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adding Camera and some utility classes and start of prototype avatar
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commit
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11 changed files with 1141 additions and 29 deletions
19
interface/src/Camera.cpp
Executable file
19
interface/src/Camera.cpp
Executable file
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@ -0,0 +1,19 @@
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//-----------------------------------------------------------
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//
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// Created by Jeffrey Ventrella and added as a utility
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// class for High Fidelity Code base, April 2013
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//
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//-----------------------------------------------------------
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#include "Camera.h"
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//------------------------
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Camera::Camera()
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{
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yaw = 0.0;
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pitch = 0.0;
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roll = 0.0;
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position = glm::dvec3( 0.0, 0.0, 0.0 );
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orientation.setToIdentity();
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}
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41
interface/src/Camera.h
Executable file
41
interface/src/Camera.h
Executable file
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@ -0,0 +1,41 @@
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//-----------------------------------------------------------
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//
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// Created by Jeffrey Ventrella and added as a utility
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// class for High Fidelity Code base, April 2013
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//
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//-----------------------------------------------------------
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#ifndef __interface__camera__
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#define __interface__camera__
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#include "Vector3D.h"
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#include "Orientation.h"
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#include <glm/glm.hpp>
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class Camera
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{
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public:
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Camera();
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void setYaw ( double y ) { yaw = y; }
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void setPitch ( double p ) { pitch = p; }
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void setRoll ( double r ) { roll = r; }
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void setPosition ( glm::dvec3 p ) { position = p; };
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void setOrientation ( Orientation o ) { orientation.set(o); }
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double getYaw () { return yaw; }
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double getPitch () { return pitch; }
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double getRoll () { return roll; }
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glm::dvec3 getPosition () { return position; }
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Orientation getOrientation () { return orientation; }
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private:
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glm::dvec3 position;
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double yaw;
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double pitch;
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double roll;
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Orientation orientation;
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};
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#endif
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@ -40,6 +40,7 @@ private:
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float transmitterHz;
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int transmitterPackets;
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bool renderPointer;
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};
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302
interface/src/Head.cpp
Normal file → Executable file
302
interface/src/Head.cpp
Normal file → Executable file
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@ -38,8 +38,13 @@ vector<unsigned char> iris_texture;
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unsigned int iris_texture_width = 512;
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unsigned int iris_texture_height = 256;
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//---------------------------------------------------
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Head::Head()
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{
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initializeAvatar();
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position = glm::vec3(0,0,0);
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velocity = glm::vec3(0,0,0);
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thrust = glm::vec3(0,0,0);
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@ -77,6 +82,8 @@ Head::Head()
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lastLoudness = 0.0;
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browAudioLift = 0.0;
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noise = 0;
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handOffset.clear();
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sphere = NULL;
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@ -91,7 +98,14 @@ Head::Head()
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}
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}
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Head::Head(const Head &otherHead) {
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//---------------------------------------------------
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Head::Head(const Head &otherHead)
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{
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initializeAvatar();
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position = otherHead.position;
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velocity = otherHead.velocity;
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thrust = otherHead.thrust;
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@ -141,22 +155,42 @@ Head::Head(const Head &otherHead) {
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hand = &newHand;
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}
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Head::~Head() {
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if (sphere != NULL) {
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//---------------------------------------------------
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Head::~Head()
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{
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if (sphere != NULL)
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{
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gluDeleteQuadric(sphere);
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}
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}
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Head* Head::clone() const {
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//---------------------------------------------------
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Head* Head::clone() const
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{
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return new Head(*this);
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}
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//---------------------------------------------------
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void Head::reset()
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{
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Pitch = Yaw = Roll = 0;
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leanForward = leanSideways = 0;
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}
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//---------------------------------------------------
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void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int head_mirror, glm::vec3 * gravity)
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// Using serial data, update avatar/render position and angles
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{
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@ -201,24 +235,49 @@ void Head::UpdatePos(float frametime, SerialInterface * serialInterface, int hea
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}
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}
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//---------------------------------------------------
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void Head::setAvatarPosition( double x, double y, double z )
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{
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avatar.position.setXYZ( x, y, z );
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}
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//---------------------------------------------------
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void Head::addLean(float x, float z) {
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// Add Body lean as impulse
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leanSideways += x;
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leanForward += z;
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}
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//---------------------------------------------------
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void Head::setLeanForward(float dist){
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leanForward = dist;
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}
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//---------------------------------------------------
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void Head::setLeanSideways(float dist){
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leanSideways = dist;
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}
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// Simulate the head over time
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//---------------------------------------------------
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void Head::simulate(float deltaTime)
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{
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simulateAvatar( deltaTime );
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glm::vec3 forward(-sinf(getRenderYaw()*PI/180),
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sinf(getRenderPitch()*PI/180),
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cosf(getRenderYaw()*PI/180));
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@ -350,28 +409,48 @@ void Head::simulate(float deltaTime)
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}
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}
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hand->simulate(deltaTime);
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//hand->simulate(deltaTime);
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}
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//---------------------------------------------------
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void Head::render(int faceToFace, int isMine)
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{
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// render avatar
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renderAvatar();
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int side = 0;
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// Always render own hand, but don't render head unless showing face2face
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glEnable(GL_DEPTH_TEST);
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glPushMatrix();
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glScalef(scale, scale, scale);
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glTranslatef(leanSideways, 0.f, leanForward);
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//glScalef(scale, scale, scale);
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glTranslatef
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(
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avatar.bone[ AVATAR_BONE_HEAD ].position.x,
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avatar.bone[ AVATAR_BONE_HEAD ].position.y,
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avatar.bone[ AVATAR_BONE_HEAD ].position.z
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);
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glScalef( 0.03, 0.03, 0.03 );
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glTranslatef(leanSideways, 0.f, leanForward);
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glRotatef(Yaw, 0, 1, 0);
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hand->render(1);
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//hand->render(1);
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// Don't render a head if it is really close to your location, because that is your own head!
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if (!isMine || faceToFace) {
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//if (!isMine || faceToFace)
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{
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glRotatef(Pitch, 1, 0, 0);
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glRotatef(Roll, 0, 0, 1);
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@ -380,6 +459,7 @@ void Head::render(int faceToFace, int isMine)
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// Overall scale of head
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if (faceToFace) glScalef(1.5, 2.0, 2.0);
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else glScalef(0.75, 1.0, 1.0);
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glColor3fv(skinColor);
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@ -400,7 +480,6 @@ void Head::render(int faceToFace, int isMine)
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glTranslatef(-2.0, 0, 0);
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}
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glPopMatrix();
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// Eyebrows
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audioAttack = 0.9*audioAttack + 0.1*fabs(loudness - lastLoudness);
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@ -509,9 +588,201 @@ void Head::render(int faceToFace, int isMine)
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}
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glPopMatrix();
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}
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//---------------------------------------------------------
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void Head::setHandMovement( glm::dvec3 movement )
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{
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handOffset.setXYZ( movement.x, movement.y, movement.z );
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}
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//-----------------------------------------
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void Head::initializeAvatar()
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{
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//printf( "initializeAvatar\n" );
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avatar.position.clear();
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//avatar.position.setXYZ( -3.0, 0.0, 0.0 );
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avatar.velocity.clear();
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avatar.orientation.setToIdentity();
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for (int b=0; b<NUM_AVATAR_BONES; b++)
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{
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avatar.bone[b].position.clear();
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avatar.bone[b].velocity.clear();
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avatar.bone[b].orientation.setToIdentity();
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}
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//----------------------------------------------------------------------------
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// parental hierarchy
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// spine and head
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//----------------------------------------------------------------------------
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avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
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avatar.bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
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avatar.bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
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avatar.bone[ AVATAR_BONE_NECK ].parent = AVATAR_BONE_CHEST_SPINE;
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avatar.bone[ AVATAR_BONE_HEAD ].parent = AVATAR_BONE_NECK;
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//----------------------------------------------------------------------------
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// left chest and arm
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//----------------------------------------------------------------------------
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avatar.bone[ AVATAR_BONE_LEFT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
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avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].parent = AVATAR_BONE_LEFT_CHEST;
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avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].parent = AVATAR_BONE_LEFT_SHOULDER;
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avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].parent = AVATAR_BONE_LEFT_UPPER_ARM;
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avatar.bone[ AVATAR_BONE_LEFT_HAND ].parent = AVATAR_BONE_LEFT_FOREARM;
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//----------------------------------------------------------------------------
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// right chest and arm
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//----------------------------------------------------------------------------
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avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].parent = AVATAR_BONE_MID_SPINE;
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avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].parent = AVATAR_BONE_RIGHT_CHEST;
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avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].parent = AVATAR_BONE_RIGHT_SHOULDER;
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avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].parent = AVATAR_BONE_RIGHT_UPPER_ARM;
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avatar.bone[ AVATAR_BONE_RIGHT_HAND ].parent = AVATAR_BONE_RIGHT_FOREARM;
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//----------------------------------------------------------------------------
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// left pelvis and leg
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//----------------------------------------------------------------------------
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avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].parent = AVATAR_BONE_NULL;
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avatar.bone[ AVATAR_BONE_LEFT_THIGH ].parent = AVATAR_BONE_LEFT_PELVIS;
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avatar.bone[ AVATAR_BONE_LEFT_SHIN ].parent = AVATAR_BONE_LEFT_THIGH;
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avatar.bone[ AVATAR_BONE_LEFT_FOOT ].parent = AVATAR_BONE_LEFT_SHIN;
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//----------------------------------------------------------------------------
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// right pelvis and leg
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//----------------------------------------------------------------------------
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avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].parent = AVATAR_BONE_NULL;
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avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].parent = AVATAR_BONE_RIGHT_PELVIS;
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avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].parent = AVATAR_BONE_RIGHT_THIGH;
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avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].parent = AVATAR_BONE_RIGHT_SHIN;
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//----------------------------------------------------------
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// default pose position
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//----------------------------------------------------------
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avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].defaultPosePosition.setXYZ( 0.0, 0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_MID_SPINE ].defaultPosePosition.setXYZ( 0.0, 0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_CHEST_SPINE ].defaultPosePosition.setXYZ( 0.0, 0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_NECK ].defaultPosePosition.setXYZ( 0.0, 0.06, 0.0 );
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avatar.bone[ AVATAR_BONE_HEAD ].defaultPosePosition.setXYZ( 0.0, 0.06, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_CHEST ].defaultPosePosition.setXYZ( -0.06, 0.06, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].defaultPosePosition.setXYZ( -0.03, 0.0, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].defaultPosePosition.setXYZ( 0.0, -0.12, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].defaultPosePosition.setXYZ( 0.0, -0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_HAND ].defaultPosePosition.setXYZ( 0.0, -0.05, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].defaultPosePosition.setXYZ( 0.06, 0.06, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].defaultPosePosition.setXYZ( 0.03, 0.0, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].defaultPosePosition.setXYZ( 0.0, -0.12, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].defaultPosePosition.setXYZ( 0.0, -0.1, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_HAND ].defaultPosePosition.setXYZ( 0.0, -0.05, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].defaultPosePosition.setXYZ( -0.05, 0.0, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_THIGH ].defaultPosePosition.setXYZ( 0.0, -0.15, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_SHIN ].defaultPosePosition.setXYZ( 0.0, -0.15, 0.0 );
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avatar.bone[ AVATAR_BONE_LEFT_FOOT ].defaultPosePosition.setXYZ( 0.0, 0.0, 0.04 );
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avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].defaultPosePosition.setXYZ( 0.05, 0.0, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].defaultPosePosition.setXYZ( 0.0, -0.15, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition.setXYZ( 0.0, -0.15, 0.0 );
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avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition.setXYZ( 0.0, 0.0, 0.04 );
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//----------------------------------------------------------------------------
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// length
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//----------------------------------------------------------------------------
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avatar.bone[ AVATAR_BONE_PELVIS_SPINE ].length = 0.1;
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avatar.bone[ AVATAR_BONE_MID_SPINE ].length = 0.1;
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avatar.bone[ AVATAR_BONE_CHEST_SPINE ].length = 0.1;
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avatar.bone[ AVATAR_BONE_NECK ].length = 0.1;
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avatar.bone[ AVATAR_BONE_HEAD ].length = 0.1;
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avatar.bone[ AVATAR_BONE_LEFT_CHEST ].length = 0.1;
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avatar.bone[ AVATAR_BONE_LEFT_SHOULDER ].length = 0.1;
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avatar.bone[ AVATAR_BONE_LEFT_UPPER_ARM ].length = 0.1;
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avatar.bone[ AVATAR_BONE_LEFT_FOREARM ].length = 0.1;
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avatar.bone[ AVATAR_BONE_LEFT_HAND ].length = 0.1;
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avatar.bone[ AVATAR_BONE_RIGHT_CHEST ].length = 0.1;
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avatar.bone[ AVATAR_BONE_RIGHT_SHOULDER ].length = 0.1;
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avatar.bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].length = 0.1;
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avatar.bone[ AVATAR_BONE_RIGHT_FOREARM ].length = 0.1;
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avatar.bone[ AVATAR_BONE_RIGHT_HAND ].length = 0.1;
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avatar.bone[ AVATAR_BONE_LEFT_PELVIS ].length = 0.1;
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avatar.bone[ AVATAR_BONE_LEFT_THIGH ].length = 0.1;
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avatar.bone[ AVATAR_BONE_LEFT_SHIN ].length = 0.1;
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avatar.bone[ AVATAR_BONE_LEFT_FOOT ].length = 0.1;
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avatar.bone[ AVATAR_BONE_RIGHT_PELVIS ].length = 0.1;
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avatar.bone[ AVATAR_BONE_RIGHT_THIGH ].length = 0.1;
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avatar.bone[ AVATAR_BONE_RIGHT_SHIN ].length = 0.1;
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avatar.bone[ AVATAR_BONE_RIGHT_FOOT ].length = 0.1;
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updateAvatarSkeleton();
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}
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//-----------------------------------------
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void Head::simulateAvatar( float deltaTime )
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{
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updateAvatarSkeleton();
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}
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//-----------------------------------------
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void Head::updateAvatarSkeleton()
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{
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for (int b=0; b<NUM_AVATAR_BONES; b++)
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{
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if ( avatar.bone[b].parent == AVATAR_BONE_NULL )
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{
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avatar.bone[b].position.set( avatar.position );
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}
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else
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{
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avatar.bone[b].position.set( avatar.bone[ avatar.bone[b].parent ].position );
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}
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avatar.bone[b].position.add( avatar.bone[b].defaultPosePosition );
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}
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avatar.bone[ AVATAR_BONE_RIGHT_HAND ].position.add( handOffset );
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}
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||||
|
||||
|
||||
//-----------------------------------------
|
||||
void Head::renderAvatar()
|
||||
{
|
||||
glColor3fv(skinColor);
|
||||
|
||||
for (int b=0; b<NUM_AVATAR_BONES; b++)
|
||||
{
|
||||
glPushMatrix();
|
||||
glTranslatef( avatar.bone[b].position.x, avatar.bone[b].position.y, avatar.bone[b].position.z );
|
||||
glScalef( 0.02, 0.02, 0.02 );
|
||||
glutSolidSphere( 1, 6, 3 );
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Transmit data to agents requesting it
|
||||
|
||||
//---------------------------------------------------
|
||||
int Head::getBroadcastData(char* data)
|
||||
{
|
||||
// Copy data for transmission to the buffer, return length of data
|
||||
|
@ -523,6 +794,7 @@ int Head::getBroadcastData(char* data)
|
|||
return strlen(data);
|
||||
}
|
||||
|
||||
//---------------------------------------------------
|
||||
void Head::parseData(void *data, int size) {
|
||||
// parse head data for this agent
|
||||
glm::vec3 handPos(0,0,0);
|
||||
|
@ -531,9 +803,11 @@ void Head::parseData(void *data, int size) {
|
|||
&position.x, &position.y, &position.z,
|
||||
&loudness, &averageLoudness,
|
||||
&handPos.x, &handPos.y, &handPos.z);
|
||||
|
||||
if (glm::length(handPos) > 0.0) hand->setPos(handPos);
|
||||
}
|
||||
|
||||
//---------------------------------------------------
|
||||
void Head::SetNewHeadTarget(float pitch, float yaw)
|
||||
{
|
||||
PitchTarget = pitch;
|
||||
|
|
|
@ -13,8 +13,9 @@
|
|||
#include "AgentData.h"
|
||||
#include "Field.h"
|
||||
#include "world.h"
|
||||
#include "Head.h"
|
||||
#include "Hand.h"
|
||||
#include "Vector3D.h" // added by Ventrella as a utility
|
||||
#include "Orientation.h" // added by Ventrella as a utility
|
||||
#include "InterfaceConfig.h"
|
||||
#include "SerialInterface.h"
|
||||
|
||||
|
@ -30,6 +31,101 @@ enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
|
|||
#define ROT_RIGHT 7
|
||||
#define MAX_DRIVE_KEYS 8
|
||||
|
||||
/*
|
||||
enum AvatarJoints
|
||||
{
|
||||
AVATAR_JOINT_NULL = -1,
|
||||
AVATAR_JOINT_PELVIS,
|
||||
AVATAR_JOINT_TORSO,
|
||||
AVATAR_JOINT_CHEST,
|
||||
AVATAR_JOINT_NECK_BASE,
|
||||
AVATAR_JOINT_HEAD_BASE,
|
||||
AVATAR_JOINT_HEAD_TOP,
|
||||
|
||||
AVATAR_JOINT_LEFT_CLAVICLE,
|
||||
AVATAR_JOINT_LEFT_SHOULDER,
|
||||
AVATAR_JOINT_LEFT_ELBOW,
|
||||
AVATAR_JOINT_LEFT_WRIST,
|
||||
AVATAR_JOINT_LEFT_FINGERTIPS,
|
||||
|
||||
AVATAR_JOINT_RIGHT_CLAVICLE,
|
||||
AVATAR_JOINT_RIGHT_SHOULDER,
|
||||
AVATAR_JOINT_RIGHT_ELBOW,
|
||||
AVATAR_JOINT_RIGHT_WRIST,
|
||||
AVATAR_JOINT_RIGHT_FINGERTIPS,
|
||||
|
||||
AVATAR_JOINT_LEFT_HIP,
|
||||
AVATAR_JOINT_LEFT_KNEE,
|
||||
AVATAR_JOINT_LEFT_HEEL,
|
||||
AVATAR_JOINT_LEFT_TOES,
|
||||
|
||||
AVATAR_JOINT_RIGHT_HIP,
|
||||
AVATAR_JOINT_RIGHT_KNEE,
|
||||
AVATAR_JOINT_RIGHT_HEEL,
|
||||
AVATAR_JOINT_RIGHT_TOES,
|
||||
|
||||
NUM_AVATAR_JOINTS
|
||||
};
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
enum AvatarBones
|
||||
{
|
||||
AVATAR_BONE_NULL = -1,
|
||||
AVATAR_BONE_PELVIS_SPINE, // connects pelvis joint with torso joint (cannot be rotated)
|
||||
AVATAR_BONE_MID_SPINE, // connects torso joint with chest joint
|
||||
AVATAR_BONE_CHEST_SPINE, // connects chest joint with neckBase joint (cannot be rotated)
|
||||
AVATAR_BONE_NECK, // connects neckBase joint with headBase joint
|
||||
AVATAR_BONE_HEAD, // connects headBase joint with headTop joint
|
||||
|
||||
AVATAR_BONE_LEFT_CHEST, // connects chest joint with left clavicle joint (cannot be rotated)
|
||||
AVATAR_BONE_LEFT_SHOULDER, // connects left clavicle joint with left shoulder joint
|
||||
AVATAR_BONE_LEFT_UPPER_ARM, // connects left shoulder joint with left elbow joint
|
||||
AVATAR_BONE_LEFT_FOREARM, // connects left elbow joint with left wrist joint
|
||||
AVATAR_BONE_LEFT_HAND, // connects left wrist joint with left fingertips joint
|
||||
|
||||
AVATAR_BONE_RIGHT_CHEST, // connects chest joint with right clavicle joint (cannot be rotated)
|
||||
AVATAR_BONE_RIGHT_SHOULDER, // connects right clavicle joint with right shoulder joint
|
||||
AVATAR_BONE_RIGHT_UPPER_ARM, // connects right shoulder joint with right elbow joint
|
||||
AVATAR_BONE_RIGHT_FOREARM, // connects right elbow joint with right wrist joint
|
||||
AVATAR_BONE_RIGHT_HAND, // connects right wrist joint with right fingertips joint
|
||||
|
||||
AVATAR_BONE_LEFT_PELVIS, // connects pelvis joint with left hip joint (cannot be rotated)
|
||||
AVATAR_BONE_LEFT_THIGH, // connects left hip joint with left knee joint
|
||||
AVATAR_BONE_LEFT_SHIN, // connects left knee joint with left heel joint
|
||||
AVATAR_BONE_LEFT_FOOT, // connects left heel joint with left toes joint
|
||||
|
||||
AVATAR_BONE_RIGHT_PELVIS, // connects pelvis joint with right hip joint (cannot be rotated)
|
||||
AVATAR_BONE_RIGHT_THIGH, // connects right hip joint with right knee joint
|
||||
AVATAR_BONE_RIGHT_SHIN, // connects right knee joint with right heel joint
|
||||
AVATAR_BONE_RIGHT_FOOT, // connects right heel joint with right toes joint
|
||||
|
||||
NUM_AVATAR_BONES
|
||||
};
|
||||
|
||||
struct AvatarBone
|
||||
{
|
||||
AvatarBones parent;
|
||||
Vector3D position;
|
||||
Vector3D defaultPosePosition;
|
||||
Vector3D velocity;
|
||||
double yaw;
|
||||
double pitch;
|
||||
double roll;
|
||||
Orientation orientation;
|
||||
double length;
|
||||
};
|
||||
|
||||
struct Avatar
|
||||
{
|
||||
Vector3D position;
|
||||
Vector3D velocity;
|
||||
Orientation orientation;
|
||||
AvatarBone bone[ NUM_AVATAR_BONES ];
|
||||
};
|
||||
|
||||
class Head : public AgentData {
|
||||
public:
|
||||
Head();
|
||||
|
@ -60,7 +156,12 @@ class Head : public AgentData {
|
|||
float getLastMeasuredYaw() {return YawRate;}
|
||||
|
||||
void render(int faceToFace, int isMine);
|
||||
|
||||
void setAvatarPosition( double, double, double );
|
||||
|
||||
void simulate(float);
|
||||
|
||||
void setHandMovement( glm::dvec3 movement );
|
||||
|
||||
// Send and receive network data
|
||||
int getBroadcastData(char * data);
|
||||
|
@ -124,6 +225,8 @@ class Head : public AgentData {
|
|||
glm::vec3 position;
|
||||
glm::vec3 velocity;
|
||||
glm::vec3 thrust;
|
||||
|
||||
Vector3D handOffset;
|
||||
|
||||
int driveKeys[MAX_DRIVE_KEYS];
|
||||
|
||||
|
@ -131,10 +234,16 @@ class Head : public AgentData {
|
|||
eyeContactTargets eyeContactTarget;
|
||||
|
||||
GLUquadric *sphere;
|
||||
Avatar avatar;
|
||||
|
||||
void initializeAvatar();
|
||||
void simulateAvatar( float deltaTime );
|
||||
void updateAvatarSkeleton();
|
||||
void renderAvatar();
|
||||
|
||||
void readSensors();
|
||||
float renderYaw, renderPitch; // Pitch from view frustum when this is own head.
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
232
interface/src/Orientation.cpp
Executable file
232
interface/src/Orientation.cpp
Executable file
|
@ -0,0 +1,232 @@
|
|||
//-----------------------------------------------------------
|
||||
//
|
||||
// Created by Jeffrey Ventrella and added as a utility
|
||||
// class for High Fidelity Code base, April 2013
|
||||
//
|
||||
//-----------------------------------------------------------
|
||||
|
||||
#include "Orientation.h"
|
||||
#include "Vector3D.h"
|
||||
#include "Util.h"
|
||||
|
||||
//------------------------
|
||||
Orientation::Orientation()
|
||||
{
|
||||
right.setXYZ ( 1.0, 0.0, 0.0 );
|
||||
up.setXYZ ( 0.0, 1.0, 0.0 );
|
||||
front.setXYZ ( 0.0, 0.0, 1.0 );
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------
|
||||
void Orientation::setToIdentity()
|
||||
{
|
||||
right.setXYZ ( 1.0, 0.0, 0.0 );
|
||||
up.setXYZ ( 0.0, 1.0, 0.0 );
|
||||
front.setXYZ ( 0.0, 0.0, 1.0 );
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------
|
||||
void Orientation::set( Orientation o )
|
||||
{
|
||||
right.set ( o.getRight() );
|
||||
up.set ( o.getUp () );
|
||||
front.set ( o.getFront() );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------------------
|
||||
void Orientation::forceAxisInDirection( int whichAxis, const Vector3D &direction, double forceAmount )
|
||||
{
|
||||
Vector3D diff;
|
||||
|
||||
if ( whichAxis == ORIENTATION_RIGHT_AXIS )
|
||||
{
|
||||
diff.setToDifference( direction, right );
|
||||
right.addScaled( diff, forceAmount );
|
||||
right.normalize();
|
||||
up.setToCross( front, right );
|
||||
up.normalize();
|
||||
front.setToCross( right, up );
|
||||
}
|
||||
else if ( whichAxis == ORIENTATION_UP_AXIS )
|
||||
{
|
||||
diff.setToDifference( direction, up );
|
||||
up.addScaled( diff, forceAmount );
|
||||
up.normalize();
|
||||
front.setToCross( right, up );
|
||||
front.normalize();
|
||||
right.setToCross( up, front );
|
||||
}
|
||||
else if ( whichAxis == ORIENTATION_FRONT_AXIS )
|
||||
{
|
||||
diff.setToDifference( direction, front );
|
||||
front.addScaled( diff, forceAmount );
|
||||
front.normalize();
|
||||
right.setToCross( up, front );
|
||||
right.normalize();
|
||||
up.setToCross( front, right );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------------------------
|
||||
void Orientation::forceFrontInDirection( const Vector3D &direction, const Vector3D &upDirection, double forceAmount )
|
||||
{
|
||||
Vector3D diff;
|
||||
diff.setToDifference( direction, front );
|
||||
front.addScaled( diff, forceAmount );
|
||||
front.normalize();
|
||||
right.setToCross( upDirection, front );
|
||||
right.normalize();
|
||||
up.setToCross( front, right );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//---------------------------------------
|
||||
void Orientation::yaw( double angle )
|
||||
{
|
||||
double r = angle * PI_OVER_180;
|
||||
double s = sin( r );
|
||||
double c = cos( r );
|
||||
|
||||
Vector3D cosineFront;
|
||||
Vector3D cosineRight;
|
||||
Vector3D sineFront;
|
||||
Vector3D sineRight;
|
||||
|
||||
cosineFront.setToScaled ( front, c );
|
||||
cosineRight.setToScaled ( right, c );
|
||||
sineFront.setToScaled ( front, s );
|
||||
sineRight.setToScaled ( right, s );
|
||||
|
||||
front.set( cosineFront );
|
||||
front.add( sineRight );
|
||||
|
||||
right.set( cosineRight );
|
||||
right.subtract( sineFront );
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------
|
||||
void Orientation::pitch( double angle )
|
||||
{
|
||||
double r = angle * PI_OVER_180;
|
||||
double s = sin( r );
|
||||
double c = cos( r );
|
||||
|
||||
Vector3D cosineUp;
|
||||
Vector3D cosineFront;
|
||||
Vector3D sineUp;
|
||||
Vector3D sineFront;
|
||||
|
||||
cosineUp.setToScaled ( up, c );
|
||||
cosineFront.setToScaled ( front, c );
|
||||
sineUp.setToScaled ( up, s );
|
||||
sineFront.setToScaled ( front, s );
|
||||
|
||||
up.set( cosineUp );
|
||||
up.add( sineFront );
|
||||
|
||||
front.set( cosineFront );
|
||||
front.subtract( sineUp );
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------
|
||||
void Orientation::roll( double angle )
|
||||
{
|
||||
double r = angle * PI_OVER_180;
|
||||
double s = sin( r );
|
||||
double c = cos( r );
|
||||
|
||||
Vector3D cosineUp;
|
||||
Vector3D cosineRight;
|
||||
Vector3D sineUp;
|
||||
Vector3D sineRight;
|
||||
|
||||
cosineUp.setToScaled ( up, c );
|
||||
cosineRight.setToScaled ( right, c );
|
||||
sineUp.setToScaled ( up, s );
|
||||
sineRight.setToScaled ( right, s );
|
||||
|
||||
up.set( cosineUp );
|
||||
up.add( sineRight );
|
||||
|
||||
right.set( cosineRight );
|
||||
right.subtract( sineUp );
|
||||
}
|
||||
|
||||
|
||||
Vector3D Orientation::getRight () { return right; }
|
||||
Vector3D Orientation::getUp () { return up; }
|
||||
Vector3D Orientation::getFront () { return front; }
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
void Orientation::setRightUpFront( const Vector3D &r, const Vector3D &u, const Vector3D &f )
|
||||
{
|
||||
//verifyValidOrientation();
|
||||
|
||||
right.set (r);
|
||||
up.set (u);
|
||||
front.set (f);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
void Orientation::verifyValidOrientation()
|
||||
{
|
||||
assert( right.getMagnitude () < 1.0 + BIG_EPSILON );
|
||||
assert( right.getMagnitude () > 1.0 - BIG_EPSILON );
|
||||
assert( up.getMagnitude () < 1.0 + BIG_EPSILON );
|
||||
assert( up.getMagnitude () > 1.0 - BIG_EPSILON );
|
||||
assert( front.getMagnitude () < 1.0 + BIG_EPSILON );
|
||||
assert( front.getMagnitude () > 1.0 - BIG_EPSILON );
|
||||
|
||||
if ( right.getMagnitude() > 1.0 + BIG_EPSILON )
|
||||
{
|
||||
printf( "oops: the magnitude of the 'right' part of the orientation is %f!\n", right.getMagnitude() );
|
||||
}
|
||||
else if ( right.getMagnitude() < 1.0 - BIG_EPSILON )
|
||||
{
|
||||
printf( "oops: the magnitude of the 'right' part of the orientation is %f!\n", right.getMagnitude() );
|
||||
}
|
||||
|
||||
|
||||
if ( up.getMagnitude() > 1.0 + BIG_EPSILON )
|
||||
{
|
||||
printf( "oops: the magnitude of the 'up' part of the orientation is %f!\n", up.getMagnitude() );
|
||||
}
|
||||
else if ( up.getMagnitude() < 1.0 - BIG_EPSILON )
|
||||
{
|
||||
printf( "oops: the magnitude of the 'up' part of the orientation is %f!\n", up.getMagnitude() );
|
||||
}
|
||||
|
||||
|
||||
if ( front.getMagnitude() > 1.0 + BIG_EPSILON )
|
||||
{
|
||||
printf( "oops: the magnitude of the 'front' part of the orientation is %f!\n", front.getMagnitude() );
|
||||
}
|
||||
else if ( front.getMagnitude() < 1.0 - BIG_EPSILON )
|
||||
{
|
||||
printf( "oops: the magnitude of the 'front' part of the orientation is %f!\n", front.getMagnitude() );
|
||||
}
|
||||
|
||||
if (( right.dotWith ( up ) > BIG_EPSILON )
|
||||
|| ( right.dotWith ( up ) < -BIG_EPSILON )) { printf( "oops: the 'right' and 'up' parts of the orientation are not perpendicular! The dot is: %f\n", right.dotWith ( up ) ); }
|
||||
|
||||
if (( right.dotWith ( front ) > BIG_EPSILON )
|
||||
|| ( right.dotWith ( front ) < -BIG_EPSILON )) { printf( "oops: the 'right' and 'front' parts of the orientation are not perpendicular! The dot is: %f\n", right.dotWith ( front ) ); }
|
||||
|
||||
if (( up.dotWith ( front ) > BIG_EPSILON )
|
||||
|| ( up.dotWith ( front ) < -BIG_EPSILON )) { printf( "oops: the 'up' and 'front' parts of the orientation are not perpendicular! The dot is: %f\n", up.dotWith ( front ) ); }
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
52
interface/src/Orientation.h
Executable file
52
interface/src/Orientation.h
Executable file
|
@ -0,0 +1,52 @@
|
|||
//-----------------------------------------------------------
|
||||
//
|
||||
// Created by Jeffrey Ventrella and added as a utility
|
||||
// class for High Fidelity Code base, April 2013
|
||||
//
|
||||
//-----------------------------------------------------------
|
||||
|
||||
#ifndef __interface__orientation__
|
||||
#define __interface__orientation__
|
||||
|
||||
#include "Math.h"
|
||||
#include "Vector3D.h"
|
||||
|
||||
enum Axis
|
||||
{
|
||||
ORIENTATION_RIGHT_AXIS,
|
||||
ORIENTATION_UP_AXIS,
|
||||
ORIENTATION_FRONT_AXIS
|
||||
};
|
||||
|
||||
class Orientation
|
||||
{
|
||||
private:
|
||||
|
||||
Vector3D right;
|
||||
Vector3D up;
|
||||
Vector3D front;
|
||||
|
||||
void verifyValidOrientation();
|
||||
|
||||
public:
|
||||
Orientation();
|
||||
|
||||
void yaw ( double );
|
||||
void pitch ( double );
|
||||
void roll ( double );
|
||||
|
||||
void set( Orientation );
|
||||
void setToIdentity();
|
||||
|
||||
void forceFrontInDirection( const Vector3D &, const Vector3D &, double );
|
||||
void forceAxisInDirection( int, const Vector3D &, double );
|
||||
|
||||
Vector3D getRight();
|
||||
Vector3D getUp();
|
||||
Vector3D getFront();
|
||||
|
||||
void setRightUpFront( const Vector3D &, const Vector3D &, const Vector3D & );
|
||||
};
|
||||
|
||||
|
||||
#endif
|
|
@ -17,6 +17,20 @@
|
|||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
|
||||
// added by Ventrella for utility purposes
|
||||
static const double ZERO = 0.0;
|
||||
static const double ONE = 1.0;
|
||||
static const double ONE_HALF = 0.5;
|
||||
static const double ONE_THIRD = 0.3333333;
|
||||
//static const double PI = 3.14159265359;
|
||||
static const double PI_TIMES_TWO = 3.14159265359 * 2.0;
|
||||
static const double PI_OVER_180 = 3.14159265359 / 180.0;
|
||||
static const double EPSILON = 0.00001; // a smallish number meant to be used as a margin of error for some normalized values
|
||||
static const double BIG_EPSILON = 0.01; // not as smallish as EPSILON
|
||||
static const double SQUARE_ROOT_OF_3 = sqrt(3);
|
||||
|
||||
|
||||
float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos);
|
||||
float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw);
|
||||
|
||||
|
|
267
interface/src/Vector3D.cpp
Executable file
267
interface/src/Vector3D.cpp
Executable file
|
@ -0,0 +1,267 @@
|
|||
//-----------------------------------------------------------
|
||||
//
|
||||
// Created by Jeffrey Ventrella and added as a utility
|
||||
// class for High Fidelity Code base, April 2013
|
||||
//
|
||||
//-----------------------------------------------------------
|
||||
|
||||
#include "Vector3D.h"
|
||||
#include "Math.h"
|
||||
|
||||
//---------------------------------------
|
||||
Vector3D::Vector3D()
|
||||
{
|
||||
x = 0.0;
|
||||
y = 0.0;
|
||||
z = 0.0;
|
||||
}
|
||||
|
||||
//---------------------------------------
|
||||
Vector3D::Vector3D( double x_, double y_, double z_ )
|
||||
{
|
||||
x = x_;
|
||||
y = y_;
|
||||
z = z_;
|
||||
}
|
||||
|
||||
//---------------------------------------
|
||||
Vector3D::Vector3D( const Vector3D & v )
|
||||
{
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
z = v.z;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::setXYZ( double x_, double y_, double z_ )
|
||||
{
|
||||
x = x_;
|
||||
y = y_;
|
||||
z = z_;
|
||||
}
|
||||
|
||||
|
||||
//---------------------
|
||||
void Vector3D::clear()
|
||||
{
|
||||
x = 0.0;
|
||||
y = 0.0;
|
||||
z = 0.0;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::addXYZ( double x_, double y_, double z_ )
|
||||
{
|
||||
x += x_;
|
||||
y += y_;
|
||||
z += z_;
|
||||
}
|
||||
|
||||
//---------------------------------------
|
||||
void Vector3D::set( const Vector3D &v )
|
||||
{
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
z = v.z;
|
||||
}
|
||||
|
||||
//-------------------------------------
|
||||
void Vector3D::add( const Vector3D &v )
|
||||
{
|
||||
x += v.x;
|
||||
y += v.y;
|
||||
z += v.z;
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------
|
||||
void Vector3D::subtract ( const Vector3D &v )
|
||||
{
|
||||
x -= v.x;
|
||||
y -= v.y;
|
||||
z -= v.z;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::addScaled( const Vector3D &v, double s )
|
||||
{
|
||||
x += v.x * s;
|
||||
y += v.y * s;
|
||||
z += v.z * s;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::subtractScaled( const Vector3D &v, double s )
|
||||
{
|
||||
x -= v.x * s;
|
||||
y -= v.y * s;
|
||||
z -= v.z * s;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------
|
||||
void Vector3D::normalize()
|
||||
{
|
||||
double d = sqrt( x * x + y * y + z * z );
|
||||
|
||||
if ( d > 0.0 )
|
||||
{
|
||||
x /= d;
|
||||
y /= d;
|
||||
z /= d;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------
|
||||
void Vector3D::setX ( double x_ ) { x = x_; }
|
||||
void Vector3D::setY ( double y_ ) { y = y_; }
|
||||
void Vector3D::setZ ( double z_ ) { z = z_; }
|
||||
|
||||
void Vector3D::addX ( double x_ ) { x += x_; }
|
||||
void Vector3D::addY ( double y_ ) { y += y_; }
|
||||
void Vector3D::addZ ( double z_ ) { z += z_; }
|
||||
|
||||
double Vector3D::getX () { return x; }
|
||||
double Vector3D::getY () { return y; }
|
||||
double Vector3D::getZ () { return z; }
|
||||
|
||||
void Vector3D::scaleX ( double s ) { x *= s; }
|
||||
void Vector3D::scaleY ( double s ) { y *= s; }
|
||||
void Vector3D::scaleZ ( double s ) { z *= s; }
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::setToScaled( const Vector3D &v, double s )
|
||||
{
|
||||
Vector3D c;
|
||||
|
||||
x = v.x * s;
|
||||
y = v.y * s;
|
||||
z = v.z * s;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------
|
||||
void Vector3D::setToAverage( const Vector3D &v1, const Vector3D &v2 )
|
||||
{
|
||||
x = v1.x + ( v2.x - v1.x ) * 0.5;
|
||||
y = v1.y + ( v2.y - v1.y ) * 0.5;
|
||||
z = v1.z + ( v2.z - v1.z ) * 0.5;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::setToDifference( const Vector3D &v1, const Vector3D &v2 )
|
||||
{
|
||||
x = v1.x - v2.x;
|
||||
y = v1.y - v2.y;
|
||||
z = v1.z - v2.z;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::scale( double s )
|
||||
{
|
||||
x *= s;
|
||||
y *= s;
|
||||
z *= s;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
double Vector3D::getMagnitude()
|
||||
{
|
||||
return sqrt( x * x + y * y + z * z );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
double Vector3D::getMagnitudeSquared()
|
||||
{
|
||||
return x * x + y * y + z * z ;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
double Vector3D::getDistanceTo( const Vector3D &v )
|
||||
{
|
||||
double xx = v.x - x;
|
||||
double yy = v.y - y;
|
||||
double zz = v.z - z;
|
||||
|
||||
return sqrt( xx * xx + yy * yy + zz * zz );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
double Vector3D::getDistanceSquaredTo( const Vector3D &v )
|
||||
{
|
||||
double xx = v.x - x;
|
||||
double yy = v.y - y;
|
||||
double zz = v.z - z;
|
||||
|
||||
return xx * xx + yy * yy + zz * zz;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
double Vector3D::getDistance( const Vector3D &v1, const Vector3D &v2 )
|
||||
{
|
||||
double xx = v2.x - v1.x;
|
||||
double yy = v2.y - v1.y;
|
||||
double zz = v2.z - v1.z;
|
||||
|
||||
return sqrt( xx * xx + yy * yy + zz * zz );
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
double Vector3D::getDistanceSquared( const Vector3D &v1, const Vector3D &v2 )
|
||||
{
|
||||
double xx = v2.x - v1.x;
|
||||
double yy = v2.y - v1.y;
|
||||
double zz = v2.z - v1.z;
|
||||
|
||||
return xx * xx + yy * yy + zz * zz;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
double Vector3D::dotWith( const Vector3D &v )
|
||||
{
|
||||
return
|
||||
x * v.x +
|
||||
y * v.y +
|
||||
z * v.z;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------
|
||||
void Vector3D::setToCross( const Vector3D &v1, const Vector3D &v2 )
|
||||
{
|
||||
x = v1.z * v2.y - v1.y * v2.z;
|
||||
y = v1.x * v2.z - v1.z * v2.x;
|
||||
z = v1.y * v2.x - v1.x * v2.y;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------
|
||||
void Vector3D::setToSum( const Vector3D &v1, const Vector3D &v2 )
|
||||
{
|
||||
x = v1.x + v2.x;
|
||||
y = v1.y + v2.y;
|
||||
z = v1.z + v2.z;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------
|
||||
void Vector3D::halve()
|
||||
{
|
||||
x *= 0.5;
|
||||
y *= 0.5;
|
||||
z *= 0.5;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
66
interface/src/Vector3D.h
Executable file
66
interface/src/Vector3D.h
Executable file
|
@ -0,0 +1,66 @@
|
|||
//-----------------------------------------------------------
|
||||
//
|
||||
// Created by Jeffrey Ventrella and added as a utility
|
||||
// class for High Fidelity Code base, April 2013
|
||||
//
|
||||
//-----------------------------------------------------------
|
||||
|
||||
#ifndef __interface__vector3D__
|
||||
#define __interface__vector3D__
|
||||
|
||||
class Vector3D
|
||||
{
|
||||
public:
|
||||
|
||||
//------------------
|
||||
// members
|
||||
//------------------
|
||||
double x;
|
||||
double y;
|
||||
double z;
|
||||
|
||||
//------------------
|
||||
// methods
|
||||
//------------------
|
||||
Vector3D();
|
||||
Vector3D( double, double, double );
|
||||
Vector3D( const Vector3D & );
|
||||
|
||||
void clear();
|
||||
void set ( const Vector3D & );
|
||||
void setToScaled ( const Vector3D &, double );
|
||||
void add ( const Vector3D & );
|
||||
void subtract ( const Vector3D & );
|
||||
void addScaled ( const Vector3D &, double );
|
||||
void subtractScaled ( const Vector3D &, double );
|
||||
void normalize ();
|
||||
void setToCross ( const Vector3D &, const Vector3D & );
|
||||
void setToAverage ( const Vector3D &, const Vector3D & );
|
||||
void setToSum ( const Vector3D &, const Vector3D & );
|
||||
void setXYZ ( double, double, double );
|
||||
void addXYZ ( double, double, double );
|
||||
void setX ( double );
|
||||
void setY ( double );
|
||||
void setZ ( double );
|
||||
void addX ( double );
|
||||
void addY ( double );
|
||||
void addZ ( double );
|
||||
void scaleX ( double );
|
||||
void scaleY ( double );
|
||||
void scaleZ ( double );
|
||||
void halve ();
|
||||
double getX ();
|
||||
double getY ();
|
||||
double getZ ();
|
||||
double getMagnitude ();
|
||||
double getMagnitudeSquared ();
|
||||
double getDistance ( const Vector3D &, const Vector3D & );
|
||||
double getDistanceSquared ( const Vector3D &, const Vector3D & );
|
||||
double getDistanceTo ( const Vector3D & );
|
||||
double getDistanceSquaredTo( const Vector3D & );
|
||||
double dotWith ( const Vector3D & );
|
||||
void scale ( double );
|
||||
void setToDifference ( const Vector3D &, const Vector3D & );
|
||||
};
|
||||
|
||||
#endif
|
|
@ -50,6 +50,7 @@
|
|||
|
||||
#include "Head.h"
|
||||
#include "Hand.h"
|
||||
#include "Camera.h"
|
||||
#include "Particle.h"
|
||||
#include "Texture.h"
|
||||
#include "Cloud.h"
|
||||
|
@ -65,7 +66,10 @@
|
|||
|
||||
using namespace std;
|
||||
|
||||
int audio_on = 0; // Whether to turn on the audio support
|
||||
|
||||
double testThingy = 0.0;
|
||||
|
||||
int audio_on = 1; // Whether to turn on the audio support
|
||||
int simulate_on = 1;
|
||||
|
||||
AgentList agentList('I');
|
||||
|
@ -95,6 +99,7 @@ Oscilloscope audioScope(256,200,true);
|
|||
|
||||
#define HAND_RADIUS 0.25 // Radius of in-world 'hand' of you
|
||||
Head myHead; // The rendered head of oneself
|
||||
Camera myCamera; // My view onto the world (sometimes on myself :)
|
||||
|
||||
char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
|
||||
FieldOfView fov;
|
||||
|
@ -342,8 +347,10 @@ void init(void)
|
|||
if (noise_on) {
|
||||
myHead.setNoise(noise);
|
||||
}
|
||||
myHead.setPos(start_location);
|
||||
|
||||
myHead.setPos(start_location );
|
||||
|
||||
myCamera.setPosition( glm::dvec3( start_location ) );
|
||||
|
||||
#ifdef MARKER_CAPTURE
|
||||
if(marker_capture_enabled){
|
||||
marker_capturer.position_updated(&position_updated);
|
||||
|
@ -406,6 +413,12 @@ void simulateHand(float deltaTime) {
|
|||
float dy = mouse_y - mouse_start_y;
|
||||
glm::vec3 vel(dx*MOUSE_HAND_FORCE, -dy*MOUSE_HAND_FORCE*(WIDTH/HEIGHT), 0);
|
||||
myHead.hand->addVelocity(vel*deltaTime);
|
||||
|
||||
double leftRight = dx * 0.001;
|
||||
double downUp = dy * 0.001;
|
||||
double backFront = 0.0;
|
||||
glm::dvec3 handMovement( leftRight, downUp, backFront );
|
||||
myHead.setHandMovement( handMovement );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -422,7 +435,12 @@ void simulateHead(float frametime)
|
|||
//float measured_fwd_accel = serialPort.getRelativeValue(ACCEL_Z);
|
||||
|
||||
myHead.UpdatePos(frametime, &serialPort, head_mirror, &gravity);
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// set the position of the avatar
|
||||
//-------------------------------------------------------------------------------------
|
||||
myHead.setAvatarPosition( -myHead.getPos().x, -myHead.getPos().y, -myHead.getPos().z );
|
||||
|
||||
// Update head_mouse model
|
||||
const float MIN_MOUSE_RATE = 30.0;
|
||||
const float MOUSE_SENSITIVITY = 0.1f;
|
||||
|
@ -551,16 +569,29 @@ void display(void)
|
|||
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
|
||||
glMateriali(GL_FRONT, GL_SHININESS, 96);
|
||||
|
||||
// Rotate, translate to camera location
|
||||
fov.setOrientation(
|
||||
glm::rotate(glm::rotate(glm::translate(glm::mat4(1.0f), -myHead.getPos()),
|
||||
-myHead.getRenderYaw(), glm::vec3(0.0f,1.0f,0.0f)),
|
||||
-myHead.getRenderPitch(), glm::vec3(1.0f,0.0f,0.0f)) );
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// set the caemra to third-person view
|
||||
//-------------------------------------------------------------------------------------
|
||||
myCamera.setYaw ( myHead.getRenderYaw() );
|
||||
myCamera.setPitch ( 0.0 );
|
||||
myCamera.setRoll ( 0.0 );
|
||||
|
||||
glm::dvec3 offset( 0.7, -0.2, 0.7 );
|
||||
|
||||
glLoadMatrixf( glm::value_ptr(fov.getWorldViewerXform()) );
|
||||
glRotatef(myHead.getRenderPitch(), 1, 0, 0);
|
||||
glRotatef(myHead.getRenderYaw(), 0, 1, 0);
|
||||
glm::dvec3 positionWithOffset( myHead.getPos() );
|
||||
|
||||
positionWithOffset += offset;
|
||||
|
||||
myCamera.setPosition( positionWithOffset );
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// transform to camera view
|
||||
//-------------------------------------------------------------------------------------
|
||||
glRotatef ( myCamera.getPitch(), 1, 0, 0 );
|
||||
glRotatef ( myCamera.getYaw(), 0, 1, 0 );
|
||||
glRotatef ( myCamera.getRoll(), 0, 0, 1 );
|
||||
glTranslatef( myCamera.getPosition().x, myCamera.getPosition().y, myCamera.getPosition().z );
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
@ -601,12 +632,18 @@ void display(void)
|
|||
// Render the world box
|
||||
if (!display_head && stats_on) render_world_box();
|
||||
|
||||
|
||||
myHead.render( true, 1 );
|
||||
|
||||
/*
|
||||
// Render my own head
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glTranslatef(0.f, 0.f, -7.f);
|
||||
myHead.render(display_head, 1);
|
||||
glPopMatrix();
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
|
|
Loading…
Reference in a new issue