Merge branch 'master' of https://github.com/worklist/hifi into noculus

This commit is contained in:
Andrzej Kapolka 2013-11-27 16:17:30 -08:00
commit e84f5a59aa
10 changed files with 53 additions and 37 deletions

View file

@ -3704,7 +3704,7 @@ void Application::renderAvatars(bool forceRenderHead, bool selfAvatarOnly) {
if (!avatar->isInitialized()) {
avatar->init();
}
avatar->render(false, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
avatar->render(false);
avatar->setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors));
}
@ -3714,12 +3714,12 @@ void Application::renderAvatars(bool forceRenderHead, bool selfAvatarOnly) {
// render avatar fades
Glower glower;
for (vector<Avatar*>::iterator fade = _avatarFades.begin(); fade != _avatarFades.end(); fade++) {
(*fade)->render(false, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
(*fade)->render(false);
}
}
// Render my own Avatar
_myAvatar.render(forceRenderHead, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
_myAvatar.render(forceRenderHead);
_myAvatar.setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors));
if (Menu::getInstance()->isOptionChecked(MenuOption::LookAtIndicator) && _lookatTargetAvatar) {

View file

@ -21,6 +21,7 @@
#include "DataServerClient.h"
#include "Hand.h"
#include "Head.h"
#include "Menu.h"
#include "Physics.h"
#include "world.h"
#include "devices/OculusManager.h"
@ -394,7 +395,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
_skeletonModel.simulate(deltaTime);
_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
glm::vec3 headPosition;
if (!_skeletonModel.getHeadPosition(headPosition)) {
if (Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls) || !_skeletonModel.getHeadPosition(headPosition)) {
headPosition = _bodyBall[BODY_BALL_HEAD_BASE].position;
}
_head.setPosition(headPosition);
@ -439,7 +440,7 @@ static TextRenderer* textRenderer() {
return renderer;
}
void Avatar::render(bool forceRenderHead, bool renderAvatarBalls) {
void Avatar::render(bool forceRenderHead) {
if (Application::getInstance()->getAvatar()->getHand().isRaveGloveActive()) {
_hand.setRaveLights(RAVE_LIGHTS_AVATAR);
@ -455,7 +456,7 @@ void Avatar::render(bool forceRenderHead, bool renderAvatarBalls) {
Glower glower(_moving && glm::length(toTarget) > GLOW_DISTANCE ? 1.0f : 0.0f);
// render body
renderBody(forceRenderHead, renderAvatarBalls);
renderBody(forceRenderHead);
// render sphere when far away
const float MAX_ANGLE = 10.f;
@ -666,7 +667,8 @@ void Avatar::updateArmIKAndConstraints(float deltaTime, AvatarJointID fingerTipJ
float distance = glm::length(armVector);
// don't let right hand get dragged beyond maximum arm length...
float armLength = _skeletonModel.isActive() ? _skeletonModel.getRightArmLength() : _skeleton.getArmLength();
float armLength = (_skeletonModel.isActive() && !Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls)) ?
_skeletonModel.getRightArmLength() : _skeleton.getArmLength();
const float ARM_RETRACTION = 0.75f;
float retractedArmLength = armLength * ARM_RETRACTION;
if (distance > retractedArmLength) {
@ -713,7 +715,7 @@ float Avatar::getBallRenderAlpha(int ball, bool forceRenderHead) const {
return 1.0f;
}
void Avatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
void Avatar::renderBody(bool forceRenderHead) {
if (_head.getVideoFace().isFullFrame()) {
// Render the full-frame video
@ -721,7 +723,7 @@ void Avatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
if (alpha > 0.0f) {
_head.getVideoFace().render(1.0f);
}
} else if (renderAvatarBalls || !(_voxels.getVoxelURL().isValid() || _skeletonModel.isActive())) {
} else if (Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls)) {
// Render the body as balls and cones
glm::vec3 skinColor, darkSkinColor;
getSkinColors(skinColor, darkSkinColor);
@ -738,7 +740,7 @@ void Avatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
// Always render other people, and render myself when beyond threshold distance
if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
if (alpha > 0.0f) {
_head.render(alpha, false);
_head.render(alpha, true);
}
} else if (alpha > 0.0f) {
// Render the body ball sphere
@ -746,10 +748,6 @@ void Avatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
skinColor.g - _bodyBall[b].touchForce * 0.2f,
skinColor.b - _bodyBall[b].touchForce * 0.1f);
if (b == BODY_BALL_NECK_BASE && _head.getFaceModel().isActive()) {
continue; // don't render the neck if we have a face model
}
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )) {
glPushMatrix();
@ -793,7 +791,7 @@ void Avatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
void Avatar::getSkinColors(glm::vec3& lighter, glm::vec3& darker) {
lighter = glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
darker = glm::vec3(DARK_SKIN_COLOR[0], DARK_SKIN_COLOR[1], DARK_SKIN_COLOR[2]);
if (_head.getFaceModel().isActive()) {
if (!Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls) && _head.getFaceModel().isActive()) {
lighter = glm::vec3(_head.getFaceModel().computeAverageColor());
const float SKIN_DARKENING = 0.9f;
darker = lighter * SKIN_DARKENING;

View file

@ -141,7 +141,7 @@ public:
void init();
void simulate(float deltaTime, Transmitter* transmitter);
void follow(Avatar* leadingAvatar);
void render(bool forceRenderHead, bool renderAvatarBalls);
void render(bool forceRenderHead);
//setters
void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors); }
@ -256,7 +256,7 @@ private:
// private methods...
glm::vec3 calculateAverageEyePosition() { return _head.calculateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
float getBallRenderAlpha(int ball, bool forceRenderHead) const;
void renderBody(bool forceRenderHead, bool renderAvatarBalls);
void renderBody(bool forceRenderHead);
void initializeBodyBalls();
void resetBodyBalls();
void updateHandMovementAndTouching(float deltaTime, bool enableHandMovement);

View file

@ -250,7 +250,9 @@ void Head::simulate(float deltaTime, bool isMine) {
calculateGeometry();
// the blend face may have custom eye meshes
_faceModel.getEyePositions(_leftEyePosition, _rightEyePosition);
if (!Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls)) {
_faceModel.getEyePositions(_leftEyePosition, _rightEyePosition);
}
}
void Head::calculateGeometry() {
@ -295,10 +297,11 @@ void Head::calculateGeometry() {
+ up * _scale * NOSE_UPTURN;
}
void Head::render(float alpha, bool isMine) {
void Head::render(float alpha, bool renderAvatarBalls) {
_renderAlpha = alpha;
if (!(_videoFace.render(alpha) || _faceModel.render(alpha))) {
bool lookatVectorsVisible = _renderLookatVectors;
if (renderAvatarBalls) {
glEnable(GL_DEPTH_TEST);
glEnable(GL_RESCALE_NORMAL);
@ -309,9 +312,12 @@ void Head::render(float alpha, bool isMine) {
renderMouth();
renderNose();
renderEyeBrows();
} else if (!_videoFace.render(alpha)) {
lookatVectorsVisible &= _faceModel.render(alpha);
}
if (_renderLookatVectors) {
if (lookatVectorsVisible) {
renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
}
}

View file

@ -44,7 +44,7 @@ public:
void init();
void reset();
void simulate(float deltaTime, bool isMine);
void render(float alpha, bool isMine);
void render(float alpha, bool renderAvatarBalls);
void renderMohawk();
void setScale(float scale);

View file

@ -325,7 +325,7 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
_skeletonModel.simulate(deltaTime);
_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
glm::vec3 headPosition;
if (!_skeletonModel.getHeadPosition(headPosition)) {
if (Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls) || !_skeletonModel.getHeadPosition(headPosition)) {
headPosition = _bodyBall[BODY_BALL_HEAD_BASE].position;
}
_head.setPosition(headPosition);
@ -497,7 +497,7 @@ static TextRenderer* textRenderer() {
return renderer;
}
void MyAvatar::render(bool forceRenderHead, bool renderAvatarBalls) {
void MyAvatar::render(bool forceRenderHead) {
if (Application::getInstance()->getAvatar()->getHand().isRaveGloveActive()) {
_hand.setRaveLights(RAVE_LIGHTS_AVATAR);
@ -507,7 +507,7 @@ void MyAvatar::render(bool forceRenderHead, bool renderAvatarBalls) {
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f);
// render body
renderBody(forceRenderHead, renderAvatarBalls);
renderBody(forceRenderHead);
// if this is my avatar, then render my interactions with the other avatar
_avatarTouch.render(Application::getInstance()->getCamera()->getPosition());
@ -648,7 +648,7 @@ float MyAvatar::getBallRenderAlpha(int ball, bool forceRenderHead) const {
(distanceToCamera - DO_NOT_RENDER_INSIDE) / (RENDER_OPAQUE_OUTSIDE - DO_NOT_RENDER_INSIDE), 0.f, 1.f);
}
void MyAvatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
void MyAvatar::renderBody(bool forceRenderHead) {
if (_head.getVideoFace().isFullFrame()) {
// Render the full-frame video
@ -656,7 +656,7 @@ void MyAvatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
if (alpha > 0.0f) {
_head.getVideoFace().render(1.0f);
}
} else if (renderAvatarBalls || !(_voxels.getVoxelURL().isValid() || _skeletonModel.isActive())) {
} else if (Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls)) {
// Render the body as balls and cones
glm::vec3 skinColor, darkSkinColor;
getSkinColors(skinColor, darkSkinColor);
@ -690,10 +690,6 @@ void MyAvatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
alpha);
}
if (b == BODY_BALL_NECK_BASE && _head.getFaceModel().isActive()) {
continue; // don't render the neck if we have a face model
}
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )) {
glPushMatrix();
@ -729,7 +725,7 @@ void MyAvatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
}
float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, forceRenderHead);
if (alpha > 0.0f) {
_head.render(alpha, true);
_head.render(alpha, false);
}
}
_hand.render();
@ -1161,17 +1157,20 @@ bool operator<(const SortedAvatar& s1, const SortedAvatar& s2) {
}
void MyAvatar::updateChatCircle(float deltaTime) {
if (!Menu::getInstance()->isOptionChecked(MenuOption::ChatCircling)) {
if (!(_isChatCirclingEnabled = Menu::getInstance()->isOptionChecked(MenuOption::ChatCircling))) {
return;
}
// find all members and sort by distance
// find all circle-enabled members and sort by distance
QVector<SortedAvatar> sortedAvatars;
NodeList* nodeList = NodeList::getInstance();
for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
if (node->getLinkedData() && node->getType() == NODE_TYPE_AGENT) {
SortedAvatar sortedAvatar;
sortedAvatar.avatar = (Avatar*)node->getLinkedData();
if (!sortedAvatar.avatar->isChatCirclingEnabled()) {
continue;
}
sortedAvatar.distance = glm::distance(_position, sortedAvatar.avatar->getPosition());
sortedAvatars.append(sortedAvatar);
}

View file

@ -20,7 +20,7 @@ public:
void reset();
void simulate(float deltaTime, Transmitter* transmitter);
void updateFromGyrosAndOrWebcam(bool turnWithHead);
void render(bool forceRenderHead, bool renderAvatarBalls);
void render(bool forceRenderHead);
void renderScreenTint(ScreenTintLayer layer);
// setters
@ -82,7 +82,7 @@ private:
// private methods
float getBallRenderAlpha(int ball, bool forceRenderHead) const;
void renderBody(bool forceRenderHead, bool renderAvatarBalls);
void renderBody(bool forceRenderHead);
void updateThrust(float deltaTime, Transmitter * transmitter);
void updateHandMovementAndTouching(float deltaTime, bool enableHandMovement);
void updateAvatarCollisions(float deltaTime);

View file

@ -23,6 +23,8 @@ Profile::Profile(const QString &username) :
if (!_username.isEmpty()) {
// we've been given a new username, ask the data-server for profile
DataServerClient::getClientValueForKey(DataServerKey::UUID);
DataServerClient::getClientValueForKey(DataServerKey::FaceMeshURL);
DataServerClient::getClientValueForKey(DataServerKey::SkeletonURL);
// send our current domain server to the data-server
updateDomain(NodeList::getInstance()->getDomainHostname());

View file

@ -33,6 +33,7 @@ AvatarData::AvatarData(Node* owningNode) :
_leaderUUID(),
_handState(0),
_keyState(NO_KEY_DOWN),
_isChatCirclingEnabled(false),
_headData(NULL),
_handData(NULL)
{
@ -120,6 +121,9 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
setSemiNibbleAt(bitItems,HAND_STATE_START_BIT,_handState);
// faceshift state
if (_headData->_isFaceshiftConnected) { setAtBit(bitItems, IS_FACESHIFT_CONNECTED); }
if (_isChatCirclingEnabled) {
setAtBit(bitItems, IS_CHAT_CIRCLING_ENABLED);
}
*destinationBuffer++ = bitItems;
// If it is connected, pack up the data
@ -248,6 +252,8 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
_headData->_isFaceshiftConnected = oneAtBit(bitItems, IS_FACESHIFT_CONNECTED);
_isChatCirclingEnabled = oneAtBit(bitItems, IS_CHAT_CIRCLING_ENABLED);
// If it is connected, pack up the data
if (_headData->_isFaceshiftConnected) {
memcpy(&_headData->_leftEyeBlink, sourceBuffer, sizeof(float));

View file

@ -30,6 +30,7 @@
const int KEY_STATE_START_BIT = 0; // 1st and 2nd bits
const int HAND_STATE_START_BIT = 2; // 3rd and 4th bits
const int IS_FACESHIFT_CONNECTED = 4; // 5th bit
const int IS_CHAT_CIRCLING_ENABLED = 5;
const float MAX_AUDIO_LOUDNESS = 1000.0; // close enough for mouth animation
@ -93,6 +94,8 @@ public:
const std::string& setChatMessage() const { return _chatMessage; }
QString getQStringChatMessage() { return QString(_chatMessage.data()); }
bool isChatCirclingEnabled() const { return _isChatCirclingEnabled; }
const QUuid& getLeaderUUID() const { return _leaderUUID; }
void setHeadData(HeadData* headData) { _headData = headData; }
@ -124,6 +127,8 @@ protected:
// chat message
std::string _chatMessage;
bool _isChatCirclingEnabled;
std::vector<JointData> _joints;
HeadData* _headData;