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https://github.com/overte-org/overte.git
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avatar resized + physic adapted
This commit is contained in:
parent
12bbec66af
commit
d84963040e
6 changed files with 75 additions and 53 deletions
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@ -84,7 +84,7 @@ Avatar::Avatar(Node* owningNode) :
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_leanScale(0.5f),
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_pelvisStandingHeight(0.0f),
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_pelvisFloatingHeight(0.0f),
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_uniformScaler(1.0f),
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_scale(1.0f),
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_distanceToNearestAvatar(std::numeric_limits<float>::max()),
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_gravity(0.0f, -1.0f, 0.0f),
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_worldUpDirection(DEFAULT_UP_DIRECTION),
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@ -109,8 +109,10 @@ Avatar::Avatar(Node* owningNode) :
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initializeBodyBalls();
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//uniformScale(0.5f);
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if (isMyAvatar()) {
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uniformScale(0.25f);
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}
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_height = _skeleton.getHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius + _bodyBall[ BODY_BALL_HEAD_BASE ].radius;
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_maxArmLength = _skeleton.getArmLength();
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@ -325,7 +327,7 @@ void Avatar::updateFromGyrosAndOrWebcam(bool gyroLook, const glm::vec3& amplifyA
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_head.setCameraFollowsHead(gyroLook);
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// Update torso lean distance based on accelerometer data
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const float TORSO_LENGTH = 0.5f;
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const float TORSO_LENGTH = _scale * 0.5f;
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const float MAX_LEAN = 45.0f;
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_head.setLeanSideways(glm::clamp(glm::degrees(atanf(estimatedPosition.x * _leanScale / TORSO_LENGTH)),
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-MAX_LEAN, MAX_LEAN));
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@ -372,18 +374,18 @@ void Avatar::updateThrust(float deltaTime, Transmitter * transmitter) {
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const float THRUST_JUMP = 120.f;
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// Add Thrusts from keyboard
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if (_driveKeys[FWD ]) {_thrust += THRUST_MAG_FWD * deltaTime * front;}
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if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG_BACK * deltaTime * front;}
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if (_driveKeys[RIGHT ]) {_thrust += THRUST_MAG_LATERAL * deltaTime * right;}
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if (_driveKeys[LEFT ]) {_thrust -= THRUST_MAG_LATERAL * deltaTime * right;}
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if (_driveKeys[UP ]) {_thrust += THRUST_MAG_UP * deltaTime * up;}
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if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG_DOWN * deltaTime * up;}
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if (_driveKeys[FWD ]) {_thrust += _scale * THRUST_MAG_FWD * deltaTime * front;}
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if (_driveKeys[BACK ]) {_thrust -= _scale * THRUST_MAG_BACK * deltaTime * front;}
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if (_driveKeys[RIGHT ]) {_thrust += _scale * THRUST_MAG_LATERAL * deltaTime * right;}
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if (_driveKeys[LEFT ]) {_thrust -= _scale * THRUST_MAG_LATERAL * deltaTime * right;}
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if (_driveKeys[UP ]) {_thrust += _scale * THRUST_MAG_UP * deltaTime * up;}
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if (_driveKeys[DOWN ]) {_thrust -= _scale * THRUST_MAG_DOWN * deltaTime * up;}
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if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;}
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if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;}
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// Add one time jumping force if requested
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if (_shouldJump) {
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_thrust += THRUST_JUMP * up;
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_thrust += _scale * THRUST_JUMP * up;
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_shouldJump = false;
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}
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@ -521,7 +523,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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// apply gravity and collision with the ground/floor
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if (isMyAvatar() && USING_AVATAR_GRAVITY) {
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_velocity += _gravity * (GRAVITY_EARTH * deltaTime);
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_velocity += _scale * _gravity * (GRAVITY_EARTH * deltaTime);
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}
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if (isMyAvatar()) {
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updateCollisionWithEnvironment();
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@ -651,7 +653,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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_head.setBodyRotation (glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
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_head.setPosition(_bodyBall[ BODY_BALL_HEAD_BASE ].position);
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_head.setScale (_uniformScaler);
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_head.setScale(_scale);
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_head.setSkinColor(glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]));
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_head.simulate(deltaTime, isMyAvatar());
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@ -734,7 +736,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMovem
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if (distance < closestDistance) {
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closestDistance = distance;
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if (distance < PERIPERSONAL_RADIUS) {
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if (distance < _scale * PERIPERSONAL_RADIUS) {
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_interactingOther = otherAvatar;
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}
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}
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@ -1003,7 +1005,7 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
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}
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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), 0.1f, 0.2f);
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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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@ -1077,7 +1079,7 @@ void Avatar::resetBodyBalls() {
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void Avatar::updateBodyBalls(float deltaTime) {
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// Check for a large repositioning, and re-initialize balls if this has happened
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const float BEYOND_BODY_SPRING_RANGE = 2.f;
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const float BEYOND_BODY_SPRING_RANGE = _scale * 2.f;
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if (glm::length(_position - _bodyBall[BODY_BALL_PELVIS].position) > BEYOND_BODY_SPRING_RANGE) {
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resetBodyBalls();
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}
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@ -1378,35 +1380,43 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
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}
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void Avatar::uniformScale(float uniformScaler) {
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_uniformScaler *= uniformScaler;
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_scale *= uniformScaler;
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_skeleton.uniformScale(_uniformScaler);
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_skeleton.uniformScale(_scale);
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// specify the new radius of each ball
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_bodyBall[ BODY_BALL_PELVIS ].radius = _uniformScaler * BODY_BALL_RADIUS_PELVIS;
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_bodyBall[ BODY_BALL_TORSO ].radius = _uniformScaler * BODY_BALL_RADIUS_TORSO;
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_bodyBall[ BODY_BALL_CHEST ].radius = _uniformScaler * BODY_BALL_RADIUS_CHEST;
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_bodyBall[ BODY_BALL_NECK_BASE ].radius = _uniformScaler * BODY_BALL_RADIUS_NECK_BASE;
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_bodyBall[ BODY_BALL_HEAD_BASE ].radius = _uniformScaler * BODY_BALL_RADIUS_HEAD_BASE;
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_bodyBall[ BODY_BALL_LEFT_COLLAR ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_COLLAR;
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_bodyBall[ BODY_BALL_LEFT_SHOULDER ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_SHOULDER;
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_bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_ELBOW;
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_bodyBall[ BODY_BALL_LEFT_WRIST ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_WRIST;
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_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_FINGERTIPS;
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_bodyBall[ BODY_BALL_RIGHT_COLLAR ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_COLLAR;
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_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_SHOULDER;
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_bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_ELBOW;
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_bodyBall[ BODY_BALL_RIGHT_WRIST ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_WRIST;
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_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_FINGERTIPS;
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_bodyBall[ BODY_BALL_LEFT_HIP ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_HIP;
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_bodyBall[ BODY_BALL_PELVIS ].radius = _scale * BODY_BALL_RADIUS_PELVIS;
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_bodyBall[ BODY_BALL_TORSO ].radius = _scale * BODY_BALL_RADIUS_TORSO;
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_bodyBall[ BODY_BALL_CHEST ].radius = _scale * BODY_BALL_RADIUS_CHEST;
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_bodyBall[ BODY_BALL_NECK_BASE ].radius = _scale * BODY_BALL_RADIUS_NECK_BASE;
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_bodyBall[ BODY_BALL_HEAD_BASE ].radius = _scale * BODY_BALL_RADIUS_HEAD_BASE;
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_bodyBall[ BODY_BALL_LEFT_COLLAR ].radius = _scale * BODY_BALL_RADIUS_LEFT_COLLAR;
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_bodyBall[ BODY_BALL_LEFT_SHOULDER ].radius = _scale * BODY_BALL_RADIUS_LEFT_SHOULDER;
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_bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = _scale * BODY_BALL_RADIUS_LEFT_ELBOW;
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_bodyBall[ BODY_BALL_LEFT_WRIST ].radius = _scale * BODY_BALL_RADIUS_LEFT_WRIST;
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_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].radius = _scale * BODY_BALL_RADIUS_LEFT_FINGERTIPS;
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_bodyBall[ BODY_BALL_RIGHT_COLLAR ].radius = _scale * BODY_BALL_RADIUS_RIGHT_COLLAR;
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_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = _scale * BODY_BALL_RADIUS_RIGHT_SHOULDER;
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_bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = _scale * BODY_BALL_RADIUS_RIGHT_ELBOW;
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_bodyBall[ BODY_BALL_RIGHT_WRIST ].radius = _scale * BODY_BALL_RADIUS_RIGHT_WRIST;
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_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].radius = _scale * BODY_BALL_RADIUS_RIGHT_FINGERTIPS;
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_bodyBall[ BODY_BALL_LEFT_HIP ].radius = _scale * BODY_BALL_RADIUS_LEFT_HIP;
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//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_MID_THIGH;
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//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].radius = _scale * BODY_BALL_RADIUS_LEFT_MID_THIGH;
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_bodyBall[ BODY_BALL_LEFT_KNEE ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_KNEE;
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_bodyBall[ BODY_BALL_LEFT_HEEL ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_HEEL;
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_bodyBall[ BODY_BALL_LEFT_TOES ].radius = _uniformScaler * BODY_BALL_RADIUS_LEFT_TOES;
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_bodyBall[ BODY_BALL_RIGHT_HIP ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_HIP;
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_bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_KNEE;
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_bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_HEEL;
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_bodyBall[ BODY_BALL_RIGHT_TOES ].radius = _uniformScaler * BODY_BALL_RADIUS_RIGHT_TOES;
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_bodyBall[ BODY_BALL_LEFT_KNEE ].radius = _scale * BODY_BALL_RADIUS_LEFT_KNEE;
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_bodyBall[ BODY_BALL_LEFT_HEEL ].radius = _scale * BODY_BALL_RADIUS_LEFT_HEEL;
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_bodyBall[ BODY_BALL_LEFT_TOES ].radius = _scale * BODY_BALL_RADIUS_LEFT_TOES;
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_bodyBall[ BODY_BALL_RIGHT_HIP ].radius = _scale * BODY_BALL_RADIUS_RIGHT_HIP;
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_bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = _scale * BODY_BALL_RADIUS_RIGHT_KNEE;
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_bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = _scale * BODY_BALL_RADIUS_RIGHT_HEEL;
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_bodyBall[ BODY_BALL_RIGHT_TOES ].radius = _scale * BODY_BALL_RADIUS_RIGHT_TOES;
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_height = _skeleton.getHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius + _bodyBall[ BODY_BALL_HEAD_BASE ].radius;
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_maxArmLength = _skeleton.getArmLength();
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_pelvisStandingHeight = _skeleton.getPelvisStandingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius;
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_pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight() + _bodyBall[ BODY_BALL_LEFT_HEEL ].radius;
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_pelvisToHeadLength = _skeleton.getPelvisToHeadLength();
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_avatarTouch.setReachableRadius(_scale * PERIPERSONAL_RADIUS);
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}
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@ -139,6 +139,7 @@ public:
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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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glm::vec3 getBodyFrontDirection () const { return getOrientation() * IDENTITY_FRONT; }
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float getScale () const { return _scale;}
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const glm::vec3& getVelocity () const { return _velocity;}
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float getSpeed () const { return _speed;}
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float getHeight () const { return _height;}
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@ -221,7 +222,7 @@ private:
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float _pelvisStandingHeight;
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float _pelvisFloatingHeight;
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float _pelvisToHeadLength;
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float _uniformScaler;
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float _scale;
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float _height;
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Balls* _balls;
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AvatarTouch _avatarTouch;
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@ -128,8 +128,8 @@ void Head::resetHairPhysics() {
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glm::vec3 up = getUpDirection();
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for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
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_hairTuft[t].length = HAIR_LENGTH;
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_hairTuft[t].thickness = HAIR_THICKNESS;
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_hairTuft[t].length = _scale * HAIR_LENGTH;
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_hairTuft[t].thickness = _scale * HAIR_THICKNESS;
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_hairTuft[t].basePosition = _position + up * _scale * BODY_BALL_RADIUS_HEAD_BASE * 0.9f;
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_hairTuft[t].midPosition = _hairTuft[t].basePosition + up * _hairTuft[t].length * ONE_HALF;
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_hairTuft[t].endPosition = _hairTuft[t].midPosition + up * _hairTuft[t].length * ONE_HALF;
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@ -306,6 +306,15 @@ void Head::render(float alpha) {
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}
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}
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void Head::setScale (float scale) {
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_scale = scale;
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delete[] _mohawkTriangleFan;
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delete[] _mohawkColors;
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createMohawk();
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resetHairPhysics();
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}
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void Head::createMohawk() {
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uint16_t nodeId = 0;
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@ -318,7 +327,7 @@ void Head::createMohawk() {
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}
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}
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srand(nodeId);
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float height = 0.08f + randFloat() * 0.05f;
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float height = _scale * (0.08f + randFloat() * 0.05f);
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float variance = 0.03 + randFloat() * 0.03f;
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const float RAD_PER_TRIANGLE = (2.3f + randFloat() * 0.2f) / (float)MOHAWK_TRIANGLES;
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_mohawkTriangleFan = new glm::vec3[MOHAWK_TRIANGLES];
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@ -326,7 +335,7 @@ void Head::createMohawk() {
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_mohawkTriangleFan[0] = glm::vec3(0, 0, 0);
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glm::vec3 basicColor(randFloat(), randFloat(), randFloat());
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_mohawkColors[0] = basicColor;
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for (int i = 1; i < MOHAWK_TRIANGLES; i++) {
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_mohawkTriangleFan[i] = glm::vec3((randFloat() - 0.5f) * variance,
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height * cosf(i * RAD_PER_TRIANGLE - PIf / 2.f)
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@ -38,7 +38,7 @@ public:
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void render(float alpha);
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void renderMohawk();
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void setScale (float scale ) { _scale = scale; }
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void setScale (float scale );
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void setPosition (glm::vec3 position ) { _position = position; }
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void setBodyRotation (glm::vec3 bodyRotation ) { _bodyRotation = bodyRotation; }
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void setGravity (glm::vec3 gravity ) { _gravity = gravity; }
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@ -40,7 +40,7 @@ const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_KNEE = glm::vec3( 0.00, -0.25,
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const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_HEEL = glm::vec3( 0.00, -0.23, 0.00);
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const glm::vec3 AVATAR_JOINT_POSITION_RIGHT_TOES = glm::vec3( 0.00, 0.00, -0.06);
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Skeleton::Skeleton() {
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Skeleton::Skeleton() : _floatingHeight(FLOATING_HEIGHT){
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}
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void Skeleton::initialize() {
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@ -89,7 +89,6 @@ void Skeleton::initialize() {
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joint[ AVATAR_JOINT_RIGHT_HEEL ].parent = AVATAR_JOINT_RIGHT_KNEE;
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joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
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// specify the bind pose position
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uniformScale(1.0f);
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}
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@ -139,6 +138,8 @@ void Skeleton::uniformScale(float uniformScaler) {
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joint[ joint[b].parent ].absoluteBindPoseRotation;
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}
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}
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_floatingHeight = uniformScaler * FLOATING_HEIGHT;
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}
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// calculate positions and rotations of all bones by traversing the skeleton tree:
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@ -185,7 +186,7 @@ float Skeleton::getPelvisStandingHeight() {
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float Skeleton::getPelvisFloatingHeight() {
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return joint[ AVATAR_JOINT_LEFT_HEEL ].length +
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joint[ AVATAR_JOINT_LEFT_KNEE ].length +
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FLOATING_HEIGHT;
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_floatingHeight;
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}
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float Skeleton::getPelvisToHeadLength() {
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@ -73,7 +73,8 @@ public:
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float length; // the length of vector connecting the joint and its parent
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};
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AvatarJoint joint[ NUM_AVATAR_JOINTS ];
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};
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AvatarJoint joint[ NUM_AVATAR_JOINTS ];
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float _floatingHeight;
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};
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#endif
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