Merge pull request #1032 from ey6es/master

Various fixes from Basecamp, etc.
This commit is contained in:
Philip Rosedale 2013-10-09 12:17:26 -07:00
commit e437ae888b
6 changed files with 37 additions and 16 deletions

View file

@ -1651,9 +1651,9 @@ Avatar* Application::findLookatTargetAvatar(const glm::vec3& mouseRayOrigin, con
glm::vec3 headPosition = avatar->getHead().getPosition();
float distance;
if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition,
HEAD_SPHERE_RADIUS * avatar->getScale(), distance)) {
HEAD_SPHERE_RADIUS * avatar->getHead().getScale(), distance)) {
eyePosition = avatar->getHead().getEyePosition();
_lookatIndicatorScale = avatar->getScale();
_lookatIndicatorScale = avatar->getHead().getScale();
_lookatOtherPosition = headPosition;
nodeID = avatar->getOwningNode()->getNodeID();
return avatar;
@ -1794,8 +1794,8 @@ void Application::update(float deltaTime) {
_faceshift.getEstimatedEyePitch(), _faceshift.getEstimatedEyeYaw(), 0.0f))) * glm::vec3(0.0f, 0.0f, -1.0f);
}
updateLookatTargetAvatar(lookAtRayOrigin, lookAtRayDirection, lookAtSpot);
if (_lookatTargetAvatar) {
updateLookatTargetAvatar(mouseRayOrigin, mouseRayDirection, lookAtSpot);
if (_lookatTargetAvatar && !_faceshift.isActive()) {
// If the mouse is over another avatar's head...
_myAvatar.getHead().setLookAtPosition(lookAtSpot);
} else if (_isHoverVoxel && !_faceshift.isActive()) {

View file

@ -102,6 +102,8 @@ Avatar::Avatar(Node* owningNode) :
_leadingAvatar(NULL),
_voxels(this),
_moving(false),
_hoverOnDuration(0.0f),
_hoverOffDuration(0.0f),
_initialized(false),
_handHoldingPosition(0.0f, 0.0f, 0.0f),
_maxArmLength(0.0f),
@ -388,15 +390,27 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
}
// head scale grows when avatar is looked at
const float BASE_MAX_SCALE = 3.0f;
float maxScale = BASE_MAX_SCALE * glm::distance(_position, Application::getInstance()->getCamera()->getPosition());
if (Application::getInstance()->getLookatTargetAvatar() == this) {
const float BASE_MAX_SCALE = 3.0f;
const float GROW_SPEED = 0.1f;
_head.setScale(min(BASE_MAX_SCALE * glm::distance(_position, Application::getInstance()->getCamera()->getPosition()),
_head.getScale() + deltaTime * GROW_SPEED));
_hoverOnDuration += deltaTime;
_hoverOffDuration = 0.0f;
const float GROW_DELAY = 1.0f;
const float GROW_RATE = 0.25f;
if (_hoverOnDuration > GROW_DELAY) {
_head.setScale(glm::mix(_head.getScale(), maxScale, GROW_RATE));
}
} else {
const float SHRINK_SPEED = 100.0f;
_head.setScale(max(_scale, _head.getScale() - deltaTime * SHRINK_SPEED));
_hoverOnDuration = 0.0f;
_hoverOffDuration += deltaTime;
const float SHRINK_DELAY = 1.0f;
const float SHRINK_RATE = 0.25f;
if (_hoverOffDuration > SHRINK_DELAY) {
_head.setScale(glm::mix(_head.getScale(), 1.0f, SHRINK_RATE));
}
}
_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
@ -465,15 +479,16 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f);
{
// glow when moving
Glower glower(_moving ? 1.0f : 0.0f);
// glow when moving in the distance
glm::vec3 toTarget = _position - Application::getInstance()->getAvatar()->getPosition();
const float GLOW_DISTANCE = 5.0f;
Glower glower(_moving && glm::length(toTarget) > GLOW_DISTANCE ? 1.0f : 0.0f);
// render body
renderBody(lookingInMirror, renderAvatarBalls);
// render sphere when far away
const float MAX_ANGLE = 10.f;
glm::vec3 toTarget = _position - Application::getInstance()->getAvatar()->getPosition();
glm::vec3 delta = _height * (_head.getCameraOrientation() * IDENTITY_UP) / 2.f;
float angle = abs(angleBetween(toTarget + delta, toTarget - delta));

View file

@ -222,6 +222,8 @@ protected:
AvatarVoxelSystem _voxels;
bool _moving; ///< set when position is changing
float _hoverOnDuration;
float _hoverOffDuration;
// protected methods...
glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }

View file

@ -191,6 +191,9 @@ bool BlendFace::render(float alpha) {
glEnable(GL_TEXTURE_2D);
glDisable(GL_COLOR_MATERIAL);
// the eye shader uses the color state even though color material is disabled
glColor4f(1.0f, 1.0f, 1.0f, alpha);
for (int i = 0; i < networkMeshes.size(); i++) {
const NetworkMesh& networkMesh = networkMeshes.at(i);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, networkMesh.indexBufferID);

View file

@ -600,9 +600,6 @@ void MyAvatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
return;
}
// glow when moving
Glower glower(_moving ? 1.0f : 0.0f);
if (_head.getFace().isFullFrame()) {
// Render the full-frame video
float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror);

View file

@ -401,6 +401,10 @@ void ViewFrustum::computeOffAxisFrustum(float& left, float& right, float& bottom
far = max(far, -corners[i].z);
}
// make sure the near clip isn't too small to be valid
const float MIN_NEAR = 0.01f;
near = max(MIN_NEAR, near);
// get the near/far normal and use it to find the clip planes
glm::vec4 normal = eyeMatrix * glm::vec4(0.0f, 0.0f, 1.0f, 0.0f);
nearClipPlane = glm::vec4(-normal.x, -normal.y, -normal.z, glm::dot(normal, corners[0]));