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Merge branch 'master' of https://github.com/worklist/hifi into blendface
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commit
ddb0d916ae
3 changed files with 0 additions and 53 deletions
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@ -57,7 +57,6 @@ const float HEAD_RATE_MAX = 50.f;
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const float SKIN_COLOR[] = {1.0, 0.84, 0.66};
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const float DARK_SKIN_COLOR[] = {0.9, 0.78, 0.63};
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const int NUM_BODY_CONE_SIDES = 9;
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const bool usingBigSphereCollisionTest = true;
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const float chatMessageScale = 0.0015;
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const float chatMessageHeight = 0.20;
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@ -88,8 +87,6 @@ Avatar::Avatar(Node* owningNode) :
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_head(this),
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_hand(this),
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_ballSpringsInitialized(false),
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_TEST_bigSphereRadius(0.5f),
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_TEST_bigSpherePosition(5.0f, _TEST_bigSphereRadius, 5.0f),
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_bodyYawDelta(0.0f),
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_movedHandOffset(0.0f, 0.0f, 0.0f),
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_mode(AVATAR_MODE_STANDING),
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@ -365,12 +362,6 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter, float gyroCamer
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// update body balls
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updateBodyBalls(deltaTime);
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// test for avatar collision response with the big sphere
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if (usingBigSphereCollisionTest && _isCollisionsOn) {
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updateCollisionWithSphere(_TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime);
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}
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//apply the head lean values to the ball positions...
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if (USING_HEAD_LEAN) {
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if (fabs(_head.getLeanSideways() + _head.getLeanForward()) > 0.0f) {
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@ -449,32 +440,6 @@ void Avatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMovem
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}
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}
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void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float deltaTime) {
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float myBodyApproximateBoundingRadius = 1.0f;
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glm::vec3 vectorFromMyBodyToBigSphere(_position - position);
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float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
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if (distanceToBigSphere < myBodyApproximateBoundingRadius + radius) {
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for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
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glm::vec3 vectorFromBallToBigSphereCenter(_bodyBall[b].position - position);
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float distanceToBigSphereCenter = glm::length(vectorFromBallToBigSphereCenter);
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float combinedRadius = _bodyBall[b].radius + radius;
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if (distanceToBigSphereCenter < combinedRadius) {
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if (distanceToBigSphereCenter > 0.0) {
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glm::vec3 directionVector = vectorFromBallToBigSphereCenter / distanceToBigSphereCenter;
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float penetration = 1.0 - (distanceToBigSphereCenter / combinedRadius);
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glm::vec3 collisionForce = vectorFromBallToBigSphereCenter * penetration;
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_velocity += collisionForce * 40.0f * deltaTime;
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_bodyBall[b].position = position + directionVector * combinedRadius;
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}
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}
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}
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}
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}
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static TextRenderer* textRenderer() {
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static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 24, -1, false, TextRenderer::SHADOW_EFFECT);
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return renderer;
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@ -203,8 +203,6 @@ protected:
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Hand _hand;
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Skeleton _skeleton;
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bool _ballSpringsInitialized;
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float _TEST_bigSphereRadius;
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glm::vec3 _TEST_bigSpherePosition;
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float _bodyYawDelta;
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glm::vec3 _movedHandOffset;
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AvatarBall _bodyBall[ NUM_AVATAR_BODY_BALLS ];
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@ -234,7 +232,6 @@ protected:
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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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glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
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void updateCollisionWithSphere(glm::vec3 position, float radius, float deltaTime);
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void updateBodyBalls(float deltaTime);
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void updateArmIKAndConstraints(float deltaTime);
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void setScale(const float scale);
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@ -193,11 +193,6 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter, float gyroCam
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// update body balls
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updateBodyBalls(deltaTime);
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// test for avatar collision response with the big sphere
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if (usingBigSphereCollisionTest && _isCollisionsOn) {
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updateCollisionWithSphere(_TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime);
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}
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// add thrust to velocity
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_velocity += _thrust * deltaTime;
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@ -421,16 +416,6 @@ static TextRenderer* textRenderer() {
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}
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void MyAvatar::render(bool lookingInMirror, bool renderAvatarBalls) {
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if (usingBigSphereCollisionTest) {
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// show TEST big sphere
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glColor4f(0.5f, 0.6f, 0.8f, 0.7);
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glPushMatrix();
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glTranslatef(_TEST_bigSpherePosition.x, _TEST_bigSpherePosition.y, _TEST_bigSpherePosition.z);
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glScalef(_TEST_bigSphereRadius, _TEST_bigSphereRadius, _TEST_bigSphereRadius);
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glutSolidSphere(1, 20, 20);
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glPopMatrix();
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}
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if (Application::getInstance()->getAvatar()->getHand().isRaveGloveActive()) {
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_hand.setRaveLights(RAVE_LIGHTS_AVATAR);
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