// // Avatar.cpp // interface // // Created by Philip Rosedale on 9/11/12. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. #include #include #include #include #include #include #include #include #include "Application.h" #include "Avatar.h" #include "DataServerClient.h" #include "Hand.h" #include "Head.h" #include "Physics.h" #include "world.h" #include "devices/OculusManager.h" #include "ui/TextRenderer.h" using namespace std; const bool BALLS_ON = false; const glm::vec3 DEFAULT_UP_DIRECTION(0.0f, 1.0f, 0.0f); const float YAW_MAG = 500.0; const float MY_HAND_HOLDING_PULL = 0.2; const float YOUR_HAND_HOLDING_PULL = 1.0; const float BODY_SPRING_DEFAULT_TIGHTNESS = 1000.0f; const float BODY_SPRING_FORCE = 300.0f; const float BODY_SPRING_DECAY = 16.0f; const float COLLISION_RADIUS_SCALAR = 1.2; // pertains to avatar-to-avatar collisions const float COLLISION_BALL_FORCE = 200.0; // pertains to avatar-to-avatar collisions const float COLLISION_BODY_FORCE = 30.0; // pertains to avatar-to-avatar collisions const float HEAD_ROTATION_SCALE = 0.70; const float HEAD_ROLL_SCALE = 0.40; const float HEAD_MAX_PITCH = 45; const float HEAD_MIN_PITCH = -45; const float HEAD_MAX_YAW = 85; const float HEAD_MIN_YAW = -85; const float PERIPERSONAL_RADIUS = 1.0f; const float AVATAR_BRAKING_STRENGTH = 40.0f; const float MOUSE_RAY_TOUCH_RANGE = 0.01f; const float FLOATING_HEIGHT = 0.13f; const bool USING_HEAD_LEAN = false; const float LEAN_SENSITIVITY = 0.15; const float LEAN_MAX = 0.45; const float LEAN_AVERAGING = 10.0; const float HEAD_RATE_MAX = 50.f; const float SKIN_COLOR[] = {1.0, 0.84, 0.66}; const float DARK_SKIN_COLOR[] = {0.9, 0.78, 0.63}; const int NUM_BODY_CONE_SIDES = 9; const float chatMessageScale = 0.0015; const float chatMessageHeight = 0.20; void Avatar::sendAvatarURLsMessage(const QUrl& voxelURL) { QByteArray message; char packetHeader[MAX_PACKET_HEADER_BYTES]; int numBytesPacketHeader = populateTypeAndVersion((unsigned char*) packetHeader, PACKET_TYPE_AVATAR_URLS); message.append(packetHeader, numBytesPacketHeader); message.append(NodeList::getInstance()->getOwnerUUID().toRfc4122()); QDataStream out(&message, QIODevice::WriteOnly | QIODevice::Append); out << voxelURL; Application::controlledBroadcastToNodes((unsigned char*)message.data(), message.size(), &NODE_TYPE_AVATAR_MIXER, 1); } Avatar::Avatar(Node* owningNode) : AvatarData(owningNode), _head(this), _hand(this), _skeletonModel(this), _ballSpringsInitialized(false), _bodyYawDelta(0.0f), _mode(AVATAR_MODE_STANDING), _velocity(0.0f, 0.0f, 0.0f), _thrust(0.0f, 0.0f, 0.0f), _speed(0.0f), _leanScale(0.5f), _pelvisFloatingHeight(0.0f), _scale(1.0f), _worldUpDirection(DEFAULT_UP_DIRECTION), _mouseRayOrigin(0.0f, 0.0f, 0.0f), _mouseRayDirection(0.0f, 0.0f, 0.0f), _isCollisionsOn(true), _leadingAvatar(NULL), _voxels(this), _moving(false), _initialized(false), _handHoldingPosition(0.0f, 0.0f, 0.0f), _maxArmLength(0.0f), _pelvisStandingHeight(0.0f) { // we may have been created in the network thread, but we live in the main thread moveToThread(Application::getInstance()->thread()); // give the pointer to our head to inherited _headData variable from AvatarData _headData = &_head; _handData = &_hand; _skeleton.initialize(); initializeBodyBalls(); _height = _skeleton.getHeight() + _bodyBall[BODY_BALL_LEFT_HEEL].radius + _bodyBall[BODY_BALL_HEAD_BASE].radius; _maxArmLength = _skeleton.getArmLength(); _pelvisStandingHeight = _skeleton.getPelvisStandingHeight() + _bodyBall[BODY_BALL_LEFT_HEEL].radius; _pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight() + _bodyBall[BODY_BALL_LEFT_HEEL].radius; _pelvisToHeadLength = _skeleton.getPelvisToHeadLength(); _avatarTouch.setReachableRadius(PERIPERSONAL_RADIUS); if (BALLS_ON) { _balls = new Balls(100); } else { _balls = NULL; } } void Avatar::initializeBodyBalls() { _ballSpringsInitialized = false; //this gets set to true on the first update pass... for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) { _bodyBall[b].parentJoint = AVATAR_JOINT_NULL; _bodyBall[b].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[b].position = glm::vec3(0.0, 0.0, 0.0); _bodyBall[b].velocity = glm::vec3(0.0, 0.0, 0.0); _bodyBall[b].radius = 0.0; _bodyBall[b].touchForce = 0.0; _bodyBall[b].isCollidable = true; _bodyBall[b].jointTightness = BODY_SPRING_DEFAULT_TIGHTNESS; } // specify the radius of each ball _bodyBall[BODY_BALL_PELVIS].radius = BODY_BALL_RADIUS_PELVIS; _bodyBall[BODY_BALL_TORSO].radius = BODY_BALL_RADIUS_TORSO; _bodyBall[BODY_BALL_CHEST].radius = BODY_BALL_RADIUS_CHEST; _bodyBall[BODY_BALL_NECK_BASE].radius = BODY_BALL_RADIUS_NECK_BASE; _bodyBall[BODY_BALL_HEAD_BASE].radius = BODY_BALL_RADIUS_HEAD_BASE; _bodyBall[BODY_BALL_LEFT_COLLAR].radius = BODY_BALL_RADIUS_LEFT_COLLAR; _bodyBall[BODY_BALL_LEFT_SHOULDER].radius = BODY_BALL_RADIUS_LEFT_SHOULDER; _bodyBall[BODY_BALL_LEFT_ELBOW].radius = BODY_BALL_RADIUS_LEFT_ELBOW; _bodyBall[BODY_BALL_LEFT_WRIST].radius = BODY_BALL_RADIUS_LEFT_WRIST; _bodyBall[BODY_BALL_LEFT_FINGERTIPS].radius = BODY_BALL_RADIUS_LEFT_FINGERTIPS; _bodyBall[BODY_BALL_RIGHT_COLLAR].radius = BODY_BALL_RADIUS_RIGHT_COLLAR; _bodyBall[BODY_BALL_RIGHT_SHOULDER].radius = BODY_BALL_RADIUS_RIGHT_SHOULDER; _bodyBall[BODY_BALL_RIGHT_ELBOW].radius = BODY_BALL_RADIUS_RIGHT_ELBOW; _bodyBall[BODY_BALL_RIGHT_WRIST].radius = BODY_BALL_RADIUS_RIGHT_WRIST; _bodyBall[BODY_BALL_RIGHT_FINGERTIPS].radius = BODY_BALL_RADIUS_RIGHT_FINGERTIPS; _bodyBall[BODY_BALL_LEFT_HIP].radius = BODY_BALL_RADIUS_LEFT_HIP; _bodyBall[BODY_BALL_LEFT_KNEE].radius = BODY_BALL_RADIUS_LEFT_KNEE; _bodyBall[BODY_BALL_LEFT_HEEL].radius = BODY_BALL_RADIUS_LEFT_HEEL; _bodyBall[BODY_BALL_LEFT_TOES].radius = BODY_BALL_RADIUS_LEFT_TOES; _bodyBall[BODY_BALL_RIGHT_HIP].radius = BODY_BALL_RADIUS_RIGHT_HIP; _bodyBall[BODY_BALL_RIGHT_KNEE].radius = BODY_BALL_RADIUS_RIGHT_KNEE; _bodyBall[BODY_BALL_RIGHT_HEEL].radius = BODY_BALL_RADIUS_RIGHT_HEEL; _bodyBall[BODY_BALL_RIGHT_TOES].radius = BODY_BALL_RADIUS_RIGHT_TOES; // specify the parent joint for each ball _bodyBall[BODY_BALL_PELVIS].parentJoint = AVATAR_JOINT_PELVIS; _bodyBall[BODY_BALL_TORSO].parentJoint = AVATAR_JOINT_TORSO; _bodyBall[BODY_BALL_CHEST].parentJoint = AVATAR_JOINT_CHEST; _bodyBall[BODY_BALL_NECK_BASE].parentJoint = AVATAR_JOINT_NECK_BASE; _bodyBall[BODY_BALL_HEAD_BASE].parentJoint = AVATAR_JOINT_HEAD_BASE; _bodyBall[BODY_BALL_HEAD_TOP].parentJoint = AVATAR_JOINT_HEAD_TOP; _bodyBall[BODY_BALL_LEFT_COLLAR].parentJoint = AVATAR_JOINT_LEFT_COLLAR; _bodyBall[BODY_BALL_LEFT_SHOULDER].parentJoint = AVATAR_JOINT_LEFT_SHOULDER; _bodyBall[BODY_BALL_LEFT_ELBOW].parentJoint = AVATAR_JOINT_LEFT_ELBOW; _bodyBall[BODY_BALL_LEFT_WRIST].parentJoint = AVATAR_JOINT_LEFT_WRIST; _bodyBall[BODY_BALL_LEFT_FINGERTIPS].parentJoint = AVATAR_JOINT_LEFT_FINGERTIPS; _bodyBall[BODY_BALL_RIGHT_COLLAR].parentJoint = AVATAR_JOINT_RIGHT_COLLAR; _bodyBall[BODY_BALL_RIGHT_SHOULDER].parentJoint = AVATAR_JOINT_RIGHT_SHOULDER; _bodyBall[BODY_BALL_RIGHT_ELBOW].parentJoint = AVATAR_JOINT_RIGHT_ELBOW; _bodyBall[BODY_BALL_RIGHT_WRIST].parentJoint = AVATAR_JOINT_RIGHT_WRIST; _bodyBall[BODY_BALL_RIGHT_FINGERTIPS].parentJoint = AVATAR_JOINT_RIGHT_FINGERTIPS; _bodyBall[BODY_BALL_LEFT_HIP].parentJoint = AVATAR_JOINT_LEFT_HIP; _bodyBall[BODY_BALL_LEFT_KNEE].parentJoint = AVATAR_JOINT_LEFT_KNEE; _bodyBall[BODY_BALL_LEFT_HEEL].parentJoint = AVATAR_JOINT_LEFT_HEEL; _bodyBall[BODY_BALL_LEFT_TOES].parentJoint = AVATAR_JOINT_LEFT_TOES; _bodyBall[BODY_BALL_RIGHT_HIP].parentJoint = AVATAR_JOINT_RIGHT_HIP; _bodyBall[BODY_BALL_RIGHT_KNEE].parentJoint = AVATAR_JOINT_RIGHT_KNEE; _bodyBall[BODY_BALL_RIGHT_HEEL].parentJoint = AVATAR_JOINT_RIGHT_HEEL; _bodyBall[BODY_BALL_RIGHT_TOES].parentJoint = AVATAR_JOINT_RIGHT_TOES; // specify the parent offset for each ball _bodyBall[BODY_BALL_PELVIS].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_TORSO].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_CHEST].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_NECK_BASE].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_HEAD_BASE].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_HEAD_TOP].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_LEFT_COLLAR].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_LEFT_SHOULDER].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_LEFT_ELBOW].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_LEFT_WRIST].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_LEFT_FINGERTIPS].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_RIGHT_COLLAR].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_RIGHT_SHOULDER].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_RIGHT_ELBOW].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_RIGHT_WRIST].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_RIGHT_FINGERTIPS].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_LEFT_HIP].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_LEFT_KNEE].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_LEFT_HEEL].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_LEFT_TOES].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_RIGHT_HIP].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_RIGHT_KNEE].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_RIGHT_HEEL].parentOffset = glm::vec3(0.0, 0.0, 0.0); _bodyBall[BODY_BALL_RIGHT_TOES].parentOffset = glm::vec3(0.0, 0.0, 0.0); // specify the parent BALL for each ball _bodyBall[BODY_BALL_PELVIS].parentBall = BODY_BALL_NULL; _bodyBall[BODY_BALL_TORSO].parentBall = BODY_BALL_PELVIS; _bodyBall[BODY_BALL_CHEST].parentBall = BODY_BALL_TORSO; _bodyBall[BODY_BALL_NECK_BASE].parentBall = BODY_BALL_CHEST; _bodyBall[BODY_BALL_HEAD_BASE].parentBall = BODY_BALL_NECK_BASE; _bodyBall[BODY_BALL_HEAD_TOP].parentBall = BODY_BALL_HEAD_BASE; _bodyBall[BODY_BALL_LEFT_COLLAR].parentBall = BODY_BALL_CHEST; _bodyBall[BODY_BALL_LEFT_SHOULDER].parentBall = BODY_BALL_LEFT_COLLAR; _bodyBall[BODY_BALL_LEFT_ELBOW].parentBall = BODY_BALL_LEFT_SHOULDER; _bodyBall[BODY_BALL_LEFT_WRIST].parentBall = BODY_BALL_LEFT_ELBOW; _bodyBall[BODY_BALL_LEFT_FINGERTIPS].parentBall = BODY_BALL_LEFT_WRIST; _bodyBall[BODY_BALL_RIGHT_COLLAR].parentBall = BODY_BALL_CHEST; _bodyBall[BODY_BALL_RIGHT_SHOULDER].parentBall = BODY_BALL_RIGHT_COLLAR; _bodyBall[BODY_BALL_RIGHT_ELBOW].parentBall = BODY_BALL_RIGHT_SHOULDER; _bodyBall[BODY_BALL_RIGHT_WRIST].parentBall = BODY_BALL_RIGHT_ELBOW; _bodyBall[BODY_BALL_RIGHT_FINGERTIPS].parentBall = BODY_BALL_RIGHT_WRIST; _bodyBall[BODY_BALL_LEFT_HIP].parentBall = BODY_BALL_PELVIS; _bodyBall[BODY_BALL_LEFT_KNEE].parentBall = BODY_BALL_LEFT_HIP; _bodyBall[BODY_BALL_LEFT_HEEL].parentBall = BODY_BALL_LEFT_KNEE; _bodyBall[BODY_BALL_LEFT_TOES].parentBall = BODY_BALL_LEFT_HEEL; _bodyBall[BODY_BALL_RIGHT_HIP].parentBall = BODY_BALL_PELVIS; _bodyBall[BODY_BALL_RIGHT_KNEE].parentBall = BODY_BALL_RIGHT_HIP; _bodyBall[BODY_BALL_RIGHT_HEEL].parentBall = BODY_BALL_RIGHT_KNEE; _bodyBall[BODY_BALL_RIGHT_TOES].parentBall = BODY_BALL_RIGHT_HEEL; } Avatar::~Avatar() { _headData = NULL; _handData = NULL; delete _balls; } void Avatar::init() { _head.init(); _hand.init(); _skeletonModel.init(); _voxels.init(); _initialized = true; } glm::quat Avatar::getOrientation() const { return glm::quat(glm::radians(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll))); } glm::quat Avatar::getWorldAlignedOrientation () const { return computeRotationFromBodyToWorldUp() * getOrientation(); } void Avatar::follow(Avatar* leadingAvatar) { const float MAX_STRING_LENGTH = 2; _leadingAvatar = leadingAvatar; if (_leadingAvatar != NULL) { _leaderUUID = leadingAvatar->getOwningNode()->getUUID(); _stringLength = glm::length(_position - _leadingAvatar->getPosition()) / _scale; if (_stringLength > MAX_STRING_LENGTH) { _stringLength = MAX_STRING_LENGTH; } } else { _leaderUUID = QUuid(); } } void Avatar::simulate(float deltaTime, Transmitter* transmitter) { glm::quat orientation = getOrientation(); glm::vec3 front = orientation * IDENTITY_FRONT; glm::vec3 right = orientation * IDENTITY_RIGHT; if (_leadingAvatar && !_leadingAvatar->getOwningNode()->isAlive()) { follow(NULL); } if (_scale != _newScale) { setScale(_newScale); } // copy velocity so we can use it later for acceleration glm::vec3 oldVelocity = getVelocity(); // update balls if (_balls) { _balls->moveOrigin(_position); glm::vec3 lookAt = _head.getLookAtPosition(); if (glm::length(lookAt) > EPSILON) { _balls->moveOrigin(lookAt); } else { _balls->moveOrigin(_position); } _balls->simulate(deltaTime); } // update torso rotation based on head lean _skeleton.joint[AVATAR_JOINT_TORSO].rotation = glm::quat(glm::radians(glm::vec3( _head.getLeanForward(), 0.0f, _head.getLeanSideways()))); // apply joint data (if any) to skeleton bool enableHandMovement = true; for (vector::iterator it = _joints.begin(); it != _joints.end(); it++) { _skeleton.joint[it->jointID].rotation = it->rotation; // disable hand movement if we have joint info for the right wrist enableHandMovement &= (it->jointID != AVATAR_JOINT_RIGHT_WRIST); } // update avatar skeleton _skeleton.update(deltaTime, getOrientation(), _position); //determine the lengths of the body springs now that we have updated the skeleton at least once if (!_ballSpringsInitialized) { for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) { glm::vec3 targetPosition = _skeleton.joint[_bodyBall[b].parentJoint].position + _skeleton.joint[_bodyBall[b].parentJoint].rotation * _bodyBall[b].parentOffset; glm::vec3 parentTargetPosition = _skeleton.joint[_bodyBall[b].parentJoint].position + _skeleton.joint[_bodyBall[b].parentJoint].rotation * _bodyBall[b].parentOffset; _bodyBall[b].springLength = glm::length(targetPosition - parentTargetPosition); } _ballSpringsInitialized = true; } // if this is not my avatar, then hand position comes from transmitted data _skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handPosition; //update the movement of the hand and process handshaking with other avatars... updateHandMovementAndTouching(deltaTime, enableHandMovement); _avatarTouch.simulate(deltaTime); // update body balls updateBodyBalls(deltaTime); //apply the head lean values to the ball positions... if (USING_HEAD_LEAN) { if (fabs(_head.getLeanSideways() + _head.getLeanForward()) > 0.0f) { glm::vec3 headLean = right * _head.getLeanSideways() + front * _head.getLeanForward(); _bodyBall[BODY_BALL_TORSO].position += headLean * 0.1f; _bodyBall[BODY_BALL_CHEST].position += headLean * 0.4f; _bodyBall[BODY_BALL_NECK_BASE].position += headLean * 0.7f; _bodyBall[BODY_BALL_HEAD_BASE].position += headLean * 1.0f; _bodyBall[BODY_BALL_LEFT_COLLAR].position += headLean * 0.6f; _bodyBall[BODY_BALL_LEFT_SHOULDER].position += headLean * 0.6f; _bodyBall[BODY_BALL_LEFT_ELBOW].position += headLean * 0.2f; _bodyBall[BODY_BALL_LEFT_WRIST].position += headLean * 0.1f; _bodyBall[BODY_BALL_LEFT_FINGERTIPS].position += headLean * 0.0f; _bodyBall[BODY_BALL_RIGHT_COLLAR].position += headLean * 0.6f; _bodyBall[BODY_BALL_RIGHT_SHOULDER].position += headLean * 0.6f; _bodyBall[BODY_BALL_RIGHT_ELBOW].position += headLean * 0.2f; _bodyBall[BODY_BALL_RIGHT_WRIST].position += headLean * 0.1f; _bodyBall[BODY_BALL_RIGHT_FINGERTIPS].position += headLean * 0.0f; } } _skeletonModel.simulate(deltaTime); _head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll)); glm::vec3 headPosition; if (!_skeletonModel.getHeadPosition(headPosition)) { headPosition = _bodyBall[BODY_BALL_HEAD_BASE].position; } _head.setPosition(headPosition); _head.setSkinColor(glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2])); _head.simulate(deltaTime, false); _hand.simulate(deltaTime, false); // use speed and angular velocity to determine walking vs. standing if (_speed + fabs(_bodyYawDelta) > 0.2) { _mode = AVATAR_MODE_WALKING; } else { _mode = AVATAR_MODE_INTERACTING; } // update position by velocity, and subtract the change added earlier for gravity _position += _velocity * deltaTime; // Zero thrust out now that we've added it to velocity in this frame _thrust = glm::vec3(0, 0, 0); } void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction) { _mouseRayOrigin = origin; _mouseRayDirection = direction; } void Avatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMovement) { // reset hand and arm positions according to hand movement enableHandMovement |= updateLeapHandPositions(); //constrain right arm length and re-adjust elbow position as it bends // NOTE - the following must be called on all avatars - not just _isMine if (enableHandMovement) { updateArmIKAndConstraints(deltaTime, AVATAR_JOINT_RIGHT_FINGERTIPS); updateArmIKAndConstraints(deltaTime, AVATAR_JOINT_LEFT_FINGERTIPS); } } static TextRenderer* textRenderer() { static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 24, -1, false, TextRenderer::SHADOW_EFFECT); return renderer; } void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) { if (Application::getInstance()->getAvatar()->getHand().isRaveGloveActive()) { _hand.setRaveLights(RAVE_LIGHTS_AVATAR); } // render a simple round on the ground projected down from the avatar's position renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f); { // 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 delta = _height * (_head.getCameraOrientation() * IDENTITY_UP) / 2.f; float angle = abs(angleBetween(toTarget + delta, toTarget - delta)); if (angle < MAX_ANGLE) { glColor4f(0.5f, 0.8f, 0.8f, 1.f - angle / MAX_ANGLE); glPushMatrix(); glTranslatef(_position.x, _position.y, _position.z); glScalef(_height / 2.f, _height / 2.f, _height / 2.f); glutSolidSphere(1.2f + _head.getAverageLoudness() * .0005f, 20, 20); glPopMatrix(); } } // Render the balls if (_balls) { glPushMatrix(); _balls->render(); glPopMatrix(); } if (!_chatMessage.empty()) { int width = 0; int lastWidth = 0; for (string::iterator it = _chatMessage.begin(); it != _chatMessage.end(); it++) { width += (lastWidth = textRenderer()->computeWidth(*it)); } glPushMatrix(); glm::vec3 chatPosition = _bodyBall[BODY_BALL_HEAD_BASE].position + getBodyUpDirection() * chatMessageHeight * _scale; glTranslatef(chatPosition.x, chatPosition.y, chatPosition.z); glm::quat chatRotation = Application::getInstance()->getCamera()->getRotation(); glm::vec3 chatAxis = glm::axis(chatRotation); glRotatef(glm::angle(chatRotation), chatAxis.x, chatAxis.y, chatAxis.z); glColor3f(0, 0.8, 0); glRotatef(180, 0, 1, 0); glRotatef(180, 0, 0, 1); glScalef(_scale * chatMessageScale, _scale * chatMessageScale, 1.0f); glDisable(GL_LIGHTING); glDepthMask(false); if (_keyState == NO_KEY_DOWN) { textRenderer()->draw(-width / 2.0f, 0, _chatMessage.c_str()); } else { // rather than using substr and allocating a new string, just replace the last // character with a null, then restore it int lastIndex = _chatMessage.size() - 1; char lastChar = _chatMessage[lastIndex]; _chatMessage[lastIndex] = '\0'; textRenderer()->draw(-width / 2.0f, 0, _chatMessage.c_str()); _chatMessage[lastIndex] = lastChar; glColor3f(0, 1, 0); textRenderer()->draw(width / 2.0f - lastWidth, 0, _chatMessage.c_str() + lastIndex); } glEnable(GL_LIGHTING); glDepthMask(true); glPopMatrix(); } } void Avatar::resetBodyBalls() { for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) { glm::vec3 targetPosition = _skeleton.joint[_bodyBall[b].parentJoint].position + _skeleton.joint[_bodyBall[b].parentJoint].rotation * _bodyBall[b].parentOffset; _bodyBall[b].position = targetPosition; // put ball on target position _bodyBall[b].velocity = glm::vec3(0.0f, 0.0f, 0.0f); } } void Avatar::updateBodyBalls(float deltaTime) { // Check for a large repositioning, and re-initialize balls if this has happened const float BEYOND_BODY_SPRING_RANGE = _scale * 2.f; if (glm::length(_position - _bodyBall[BODY_BALL_PELVIS].position) > BEYOND_BODY_SPRING_RANGE) { resetBodyBalls(); } glm::quat orientation = getOrientation(); for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) { glm::vec3 springVector; float length = 0.0f; if (_ballSpringsInitialized) { // apply spring forces springVector = _bodyBall[b].position; if (b == BODY_BALL_PELVIS) { springVector -= _position; } else { springVector -= _bodyBall[_bodyBall[b].parentBall].position; } length = glm::length(springVector); if (length > 0.0f) { // to avoid divide by zero glm::vec3 springDirection = springVector / length; float force = (length - _skeleton.joint[b].length) * BODY_SPRING_FORCE * deltaTime; _bodyBall[b].velocity -= springDirection * force; if (_bodyBall[b].parentBall != BODY_BALL_NULL) { _bodyBall[_bodyBall[b].parentBall].velocity += springDirection * force; } } } // apply tightness force - (causing ball position to be close to skeleton joint position) glm::vec3 targetPosition = _skeleton.joint[_bodyBall[b].parentJoint].position + _skeleton.joint[_bodyBall[b].parentJoint].rotation * _bodyBall[b].parentOffset; _bodyBall[b].velocity += (targetPosition - _bodyBall[b].position) * _bodyBall[b].jointTightness * deltaTime; // apply decay float decay = 1.0 - BODY_SPRING_DECAY * deltaTime; if (decay > 0.0) { _bodyBall[b].velocity *= decay; } else { _bodyBall[b].velocity = glm::vec3(0.0f, 0.0f, 0.0f); } // update position by velocity... _bodyBall[b].position += _bodyBall[b].velocity * deltaTime; // update rotation const float SMALL_SPRING_LENGTH = 0.001f; // too-small springs can change direction rapidly if (_skeleton.joint[b].parent == AVATAR_JOINT_NULL || length < SMALL_SPRING_LENGTH) { _bodyBall[b].rotation = orientation * _skeleton.joint[_bodyBall[b].parentJoint].absoluteBindPoseRotation; } else { glm::vec3 parentDirection = _bodyBall[ _bodyBall[b].parentBall ].rotation * JOINT_DIRECTION; _bodyBall[b].rotation = rotationBetween(parentDirection, springVector) * _bodyBall[ _bodyBall[b].parentBall ].rotation; } } // copy the head's rotation _bodyBall[BODY_BALL_HEAD_BASE].rotation = _bodyBall[BODY_BALL_HEAD_TOP].rotation = _head.getOrientation(); _bodyBall[BODY_BALL_HEAD_BASE].position = _bodyBall[BODY_BALL_NECK_BASE].position + _bodyBall[BODY_BALL_HEAD_BASE].rotation * _skeleton.joint[BODY_BALL_HEAD_BASE].bindPosePosition; _bodyBall[BODY_BALL_HEAD_TOP].position = _bodyBall[BODY_BALL_HEAD_BASE].position + _bodyBall[BODY_BALL_HEAD_TOP].rotation * _skeleton.joint[BODY_BALL_HEAD_TOP].bindPosePosition; } // returns true if the Leap controls any of the avatar's hands. bool Avatar::updateLeapHandPositions() { bool returnValue = false; // If there are leap-interaction hands visible, see if we can use them as the endpoints for IK if (getHand().getPalms().size() > 0) { PalmData const* leftLeapHand = NULL; PalmData const* rightLeapHand = NULL; // Look through all of the palms available (there may be more than two), and pick // the leftmost and rightmost. If there's only one, we'll use a heuristic below // to decode whether it's the left or right. for (size_t i = 0; i < getHand().getPalms().size(); ++i) { PalmData& palm = getHand().getPalms()[i]; if (palm.isActive()) { if (!rightLeapHand || !leftLeapHand) { rightLeapHand = leftLeapHand = &palm; } else if (palm.getRawPosition().x > rightLeapHand->getRawPosition().x) { rightLeapHand = &palm; } else if (palm.getRawPosition().x < leftLeapHand->getRawPosition().x) { leftLeapHand = &palm; } } } // If there's only one palm visible. Decide if it's the left or right if (leftLeapHand == rightLeapHand && leftLeapHand) { if (leftLeapHand->getRawPosition().x > 0) { leftLeapHand = NULL; } else { rightLeapHand = NULL; } } if (leftLeapHand) { _skeleton.joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].position = leftLeapHand->getPosition(); returnValue = true; } if (rightLeapHand) { _skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = rightLeapHand->getPosition(); returnValue = true; } } return returnValue; } void Avatar::updateArmIKAndConstraints(float deltaTime, AvatarJointID fingerTipJointID) { Skeleton::AvatarJoint& fingerJoint = _skeleton.joint[fingerTipJointID]; Skeleton::AvatarJoint& wristJoint = _skeleton.joint[fingerJoint.parent]; Skeleton::AvatarJoint& elbowJoint = _skeleton.joint[wristJoint.parent]; Skeleton::AvatarJoint& shoulderJoint = _skeleton.joint[elbowJoint.parent]; // determine the arm vector glm::vec3 armVector = fingerJoint.position; armVector -= shoulderJoint.position; // test to see if right hand is being dragged beyond maximum arm length float distance = glm::length(armVector); // don't let right hand get dragged beyond maximum arm length... float armLength = _maxArmLength * 0.5f; if (distance > armLength) { // reset right hand to be constrained to maximum arm length fingerJoint.position = shoulderJoint.position; glm::vec3 armNormal = armVector / distance; armVector = armNormal * armLength; distance = armLength; glm::vec3 constrainedPosition = shoulderJoint.position; constrainedPosition += armVector; fingerJoint.position = constrainedPosition; } // set elbow position glm::vec3 newElbowPosition = shoulderJoint.position + armVector * ONE_HALF; glm::vec3 perpendicular = glm::cross(getBodyRightDirection(), armVector); newElbowPosition += perpendicular * (1.0f - (_maxArmLength / distance)) * ONE_HALF; elbowJoint.position = newElbowPosition; // set wrist position const float wristPosRatio = 0.7f; wristJoint.position = elbowJoint.position + (fingerJoint.position - elbowJoint.position) * wristPosRatio; } glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const { glm::quat orientation = getOrientation(); glm::vec3 currentUp = orientation * IDENTITY_UP; float angle = glm::degrees(acosf(glm::clamp(glm::dot(currentUp, _worldUpDirection), -1.0f, 1.0f))); if (angle < EPSILON) { return glm::quat(); } glm::vec3 axis; if (angle > 179.99f) { // 180 degree rotation; must use another axis axis = orientation * IDENTITY_RIGHT; } else { axis = glm::normalize(glm::cross(currentUp, _worldUpDirection)); } return glm::angleAxis(angle * proportion, axis); } float Avatar::getBallRenderAlpha(int ball, bool lookingInMirror) const { return 1.0f; } void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) { if (_head.getVideoFace().isFullFrame()) { // Render the full-frame video float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror); if (alpha > 0.0f) { _head.getVideoFace().render(1.0f); } } else if (renderAvatarBalls || !(_voxels.getVoxelURL().isValid() || _skeletonModel.isActive())) { // Render the body as balls and cones glm::vec3 skinColor, darkSkinColor; getSkinColors(skinColor, darkSkinColor); for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) { float alpha = getBallRenderAlpha(b, lookingInMirror); // When we have leap hands, hide part of the arms. if (_hand.getNumPalms() > 0) { if (b == BODY_BALL_LEFT_FINGERTIPS || b == BODY_BALL_RIGHT_FINGERTIPS) { continue; } } // 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); } } else if (alpha > 0.0f) { // Render the body ball sphere glColor3f(skinColor.r + _bodyBall[b].touchForce * 0.3f, 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(); glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z); glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f); glPopMatrix(); } // Render the cone connecting this ball to its parent if (_bodyBall[b].parentBall != BODY_BALL_NULL) { if ((b != BODY_BALL_HEAD_TOP) && (b != BODY_BALL_HEAD_BASE) && (b != BODY_BALL_PELVIS) && (b != BODY_BALL_TORSO) && (b != BODY_BALL_CHEST) && (b != BODY_BALL_LEFT_COLLAR) && (b != BODY_BALL_LEFT_SHOULDER) && (b != BODY_BALL_RIGHT_COLLAR) && (b != BODY_BALL_RIGHT_SHOULDER)) { glColor3fv((const GLfloat*)&darkSkinColor); float r2 = _bodyBall[b].radius * 0.8; renderJointConnectingCone(_bodyBall[_bodyBall[b].parentBall].position, _bodyBall[b].position, r2, r2); } } } } } else { // Render the body's voxels and head float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror); if (alpha > 0.0f) { if (!_skeletonModel.render(alpha)) { _voxels.render(false); } _head.render(alpha, false); } } _hand.render(lookingInMirror); } 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()) { lighter = glm::vec3(_head.getFaceModel().computeAverageColor()); const float SKIN_DARKENING = 0.9f; darker = lighter * SKIN_DARKENING; } } void Avatar::getBodyBallTransform(AvatarJointID jointID, glm::vec3& position, glm::quat& rotation) const { position = _bodyBall[jointID].position; rotation = _bodyBall[jointID].rotation; } bool Avatar::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const { float minDistance = FLT_MAX; for (int i = 0; i < NUM_AVATAR_BODY_BALLS; i++) { float distance; if (rayIntersectsSphere(origin, direction, _bodyBall[i].position, _bodyBall[i].radius, distance)) { minDistance = min(minDistance, distance); } } if (minDistance == FLT_MAX) { return false; } distance = minDistance; return true; } int Avatar::parseData(unsigned char* sourceBuffer, int numBytes) { // change in position implies movement glm::vec3 oldPosition = _position; int bytesRead = AvatarData::parseData(sourceBuffer, numBytes); const float MOVE_DISTANCE_THRESHOLD = 0.001f; _moving = glm::distance(oldPosition, _position) > MOVE_DISTANCE_THRESHOLD; return bytesRead; } // render a makeshift cone section that serves as a body part connecting joint spheres void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2) { glBegin(GL_TRIANGLES); glm::vec3 axis = position2 - position1; float length = glm::length(axis); if (length > 0.0f) { axis /= length; glm::vec3 perpSin = glm::vec3(1.0f, 0.0f, 0.0f); glm::vec3 perpCos = glm::normalize(glm::cross(axis, perpSin)); perpSin = glm::cross(perpCos, axis); float anglea = 0.0; float angleb = 0.0; for (int i = 0; i < NUM_BODY_CONE_SIDES; i ++) { // the rectangles that comprise the sides of the cone section are // referenced by "a" and "b" in one dimension, and "1", and "2" in the other dimension. anglea = angleb; angleb = ((float)(i+1) / (float)NUM_BODY_CONE_SIDES) * PIf * 2.0f; float sa = sinf(anglea); float sb = sinf(angleb); float ca = cosf(anglea); float cb = cosf(angleb); glm::vec3 p1a = position1 + perpSin * sa * radius1 + perpCos * ca * radius1; glm::vec3 p1b = position1 + perpSin * sb * radius1 + perpCos * cb * radius1; glm::vec3 p2a = position2 + perpSin * sa * radius2 + perpCos * ca * radius2; glm::vec3 p2b = position2 + perpSin * sb * radius2 + perpCos * cb * radius2; glVertex3f(p1a.x, p1a.y, p1a.z); glVertex3f(p1b.x, p1b.y, p1b.z); glVertex3f(p2a.x, p2a.y, p2a.z); glVertex3f(p1b.x, p1b.y, p1b.z); glVertex3f(p2a.x, p2a.y, p2a.z); glVertex3f(p2b.x, p2b.y, p2b.z); } } glEnd(); } void Avatar::goHome() { qDebug("Going Home!\n"); setPosition(START_LOCATION); } void Avatar::increaseSize() { if ((1.f + SCALING_RATIO) * _newScale < MAX_SCALE) { _newScale *= (1.f + SCALING_RATIO); qDebug("Changed scale to %f\n", _newScale); } } void Avatar::decreaseSize() { if (MIN_SCALE < (1.f - SCALING_RATIO) * _newScale) { _newScale *= (1.f - SCALING_RATIO); qDebug("Changed scale to %f\n", _newScale); } } void Avatar::resetSize() { _newScale = 1.0f; qDebug("Reseted scale to %f\n", _newScale); } void Avatar::setScale(const float scale) { _scale = scale; if (_newScale * (1.f - RESCALING_TOLERANCE) < _scale && _scale < _newScale * (1.f + RESCALING_TOLERANCE)) { _scale = _newScale; } _skeleton.setScale(_scale); // specify the new radius of each ball _bodyBall[BODY_BALL_PELVIS].radius = _scale * BODY_BALL_RADIUS_PELVIS; _bodyBall[BODY_BALL_TORSO].radius = _scale * BODY_BALL_RADIUS_TORSO; _bodyBall[BODY_BALL_CHEST].radius = _scale * BODY_BALL_RADIUS_CHEST; _bodyBall[BODY_BALL_NECK_BASE].radius = _scale * BODY_BALL_RADIUS_NECK_BASE; _bodyBall[BODY_BALL_HEAD_BASE].radius = _scale * BODY_BALL_RADIUS_HEAD_BASE; _bodyBall[BODY_BALL_LEFT_COLLAR].radius = _scale * BODY_BALL_RADIUS_LEFT_COLLAR; _bodyBall[BODY_BALL_LEFT_SHOULDER].radius = _scale * BODY_BALL_RADIUS_LEFT_SHOULDER; _bodyBall[BODY_BALL_LEFT_ELBOW].radius = _scale * BODY_BALL_RADIUS_LEFT_ELBOW; _bodyBall[BODY_BALL_LEFT_WRIST].radius = _scale * BODY_BALL_RADIUS_LEFT_WRIST; _bodyBall[BODY_BALL_LEFT_FINGERTIPS].radius = _scale * BODY_BALL_RADIUS_LEFT_FINGERTIPS; _bodyBall[BODY_BALL_RIGHT_COLLAR].radius = _scale * BODY_BALL_RADIUS_RIGHT_COLLAR; _bodyBall[BODY_BALL_RIGHT_SHOULDER].radius = _scale * BODY_BALL_RADIUS_RIGHT_SHOULDER; _bodyBall[BODY_BALL_RIGHT_ELBOW].radius = _scale * BODY_BALL_RADIUS_RIGHT_ELBOW; _bodyBall[BODY_BALL_RIGHT_WRIST].radius = _scale * BODY_BALL_RADIUS_RIGHT_WRIST; _bodyBall[BODY_BALL_RIGHT_FINGERTIPS].radius = _scale * BODY_BALL_RADIUS_RIGHT_FINGERTIPS; _bodyBall[BODY_BALL_LEFT_HIP].radius = _scale * BODY_BALL_RADIUS_LEFT_HIP; _bodyBall[BODY_BALL_LEFT_KNEE].radius = _scale * BODY_BALL_RADIUS_LEFT_KNEE; _bodyBall[BODY_BALL_LEFT_HEEL].radius = _scale * BODY_BALL_RADIUS_LEFT_HEEL; _bodyBall[BODY_BALL_LEFT_TOES].radius = _scale * BODY_BALL_RADIUS_LEFT_TOES; _bodyBall[BODY_BALL_RIGHT_HIP].radius = _scale * BODY_BALL_RADIUS_RIGHT_HIP; _bodyBall[BODY_BALL_RIGHT_KNEE].radius = _scale * BODY_BALL_RADIUS_RIGHT_KNEE; _bodyBall[BODY_BALL_RIGHT_HEEL].radius = _scale * BODY_BALL_RADIUS_RIGHT_HEEL; _bodyBall[BODY_BALL_RIGHT_TOES].radius = _scale * BODY_BALL_RADIUS_RIGHT_TOES; _height = _skeleton.getHeight() + _bodyBall[BODY_BALL_LEFT_HEEL].radius + _bodyBall[BODY_BALL_HEAD_BASE].radius; _maxArmLength = _skeleton.getArmLength(); _pelvisStandingHeight = _skeleton.getPelvisStandingHeight() + _bodyBall[BODY_BALL_LEFT_HEEL].radius; _pelvisFloatingHeight = _skeleton.getPelvisFloatingHeight() + _bodyBall[BODY_BALL_LEFT_HEEL].radius; _pelvisToHeadLength = _skeleton.getPelvisToHeadLength(); _avatarTouch.setReachableRadius(_scale * PERIPERSONAL_RADIUS); }