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1074 lines
42 KiB
C++
1074 lines
42 KiB
C++
//
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// Avatar.cpp
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// interface/src/avatar
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//
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// Created by Philip Rosedale on 9/11/12.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <vector>
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#include <QDesktopWidget>
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#include <QWindow>
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <GeometryUtil.h>
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#include <NodeList.h>
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#include <PacketHeaders.h>
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#include <PerfStat.h>
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#include <SharedUtil.h>
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#include "Application.h"
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#include "Avatar.h"
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#include "Hand.h"
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#include "Head.h"
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#include "Menu.h"
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#include "ModelReferential.h"
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#include "Physics.h"
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#include "Recorder.h"
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#include "world.h"
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#include "devices/OculusManager.h"
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#include "renderer/TextureCache.h"
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#include "ui/TextRenderer.h"
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using namespace std;
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const glm::vec3 DEFAULT_UP_DIRECTION(0.0f, 1.0f, 0.0f);
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const int NUM_BODY_CONE_SIDES = 9;
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const float CHAT_MESSAGE_SCALE = 0.0015f;
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const float CHAT_MESSAGE_HEIGHT = 0.1f;
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const float DISPLAYNAME_FADE_TIME = 0.5f;
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const float DISPLAYNAME_FADE_FACTOR = pow(0.01f, 1.0f / DISPLAYNAME_FADE_TIME);
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const float DISPLAYNAME_ALPHA = 0.95f;
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const float DISPLAYNAME_BACKGROUND_ALPHA = 0.4f;
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Avatar::Avatar() :
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AvatarData(),
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_skeletonModel(this),
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_bodyYawDelta(0.0f),
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_velocity(0.0f),
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_positionDeltaAccumulator(0.0f),
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_lastVelocity(0.0f),
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_acceleration(0.0f),
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_angularVelocity(0.0f),
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_lastAngularVelocity(0.0f),
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_angularAcceleration(0.0f),
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_lastOrientation(),
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_leanScale(0.5f),
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_scale(1.0f),
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_worldUpDirection(DEFAULT_UP_DIRECTION),
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_mouseRayOrigin(0.0f, 0.0f, 0.0f),
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_mouseRayDirection(0.0f, 0.0f, 0.0f),
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_moving(false),
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_collisionGroups(0),
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_initialized(false),
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_shouldRenderBillboard(true)
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{
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// we may have been created in the network thread, but we live in the main thread
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moveToThread(Application::getInstance()->thread());
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// give the pointer to our head to inherited _headData variable from AvatarData
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_headData = static_cast<HeadData*>(new Head(this));
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_handData = static_cast<HandData*>(new Hand(this));
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}
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Avatar::~Avatar() {
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}
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const float BILLBOARD_LOD_DISTANCE = 40.0f;
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void Avatar::init() {
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getHead()->init();
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_skeletonModel.init();
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_initialized = true;
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_shouldRenderBillboard = (getLODDistance() >= BILLBOARD_LOD_DISTANCE);
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}
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glm::vec3 Avatar::getChestPosition() const {
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// for now, let's just assume that the "chest" is halfway between the root and the neck
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glm::vec3 neckPosition;
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return _skeletonModel.getNeckPosition(neckPosition) ? (_position + neckPosition) * 0.5f : _position;
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}
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glm::vec3 Avatar::getNeckPosition() const {
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glm::vec3 neckPosition;
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return _skeletonModel.getNeckPosition(neckPosition) ? neckPosition : _position;
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}
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glm::quat Avatar::getWorldAlignedOrientation () const {
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return computeRotationFromBodyToWorldUp() * getOrientation();
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}
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float Avatar::getLODDistance() const {
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return Menu::getInstance()->getAvatarLODDistanceMultiplier() *
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glm::distance(Application::getInstance()->getCamera()->getPosition(), _position) / _scale;
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}
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void Avatar::simulate(float deltaTime) {
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PerformanceTimer perfTimer("simulate");
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// update the avatar's position according to its referential
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if (_referential) {
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if (_referential->hasExtraData()) {
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EntityTree* tree = Application::getInstance()->getEntities()->getTree();
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switch (_referential->type()) {
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case Referential::MODEL:
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_referential = new ModelReferential(_referential,
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tree,
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this);
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break;
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case Referential::JOINT:
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_referential = new JointReferential(_referential,
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tree,
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this);
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break;
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default:
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qDebug() << "[WARNING] Avatar::simulate(): Unknown referential type.";
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break;
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}
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}
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_referential->update();
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}
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if (_scale != _targetScale) {
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setScale(_targetScale);
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}
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// update the billboard render flag
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const float BILLBOARD_HYSTERESIS_PROPORTION = 0.1f;
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if (_shouldRenderBillboard) {
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if (getLODDistance() < BILLBOARD_LOD_DISTANCE * (1.0f - BILLBOARD_HYSTERESIS_PROPORTION)) {
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_shouldRenderBillboard = false;
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}
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} else if (getLODDistance() > BILLBOARD_LOD_DISTANCE * (1.0f + BILLBOARD_HYSTERESIS_PROPORTION)) {
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_shouldRenderBillboard = true;
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}
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// simple frustum check
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float boundingRadius = getBillboardSize();
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bool inViewFrustum = Application::getInstance()->getViewFrustum()->sphereInFrustum(_position, boundingRadius) !=
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ViewFrustum::OUTSIDE;
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{
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PerformanceTimer perfTimer("hand");
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getHand()->simulate(deltaTime, false);
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}
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_skeletonModel.setLODDistance(getLODDistance());
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if (!_shouldRenderBillboard && inViewFrustum) {
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{
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PerformanceTimer perfTimer("skeleton");
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if (_hasNewJointRotations) {
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for (int i = 0; i < _jointData.size(); i++) {
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const JointData& data = _jointData.at(i);
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_skeletonModel.setJointState(i, data.valid, data.rotation);
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}
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}
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_skeletonModel.simulate(deltaTime, _hasNewJointRotations);
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simulateAttachments(deltaTime);
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_hasNewJointRotations = false;
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}
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{
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PerformanceTimer perfTimer("head");
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glm::vec3 headPosition = _position;
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_skeletonModel.getHeadPosition(headPosition);
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Head* head = getHead();
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head->setPosition(headPosition);
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head->setScale(_scale);
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head->simulate(deltaTime, false, _shouldRenderBillboard);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
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PerformanceTimer perfTimer("hair");
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_hair.setAcceleration(getAcceleration() * getHead()->getFinalOrientationInWorldFrame());
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_hair.setAngularVelocity((getAngularVelocity() + getHead()->getAngularVelocity()) * getHead()->getFinalOrientationInWorldFrame());
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_hair.setAngularAcceleration(getAngularAcceleration() * getHead()->getFinalOrientationInWorldFrame());
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_hair.setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()) * getHead()->getFinalOrientationInWorldFrame());
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_hair.simulate(deltaTime);
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}
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}
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// update animation for display name fade in/out
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if ( _displayNameTargetAlpha != _displayNameAlpha) {
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// the alpha function is
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// Fade out => alpha(t) = factor ^ t => alpha(t+dt) = alpha(t) * factor^(dt)
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// Fade in => alpha(t) = 1 - factor^t => alpha(t+dt) = 1-(1-alpha(t))*coef^(dt)
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// factor^(dt) = coef
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float coef = pow(DISPLAYNAME_FADE_FACTOR, deltaTime);
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if (_displayNameTargetAlpha < _displayNameAlpha) {
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// Fading out
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_displayNameAlpha *= coef;
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} else {
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// Fading in
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_displayNameAlpha = 1 - (1 - _displayNameAlpha) * coef;
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}
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_displayNameAlpha = abs(_displayNameAlpha - _displayNameTargetAlpha) < 0.01f ? _displayNameTargetAlpha : _displayNameAlpha;
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}
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// NOTE: we shouldn't extrapolate an Avatar instance forward in time...
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// until velocity is included in AvatarData update message.
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//_position += _velocity * deltaTime;
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measureMotionDerivatives(deltaTime);
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}
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void Avatar::slamPosition(const glm::vec3& newPosition) {
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AvatarData::setPosition(newPosition);
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_positionDeltaAccumulator = glm::vec3(0.0f);
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_velocity = glm::vec3(0.0f);
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_lastVelocity = glm::vec3(0.0f);
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}
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void Avatar::applyPositionDelta(const glm::vec3& delta) {
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_position += delta;
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_positionDeltaAccumulator += delta;
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}
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void Avatar::measureMotionDerivatives(float deltaTime) {
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// linear
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float invDeltaTime = 1.0f / deltaTime;
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// Floating point error prevents us from computing velocity in a naive way
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// (e.g. vel = (pos - oldPos) / dt) so instead we use _positionOffsetAccumulator.
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_velocity = _positionDeltaAccumulator * invDeltaTime;
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_positionDeltaAccumulator = glm::vec3(0.0f);
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_acceleration = (_velocity - _lastVelocity) * invDeltaTime;
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_lastVelocity = _velocity;
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// angular
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glm::quat orientation = getOrientation();
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glm::quat delta = glm::inverse(_lastOrientation) * orientation;
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_angularVelocity = safeEulerAngles(delta) * invDeltaTime;
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_angularAcceleration = (_angularVelocity - _lastAngularVelocity) * invDeltaTime;
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_lastOrientation = getOrientation();
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}
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void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction) {
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_mouseRayOrigin = origin;
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_mouseRayDirection = direction;
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}
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enum TextRendererType {
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CHAT,
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DISPLAYNAME
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};
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static TextRenderer* textRenderer(TextRendererType type) {
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static TextRenderer* chatRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, 24, -1,
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false, TextRenderer::SHADOW_EFFECT);
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static TextRenderer* displayNameRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, 12);
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switch(type) {
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case CHAT:
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return chatRenderer;
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case DISPLAYNAME:
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return displayNameRenderer;
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}
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return displayNameRenderer;
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}
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void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool postLighting) {
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if (_referential) {
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_referential->update();
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}
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if (postLighting && glm::distance(Application::getInstance()->getAvatar()->getPosition(), _position) < 10.0f) {
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// render pointing lasers
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glm::vec3 laserColor = glm::vec3(1.0f, 0.0f, 1.0f);
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float laserLength = 50.0f;
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if (_handState == HAND_STATE_LEFT_POINTING ||
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_handState == HAND_STATE_BOTH_POINTING) {
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int leftIndex = _skeletonModel.getLeftHandJointIndex();
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glm::vec3 leftPosition;
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glm::quat leftRotation;
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_skeletonModel.getJointPositionInWorldFrame(leftIndex, leftPosition);
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_skeletonModel.getJointRotationInWorldFrame(leftIndex, leftRotation);
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glPushMatrix(); {
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glTranslatef(leftPosition.x, leftPosition.y, leftPosition.z);
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float angle = glm::degrees(glm::angle(leftRotation));
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glm::vec3 axis = glm::axis(leftRotation);
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glRotatef(angle, axis.x, axis.y, axis.z);
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glBegin(GL_LINES);
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glColor3f(laserColor.x, laserColor.y, laserColor.z);
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glVertex3f(0.0f, 0.0f, 0.0f);
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glVertex3f(0.0f, laserLength, 0.0f);
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glEnd();
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} glPopMatrix();
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}
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if (_handState == HAND_STATE_RIGHT_POINTING ||
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_handState == HAND_STATE_BOTH_POINTING) {
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int rightIndex = _skeletonModel.getRightHandJointIndex();
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glm::vec3 rightPosition;
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glm::quat rightRotation;
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_skeletonModel.getJointPositionInWorldFrame(rightIndex, rightPosition);
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_skeletonModel.getJointRotationInWorldFrame(rightIndex, rightRotation);
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glPushMatrix(); {
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glTranslatef(rightPosition.x, rightPosition.y, rightPosition.z);
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float angle = glm::degrees(glm::angle(rightRotation));
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glm::vec3 axis = glm::axis(rightRotation);
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glRotatef(angle, axis.x, axis.y, axis.z);
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glBegin(GL_LINES);
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glColor3f(laserColor.x, laserColor.y, laserColor.z);
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glVertex3f(0.0f, 0.0f, 0.0f);
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glVertex3f(0.0f, laserLength, 0.0f);
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glEnd();
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} glPopMatrix();
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}
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}
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// simple frustum check
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float boundingRadius = getBillboardSize();
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ViewFrustum* frustum = (renderMode == Avatar::SHADOW_RENDER_MODE) ?
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Application::getInstance()->getShadowViewFrustum() : Application::getInstance()->getViewFrustum();
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if (frustum->sphereInFrustum(getPosition(), boundingRadius) == ViewFrustum::OUTSIDE) {
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return;
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}
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glm::vec3 toTarget = cameraPosition - getPosition();
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float distanceToTarget = glm::length(toTarget);
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{
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// glow when moving far away
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const float GLOW_DISTANCE = 20.0f;
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const float GLOW_MAX_LOUDNESS = 2500.0f;
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const float MAX_GLOW = 0.5f;
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float GLOW_FROM_AVERAGE_LOUDNESS = ((this == Application::getInstance()->getAvatar())
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? 0.0f
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: MAX_GLOW * getHeadData()->getAudioLoudness() / GLOW_MAX_LOUDNESS);
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if (!Menu::getInstance()->isOptionChecked(MenuOption::GlowWhenSpeaking)) {
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GLOW_FROM_AVERAGE_LOUDNESS = 0.0f;
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}
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float glowLevel = _moving && distanceToTarget > GLOW_DISTANCE && renderMode == NORMAL_RENDER_MODE
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? 1.0f
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: GLOW_FROM_AVERAGE_LOUDNESS;
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// render body
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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renderBody(renderMode, postLighting, glowLevel);
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}
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if (!postLighting && renderMode != SHADOW_RENDER_MODE) {
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// add local lights
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const float BASE_LIGHT_DISTANCE = 2.0f;
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const float LIGHT_EXPONENT = 1.0f;
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const float LIGHT_CUTOFF = glm::radians(80.0f);
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float distance = BASE_LIGHT_DISTANCE * _scale;
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glm::vec3 position = glm::mix(_skeletonModel.getTranslation(), getHead()->getFaceModel().getTranslation(), 0.9f);
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glm::quat orientation = getOrientation();
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foreach (const AvatarManager::LocalLight& light, Application::getInstance()->getAvatarManager().getLocalLights()) {
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glm::vec3 direction = orientation * light.direction;
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Application::getInstance()->getDeferredLightingEffect()->addSpotLight(position - direction * distance,
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distance * 2.0f, glm::vec3(), light.color, light.color, 1.0f, 0.5f, 0.0f, direction,
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LIGHT_EXPONENT, LIGHT_CUTOFF);
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}
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}
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if (postLighting) {
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bool renderSkeleton = Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes);
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bool renderHead = Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes);
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bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
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if (renderSkeleton) {
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_skeletonModel.renderJointCollisionShapes(0.7f);
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}
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if (renderHead && shouldRenderHead(cameraPosition, renderMode)) {
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getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
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}
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if (renderBounding && shouldRenderHead(cameraPosition, renderMode)) {
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_skeletonModel.renderBoundingCollisionShapes(0.7f);
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}
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// If this is the avatar being looked at, render a little ball above their head
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if (_isLookAtTarget && Menu::getInstance()->isOptionChecked(MenuOption::RenderFocusIndicator)) {
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const float LOOK_AT_INDICATOR_RADIUS = 0.03f;
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const float LOOK_AT_INDICATOR_OFFSET = 0.22f;
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const float LOOK_AT_INDICATOR_COLOR[] = { 0.8f, 0.0f, 0.0f, 0.75f };
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glPushMatrix();
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glColor4fv(LOOK_AT_INDICATOR_COLOR);
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if (_displayName.isEmpty() || _displayNameAlpha == 0.0f) {
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glTranslatef(_position.x, getDisplayNamePosition().y, _position.z);
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} else {
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glTranslatef(_position.x, getDisplayNamePosition().y + LOOK_AT_INDICATOR_OFFSET, _position.z);
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}
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Application::getInstance()->getGeometryCache()->renderSphere(LOOK_AT_INDICATOR_RADIUS, 15, 15);
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glPopMatrix();
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}
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}
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// quick check before falling into the code below:
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// (a 10 degree breadth of an almost 2 meter avatar kicks in at about 12m)
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const float MIN_VOICE_SPHERE_DISTANCE = 12.0f;
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if (postLighting && Menu::getInstance()->isOptionChecked(MenuOption::BlueSpeechSphere)
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&& distanceToTarget > MIN_VOICE_SPHERE_DISTANCE) {
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// render voice intensity sphere for avatars that are farther away
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const float MAX_SPHERE_ANGLE = 10.0f * RADIANS_PER_DEGREE;
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const float MIN_SPHERE_ANGLE = 0.5f * RADIANS_PER_DEGREE;
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const float MIN_SPHERE_SIZE = 0.01f;
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const float SPHERE_LOUDNESS_SCALING = 0.0005f;
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const float SPHERE_COLOR[] = { 0.5f, 0.8f, 0.8f };
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float height = getSkeletonHeight();
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glm::vec3 delta = height * (getHead()->getCameraOrientation() * IDENTITY_UP) / 2.0f;
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float angle = abs(angleBetween(toTarget + delta, toTarget - delta));
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float sphereRadius = getHead()->getAverageLoudness() * SPHERE_LOUDNESS_SCALING;
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if (renderMode == NORMAL_RENDER_MODE && (sphereRadius > MIN_SPHERE_SIZE) &&
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(angle < MAX_SPHERE_ANGLE) && (angle > MIN_SPHERE_ANGLE)) {
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glColor4f(SPHERE_COLOR[0], SPHERE_COLOR[1], SPHERE_COLOR[2], 1.0f - angle / MAX_SPHERE_ANGLE);
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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glScalef(height, height, height);
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Application::getInstance()->getGeometryCache()->renderSphere(sphereRadius, 15, 15);
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glPopMatrix();
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}
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}
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}
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const float DISPLAYNAME_DISTANCE = 20.0f;
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setShowDisplayName(renderMode == NORMAL_RENDER_MODE && distanceToTarget < DISPLAYNAME_DISTANCE);
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if (!postLighting || renderMode != NORMAL_RENDER_MODE || (isMyAvatar() &&
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Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_FIRST_PERSON)) {
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return;
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}
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renderDisplayName();
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|
if (!_chatMessage.empty()) {
|
|
int width = 0;
|
|
int lastWidth = 0;
|
|
for (string::iterator it = _chatMessage.begin(); it != _chatMessage.end(); it++) {
|
|
width += (lastWidth = textRenderer(CHAT)->computeWidth(*it));
|
|
}
|
|
glPushMatrix();
|
|
|
|
glm::vec3 chatPosition = getHead()->getEyePosition() + getBodyUpDirection() * CHAT_MESSAGE_HEIGHT * _scale;
|
|
glTranslatef(chatPosition.x, chatPosition.y, chatPosition.z);
|
|
glm::quat chatRotation = Application::getInstance()->getCamera()->getRotation();
|
|
glm::vec3 chatAxis = glm::axis(chatRotation);
|
|
glRotatef(glm::degrees(glm::angle(chatRotation)), chatAxis.x, chatAxis.y, chatAxis.z);
|
|
|
|
glColor3f(0.0f, 0.8f, 0.0f);
|
|
glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
|
|
glRotatef(180.0f, 0.0f, 0.0f, 1.0f);
|
|
glScalef(_scale * CHAT_MESSAGE_SCALE, _scale * CHAT_MESSAGE_SCALE, 1.0f);
|
|
|
|
glDisable(GL_LIGHTING);
|
|
glDepthMask(false);
|
|
if (_keyState == NO_KEY_DOWN) {
|
|
textRenderer(CHAT)->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(CHAT)->draw(-width / 2.0f, 0, _chatMessage.c_str());
|
|
_chatMessage[lastIndex] = lastChar;
|
|
glColor3f(0.0f, 1.0f, 0.0f);
|
|
textRenderer(CHAT)->draw(width / 2.0f - lastWidth, 0, _chatMessage.c_str() + lastIndex);
|
|
}
|
|
glEnable(GL_LIGHTING);
|
|
glDepthMask(true);
|
|
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
|
|
glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
|
|
glm::quat orientation = getOrientation();
|
|
glm::vec3 currentUp = orientation * IDENTITY_UP;
|
|
float angle = acosf(glm::clamp(glm::dot(currentUp, _worldUpDirection), -1.0f, 1.0f));
|
|
if (angle < EPSILON) {
|
|
return glm::quat();
|
|
}
|
|
glm::vec3 axis;
|
|
if (angle > 179.99f * RADIANS_PER_DEGREE) { // 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);
|
|
}
|
|
|
|
void Avatar::renderBody(RenderMode renderMode, bool postLighting, float glowLevel) {
|
|
Model::RenderMode modelRenderMode = (renderMode == SHADOW_RENDER_MODE) ?
|
|
Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
|
|
{
|
|
Glower glower(glowLevel);
|
|
|
|
if (_shouldRenderBillboard || !(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
|
|
if (postLighting || renderMode == SHADOW_RENDER_MODE) {
|
|
// render the billboard until both models are loaded
|
|
renderBillboard();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (postLighting) {
|
|
getHand()->render(false, modelRenderMode);
|
|
} else {
|
|
_skeletonModel.render(1.0f, modelRenderMode);
|
|
renderAttachments(renderMode);
|
|
}
|
|
}
|
|
getHead()->render(1.0f, modelRenderMode, postLighting);
|
|
|
|
if (!postLighting && Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
|
|
// Render Hair
|
|
glPushMatrix();
|
|
glm::vec3 headPosition = getHead()->getPosition();
|
|
glTranslatef(headPosition.x, headPosition.y, headPosition.z);
|
|
const glm::quat& rotation = getHead()->getFinalOrientationInWorldFrame();
|
|
glm::vec3 axis = glm::axis(rotation);
|
|
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
|
_hair.render();
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
|
|
bool Avatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const {
|
|
return true;
|
|
}
|
|
|
|
void Avatar::simulateAttachments(float deltaTime) {
|
|
for (int i = 0; i < _attachmentModels.size(); i++) {
|
|
const AttachmentData& attachment = _attachmentData.at(i);
|
|
Model* model = _attachmentModels.at(i);
|
|
int jointIndex = getJointIndex(attachment.jointName);
|
|
glm::vec3 jointPosition;
|
|
glm::quat jointRotation;
|
|
if (!isMyAvatar()) {
|
|
model->setLODDistance(getLODDistance());
|
|
}
|
|
if (_skeletonModel.getJointPositionInWorldFrame(jointIndex, jointPosition) &&
|
|
_skeletonModel.getJointCombinedRotation(jointIndex, jointRotation)) {
|
|
model->setTranslation(jointPosition + jointRotation * attachment.translation * _scale);
|
|
model->setRotation(jointRotation * attachment.rotation);
|
|
model->setScaleToFit(true, _scale * attachment.scale);
|
|
model->simulate(deltaTime);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Avatar::renderAttachments(RenderMode renderMode) {
|
|
Model::RenderMode modelRenderMode = (renderMode == SHADOW_RENDER_MODE) ?
|
|
Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
|
|
foreach (Model* model, _attachmentModels) {
|
|
model->render(1.0f, modelRenderMode);
|
|
}
|
|
}
|
|
|
|
void Avatar::updateJointMappings() {
|
|
// no-op; joint mappings come from skeleton model
|
|
}
|
|
|
|
void Avatar::renderBillboard() {
|
|
if (_billboard.isEmpty()) {
|
|
return;
|
|
}
|
|
if (!_billboardTexture) {
|
|
QImage image = QImage::fromData(_billboard);
|
|
if (image.format() != QImage::Format_ARGB32) {
|
|
image = image.convertToFormat(QImage::Format_ARGB32);
|
|
}
|
|
_billboardTexture.reset(new Texture());
|
|
glBindTexture(GL_TEXTURE_2D, _billboardTexture->getID());
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 0,
|
|
GL_BGRA, GL_UNSIGNED_BYTE, image.constBits());
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, _billboardTexture->getID());
|
|
}
|
|
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GREATER, 0.5f);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glDisable(GL_LIGHTING);
|
|
|
|
glPushMatrix();
|
|
glTranslatef(_position.x, _position.y, _position.z);
|
|
|
|
// rotate about vertical to face the camera
|
|
glm::quat rotation = getOrientation();
|
|
glm::vec3 cameraVector = glm::inverse(rotation) * (Application::getInstance()->getCamera()->getPosition() - _position);
|
|
rotation = rotation * glm::angleAxis(atan2f(-cameraVector.x, -cameraVector.z), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
glm::vec3 axis = glm::axis(rotation);
|
|
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
|
|
|
// compute the size from the billboard camera parameters and scale
|
|
float size = getBillboardSize();
|
|
glScalef(size, size, size);
|
|
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0.0f, 0.0f);
|
|
glVertex2f(-1.0f, -1.0f);
|
|
glTexCoord2f(1.0f, 0.0f);
|
|
glVertex2f(1.0f, -1.0f);
|
|
glTexCoord2f(1.0f, 1.0f);
|
|
glVertex2f(1.0f, 1.0f);
|
|
glTexCoord2f(0.0f, 1.0f);
|
|
glVertex2f(-1.0f, 1.0f);
|
|
glEnd();
|
|
|
|
glPopMatrix();
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glEnable(GL_LIGHTING);
|
|
glDisable(GL_ALPHA_TEST);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
float Avatar::getBillboardSize() const {
|
|
return _scale * BILLBOARD_DISTANCE * tanf(glm::radians(BILLBOARD_FIELD_OF_VIEW / 2.0f));
|
|
}
|
|
|
|
glm::vec3 Avatar::getDisplayNamePosition() {
|
|
glm::vec3 namePosition;
|
|
if (getSkeletonModel().getNeckPosition(namePosition)) {
|
|
namePosition += getBodyUpDirection() * getHeadHeight() * 1.1f;
|
|
} else {
|
|
const float HEAD_PROPORTION = 0.75f;
|
|
namePosition = _position + getBodyUpDirection() * (getBillboardSize() * HEAD_PROPORTION);
|
|
}
|
|
return namePosition;
|
|
}
|
|
|
|
void Avatar::renderDisplayName() {
|
|
|
|
if (_displayName.isEmpty() || _displayNameAlpha == 0.0f) {
|
|
return;
|
|
}
|
|
|
|
glDisable(GL_LIGHTING);
|
|
|
|
glPushMatrix();
|
|
glm::vec3 textPosition = getDisplayNamePosition();
|
|
|
|
glTranslatef(textPosition.x, textPosition.y, textPosition.z);
|
|
|
|
// we need "always facing camera": we must remove the camera rotation from the stack
|
|
glm::quat rotation = Application::getInstance()->getCamera()->getRotation();
|
|
glm::vec3 axis = glm::axis(rotation);
|
|
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
|
|
|
// We need to compute the scale factor such as the text remains with fixed size respect to window coordinates
|
|
// We project a unit vector and check the difference in screen coordinates, to check which is the
|
|
// correction scale needed
|
|
// save the matrices for later scale correction factor
|
|
glm::dmat4 modelViewMatrix;
|
|
glm::dmat4 projectionMatrix;
|
|
GLint viewportMatrix[4];
|
|
Application::getInstance()->getModelViewMatrix(&modelViewMatrix);
|
|
Application::getInstance()->getProjectionMatrix(&projectionMatrix);
|
|
glGetIntegerv(GL_VIEWPORT, viewportMatrix);
|
|
GLdouble result0[3], result1[3];
|
|
|
|
// The up vector must be relative to the rotation current rotation matrix:
|
|
// we set the identity
|
|
glm::dvec3 testPoint0 = glm::dvec3(textPosition);
|
|
glm::dvec3 testPoint1 = glm::dvec3(textPosition) + glm::dvec3(Application::getInstance()->getCamera()->getRotation() * IDENTITY_UP);
|
|
|
|
bool success;
|
|
success = gluProject(testPoint0.x, testPoint0.y, testPoint0.z,
|
|
(GLdouble*)&modelViewMatrix, (GLdouble*)&projectionMatrix, viewportMatrix,
|
|
&result0[0], &result0[1], &result0[2]);
|
|
success = success &&
|
|
gluProject(testPoint1.x, testPoint1.y, testPoint1.z,
|
|
(GLdouble*)&modelViewMatrix, (GLdouble*)&projectionMatrix, viewportMatrix,
|
|
&result1[0], &result1[1], &result1[2]);
|
|
|
|
if (success) {
|
|
double textWindowHeight = abs(result1[1] - result0[1]);
|
|
float scaleFactor = Application::getInstance()->getRenderResolutionScale() *
|
|
((textWindowHeight > EPSILON) ? 1.0f / textWindowHeight : 1.0f);
|
|
glScalef(scaleFactor, scaleFactor, 1.0);
|
|
|
|
glScalef(1.0f, -1.0f, 1.0f); // TextRenderer::draw paints the text upside down in y axis
|
|
|
|
int text_x = -_displayNameBoundingRect.width() / 2;
|
|
int text_y = -_displayNameBoundingRect.height() / 2;
|
|
|
|
// draw a gray background
|
|
int left = text_x + _displayNameBoundingRect.x();
|
|
int right = left + _displayNameBoundingRect.width();
|
|
int bottom = text_y + _displayNameBoundingRect.y();
|
|
int top = bottom + _displayNameBoundingRect.height();
|
|
const int border = 8;
|
|
bottom -= border;
|
|
left -= border;
|
|
top += border;
|
|
right += border;
|
|
|
|
// We are drawing coplanar textures with depth: need the polygon offset
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
glPolygonOffset(1.0f, 1.0f);
|
|
|
|
glColor4f(0.2f, 0.2f, 0.2f, _displayNameAlpha * DISPLAYNAME_BACKGROUND_ALPHA / DISPLAYNAME_ALPHA);
|
|
renderBevelCornersRect(left, bottom, right - left, top - bottom, 3);
|
|
|
|
glColor4f(0.93f, 0.93f, 0.93f, _displayNameAlpha);
|
|
QByteArray ba = _displayName.toLocal8Bit();
|
|
const char* text = ba.data();
|
|
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
textRenderer(DISPLAYNAME)->draw(text_x, text_y, text);
|
|
|
|
|
|
}
|
|
|
|
glPopMatrix();
|
|
|
|
glEnable(GL_LIGHTING);
|
|
}
|
|
|
|
bool Avatar::findRayIntersection(RayIntersectionInfo& intersection) const {
|
|
bool hit = _skeletonModel.findRayIntersection(intersection);
|
|
hit = getHead()->getFaceModel().findRayIntersection(intersection) || hit;
|
|
return hit;
|
|
}
|
|
|
|
bool Avatar::findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius, CollisionList& collisions) {
|
|
return _skeletonModel.findSphereCollisions(penetratorCenter, penetratorRadius, collisions);
|
|
// TODO: Andrew to fix: Temporarily disabling collisions against the head
|
|
//return getHead()->getFaceModel().findSphereCollisions(penetratorCenter, penetratorRadius, collisions);
|
|
}
|
|
|
|
bool Avatar::findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions) {
|
|
return _skeletonModel.findPlaneCollisions(plane, collisions) ||
|
|
getHead()->getFaceModel().findPlaneCollisions(plane, collisions);
|
|
}
|
|
|
|
bool Avatar::findCollisions(const QVector<const Shape*>& shapes, CollisionList& collisions) {
|
|
// TODO: Andrew to fix: also collide against _skeleton
|
|
//bool collided = _skeletonModel.findCollisions(shapes, collisions);
|
|
|
|
Model& headModel = getHead()->getFaceModel();
|
|
//collided = headModel.findCollisions(shapes, collisions) || collided;
|
|
bool collided = headModel.findCollisions(shapes, collisions);
|
|
return collided;
|
|
}
|
|
|
|
QVector<glm::quat> Avatar::getJointRotations() const {
|
|
if (QThread::currentThread() != thread()) {
|
|
return AvatarData::getJointRotations();
|
|
}
|
|
QVector<glm::quat> jointRotations(_skeletonModel.getJointStateCount());
|
|
for (int i = 0; i < _skeletonModel.getJointStateCount(); ++i) {
|
|
_skeletonModel.getJointState(i, jointRotations[i]);
|
|
}
|
|
return jointRotations;
|
|
}
|
|
|
|
glm::quat Avatar::getJointRotation(int index) const {
|
|
if (QThread::currentThread() != thread()) {
|
|
return AvatarData::getJointRotation(index);
|
|
}
|
|
glm::quat rotation;
|
|
_skeletonModel.getJointState(index, rotation);
|
|
return rotation;
|
|
}
|
|
|
|
int Avatar::getJointIndex(const QString& name) const {
|
|
if (QThread::currentThread() != thread()) {
|
|
int result;
|
|
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointIndex", Qt::BlockingQueuedConnection,
|
|
Q_RETURN_ARG(int, result), Q_ARG(const QString&, name));
|
|
return result;
|
|
}
|
|
return _skeletonModel.isActive() ? _skeletonModel.getGeometry()->getFBXGeometry().getJointIndex(name) : -1;
|
|
}
|
|
|
|
QStringList Avatar::getJointNames() const {
|
|
if (QThread::currentThread() != thread()) {
|
|
QStringList result;
|
|
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointNames", Qt::BlockingQueuedConnection,
|
|
Q_RETURN_ARG(QStringList, result));
|
|
return result;
|
|
}
|
|
return _skeletonModel.isActive() ? _skeletonModel.getGeometry()->getFBXGeometry().getJointNames() : QStringList();
|
|
}
|
|
|
|
glm::vec3 Avatar::getJointPosition(int index) const {
|
|
if (QThread::currentThread() != thread()) {
|
|
glm::vec3 position;
|
|
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointPosition", Qt::BlockingQueuedConnection,
|
|
Q_RETURN_ARG(glm::vec3, position), Q_ARG(const int, index));
|
|
return position;
|
|
}
|
|
glm::vec3 position;
|
|
_skeletonModel.getJointPositionInWorldFrame(index, position);
|
|
return position;
|
|
}
|
|
|
|
glm::vec3 Avatar::getJointPosition(const QString& name) const {
|
|
if (QThread::currentThread() != thread()) {
|
|
glm::vec3 position;
|
|
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointPosition", Qt::BlockingQueuedConnection,
|
|
Q_RETURN_ARG(glm::vec3, position), Q_ARG(const QString&, name));
|
|
return position;
|
|
}
|
|
glm::vec3 position;
|
|
_skeletonModel.getJointPositionInWorldFrame(getJointIndex(name), position);
|
|
return position;
|
|
}
|
|
|
|
glm::quat Avatar::getJointCombinedRotation(int index) const {
|
|
if (QThread::currentThread() != thread()) {
|
|
glm::quat rotation;
|
|
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointCombinedRotation", Qt::BlockingQueuedConnection,
|
|
Q_RETURN_ARG(glm::quat, rotation), Q_ARG(const int, index));
|
|
return rotation;
|
|
}
|
|
glm::quat rotation;
|
|
_skeletonModel.getJointCombinedRotation(index, rotation);
|
|
return rotation;
|
|
}
|
|
|
|
glm::quat Avatar::getJointCombinedRotation(const QString& name) const {
|
|
if (QThread::currentThread() != thread()) {
|
|
glm::quat rotation;
|
|
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointCombinedRotation", Qt::BlockingQueuedConnection,
|
|
Q_RETURN_ARG(glm::quat, rotation), Q_ARG(const QString&, name));
|
|
return rotation;
|
|
}
|
|
glm::quat rotation;
|
|
_skeletonModel.getJointCombinedRotation(getJointIndex(name), rotation);
|
|
return rotation;
|
|
}
|
|
|
|
const float SCRIPT_PRIORITY = DEFAULT_PRIORITY + 1.0f;
|
|
|
|
void Avatar::setJointModelPositionAndOrientation(int index, glm::vec3 position, const glm::quat& rotation) {
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "setJointModelPositionAndOrientation",
|
|
Qt::BlockingQueuedConnection, Q_ARG(const int, index), Q_ARG(const glm::vec3, position),
|
|
Q_ARG(const glm::quat&, rotation));
|
|
} else {
|
|
_skeletonModel.inverseKinematics(index, position, rotation, SCRIPT_PRIORITY);
|
|
}
|
|
}
|
|
|
|
void Avatar::setJointModelPositionAndOrientation(const QString& name, glm::vec3 position, const glm::quat& rotation) {
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "setJointModelPositionAndOrientation",
|
|
Qt::BlockingQueuedConnection, Q_ARG(const QString&, name), Q_ARG(const glm::vec3, position),
|
|
Q_ARG(const glm::quat&, rotation));
|
|
} else {
|
|
_skeletonModel.inverseKinematics(getJointIndex(name), position, rotation, SCRIPT_PRIORITY);
|
|
}
|
|
}
|
|
|
|
void Avatar::scaleVectorRelativeToPosition(glm::vec3 &positionToScale) const {
|
|
//Scale a world space vector as if it was relative to the position
|
|
positionToScale = _position + _scale * (positionToScale - _position);
|
|
}
|
|
|
|
void Avatar::setFaceModelURL(const QUrl& faceModelURL) {
|
|
AvatarData::setFaceModelURL(faceModelURL);
|
|
const QUrl DEFAULT_FACE_MODEL_URL = QUrl::fromLocalFile(Application::resourcesPath() + "meshes/defaultAvatar_head.fst");
|
|
getHead()->getFaceModel().setURL(_faceModelURL, DEFAULT_FACE_MODEL_URL, true, !isMyAvatar());
|
|
}
|
|
|
|
void Avatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
|
|
AvatarData::setSkeletonModelURL(skeletonModelURL);
|
|
const QUrl DEFAULT_SKELETON_MODEL_URL = QUrl::fromLocalFile(Application::resourcesPath() + "meshes/defaultAvatar_body.fst");
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_skeletonModel.setURL(_skeletonModelURL, DEFAULT_SKELETON_MODEL_URL, true, !isMyAvatar());
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|
}
|
|
|
|
void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
|
|
AvatarData::setAttachmentData(attachmentData);
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "setAttachmentData", Qt::DirectConnection,
|
|
Q_ARG(const QVector<AttachmentData>, attachmentData));
|
|
return;
|
|
}
|
|
// make sure we have as many models as attachments
|
|
while (_attachmentModels.size() < attachmentData.size()) {
|
|
Model* model = new Model(this);
|
|
model->init();
|
|
_attachmentModels.append(model);
|
|
}
|
|
while (_attachmentModels.size() > attachmentData.size()) {
|
|
delete _attachmentModels.takeLast();
|
|
}
|
|
|
|
// update the urls
|
|
for (int i = 0; i < attachmentData.size(); i++) {
|
|
_attachmentModels[i]->setURL(attachmentData.at(i).modelURL);
|
|
_attachmentModels[i]->setSnapModelToCenter(true);
|
|
_attachmentModels[i]->setScaleToFit(true, _scale * _attachmentData.at(i).scale);
|
|
}
|
|
}
|
|
|
|
void Avatar::setDisplayName(const QString& displayName) {
|
|
AvatarData::setDisplayName(displayName);
|
|
_displayNameBoundingRect = textRenderer(DISPLAYNAME)->metrics().tightBoundingRect(displayName);
|
|
}
|
|
|
|
void Avatar::setBillboard(const QByteArray& billboard) {
|
|
AvatarData::setBillboard(billboard);
|
|
|
|
// clear out any existing billboard texture
|
|
_billboardTexture.reset();
|
|
}
|
|
|
|
int Avatar::parseDataAtOffset(const QByteArray& packet, int offset) {
|
|
if (!_initialized) {
|
|
// now that we have data for this Avatar we are go for init
|
|
init();
|
|
}
|
|
|
|
// change in position implies movement
|
|
glm::vec3 oldPosition = _position;
|
|
|
|
int bytesRead = AvatarData::parseDataAtOffset(packet, offset);
|
|
|
|
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 = 0.0f;
|
|
float angleb = 0.0f;
|
|
|
|
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) * TWO_PI;
|
|
|
|
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::updateCollisionGroups() {
|
|
_collisionGroups = 0;
|
|
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithEnvironment)) {
|
|
_collisionGroups |= COLLISION_GROUP_ENVIRONMENT;
|
|
}
|
|
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithAvatars)) {
|
|
_collisionGroups |= COLLISION_GROUP_AVATARS;
|
|
}
|
|
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithVoxels)) {
|
|
_collisionGroups |= COLLISION_GROUP_VOXELS;
|
|
}
|
|
if (Menu::getInstance()->isOptionChecked(MenuOption::CollideWithParticles)) {
|
|
_collisionGroups |= COLLISION_GROUP_PARTICLES;
|
|
}
|
|
}
|
|
|
|
void Avatar::setScale(float scale) {
|
|
_scale = scale;
|
|
|
|
if (_targetScale * (1.0f - RESCALING_TOLERANCE) < _scale &&
|
|
_scale < _targetScale * (1.0f + RESCALING_TOLERANCE)) {
|
|
_scale = _targetScale;
|
|
}
|
|
}
|
|
|
|
float Avatar::getSkeletonHeight() const {
|
|
Extents extents = _skeletonModel.getBindExtents();
|
|
return extents.maximum.y - extents.minimum.y;
|
|
}
|
|
|
|
float Avatar::getHeadHeight() const {
|
|
Extents extents = getHead()->getFaceModel().getBindExtents();
|
|
if (!extents.isEmpty()) {
|
|
return extents.maximum.y - extents.minimum.y;
|
|
}
|
|
glm::vec3 neckPosition;
|
|
glm::vec3 headPosition;
|
|
if (_skeletonModel.getNeckPosition(neckPosition) && _skeletonModel.getHeadPosition(headPosition)) {
|
|
return glm::distance(neckPosition, headPosition);
|
|
}
|
|
const float DEFAULT_HEAD_HEIGHT = 0.1f;
|
|
return DEFAULT_HEAD_HEIGHT;
|
|
}
|
|
|
|
float Avatar::getBoundingRadius() const {
|
|
// TODO: also use head model when computing the avatar's bounding radius
|
|
return _skeletonModel.getBoundingRadius();
|
|
}
|
|
|
|
float Avatar::getPelvisFloatingHeight() const {
|
|
return -_skeletonModel.getBindExtents().minimum.y;
|
|
}
|
|
|
|
float Avatar::getPelvisToHeadLength() const {
|
|
return glm::distance(_position, getHead()->getPosition());
|
|
}
|
|
|
|
void Avatar::setShowDisplayName(bool showDisplayName) {
|
|
if (!Menu::getInstance()->isOptionChecked(MenuOption::NamesAboveHeads)) {
|
|
_displayNameAlpha = 0.0f;
|
|
return;
|
|
}
|
|
|
|
// For myAvatar, the alpha update is not done (called in simulate for other avatars)
|
|
if (Application::getInstance()->getAvatar() == this) {
|
|
if (showDisplayName) {
|
|
_displayNameAlpha = DISPLAYNAME_ALPHA;
|
|
} else {
|
|
_displayNameAlpha = 0.0f;
|
|
}
|
|
}
|
|
|
|
if (showDisplayName) {
|
|
_displayNameTargetAlpha = DISPLAYNAME_ALPHA;
|
|
} else {
|
|
_displayNameTargetAlpha = 0.0f;
|
|
}
|
|
|
|
}
|
|
|