move _lookAtPosition to HeadData class

This commit is contained in:
Stephen Birarda 2013-05-20 15:51:40 -07:00
parent 257a1d1f2e
commit de84b7803f
8 changed files with 29 additions and 26 deletions

View file

@ -111,6 +111,11 @@ Avatar::Avatar(bool isMine) : _head() {
else { _balls = NULL; }
}
Avatar::~Avatar() {
// if _balls is something that's sticking around other than Philip playing around it needs to be delete here too
_headData = NULL;
}
void Avatar::reset() {
_head.setYaw(0.0f);
_head.setRoll(0.0f);
@ -389,20 +394,19 @@ void Avatar::simulate(float deltaTime) {
// update head state
_head.setPositionAndScale(_joint[AVATAR_JOINT_HEAD_BASE].springyPosition, _joint[AVATAR_JOINT_HEAD_BASE].radius);
setLookatPosition(glm::vec3(0.0f, 0.0f, 0.0f)); //default lookat position is 0,0,0
_head.setLookAtPosition(glm::vec3(0.0f, 0.0f, 0.0f)); //default lookat position is 0,0,0
if (_interactingOther) {
_head.setLooking(true);
if (_isMine) {
setLookatPosition(_interactingOther->getSpringyHeadPosition());
_head.setLookAtPosition(_interactingOther->getSpringyHeadPosition());
}
} else {
_head.setLooking(false);
}
_head.setBodyYaw(_bodyYaw);
_head.setLookatPosition(_lookatPosition);
_head.setAudioLoudness(_audioLoudness);
_head.setSkinColor(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));
_head.simulate(deltaTime, _isMine);
@ -1328,12 +1332,6 @@ void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity
// absolute eulerAngles passed.
//
//
float const MAX_YAW = 90.f;
float const MIN_YAW = -90.f;
float const MAX_PITCH = 85.f;
float const MIN_PITCH = -85.f;
float const MAX_ROLL = 90.f;
float const MIN_ROLL = -90.f;
if (deltaTime == 0.f) {
// On first sample, set head to absolute position

View file

@ -77,6 +77,7 @@ enum AvatarJointID
class Avatar : public AvatarData {
public:
Avatar(bool isMine);
~Avatar();
void reset();
void updateHeadFromGyros(float frametime, SerialInterface * serialInterface, glm::vec3 * gravity);

View file

@ -45,7 +45,6 @@ Head::Head() :
_skinColor(0.0f, 0.0f, 0.0f),
_position(0.0f, 0.0f, 0.0f),
_rotation(0.0f, 0.0f, 0.0f),
_lookatPosition(0.0f, 0.0f, 0.0f),
_eyeballPitch(),
_eyeballYaw(),
_interBrowDistance(0.75f),
@ -224,7 +223,7 @@ void Head::setLooking(bool looking) {
_lookingAtSomething = looking;
glm::vec3 averageEyePosition = _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF;
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - averageEyePosition);
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - averageEyePosition);
float dot = glm::dot(targetLookatAxis, _orientation.getFront());
if (dot < MINIMUM_EYE_ROTATION) {
@ -370,7 +369,7 @@ void Head::renderEyeBalls() {
if (_lookingAtSomething) {
//rotate the eyeball to aim towards the lookat position
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _leftEyePosition); // the lookat direction
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _leftEyePosition); // the lookat direction
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
@ -414,7 +413,7 @@ void Head::renderEyeBalls() {
if (_lookingAtSomething) {
//rotate the eyeball to aim towards the lookat position
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _rightEyePosition);
glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition - _rightEyePosition);
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);

View file

@ -34,7 +34,6 @@ public:
void setPositionAndScale(glm::vec3 position, float scale);
void setNewTarget(float, float);
void setLookatPosition (glm::vec3 lookatPosition ) { _lookatPosition = lookatPosition; }
void setGravity (glm::vec3 gravity ) { _gravity = gravity; }
void setSkinColor (glm::vec3 skinColor ) { _skinColor = skinColor; }
void setBodyYaw (float bodyYaw ) { _bodyYaw = bodyYaw; }
@ -60,7 +59,6 @@ private:
glm::vec3 _skinColor;
glm::vec3 _position;
glm::vec3 _rotation;
glm::vec3 _lookatPosition;
glm::vec3 _leftEyePosition;
glm::vec3 _rightEyePosition;
float _eyeballPitch[2];

View file

@ -35,7 +35,6 @@ int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPo
AvatarData::AvatarData() :
_handPosition(0,0,0),
_lookatPosition(0,0,0),
_bodyYaw(-90.0),
_bodyPitch(0.0),
_bodyRoll(0.0),
@ -97,8 +96,8 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
destinationBuffer += sizeof(float) * 3;
// Lookat Position
memcpy(destinationBuffer, &_lookatPosition, sizeof(_lookatPosition));
destinationBuffer += sizeof(_lookatPosition);
memcpy(destinationBuffer, &_headData->_lookAtPosition, sizeof(_headData->_lookAtPosition));
destinationBuffer += sizeof(_headData->_lookAtPosition);
// Hand State (0 = not grabbing, 1 = grabbing)
memcpy(destinationBuffer, &_handState, sizeof(char));
@ -148,7 +147,10 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
// called on the other agents - assigns it to my views of the others
int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
//printf("AvatarData::parseData()\n");
// lazily allocate memory for HeadData in case we're not an Avatar instance
if (!_headData) {
_headData = new HeadData();
}
// increment to push past the packet header
sourceBuffer += sizeof(PACKET_HEADER_HEAD_DATA);
@ -188,8 +190,8 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
sourceBuffer += sizeof(float) * 3;
// Lookat Position
memcpy(&_lookatPosition, sourceBuffer, sizeof(_lookatPosition));
sourceBuffer += sizeof(_lookatPosition);
memcpy(&_headData->_lookAtPosition, sourceBuffer, sizeof(_headData->_lookAtPosition));
sourceBuffer += sizeof(_headData->_lookAtPosition);
// Hand State
memcpy(&_handState, sourceBuffer, sizeof(char));

View file

@ -36,7 +36,6 @@ public:
void setPosition (const glm::vec3 position ) { _position = position; }
void setHandPosition (const glm::vec3 handPosition ) { _handPosition = handPosition; }
void setLookatPosition(const glm::vec3 lookatPosition) { _lookatPosition = lookatPosition; }
int getBroadcastData(unsigned char* destinationBuffer);
int parseData(unsigned char* sourceBuffer, int numBytes);
@ -108,7 +107,6 @@ protected:
glm::vec3 _position;
glm::vec3 _handPosition;
glm::vec3 _lookatPosition;
// Body rotation
float _bodyYaw;

View file

@ -8,12 +8,11 @@
#include "HeadData.h"
#include <glm/glm.hpp>
HeadData::HeadData() :
_yaw(0.0f),
_pitch(0.0f),
_roll(0.0f)
_roll(0.0f),
_lookAtPosition(0.0f, 0.0f, 0.0f)
{
}

View file

@ -11,6 +11,8 @@
#include <iostream>
#include <glm/glm.hpp>
class HeadData {
public:
HeadData();
@ -27,10 +29,16 @@ public:
void addYaw(float yaw);
void addPitch(float pitch);
void addRoll(float roll);
const glm::vec3& getLookAtPosition() const { return _lookAtPosition; }
void setLookAtPosition(const glm::vec3& lookAtPosition) { _lookAtPosition = lookAtPosition; }
friend class AvatarData;
protected:
float _yaw;
float _pitch;
float _roll;
glm::vec3 _lookAtPosition;
};
#endif /* defined(__hifi__HeadData__) */