientation) {
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void MyAvatar::setNewScale(const float scale) {
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_newScale = scale;
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}
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}
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@ -15,7 +15,7 @@
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#include "ProgramObject.h"
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#include "RenderUtil.h"
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GlowEffect::GlowEffect() : _renderMode(DIFFUSE_ADD_MODE), _isOddFrame(false) {
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GlowEffect::GlowEffect() : _renderMode(DIFFUSE_ADD_MODE), _isOddFrame(false), _intensity(0.0f) {
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}
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QOpenGLFramebufferObject* GlowEffect::getFreeFramebufferObject() const {
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@ -70,12 +70,15 @@ void GlowEffect::prepare() {
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}
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void GlowEffect::begin(float intensity) {
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glBlendColor(0.0f, 0.0f, 0.0f, intensity);
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_isEmpty = false;
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// store the current intensity and add the new amount
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_intensityStack.push(_intensity);
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glBlendColor(0.0f, 0.0f, 0.0f, _intensity += intensity);
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_isEmpty &= (_intensity == 0.0f);
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}
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void GlowEffect::end() {
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glBlendColor(0.0f, 0.0f, 0.0f, 0.0f);
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// restore the saved intensity
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glBlendColor(0.0f, 0.0f, 0.0f, _intensity = _intensityStack.pop());
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}
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static void maybeBind(QOpenGLFramebufferObject* fbo) {
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@ -268,3 +271,12 @@ void GlowEffect::cycleRenderMode() {
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break;
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}
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}
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Glower::Glower(float amount) {
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Application::getInstance()->getGlowEffect()->begin(amount);
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}
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Glower::~Glower() {
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Application::getInstance()->getGlowEffect()->end();
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}
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@ -10,6 +10,7 @@
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#define __interface__GlowEffect__
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#include <QObject>
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#include <QStack>
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class QOpenGLFramebufferObject;
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@ -63,6 +64,17 @@ private:
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bool _isEmpty; ///< set when nothing in the scene is currently glowing
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bool _isOddFrame; ///< controls the alternation between texture targets in diffuse add mode
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float _intensity;
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QStack<float> _intensityStack;
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};
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/// RAII-style glow handler. Applies glow when in scope.
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class Glower {
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public:
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Glower(float amount = 1.0f);
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~Glower();
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};
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#endif /* defined(__interface__GlowEffect__) */
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