mirror of
https://github.com/overte-org/overte.git
synced 2025-08-08 16:58:09 +02:00
Merge pull request #162 from Ventrella/master
improved hand holding algorithm
This commit is contained in:
commit
da4d541ecb
5 changed files with 110 additions and 103 deletions
|
@ -116,10 +116,7 @@ Avatar::Avatar(bool isMine) {
|
||||||
_sphere = NULL;
|
_sphere = NULL;
|
||||||
_interactingOther = NULL;
|
_interactingOther = NULL;
|
||||||
_interactingOtherIsNearby = false;
|
_interactingOtherIsNearby = false;
|
||||||
|
_handHoldingPosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
_handHolding.position = glm::vec3( 0.0, 0.0, 0.0 );
|
|
||||||
_handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 );
|
|
||||||
_handHolding.force = 10.0f;
|
|
||||||
|
|
||||||
initializeSkeleton();
|
initializeSkeleton();
|
||||||
|
|
||||||
|
@ -309,8 +306,7 @@ void Avatar::simulate(float deltaTime) {
|
||||||
|
|
||||||
if ( !_interactingOtherIsNearby ) {
|
if ( !_interactingOtherIsNearby ) {
|
||||||
//initialize _handHolding
|
//initialize _handHolding
|
||||||
_handHolding.position = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
_handHoldingPosition = _bone[ AVATAR_BONE_RIGHT_HAND ].position;
|
||||||
_handHolding.velocity = glm::vec3( 0.0, 0.0, 0.0 );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
_interactingOtherIsNearby = false;
|
_interactingOtherIsNearby = false;
|
||||||
|
@ -337,27 +333,20 @@ void Avatar::simulate(float deltaTime) {
|
||||||
float distance = glm::length( v );
|
float distance = glm::length( v );
|
||||||
if ( distance < _maxArmLength + _maxArmLength ) {
|
if ( distance < _maxArmLength + _maxArmLength ) {
|
||||||
|
|
||||||
//if ( distance < closestDistance ) { // perhaps I don't need this if we want to allow multi-avatar interactions
|
closestDistance = distance;
|
||||||
{
|
_interactingOther = otherAvatar;
|
||||||
closestDistance = distance;
|
_interactingOtherIsNearby = true;
|
||||||
_interactingOther = otherAvatar;
|
|
||||||
_interactingOtherIsNearby = true;
|
|
||||||
|
|
||||||
// if I am holding hands with another avatar, a force is applied
|
|
||||||
if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) {
|
|
||||||
glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHolding.position;
|
|
||||||
glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHolding.position;
|
|
||||||
|
|
||||||
_handHolding.velocity *= 0.7;
|
|
||||||
_handHolding.velocity += ( vectorToOtherHand + vectorToMyHand ) * _handHolding.force * deltaTime;
|
|
||||||
_handHolding.position += _handHolding.velocity;
|
|
||||||
|
|
||||||
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHolding.position;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
_avatarTouch.setMyHandPosition( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
|
// if I am holding hands with another avatar, a force is applied
|
||||||
_avatarTouch.setYourPosition( otherAvatar->getBonePosition( AVATAR_BONE_RIGHT_HAND ) );
|
if (( _handState == 1 ) || ( _interactingOther->_handState == 1 )) {
|
||||||
|
glm::vec3 vectorToOtherHand = _interactingOther->_handPosition - _handHoldingPosition;
|
||||||
|
glm::vec3 vectorToMyHand = _bone[ AVATAR_BONE_RIGHT_HAND ].position - _handHoldingPosition;
|
||||||
|
_handHoldingPosition += vectorToOtherHand * YOUR_HAND_HOLDING_PULL;
|
||||||
|
_handHoldingPosition += vectorToMyHand * MY_HAND_HOLDING_PULL;
|
||||||
|
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _handHoldingPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
_avatarTouch.setYourHandPosition( _interactingOther->_handPosition );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -370,8 +359,13 @@ void Avatar::simulate(float deltaTime) {
|
||||||
|
|
||||||
}//if ( _isMine )
|
}//if ( _isMine )
|
||||||
|
|
||||||
|
//constrain right arm length and re-adjust elbow position as it bends
|
||||||
updateArmIKAndConstraints( deltaTime );
|
updateArmIKAndConstraints( deltaTime );
|
||||||
|
|
||||||
|
if (_isMine) {
|
||||||
|
_avatarTouch.setMyHandPosition( _bone[ AVATAR_BONE_RIGHT_HAND ].position );
|
||||||
|
}
|
||||||
|
|
||||||
if (!_interactingOtherIsNearby) {
|
if (!_interactingOtherIsNearby) {
|
||||||
_interactingOther = NULL;
|
_interactingOther = NULL;
|
||||||
}
|
}
|
||||||
|
@ -545,21 +539,23 @@ void Avatar::updateCollisionWithSphere( glm::vec3 position, float radius, float
|
||||||
float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
|
float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
|
||||||
if ( distanceToBigSphere < myBodyApproximateBoundingRadius + radius ) {
|
if ( distanceToBigSphere < myBodyApproximateBoundingRadius + radius ) {
|
||||||
for (int b = 0; b < NUM_AVATAR_BONES; b++) {
|
for (int b = 0; b < NUM_AVATAR_BONES; b++) {
|
||||||
glm::vec3 vectorFromJointToBigSphereCenter(_bone[b].springyPosition - position);
|
if ( _bone[b].isCollidable ) {
|
||||||
float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
|
glm::vec3 vectorFromJointToBigSphereCenter(_bone[b].springyPosition - position);
|
||||||
float combinedRadius = _bone[b].radius + radius;
|
float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
|
||||||
|
float combinedRadius = _bone[b].radius + radius;
|
||||||
if ( distanceToBigSphereCenter < combinedRadius ) {
|
|
||||||
jointCollision = true;
|
if ( distanceToBigSphereCenter < combinedRadius ) {
|
||||||
if (distanceToBigSphereCenter > 0.0) {
|
jointCollision = true;
|
||||||
glm::vec3 directionVector = vectorFromJointToBigSphereCenter / distanceToBigSphereCenter;
|
if (distanceToBigSphereCenter > 0.0) {
|
||||||
|
glm::vec3 directionVector = vectorFromJointToBigSphereCenter / distanceToBigSphereCenter;
|
||||||
float penetration = 1.0 - (distanceToBigSphereCenter / combinedRadius);
|
|
||||||
glm::vec3 collisionForce = vectorFromJointToBigSphereCenter * penetration;
|
float penetration = 1.0 - (distanceToBigSphereCenter / combinedRadius);
|
||||||
|
glm::vec3 collisionForce = vectorFromJointToBigSphereCenter * penetration;
|
||||||
_bone[b].springyVelocity += collisionForce * 30.0f * deltaTime;
|
|
||||||
_velocity += collisionForce * 100.0f * deltaTime;
|
_bone[b].springyVelocity += collisionForce * 30.0f * deltaTime;
|
||||||
_bone[b].springyPosition = position + directionVector * combinedRadius;
|
_velocity += collisionForce * 100.0f * deltaTime;
|
||||||
|
_bone[b].springyPosition = position + directionVector * combinedRadius;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -583,27 +579,32 @@ void Avatar::updateCollisionWithOtherAvatar( Avatar * otherAvatar, float deltaTi
|
||||||
|
|
||||||
// loop through the bones of each avatar to check for every possible collision
|
// loop through the bones of each avatar to check for every possible collision
|
||||||
for (int b=1; b<NUM_AVATAR_BONES; b++) {
|
for (int b=1; b<NUM_AVATAR_BONES; b++) {
|
||||||
for (int o=b+1; o<NUM_AVATAR_BONES; o++) {
|
if ( _bone[b].isCollidable ) {
|
||||||
|
|
||||||
|
for (int o=b+1; o<NUM_AVATAR_BONES; o++) {
|
||||||
|
if ( _bone[o].isCollidable ) {
|
||||||
|
|
||||||
|
glm::vec3 vectorBetweenJoints(_bone[b].springyPosition - otherAvatar->_bone[o].springyPosition);
|
||||||
|
float distanceBetweenJoints = glm::length(vectorBetweenJoints);
|
||||||
|
|
||||||
glm::vec3 vectorBetweenJoints(_bone[b].springyPosition - otherAvatar->_bone[o].springyPosition);
|
// to avoid divide by zero
|
||||||
float distanceBetweenJoints = glm::length(vectorBetweenJoints);
|
if ( distanceBetweenJoints > 0.0 ) {
|
||||||
|
float combinedRadius = _bone[b].radius + otherAvatar->_bone[o].radius;
|
||||||
// to avoid divide by zero
|
|
||||||
if ( distanceBetweenJoints > 0.0 ) {
|
|
||||||
float combinedRadius = _bone[b].radius + otherAvatar->_bone[o].radius;
|
|
||||||
|
|
||||||
// check for collision
|
// check for collision
|
||||||
if ( distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
|
if ( distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
|
||||||
glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
|
glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
|
||||||
|
|
||||||
// push ball away from colliding other ball and puch avatar body (_velocity) as well
|
// push ball away from colliding other ball and puch avatar body (_velocity) as well
|
||||||
_bone[b].springyVelocity += directionVector * COLLISION_BALL_FORCE * deltaTime;
|
_bone[b].springyVelocity += directionVector * COLLISION_BALL_FORCE * deltaTime;
|
||||||
_velocity += directionVector * COLLISION_BODY_FORCE * deltaTime;
|
_velocity += directionVector * COLLISION_BODY_FORCE * deltaTime;
|
||||||
|
|
||||||
// apply fruction to _velocity
|
// apply fruction to _velocity
|
||||||
float momentum = 1.0 - COLLISION_FRICTION * deltaTime;
|
float momentum = 1.0 - COLLISION_FRICTION * deltaTime;
|
||||||
if ( momentum < 0.0 ) { momentum = 0.0;}
|
if ( momentum < 0.0 ) { momentum = 0.0;}
|
||||||
_velocity *= momentum;
|
_velocity *= momentum;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -867,19 +868,6 @@ void Avatar::renderHead(bool lookingInMirror) {
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Avatar::startHandMovement() {
|
|
||||||
|
|
||||||
if (!_usingBodySprings) {
|
|
||||||
initializeBodySprings();
|
|
||||||
_usingBodySprings = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void Avatar::stopHandMovement() {
|
|
||||||
//_usingBodySprings = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Avatar::setHandMovementValues( glm::vec3 handOffset ) {
|
void Avatar::setHandMovementValues( glm::vec3 handOffset ) {
|
||||||
_movedHandOffset = handOffset;
|
_movedHandOffset = handOffset;
|
||||||
}
|
}
|
||||||
|
@ -891,6 +879,7 @@ AvatarMode Avatar::getMode() {
|
||||||
void Avatar::initializeSkeleton() {
|
void Avatar::initializeSkeleton() {
|
||||||
|
|
||||||
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
for (int b=0; b<NUM_AVATAR_BONES; b++) {
|
||||||
|
_bone[b].isCollidable = true;
|
||||||
_bone[b].parent = AVATAR_BONE_NULL;
|
_bone[b].parent = AVATAR_BONE_NULL;
|
||||||
_bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
|
_bone[b].position = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
_bone[b].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
|
_bone[b].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
|
@ -906,9 +895,7 @@ void Avatar::initializeSkeleton() {
|
||||||
_bone[b].orientation.setToIdentity();
|
_bone[b].orientation.setToIdentity();
|
||||||
}
|
}
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
// specify the parental hierarchy
|
||||||
// parental hierarchy
|
|
||||||
//----------------------------------------------------------------------------
|
|
||||||
_bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
|
_bone[ AVATAR_BONE_PELVIS_SPINE ].parent = AVATAR_BONE_NULL;
|
||||||
_bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
|
_bone[ AVATAR_BONE_MID_SPINE ].parent = AVATAR_BONE_PELVIS_SPINE;
|
||||||
_bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
|
_bone[ AVATAR_BONE_CHEST_SPINE ].parent = AVATAR_BONE_MID_SPINE;
|
||||||
|
@ -958,7 +945,7 @@ void Avatar::initializeSkeleton() {
|
||||||
_bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
_bone[ AVATAR_BONE_RIGHT_SHIN ].defaultPosePosition = glm::vec3( 0.0, -0.15, 0.0 );
|
||||||
_bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
|
_bone[ AVATAR_BONE_RIGHT_FOOT ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.04 );
|
||||||
|
|
||||||
|
// specify the radii of the bone positions
|
||||||
_bone[ AVATAR_BONE_PELVIS_SPINE ].radius = 0.05;
|
_bone[ AVATAR_BONE_PELVIS_SPINE ].radius = 0.05;
|
||||||
_bone[ AVATAR_BONE_MID_SPINE ].radius = 0.06;
|
_bone[ AVATAR_BONE_MID_SPINE ].radius = 0.06;
|
||||||
_bone[ AVATAR_BONE_CHEST_SPINE ].radius = 0.03;
|
_bone[ AVATAR_BONE_CHEST_SPINE ].radius = 0.03;
|
||||||
|
@ -982,7 +969,12 @@ void Avatar::initializeSkeleton() {
|
||||||
_bone[ AVATAR_BONE_RIGHT_THIGH ].radius = 0.02;
|
_bone[ AVATAR_BONE_RIGHT_THIGH ].radius = 0.02;
|
||||||
_bone[ AVATAR_BONE_RIGHT_SHIN ].radius = 0.015;
|
_bone[ AVATAR_BONE_RIGHT_SHIN ].radius = 0.015;
|
||||||
_bone[ AVATAR_BONE_RIGHT_FOOT ].radius = 0.02;
|
_bone[ AVATAR_BONE_RIGHT_FOOT ].radius = 0.02;
|
||||||
|
|
||||||
|
// to aid in hand-shaking and hand-holding, the right hand is not collidable
|
||||||
|
_bone[ AVATAR_BONE_RIGHT_UPPER_ARM ].isCollidable = false;
|
||||||
|
_bone[ AVATAR_BONE_RIGHT_FOREARM ].isCollidable = false;
|
||||||
|
_bone[ AVATAR_BONE_RIGHT_HAND ].isCollidable = false;
|
||||||
|
|
||||||
// calculate bone length
|
// calculate bone length
|
||||||
calculateBoneLengths();
|
calculateBoneLengths();
|
||||||
|
|
||||||
|
@ -1135,7 +1127,7 @@ void Avatar::updateArmIKAndConstraints( float deltaTime ) {
|
||||||
// test to see if right hand is being dragged beyond maximum arm length
|
// test to see if right hand is being dragged beyond maximum arm length
|
||||||
float distance = glm::length( armVector );
|
float distance = glm::length( armVector );
|
||||||
|
|
||||||
// if right hand is being dragged beyond maximum arm length...
|
// don't let right hand get dragged beyond maximum arm length...
|
||||||
if ( distance > _maxArmLength ) {
|
if ( distance > _maxArmLength ) {
|
||||||
// reset right hand to be constrained to maximum arm length
|
// reset right hand to be constrained to maximum arm length
|
||||||
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
_bone[ AVATAR_BONE_RIGHT_HAND ].position = _bone[ AVATAR_BONE_RIGHT_SHOULDER ].position;
|
||||||
|
|
|
@ -36,10 +36,11 @@ const float COLLISION_RADIUS_SCALAR = 1.8;
|
||||||
const float COLLISION_BALL_FORCE = 0.1;
|
const float COLLISION_BALL_FORCE = 0.1;
|
||||||
const float COLLISION_BODY_FORCE = 3.0;
|
const float COLLISION_BODY_FORCE = 3.0;
|
||||||
|
|
||||||
|
const float MY_HAND_HOLDING_PULL = 0.2;
|
||||||
|
const float YOUR_HAND_HOLDING_PULL = 1.0;
|
||||||
|
|
||||||
enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
|
enum eyeContactTargets {LEFT_EYE, RIGHT_EYE, MOUTH};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
enum DriveKeys
|
enum DriveKeys
|
||||||
{
|
{
|
||||||
FWD = 0,
|
FWD = 0,
|
||||||
|
@ -107,18 +108,10 @@ enum AvatarBoneID
|
||||||
NUM_AVATAR_BONES
|
NUM_AVATAR_BONES
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
struct AvatarHandHolding //think of this as one half of a distributed spring :)
|
|
||||||
{
|
|
||||||
glm::vec3 position;
|
|
||||||
glm::vec3 velocity;
|
|
||||||
float force;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct AvatarBone
|
struct AvatarBone
|
||||||
{
|
{
|
||||||
AvatarBoneID parent; // which bone is this bone connected to?
|
AvatarBoneID parent; // which bone is this bone connected to?
|
||||||
glm::vec3 position; // the position at the "end" of the bone
|
glm::vec3 position; // the position at the "end" of the bone - in global space
|
||||||
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
|
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the "T-pose"
|
||||||
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
|
glm::vec3 springyPosition; // used for special effects (a 'flexible' variant of position)
|
||||||
glm::vec3 springyVelocity; // used for special effects ( the velocity of the springy position)
|
glm::vec3 springyVelocity; // used for special effects ( the velocity of the springy position)
|
||||||
|
@ -130,6 +123,7 @@ struct AvatarBone
|
||||||
Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll
|
Orientation orientation; // three orthogonal normals determined by yaw, pitch, roll
|
||||||
float length; // the length of the bone
|
float length; // the length of the bone
|
||||||
float radius; // used for detecting collisions for certain physical effects
|
float radius; // used for detecting collisions for certain physical effects
|
||||||
|
bool isCollidable; // when false, the bone position will not register a collision
|
||||||
};
|
};
|
||||||
|
|
||||||
struct AvatarHead
|
struct AvatarHead
|
||||||
|
@ -215,8 +209,6 @@ public:
|
||||||
void renderBody();
|
void renderBody();
|
||||||
void renderHead(bool lookingInMirror);
|
void renderHead(bool lookingInMirror);
|
||||||
void simulate(float);
|
void simulate(float);
|
||||||
void startHandMovement();
|
|
||||||
void stopHandMovement();
|
|
||||||
void setHandMovementValues( glm::vec3 movement );
|
void setHandMovementValues( glm::vec3 movement );
|
||||||
void updateHandMovement( float deltaTime );
|
void updateHandMovement( float deltaTime );
|
||||||
void updateArmIKAndConstraints( float deltaTime );
|
void updateArmIKAndConstraints( float deltaTime );
|
||||||
|
@ -257,7 +249,7 @@ private:
|
||||||
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
|
glm::quat _rotation; // the rotation of the avatar body as a whole expressed as a quaternion
|
||||||
AvatarBone _bone[ NUM_AVATAR_BONES ];
|
AvatarBone _bone[ NUM_AVATAR_BONES ];
|
||||||
AvatarMode _mode;
|
AvatarMode _mode;
|
||||||
AvatarHandHolding _handHolding;
|
glm::vec3 _handHoldingPosition;
|
||||||
glm::vec3 _velocity;
|
glm::vec3 _velocity;
|
||||||
glm::vec3 _thrust;
|
glm::vec3 _thrust;
|
||||||
float _speed;
|
float _speed;
|
||||||
|
|
|
@ -3,41 +3,61 @@
|
||||||
// interface
|
// interface
|
||||||
//
|
//
|
||||||
// Created by Jeffrey Ventrella
|
// Created by Jeffrey Ventrella
|
||||||
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
|
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||||
//
|
//
|
||||||
|
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
|
#include <SharedUtil.h>
|
||||||
#include "AvatarTouch.h"
|
#include "AvatarTouch.h"
|
||||||
#include "InterfaceConfig.h"
|
#include "InterfaceConfig.h"
|
||||||
|
|
||||||
|
|
||||||
AvatarTouch::AvatarTouch() {
|
AvatarTouch::AvatarTouch() {
|
||||||
|
|
||||||
_myHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
|
_myHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||||
_yourHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
|
_yourHandPosition = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||||
|
|
||||||
|
for (int p=0; p<NUM_POINTS; p++) {
|
||||||
|
_point[p] = glm::vec3( 0.0, 0.0, 0.0 );
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void AvatarTouch::setMyHandPosition( glm::vec3 position ) {
|
void AvatarTouch::setMyHandPosition( glm::vec3 position ) {
|
||||||
_myHandPosition = position;
|
_myHandPosition = position;
|
||||||
}
|
}
|
||||||
|
|
||||||
void AvatarTouch::setYourPosition( glm::vec3 position ) {
|
void AvatarTouch::setYourHandPosition( glm::vec3 position ) {
|
||||||
_yourHandPosition = position;
|
_yourHandPosition = position;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void AvatarTouch::render() {
|
void AvatarTouch::render() {
|
||||||
|
|
||||||
glm::vec3 v1( _myHandPosition );
|
glm::vec3 v1( _myHandPosition );
|
||||||
glm::vec3 v2( _yourHandPosition );
|
glm::vec3 v2( _yourHandPosition );
|
||||||
|
|
||||||
glLineWidth( 8.0 );
|
glLineWidth( 2.0 );
|
||||||
glColor4f( 0.7f, 0.4f, 0.1f, 0.6 );
|
glColor4f( 0.7f, 0.4f, 0.1f, 0.3 );
|
||||||
glBegin( GL_LINE_STRIP );
|
glBegin( GL_LINE_STRIP );
|
||||||
glVertex3f( v1.x, v1.y, v1.z );
|
glVertex3f( v1.x, v1.y, v1.z );
|
||||||
glVertex3f( v2.x, v2.y, v2.z );
|
glVertex3f( v2.x, v2.y, v2.z );
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
|
glColor4f( 1.0f, 1.0f, 0.0f, 0.8 );
|
||||||
|
|
||||||
|
for (int p=0; p<NUM_POINTS; p++) {
|
||||||
|
glBegin(GL_POINTS);
|
||||||
|
glVertex3f(_point[p].x, _point[p].y, _point[p].z);
|
||||||
|
glEnd();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void AvatarTouch::simulate (float deltaTime) {
|
void AvatarTouch::simulate (float deltaTime) {
|
||||||
|
|
||||||
|
glm::vec3 v = _yourHandPosition - _myHandPosition;
|
||||||
|
for (int p=0; p<NUM_POINTS; p++) {
|
||||||
|
_point[p] = _myHandPosition + v * ( (float)p / (float)NUM_POINTS );
|
||||||
|
_point[p].x += randFloatInRange( -0.007, 0.007 );
|
||||||
|
_point[p].y += randFloatInRange( -0.007, 0.007 );
|
||||||
|
_point[p].z += randFloatInRange( -0.007, 0.007 );
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -15,12 +15,16 @@ class AvatarTouch {
|
||||||
public:
|
public:
|
||||||
AvatarTouch();
|
AvatarTouch();
|
||||||
|
|
||||||
void setMyHandPosition( glm::vec3 position );
|
void setMyHandPosition ( glm::vec3 position );
|
||||||
void setYourPosition ( glm::vec3 position );
|
void setYourHandPosition( glm::vec3 position );
|
||||||
void simulate(float deltaTime);
|
void simulate(float deltaTime);
|
||||||
void render();
|
void render();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
||||||
|
static const int NUM_POINTS = 100;
|
||||||
|
|
||||||
|
glm::vec3 _point [NUM_POINTS];
|
||||||
glm::vec3 _myHandPosition;
|
glm::vec3 _myHandPosition;
|
||||||
glm::vec3 _yourHandPosition;
|
glm::vec3 _yourHandPosition;
|
||||||
};
|
};
|
||||||
|
|
|
@ -1464,8 +1464,7 @@ void idle(void) {
|
||||||
// tell my avatar if the mouse is being pressed...
|
// tell my avatar if the mouse is being pressed...
|
||||||
if ( mousePressed == 1 ) {
|
if ( mousePressed == 1 ) {
|
||||||
myAvatar.setMousePressed( true );
|
myAvatar.setMousePressed( true );
|
||||||
}
|
} else {
|
||||||
else {
|
|
||||||
myAvatar.setMousePressed( false );
|
myAvatar.setMousePressed( false );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1484,7 +1483,7 @@ void idle(void) {
|
||||||
networkReceive(0);
|
networkReceive(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
//loop through all the other avatars and simulate them...
|
//loop through all the remote avatars and simulate them...
|
||||||
AgentList* agentList = AgentList::getInstance();
|
AgentList* agentList = AgentList::getInstance();
|
||||||
for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
|
for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
|
||||||
if (agent->getLinkedData() != NULL) {
|
if (agent->getLinkedData() != NULL) {
|
||||||
|
|
Loading…
Reference in a new issue