overte/interface/src/Avatar.cpp
2013-05-22 13:24:19 -07:00

1284 lines
53 KiB
C++

//
// Avatar.cpp
// interface
//
// Created by Philip Rosedale on 9/11/12.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <glm/glm.hpp>
#include <vector>
#include <lodepng.h>
#include <SharedUtil.h>
#include "world.h"
#include "Application.h"
#include "Avatar.h"
#include "Head.h"
#include "Log.h"
#include "ui/TextRenderer.h"
#include <AgentList.h>
#include <AgentTypes.h>
#include <PacketHeaders.h>
#include <OculusManager.h>
using namespace std;
const bool BALLS_ON = false;
const bool USING_AVATAR_GRAVITY = true;
const float GRAVITY_SCALE = 10.0f;
const float BOUNCE = 0.3f;
const float THRUST_MAG = 1200.0;
const float YAW_MAG = 500.0;
const float BODY_SPIN_FRICTION = 5.0;
const float BODY_UPRIGHT_FORCE = 10.0;
const float VELOCITY_DECAY = 5.0;
const float MY_HAND_HOLDING_PULL = 0.2;
const float YOUR_HAND_HOLDING_PULL = 1.0;
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1500.0f;
const float BODY_SPRING_FORCE = 300.0f;
const float BODY_SPRING_DECAY = 16.0f;
const float COLLISION_RADIUS_SCALAR = 1.8;
const float COLLISION_BALL_FORCE = 1.0;
const float COLLISION_BODY_FORCE = 6.0;
const float COLLISION_BALL_FRICTION = 60.0;
const float COLLISION_BODY_FRICTION = 0.5;
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 JOINT_TOUCH_RANGE = 0.0005f;
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;
float skinColor [] = {1.0, 0.84, 0.66};
float darkSkinColor[] = {0.9, 0.78, 0.63};
float lightBlue [] = {0.7, 0.8, 1.0 };
bool usingBigSphereCollisionTest = true;
float chatMessageScale = 0.0015;
float chatMessageHeight = 0.45;
Avatar::Avatar(bool isMine) :
_isMine(isMine),
_TEST_bigSphereRadius(0.4f),
_TEST_bigSpherePosition(5.0f, _TEST_bigSphereRadius, 5.0f),
_mousePressed(false),
_bodyPitchDelta(0.0f),
_bodyYawDelta(0.0f),
_bodyRollDelta(0.0f),
_movedHandOffset(0.0f, 0.0f, 0.0f),
_rotation(0.0f, 0.0f, 0.0f, 0.0f),
_mode(AVATAR_MODE_STANDING),
_handHoldingPosition(0.0f, 0.0f, 0.0f),
_velocity(0.0f, 0.0f, 0.0f),
_thrust(0.0f, 0.0f, 0.0f),
_speed(0.0f),
_maxArmLength(0.0f),
_orientation(),
_pelvisStandingHeight(0.0f),
_displayingHead(true),
_distanceToNearestAvatar(std::numeric_limits<float>::max()),
_gravity(0.0f, -1.0f, 0.0f),
_mouseRayOrigin(0.0f, 0.0f, 0.0f),
_mouseRayDirection(0.0f, 0.0f, 0.0f),
_cameraPosition(0.0f, 0.0f, 0.0f),
_interactingOther(NULL),
_cumulativeMouseYaw(0.0f),
_isMouseTurningRight(false)
{
// give the pointer to our head to inherited _headData variable from AvatarData
_headData = &_head;
for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
_driveKeys[i] = false;
}
initializeSkeleton();
_avatarTouch.setReachableRadius(PERIPERSONAL_RADIUS);
if (BALLS_ON) {
_balls = new Balls(100);
} else {
_balls = NULL;
}
}
Avatar::~Avatar() {
_headData = NULL;
delete _balls;
}
void Avatar::reset() {
_head.reset();
}
// Update avatar head rotation with sensor data
void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterface, glm::vec3* gravity) {
float measuredPitchRate = 0.0f;
float measuredRollRate = 0.0f;
float measuredYawRate = 0.0f;
measuredPitchRate = serialInterface->getLastPitchRate();
measuredYawRate = serialInterface->getLastYawRate();
measuredRollRate = serialInterface->getLastRollRate();
// Update avatar head position based on measured gyro rates
_head.addPitch(measuredPitchRate * deltaTime);
_head.addYaw (measuredYawRate * deltaTime);
_head.addRoll (measuredRollRate * deltaTime);
// Update head lean distance based on accelerometer data
glm::vec3 headRotationRates(_head.getPitch(), _head.getYaw(), _head.getRoll());
glm::vec3 leaning = (serialInterface->getLastAcceleration() - serialInterface->getGravity())
* LEAN_SENSITIVITY
* (1.f - fminf(glm::length(headRotationRates), HEAD_RATE_MAX) / HEAD_RATE_MAX);
leaning.y = 0.f;
if (glm::length(leaning) < LEAN_MAX) {
_head.setLeanForward(_head.getLeanForward() * (1.f - LEAN_AVERAGING * deltaTime) +
(LEAN_AVERAGING * deltaTime) * leaning.z * LEAN_SENSITIVITY);
_head.setLeanSideways(_head.getLeanSideways() * (1.f - LEAN_AVERAGING * deltaTime) +
(LEAN_AVERAGING * deltaTime) * leaning.x * LEAN_SENSITIVITY);
}
}
float Avatar::getAbsoluteHeadYaw() const {
return _bodyYaw + _head.getYaw();
}
float Avatar::getAbsoluteHeadPitch() const {
return _bodyPitch + _head.getPitch();
}
void Avatar::setMousePressed(bool mousePressed) {
_mousePressed = mousePressed;
}
bool Avatar::getIsNearInteractingOther() {
return _avatarTouch.getAbleToReachOtherAvatar();
}
void Avatar::updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight) {
// Update yaw based on mouse behavior
const float MOUSE_MOVE_RADIUS = 0.15f;
const float MOUSE_ROTATE_SPEED = 3.0f;
const float MOUSE_PITCH_SPEED = 1.5f;
const float MAX_YAW_TO_ADD = 180.f;
const int TITLE_BAR_HEIGHT = 46;
float mouseLocationX = (float)mouseX / (float)screenWidth - 0.5f;
float mouseLocationY = (float)mouseY / (float)screenHeight - 0.5f;
if ((mouseX > 1) && (mouseX < screenWidth) && (mouseY > TITLE_BAR_HEIGHT) && (mouseY < screenHeight)) {
//
// Mouse must be inside screen (not at edge) and not on title bar for movement to happen
//
if (fabs(mouseLocationX) > MOUSE_MOVE_RADIUS) {
// Add Yaw
float mouseYawAdd = (fabs(mouseLocationX) - MOUSE_MOVE_RADIUS) / (0.5f - MOUSE_MOVE_RADIUS) * MOUSE_ROTATE_SPEED;
bool rightTurning = (mouseLocationX > 0.f);
if (_isMouseTurningRight == rightTurning) {
_cumulativeMouseYaw += mouseYawAdd;
} else {
_cumulativeMouseYaw = 0;
_isMouseTurningRight = rightTurning;
}
if (_cumulativeMouseYaw < MAX_YAW_TO_ADD) {
setBodyYaw(getBodyYaw() - (rightTurning ? mouseYawAdd : -mouseYawAdd));
}
} else {
_cumulativeMouseYaw = 0;
}
if (fabs(mouseLocationY) > MOUSE_MOVE_RADIUS) {
float mousePitchAdd = (fabs(mouseLocationY) - MOUSE_MOVE_RADIUS) / (0.5f - MOUSE_MOVE_RADIUS) * MOUSE_PITCH_SPEED;
bool downPitching = (mouseLocationY > 0.f);
_head.setPitch(_head.getPitch() + (downPitching ? mousePitchAdd : -mousePitchAdd));
}
}
return;
}
void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
//figure out if the mouse cursor is over any body spheres...
checkForMouseRayTouching();
// copy velocity so we can use it later for acceleration
glm::vec3 oldVelocity = getVelocity();
// update balls
if (_balls) { _balls->simulate(deltaTime); }
// if other avatar, update head position from network data
// update avatar skeleton
updateSkeleton();
//detect and respond to collisions with other avatars...
if (_isMine) {
updateAvatarCollisions(deltaTime);
}
//update the movement of the hand and process handshaking with other avatars...
updateHandMovementAndTouching(deltaTime);
_avatarTouch.simulate(deltaTime);
// apply gravity and collision with the ground/floor
if (_isMine && USING_AVATAR_GRAVITY) {
if (_position.y > _pelvisStandingHeight + 0.01f) {
_velocity += _gravity * (GRAVITY_SCALE * deltaTime);
} else if (_position.y < _pelvisStandingHeight) {
_position.y = _pelvisStandingHeight;
_velocity.y = -_velocity.y * BOUNCE;
}
}
// update body springs
updateBodySprings(deltaTime);
// test for avatar collision response with the big sphere
if (usingBigSphereCollisionTest) {
updateCollisionWithSphere(_TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime);
}
// collision response with voxels
if (_isMine) {
updateCollisionWithVoxels(deltaTime);
}
// driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
if (_isMine) {
_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
// Add Thrusts from keyboard
if (_driveKeys[FWD ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getFront();}
if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getFront();}
if (_driveKeys[RIGHT ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getRight();}
if (_driveKeys[LEFT ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getRight();}
if (_driveKeys[UP ]) {_thrust += THRUST_MAG * deltaTime * _orientation.getUp();}
if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG * deltaTime * _orientation.getUp();}
if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;}
if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;}
// Add thrusts from Transmitter
if (transmitter) {
glm::vec3 rotation = transmitter->getEstimatedRotation();
const float TRANSMITTER_MIN_RATE = 1.f;
const float TRANSMITTER_MIN_YAW_RATE = 4.f;
const float TRANSMITTER_LATERAL_FORCE_SCALE = 25.f;
const float TRANSMITTER_FWD_FORCE_SCALE = 100.f;
const float TRANSMITTER_YAW_SCALE = 10.0f;
const float TRANSMITTER_LIFT_SCALE = 3.f;
const float TOUCH_POSITION_RANGE_HALF = 32767.f;
if (fabs(rotation.z) > TRANSMITTER_MIN_RATE) {
_thrust += rotation.z * TRANSMITTER_LATERAL_FORCE_SCALE * deltaTime * _orientation.getRight();
}
if (fabs(rotation.x) > TRANSMITTER_MIN_RATE) {
_thrust += -rotation.x * TRANSMITTER_FWD_FORCE_SCALE * deltaTime * _orientation.getFront();
}
if (fabs(rotation.y) > TRANSMITTER_MIN_YAW_RATE) {
_bodyYawDelta += rotation.y * TRANSMITTER_YAW_SCALE * deltaTime;
}
if (transmitter->getTouchState()->state == 'D') {
_thrust += THRUST_MAG *
(float)(transmitter->getTouchState()->y - TOUCH_POSITION_RANGE_HALF) / TOUCH_POSITION_RANGE_HALF *
TRANSMITTER_LIFT_SCALE *
deltaTime *
_orientation.getUp();
}
}
}
// update body yaw by body yaw delta
if (_isMine) {
_bodyPitch += _bodyPitchDelta * deltaTime;
_bodyYaw += _bodyYawDelta * deltaTime;
_bodyRoll += _bodyRollDelta * deltaTime;
}
// decay body rotation momentum
float bodySpinMomentum = 1.0 - BODY_SPIN_FRICTION * deltaTime;
if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
_bodyPitchDelta *= bodySpinMomentum;
_bodyYawDelta *= bodySpinMomentum;
_bodyRollDelta *= bodySpinMomentum;
// add thrust to velocity
_velocity += _thrust * deltaTime;
// calculate speed
_speed = glm::length(_velocity);
//pitch and roll the body as a function of forward speed and turning delta
const float BODY_PITCH_WHILE_WALKING = 20.0;
const float BODY_ROLL_WHILE_TURNING = 0.2;
float forwardComponentOfVelocity = glm::dot(_orientation.getFront(), _velocity);
_bodyPitch += BODY_PITCH_WHILE_WALKING * deltaTime * forwardComponentOfVelocity;
_bodyRoll += BODY_ROLL_WHILE_TURNING * deltaTime * _speed * _bodyYawDelta;
// these forces keep the body upright...
float tiltDecay = 1.0 - BODY_UPRIGHT_FORCE * deltaTime;
if (tiltDecay < 0.0f) {tiltDecay = 0.0f;}
_bodyPitch *= tiltDecay;
_bodyRoll *= tiltDecay;
//the following will be used to make the avatar upright no matter what gravity is
//float f = angleBetween(_orientation.getUp(), _gravity);
// update position by velocity
_position += _velocity * deltaTime;
// decay velocity
float decay = 1.0 - VELOCITY_DECAY * deltaTime;
if ( decay < 0.0 ) {
_velocity = glm::vec3( 0.0f, 0.0f, 0.0f );
} else {
_velocity *= decay;
}
// If another avatar is near, dampen velocity as a function of closeness
if (_isMine && (_distanceToNearestAvatar < PERIPERSONAL_RADIUS)) {
float closeness = 1.0f - (_distanceToNearestAvatar / PERIPERSONAL_RADIUS);
float drag = 1.0f - closeness * AVATAR_BRAKING_STRENGTH * deltaTime;
if ( drag > 0.0f ) {
_velocity *= drag;
} else {
_velocity = glm::vec3( 0.0f, 0.0f, 0.0f );
}
}
// Compute instantaneous acceleration
float acceleration = glm::distance(getVelocity(), oldVelocity) / deltaTime;
const float ACCELERATION_PITCH_DECAY = 0.4f;
// Decay HeadPitch as a function of acceleration, so that you look straight ahead when
// you start moving, but don't do this with an HMD like the Oculus.
if (!OculusManager::isConnected()) {
_head.setPitch(_head.getPitch() * (1.f - acceleration * ACCELERATION_PITCH_DECAY * deltaTime));
}
//apply the head lean values to the springy position...
if (fabs(_head.getLeanSideways() + _head.getLeanForward()) > 0.0f) {
glm::vec3 headLean =
_orientation.getRight() * _head.getLeanSideways() +
_orientation.getFront() * _head.getLeanForward();
// this is not a long-term solution, but it works ok for initial purposes of making the avatar lean
_joint[ AVATAR_JOINT_TORSO ].springyPosition += headLean * 0.1f;
_joint[ AVATAR_JOINT_CHEST ].springyPosition += headLean * 0.4f;
_joint[ AVATAR_JOINT_NECK_BASE ].springyPosition += headLean * 0.7f;
_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition += headLean * 1.0f;
_joint[ AVATAR_JOINT_LEFT_COLLAR ].springyPosition += headLean * 0.6f;
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].springyPosition += headLean * 0.6f;
_joint[ AVATAR_JOINT_LEFT_ELBOW ].springyPosition += headLean * 0.2f;
_joint[ AVATAR_JOINT_LEFT_WRIST ].springyPosition += headLean * 0.1f;
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].springyPosition += headLean * 0.0f;
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].springyPosition += headLean * 0.6f;
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].springyPosition += headLean * 0.6f;
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].springyPosition += headLean * 0.2f;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].springyPosition += headLean * 0.1f;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition += headLean * 0.0f;
}
// set head lookat position
if (_isMine) {
if (_interactingOther) {
_head.setLookAtPosition(_interactingOther->getAverageEyePosition());
} else {
_head.setLookAtPosition(glm::vec3(0.0f, 0.0f, 0.0f));
}
}
_head.setBodyRotation (glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
_head.setPosition(_joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition);
_head.setScale (_joint[ AVATAR_JOINT_HEAD_BASE ].radius);
_head.setAudioLoudness(_audioLoudness);
_head.setSkinColor(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));
_head.simulate(deltaTime, _isMine);
// 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;
}
}
glm::vec3 Avatar::getAverageEyePosition() {
return _head.getAverageEyePosition();
}
void Avatar::checkForMouseRayTouching() {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
glm::vec3 directionToBodySphere = glm::normalize(_joint[b].springyPosition - _mouseRayOrigin);
float dot = glm::dot(directionToBodySphere, _mouseRayDirection);
if (dot > (1.0f - JOINT_TOUCH_RANGE)) {
_joint[b].touchForce = (dot - (1.0f - JOINT_TOUCH_RANGE)) / JOINT_TOUCH_RANGE;
} else {
_joint[b].touchForce = 0.0;
}
}
}
void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction ) {
_mouseRayOrigin = origin; _mouseRayDirection = direction;
}
void Avatar::updateHandMovementAndTouching(float deltaTime) {
// reset hand and arm positions according to hand movement
glm::vec3 transformedHandMovement
= _orientation.getRight() * _movedHandOffset.x * 2.0f
+ _orientation.getUp() * -_movedHandOffset.y * 1.0f
+ _orientation.getFront() * -_movedHandOffset.y * 1.0f;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += transformedHandMovement;
if (_isMine) {
_avatarTouch.setMyBodyPosition(_position);
float closestDistance = std::numeric_limits<float>::max();
_interactingOther = NULL;
//loop through all the other avatars for potential interactions...
AgentList* agentList = AgentList::getInstance();
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
Avatar *otherAvatar = (Avatar *)agent->getLinkedData();
//Test: Show angle between your fwd vector and nearest avatar
//glm::vec3 vectorBetweenUs = otherAvatar->getJointPosition(AVATAR_JOINT_PELVIS) -
// getJointPosition(AVATAR_JOINT_PELVIS);
//printLog("Angle between: %f\n", angleBetween(vectorBetweenUs, _orientation.getFront()));
// test whether shoulders are close enough to allow for reaching to touch hands
glm::vec3 v(_position - otherAvatar->_position);
float distance = glm::length(v);
if (distance < closestDistance) {
closestDistance = distance;
if (distance < PERIPERSONAL_RADIUS) {
_interactingOther = otherAvatar;
}
}
}
}
if (_interactingOther) {
_avatarTouch.setYourBodyPosition(_interactingOther->_position);
_avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
_avatarTouch.setYourHandState (_interactingOther->_handState);
//if hand-holding is initiated by either avatar, turn on hand-holding...
if (_avatarTouch.getHandsCloseEnoughToGrasp()) {
if ((_handState == HAND_STATE_GRASPING ) || (_interactingOther->_handState == HAND_STATE_GRASPING)) {
if (!_avatarTouch.getHoldingHands())
{
_avatarTouch.setHoldingHands(true);
}
}
}
glm::vec3 vectorFromMyHandToYourHand
(
_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position -
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
);
float distanceBetweenOurHands = glm::length(vectorFromMyHandToYourHand);
/*
// if my arm can no longer reach the other hand, turn off hand-holding
if (!_avatarTouch.getAbleToReachOtherAvatar()) {
_avatarTouch.setHoldingHands(false);
}
if (distanceBetweenOurHands > _maxArmLength) {
_avatarTouch.setHoldingHands(false);
}
*/
// if neither of us are grasping, turn off hand-holding
if ((_handState != HAND_STATE_GRASPING ) && (_interactingOther->_handState != HAND_STATE_GRASPING)) {
_avatarTouch.setHoldingHands(false);
}
//if holding hands, apply the appropriate forces
if (_avatarTouch.getHoldingHands()) {
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position +=
(
_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
- _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position
) * 0.5f;
if (distanceBetweenOurHands > 0.3) {
float force = 10.0f * deltaTime;
if (force > 1.0f) {force = 1.0f;}
_velocity += vectorFromMyHandToYourHand * force;
}
}
}
}//if (_isMine)
//constrain right arm length and re-adjust elbow position as it bends
// NOTE - the following must be called on all avatars - not just _isMine
updateArmIKAndConstraints(deltaTime);
//Set right hand position and state to be transmitted, and also tell AvatarTouch about it
if (_isMine) {
setHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
if (_mousePressed) {
_handState = HAND_STATE_GRASPING;
} else {
_handState = HAND_STATE_NULL;
}
_avatarTouch.setMyHandState(_handState);
_avatarTouch.setMyHandPosition(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
}
}
void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float deltaTime) {
float myBodyApproximateBoundingRadius = 1.0f;
glm::vec3 vectorFromMyBodyToBigSphere(_position - position);
bool jointCollision = false;
float distanceToBigSphere = glm::length(vectorFromMyBodyToBigSphere);
if (distanceToBigSphere < myBodyApproximateBoundingRadius + radius) {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
glm::vec3 vectorFromJointToBigSphereCenter(_joint[b].springyPosition - position);
float distanceToBigSphereCenter = glm::length(vectorFromJointToBigSphereCenter);
float combinedRadius = _joint[b].radius + radius;
if (distanceToBigSphereCenter < combinedRadius) {
jointCollision = true;
if (distanceToBigSphereCenter > 0.0) {
glm::vec3 directionVector = vectorFromJointToBigSphereCenter / distanceToBigSphereCenter;
float penetration = 1.0 - (distanceToBigSphereCenter / combinedRadius);
glm::vec3 collisionForce = vectorFromJointToBigSphereCenter * penetration;
_joint[b].springyVelocity += collisionForce * 0.0f * deltaTime;
_velocity += collisionForce * 40.0f * deltaTime;
_joint[b].springyPosition = position + directionVector * combinedRadius;
}
}
}
/*
if (jointCollision) {
if (!_usingBodySprings) {
_usingBodySprings = true;
initializeBodySprings();
}
}
*/
}
}
void Avatar::updateCollisionWithVoxels(float deltaTime) {
VoxelSystem* voxels = Application::getInstance()->getVoxels();
float radius = _height * 0.125f;
glm::vec3 halfVector = glm::vec3(0.0f, _height * ONE_HALF - radius, 0.0f);
glm::vec3 penetration;
if (voxels->findCapsulePenetration(_position - halfVector, _position + halfVector, radius, penetration)) {
_position += penetration;
// reflect the velocity component in the direction of penetration
glm::vec3 direction = glm::normalize(penetration);
_velocity -= 2.0f * glm::dot(_velocity, direction) * direction * BOUNCE;
}
}
void Avatar::updateAvatarCollisions(float deltaTime) {
// Reset detector for nearest avatar
_distanceToNearestAvatar = std::numeric_limits<float>::max();
//loop through all the other avatars for potential interactions...
AgentList* agentList = AgentList::getInstance();
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
Avatar *otherAvatar = (Avatar *)agent->getLinkedData();
// check if the bounding spheres of the two avatars are colliding
glm::vec3 vectorBetweenBoundingSpheres(_position - otherAvatar->_position);
if (glm::length(vectorBetweenBoundingSpheres) < _height * ONE_HALF + otherAvatar->_height * ONE_HALF) {
//apply forces from collision
applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
}
// test other avatar hand position for proximity
glm::vec3 v(_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position);
v -= otherAvatar->getPosition();
float distance = glm::length(v);
if (distance < _distanceToNearestAvatar) {
_distanceToNearestAvatar = distance;
}
}
}
}
//detect collisions with other avatars and respond
void Avatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) {
float bodyMomentum = 1.0f;
glm::vec3 bodyPushForce = glm::vec3(0.0f, 0.0f, 0.0f);
// loop through the joints of each avatar to check for every possible collision
for (int b=1; b<NUM_AVATAR_JOINTS; b++) {
if (_joint[b].isCollidable) {
for (int o=b+1; o<NUM_AVATAR_JOINTS; o++) {
if (otherAvatar->_joint[o].isCollidable) {
glm::vec3 vectorBetweenJoints(_joint[b].springyPosition - otherAvatar->_joint[o].springyPosition);
float distanceBetweenJoints = glm::length(vectorBetweenJoints);
if (distanceBetweenJoints > 0.0) { // to avoid divide by zero
float combinedRadius = _joint[b].radius + otherAvatar->_joint[o].radius;
// check for collision
if (distanceBetweenJoints < combinedRadius * COLLISION_RADIUS_SCALAR) {
glm::vec3 directionVector = vectorBetweenJoints / distanceBetweenJoints;
// push balls away from each other and apply friction
glm::vec3 ballPushForce = directionVector * COLLISION_BALL_FORCE * deltaTime;
float ballMomentum = 1.0 - COLLISION_BALL_FRICTION * deltaTime;
if (ballMomentum < 0.0) { ballMomentum = 0.0;}
_joint[b].springyVelocity += ballPushForce;
otherAvatar->_joint[o].springyVelocity -= ballPushForce;
_joint[b].springyVelocity *= ballMomentum;
otherAvatar->_joint[o].springyVelocity *= ballMomentum;
// accumulate forces and frictions to apply to the velocities of avatar bodies
bodyPushForce += directionVector * COLLISION_BODY_FORCE * deltaTime;
bodyMomentum -= COLLISION_BODY_FRICTION * deltaTime;
if (bodyMomentum < 0.0) { bodyMomentum = 0.0;}
}// check for collision
} // to avoid divide by zero
} // o loop
} // collidable
} // b loop
} // collidable
//apply forces and frictions on the bodies of both avatars
_velocity += bodyPushForce;
otherAvatar->_velocity -= bodyPushForce;
_velocity *= bodyMomentum;
otherAvatar->_velocity *= bodyMomentum;
}
void Avatar::setDisplayingHead(bool displayingHead) {
_displayingHead = displayingHead;
}
static TextRenderer* textRenderer() {
static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 24, -1, false, TextRenderer::SHADOW_EFFECT);
return renderer;
}
void Avatar::setGravity(glm::vec3 gravity) {
_gravity = gravity;
_head.setGravity(_gravity);
}
void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
_cameraPosition = cameraPosition; // store this for use in various parts of the code
if (usingBigSphereCollisionTest) {
// show TEST big sphere
glColor4f(0.5f, 0.6f, 0.8f, 0.7);
glPushMatrix();
glTranslatef(_TEST_bigSpherePosition.x, _TEST_bigSpherePosition.y, _TEST_bigSpherePosition.z);
glScalef(_TEST_bigSphereRadius, _TEST_bigSphereRadius, _TEST_bigSphereRadius);
glutSolidSphere(1, 20, 20);
glPopMatrix();
}
// render a simple round on the ground projected down from the avatar's position
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
//render body
renderBody(lookingInMirror);
// if this is my avatar, then render my interactions with the other avatar
if (_isMine) {
_avatarTouch.render(_cameraPosition);
}
// Render the balls
if (_balls) {
glPushMatrix();
glTranslatef(_position.x, _position.y, _position.z);
_balls->render();
glPopMatrix();
}
if (!_chatMessage.empty()) {
int width = 0;
int lastWidth;
for (string::iterator it = _chatMessage.begin(); it != _chatMessage.end(); it++) {
width += (lastWidth = textRenderer()->computeWidth(*it));
}
glPushMatrix();
// extract the view direction from the modelview matrix: transform (0, 0, 1) by the
// transpose of the modelview to get its direction in world space, then use the X/Z
// components to determine the angle
float modelview[16];
glGetFloatv(GL_MODELVIEW_MATRIX, modelview);
glTranslatef(_position.x, _position.y + chatMessageHeight, _position.z);
glRotatef(atan2(-modelview[2], -modelview[10]) * 180 / PI, 0, 1, 0);
glColor3f(0, 0.8, 0);
glRotatef(180, 0, 0, 1);
glScalef(chatMessageScale, chatMessageScale, 1.0f);
glDisable(GL_LIGHTING);
glDepthMask(false);
if (_keyState == NO_KEY_DOWN) {
textRenderer()->draw(-width/2, 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, 0, _chatMessage.c_str());
_chatMessage[lastIndex] = lastChar;
glColor3f(0, 1, 0);
textRenderer()->draw(width/2 - lastWidth, 0, _chatMessage.c_str() + lastIndex);
}
glEnable(GL_LIGHTING);
glDepthMask(true);
glPopMatrix();
}
}
void Avatar::initializeSkeleton() {
for (int b=0; b<NUM_AVATAR_JOINTS; b++) {
_joint[b].isCollidable = true;
_joint[b].parent = AVATAR_JOINT_NULL;
_joint[b].position = glm::vec3(0.0, 0.0, 0.0);
_joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0);
_joint[b].springyPosition = glm::vec3(0.0, 0.0, 0.0);
_joint[b].springyVelocity = glm::vec3(0.0, 0.0, 0.0);
_joint[b].rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
_joint[b].yaw = 0.0;
_joint[b].pitch = 0.0;
_joint[b].roll = 0.0;
_joint[b].length = 0.0;
_joint[b].radius = 0.0;
_joint[b].touchForce = 0.0;
_joint[b].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_joint[b].orientation.setToIdentity();
}
// specify the parental hierarchy
_joint[ AVATAR_JOINT_PELVIS ].parent = AVATAR_JOINT_NULL;
_joint[ AVATAR_JOINT_TORSO ].parent = AVATAR_JOINT_PELVIS;
_joint[ AVATAR_JOINT_CHEST ].parent = AVATAR_JOINT_TORSO;
_joint[ AVATAR_JOINT_NECK_BASE ].parent = AVATAR_JOINT_CHEST;
_joint[ AVATAR_JOINT_HEAD_BASE ].parent = AVATAR_JOINT_NECK_BASE;
_joint[ AVATAR_JOINT_HEAD_TOP ].parent = AVATAR_JOINT_HEAD_BASE;
_joint[ AVATAR_JOINT_LEFT_COLLAR ].parent = AVATAR_JOINT_CHEST;
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].parent = AVATAR_JOINT_LEFT_COLLAR;
_joint[ AVATAR_JOINT_LEFT_ELBOW ].parent = AVATAR_JOINT_LEFT_SHOULDER;
_joint[ AVATAR_JOINT_LEFT_WRIST ].parent = AVATAR_JOINT_LEFT_ELBOW;
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].parent = AVATAR_JOINT_LEFT_WRIST;
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].parent = AVATAR_JOINT_CHEST;
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].parent = AVATAR_JOINT_RIGHT_COLLAR;
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].parent = AVATAR_JOINT_RIGHT_SHOULDER;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].parent = AVATAR_JOINT_RIGHT_ELBOW;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].parent = AVATAR_JOINT_RIGHT_WRIST;
_joint[ AVATAR_JOINT_LEFT_HIP ].parent = AVATAR_JOINT_PELVIS;
_joint[ AVATAR_JOINT_LEFT_KNEE ].parent = AVATAR_JOINT_LEFT_HIP;
_joint[ AVATAR_JOINT_LEFT_HEEL ].parent = AVATAR_JOINT_LEFT_KNEE;
_joint[ AVATAR_JOINT_LEFT_TOES ].parent = AVATAR_JOINT_LEFT_HEEL;
_joint[ AVATAR_JOINT_RIGHT_HIP ].parent = AVATAR_JOINT_PELVIS;
_joint[ AVATAR_JOINT_RIGHT_KNEE ].parent = AVATAR_JOINT_RIGHT_HIP;
_joint[ AVATAR_JOINT_RIGHT_HEEL ].parent = AVATAR_JOINT_RIGHT_KNEE;
_joint[ AVATAR_JOINT_RIGHT_TOES ].parent = AVATAR_JOINT_RIGHT_HEEL;
// specify the default pose position
_joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
_joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.01 );
_joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, 0.01 );
_joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.12, -0.01 );
_joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.08, 0.00 );
_joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, -0.01 );
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.05, 0.0, -0.01 );
_joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
_joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, -0.01 );
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.05, 0.0, -0.01 );
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
_joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.05, 0.0, -0.02 );
_joint[ AVATAR_JOINT_LEFT_KNEE ].defaultPosePosition = glm::vec3( 0.0, -0.27, 0.02 );
_joint[ AVATAR_JOINT_LEFT_HEEL ].defaultPosePosition = glm::vec3( 0.0, -0.27, -0.01 );
_joint[ AVATAR_JOINT_LEFT_TOES ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.05 );
_joint[ AVATAR_JOINT_RIGHT_HIP ].defaultPosePosition = glm::vec3( 0.05, 0.0, -0.02 );
_joint[ AVATAR_JOINT_RIGHT_KNEE ].defaultPosePosition = glm::vec3( 0.0, -0.27, 0.02 );
_joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( 0.0, -0.27, -0.01 );
_joint[ AVATAR_JOINT_RIGHT_TOES ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.05 );
// specify the radii of the joints
_joint[ AVATAR_JOINT_PELVIS ].radius = 0.07;
_joint[ AVATAR_JOINT_TORSO ].radius = 0.065;
_joint[ AVATAR_JOINT_CHEST ].radius = 0.08;
_joint[ AVATAR_JOINT_NECK_BASE ].radius = 0.03;
_joint[ AVATAR_JOINT_HEAD_BASE ].radius = 0.07;
_joint[ AVATAR_JOINT_LEFT_COLLAR ].radius = 0.04;
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].radius = 0.03;
_joint[ AVATAR_JOINT_LEFT_ELBOW ].radius = 0.02;
_joint[ AVATAR_JOINT_LEFT_WRIST ].radius = 0.02;
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].radius = 0.01;
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].radius = 0.04;
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].radius = 0.03;
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].radius = 0.02;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].radius = 0.02;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].radius = 0.01;
_joint[ AVATAR_JOINT_LEFT_HIP ].radius = 0.04;
_joint[ AVATAR_JOINT_LEFT_KNEE ].radius = 0.025;
_joint[ AVATAR_JOINT_LEFT_HEEL ].radius = 0.025;
_joint[ AVATAR_JOINT_LEFT_TOES ].radius = 0.027;
_joint[ AVATAR_JOINT_RIGHT_HIP ].radius = 0.04;
_joint[ AVATAR_JOINT_RIGHT_KNEE ].radius = 0.025;
_joint[ AVATAR_JOINT_RIGHT_HEEL ].radius = 0.025;
_joint[ AVATAR_JOINT_RIGHT_TOES ].radius = 0.027;
// specify the tightness of the springy positions as far as attraction to rigid body
_joint[ AVATAR_JOINT_PELVIS ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 1.0;
_joint[ AVATAR_JOINT_TORSO ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.8;
_joint[ AVATAR_JOINT_CHEST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_NECK_BASE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.4;
_joint[ AVATAR_JOINT_HEAD_BASE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_joint[ AVATAR_JOINT_LEFT_COLLAR ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_LEFT_SHOULDER ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_LEFT_ELBOW ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_LEFT_WRIST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_joint[ AVATAR_JOINT_RIGHT_COLLAR ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_RIGHT_SHOULDER ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.5;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS * 0.3;
_joint[ AVATAR_JOINT_LEFT_HIP ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_joint[ AVATAR_JOINT_LEFT_KNEE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_joint[ AVATAR_JOINT_LEFT_HEEL ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_joint[ AVATAR_JOINT_LEFT_TOES ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_joint[ AVATAR_JOINT_RIGHT_HIP ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_joint[ AVATAR_JOINT_RIGHT_KNEE ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_joint[ AVATAR_JOINT_RIGHT_HEEL ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
_joint[ AVATAR_JOINT_RIGHT_TOES ].springBodyTightness = BODY_SPRING_DEFAULT_TIGHTNESS;
// to aid in hand-shaking and hand-holding, the right hand is not collidable
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].isCollidable = false;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].isCollidable = false;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].isCollidable = false;
// calculate bone length
calculateBoneLengths();
_pelvisStandingHeight =
_joint[ AVATAR_JOINT_LEFT_HEEL ].radius +
_joint[ AVATAR_JOINT_LEFT_HEEL ].length +
_joint[ AVATAR_JOINT_LEFT_KNEE ].length;
//printf("_pelvisStandingHeight = %f\n", _pelvisStandingHeight);
_height =
(
_pelvisStandingHeight +
_joint[ AVATAR_JOINT_LEFT_HEEL ].radius +
_joint[ AVATAR_JOINT_LEFT_HEEL ].length +
_joint[ AVATAR_JOINT_LEFT_KNEE ].length +
_joint[ AVATAR_JOINT_PELVIS ].length +
_joint[ AVATAR_JOINT_TORSO ].length +
_joint[ AVATAR_JOINT_CHEST ].length +
_joint[ AVATAR_JOINT_NECK_BASE ].length +
_joint[ AVATAR_JOINT_HEAD_BASE ].length +
_joint[ AVATAR_JOINT_HEAD_BASE ].radius
);
//printf("_height = %f\n", _height);
// generate joint positions by updating the skeleton
updateSkeleton();
//set spring positions to be in the skeleton bone positions
initializeBodySprings();
}
void Avatar::calculateBoneLengths() {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
_joint[b].length = glm::length(_joint[b].defaultPosePosition);
}
_maxArmLength
= _joint[ AVATAR_JOINT_RIGHT_ELBOW ].length
+ _joint[ AVATAR_JOINT_RIGHT_WRIST ].length
+ _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].length;
}
void Avatar::updateSkeleton() {
// rotate body...
_orientation.setToIdentity();
_orientation.yaw (_bodyYaw );
_orientation.pitch(_bodyPitch);
_orientation.roll (_bodyRoll );
// calculate positions of all bones by traversing the skeleton tree:
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
if (_joint[b].parent == AVATAR_JOINT_NULL) {
_joint[b].orientation.set(_orientation);
_joint[b].position = _position;
}
else {
_joint[b].orientation.set(_joint[ _joint[b].parent ].orientation);
_joint[b].position = _joint[ _joint[b].parent ].position;
}
// if this is not my avatar, then hand position comes from transmitted data
if (! _isMine) {
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handPosition;
}
// the following will be replaced by a proper rotation...close
float xx = glm::dot(_joint[b].defaultPosePosition, _joint[b].orientation.getRight());
float yy = glm::dot(_joint[b].defaultPosePosition, _joint[b].orientation.getUp ());
float zz = glm::dot(_joint[b].defaultPosePosition, _joint[b].orientation.getFront());
glm::vec3 rotatedJointVector(xx, yy, zz);
//glm::vec3 myEuler (0.0f, 0.0f, 0.0f);
//glm::quat myQuat (myEuler);
_joint[b].position += rotatedJointVector;
}
}
void Avatar::initializeBodySprings() {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
_joint[b].springyPosition = _joint[b].position;
_joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
}
}
void Avatar::updateBodySprings(float deltaTime) {
// Check for a large repositioning, and re-initialize body springs if this has happened
const float BEYOND_BODY_SPRING_RANGE = 2.f;
if (glm::length(_position - _joint[AVATAR_JOINT_PELVIS].springyPosition) > BEYOND_BODY_SPRING_RANGE) {
initializeBodySprings();
}
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
glm::vec3 springVector(_joint[b].springyPosition);
if (_joint[b].parent == AVATAR_JOINT_NULL) {
springVector -= _position;
}
else {
springVector -= _joint[ _joint[b].parent ].springyPosition;
}
float length = glm::length(springVector);
if (length > 0.0f) { // to avoid divide by zero
glm::vec3 springDirection = springVector / length;
float force = (length - _joint[b].length) * BODY_SPRING_FORCE * deltaTime;
_joint[b].springyVelocity -= springDirection * force;
if (_joint[b].parent != AVATAR_JOINT_NULL) {
_joint[_joint[b].parent].springyVelocity += springDirection * force;
}
}
// apply tightness force - (causing springy position to be close to rigid body position)
_joint[b].springyVelocity += (_joint[b].position - _joint[b].springyPosition) * _joint[b].springBodyTightness * deltaTime;
// apply decay
float decay = 1.0 - BODY_SPRING_DECAY * deltaTime;
if (decay > 0.0) {
_joint[b].springyVelocity *= decay;
}
else {
_joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
}
/*
//apply forces from touch...
if (_joint[b].touchForce > 0.0) {
_joint[b].springyVelocity += _mouseRayDirection * _joint[b].touchForce * 0.7f;
}
*/
//update position by velocity...
_joint[b].springyPosition += _joint[b].springyVelocity * deltaTime;
}
}
const glm::vec3& Avatar::getSpringyHeadPosition() const {
return _joint[ AVATAR_JOINT_HEAD_BASE ].springyPosition;
}
const glm::vec3& Avatar::getHeadPosition() const {
return _joint[ AVATAR_JOINT_HEAD_BASE ].position;
}
void Avatar::updateArmIKAndConstraints(float deltaTime) {
// determine the arm vector
glm::vec3 armVector = _joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position;
armVector -= _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].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...
if (distance > _maxArmLength) {
// reset right hand to be constrained to maximum arm length
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
glm::vec3 armNormal = armVector / distance;
armVector = armNormal * _maxArmLength;
distance = _maxArmLength;
glm::vec3 constrainedPosition = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
constrainedPosition += armVector;
_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = constrainedPosition;
}
// set elbow position
glm::vec3 newElbowPosition = _joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position;
newElbowPosition += armVector * ONE_HALF;
glm::vec3 perpendicular = glm::cross(_orientation.getFront(), armVector);
newElbowPosition += perpendicular * (1.0f - (_maxArmLength / distance)) * ONE_HALF;
_joint[ AVATAR_JOINT_RIGHT_ELBOW ].position = newElbowPosition;
// set wrist position
glm::vec3 vv(_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position);
vv -= _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position;
glm::vec3 newWristPosition = _joint[ AVATAR_JOINT_RIGHT_ELBOW ].position + vv * 0.7f;
_joint[ AVATAR_JOINT_RIGHT_WRIST ].position = newWristPosition;
}
void Avatar::renderBody(bool lookingInMirror) {
// Render joint positions as spheres
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
if (b == AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case
if (_displayingHead) {
_head.render(lookingInMirror);
}
} else {
glColor3f(
skinColor[0] + _joint[b].touchForce * 0.3f,
skinColor[1] - _joint[b].touchForce * 0.2f,
skinColor[2] - _joint[b].touchForce * 0.1f
);
glPushMatrix();
glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z);
glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
}
for (int j = 1; j < NUM_AVATAR_JOINTS; j++) {
if (_joint[j].parent != AVATAR_JOINT_NULL)
if ((j != AVATAR_JOINT_HEAD_TOP )
&& (j != AVATAR_JOINT_HEAD_BASE )
&& (j != AVATAR_JOINT_PELVIS )
&& (j != AVATAR_JOINT_TORSO )
&& (j != AVATAR_JOINT_CHEST )
&& (j != AVATAR_JOINT_LEFT_COLLAR )
&& (j != AVATAR_JOINT_LEFT_SHOULDER )
&& (j != AVATAR_JOINT_RIGHT_COLLAR )
&& (j != AVATAR_JOINT_RIGHT_SHOULDER)) {
// Render cone sections connecting the joint positions
glColor3fv(darkSkinColor);
renderJointConnectingCone
(
_joint[_joint[j].parent ].springyPosition,
_joint[j ].springyPosition,
_joint[_joint[j].parent ].radius * 0.8,
_joint[j ].radius * 0.8
);
/*
// Render lines connecting the joint positions
glColor3f(0.4f, 0.5f, 0.6f);
glLineWidth(3.0);
glBegin(GL_LINE_STRIP);
glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x);
glVertex3fv(&_joint[ b ].springyPosition.x);
glEnd();
*/
}
}
}
void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity, float deltaTime, float smoothingTime) {
//
// Given absolute position and angular velocity information, update the avatar's head angles
// with the goal of fast instantaneous updates that gradually follow the absolute data.
//
// Euler Angle format is (Yaw, Pitch, Roll) in degrees
//
// Angular Velocity is (Yaw, Pitch, Roll) in degrees per second
//
// SMOOTHING_TIME is the time is seconds over which the head should average to the
// absolute eulerAngles passed.
//
//
if (deltaTime == 0.f) {
// On first sample, set head to absolute position
_head.setYaw (eulerAngles->x);
_head.setPitch(eulerAngles->y);
_head.setRoll (eulerAngles->z);
} else {
glm::vec3 angles(_head.getYaw(), _head.getPitch(), _head.getRoll());
// Increment by detected velocity
angles += (*angularVelocity) * deltaTime;
// Smooth to slowly follow absolute values
angles = ((1.f - deltaTime / smoothingTime) * angles) + (deltaTime / smoothingTime) * (*eulerAngles);
_head.setYaw (angles.x);
_head.setPitch(angles.y);
_head.setRoll (angles.z);
//printLog("Y/P/R: %3.1f, %3.1f, %3.1f\n", angles.x, angles.y, angles.z);
}
}
const char AVATAR_DATA_FILENAME[] = "avatar.ifd";
void Avatar::writeAvatarDataToFile() {
// write the avatar position and yaw to a local file
FILE* avatarFile = fopen(AVATAR_DATA_FILENAME, "w");
if (avatarFile) {
fprintf(avatarFile, "%f,%f,%f %f", _position.x, _position.y, _position.z, _bodyYaw);
fclose(avatarFile);
}
}
void Avatar::readAvatarDataFromFile() {
FILE* avatarFile = fopen(AVATAR_DATA_FILENAME, "r");
if (avatarFile) {
glm::vec3 readPosition;
float readYaw;
fscanf(avatarFile, "%f,%f,%f %f", &readPosition.x, &readPosition.y, &readPosition.z, &readYaw);
// make sure these values are sane
if (!isnan(readPosition.x) && !isnan(readPosition.y) && !isnan(readPosition.z) && !isnan(readYaw)) {
_position = readPosition;
_bodyYaw = readYaw;
}
fclose(avatarFile);
}
}
// 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);
int num = 10;
glm::vec3 axis = glm::normalize(position2 - position1);
float length = glm::length(axis);
if (length > 0.0f) {
glm::vec3 perpSin = glm::vec3(axis.y, axis.z, axis.x);
glm::vec3 perpCos = glm::vec3(axis.z, axis.x, axis.y);
float angle1 = 0.0;
float angle2 = 0.0;
for (int i = 0; i < num; i ++) {
angle1 = angle2;
angle2 = ((float)(i+1) / (float)num) * PI * 2.0;
float s1 = sinf(angle1);
float s2 = sinf(angle2);
float c1 = cosf(angle1);
float c2 = cosf(angle2);
glm::vec3 p1a = position1 + perpSin * s1 * radius1 + perpCos * c1 * radius1;
glm::vec3 p1b = position1 + perpSin * s2 * radius1 + perpCos * c2 * radius1;
glm::vec3 p2a = position2 + perpSin * s1 * radius2 + perpCos * c1 * radius2;
glm::vec3 p2b = position2 + perpSin * s2 * radius2 + perpCos * c2 * 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();
}