Merge pull request #1068 from ey6es/encircle

First stab at chat circling behavior.
This commit is contained in:
Philip Rosedale 2013-10-16 16:30:16 -07:00
commit f9992dd704
2 changed files with 102 additions and 0 deletions

View file

@ -351,6 +351,8 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
}
}
updateChatCircle(deltaTime);
_position += _velocity * deltaTime;
// Zero thrust out now that we've added it to velocity in this frame
@ -1092,6 +1094,105 @@ void MyAvatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTi
_velocity += bodyPushForce;
}
class SortedAvatar {
public:
Avatar* avatar;
float distance;
glm::vec3 accumulatedCenter;
};
bool operator<(const SortedAvatar& s1, const SortedAvatar& s2) {
return s1.distance < s2.distance;
}
void MyAvatar::updateChatCircle(float deltaTime) {
// find all 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();
sortedAvatar.distance = glm::distance(_position, sortedAvatar.avatar->getPosition());
sortedAvatars.append(sortedAvatar);
}
}
qSort(sortedAvatars.begin(), sortedAvatars.end());
// compute the accumulated centers
glm::vec3 center = _position;
for (int i = 0; i < sortedAvatars.size(); i++) {
SortedAvatar& sortedAvatar = sortedAvatars[i];
sortedAvatar.accumulatedCenter = (center += sortedAvatar.avatar->getPosition()) / (i + 2.0f);
}
// remove members whose accumulated circles are too far away to influence us
const float CIRCUMFERENCE_PER_MEMBER = 2.0f;
const float CIRCLE_INFLUENCE_SCALE = 1.1f;
for (int i = sortedAvatars.size() - 1; i >= 0; i--) {
float radius = (CIRCUMFERENCE_PER_MEMBER * (i + 2)) / PI_TIMES_TWO;
if (glm::distance(_position, sortedAvatars[i].accumulatedCenter) > radius * CIRCLE_INFLUENCE_SCALE) {
sortedAvatars.remove(i);
} else {
break;
}
}
if (sortedAvatars.isEmpty()) {
return;
}
center = sortedAvatars.last().accumulatedCenter;
float radius = (CIRCUMFERENCE_PER_MEMBER * (sortedAvatars.size() + 1)) / PI_TIMES_TWO;
// compute the average up vector
glm::vec3 up = getWorldAlignedOrientation() * IDENTITY_UP;
foreach (const SortedAvatar& sortedAvatar, sortedAvatars) {
up += sortedAvatar.avatar->getWorldAlignedOrientation() * IDENTITY_UP;
}
up = glm::normalize(up);
// find reasonable corresponding right/front vectors
glm::vec3 front = glm::cross(up, IDENTITY_RIGHT);
if (glm::length(front) < EPSILON) {
front = glm::cross(up, IDENTITY_FRONT);
}
front = glm::normalize(front);
glm::vec3 right = glm::cross(front, up);
// find our angle and the angular distances to our closest neighbors
glm::vec3 delta = _position - center;
glm::vec3 projected = glm::vec3(glm::dot(right, delta), glm::dot(front, delta), 0.0f);
float myAngle = glm::length(projected) > EPSILON ? atan2f(projected.y, projected.x) : 0.0f;
float leftDistance = PIf;
float rightDistance = PIf;
foreach (const SortedAvatar& sortedAvatar, sortedAvatars) {
delta = sortedAvatar.avatar->getPosition() - center;
projected = glm::vec3(glm::dot(right, delta), glm::dot(front, delta), 0.0f);
float angle = glm::length(projected) > EPSILON ? atan2f(projected.y, projected.x) : 0.0f;
if (angle < myAngle) {
leftDistance = min(myAngle - angle, leftDistance);
rightDistance = min(PI_TIMES_TWO - (myAngle - angle), rightDistance);
} else {
leftDistance = min(PI_TIMES_TWO - (angle - myAngle), leftDistance);
rightDistance = min(angle - myAngle, rightDistance);
}
}
// split the difference between our neighbors
float targetAngle = myAngle + (rightDistance - leftDistance) / 2.0f;
glm::vec3 targetPosition = center + (front * sinf(targetAngle) + right * cosf(targetAngle)) * radius;
// face the center of the circle
glm::quat orientation = getOrientation();
glm::quat targetOrientation = rotationBetween(orientation * IDENTITY_FRONT, center - targetPosition) * orientation;
targetOrientation = rotationBetween(targetOrientation * IDENTITY_UP, up) * targetOrientation;
// approach the target position/orientation
const float APPROACH_RATE = 0.025f;
_position = glm::mix(_position, targetPosition, APPROACH_RATE);
setOrientation(safeMix(orientation, targetOrientation, APPROACH_RATE));
}
void MyAvatar::setGravity(glm::vec3 gravity) {
_gravity = gravity;
_head.setGravity(_gravity);

View file

@ -94,6 +94,7 @@ private:
void applyHardCollision(const glm::vec3& penetration, float elasticity, float damping);
void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
void updateChatCircle(float deltaTime);
void checkForMouseRayTouching();
};