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1635 lines
62 KiB
C++
1635 lines
62 KiB
C++
//
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// MyAvatar.cpp
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// interface/src/avatar
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//
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// Created by Mark Peng on 8/16/13.
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// Copyright 2012 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 <algorithm>
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#include <vector>
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#include <QBuffer>
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#include <glm/gtx/norm.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include <QtCore/QTimer>
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#include <AccountManager.h>
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#include <AddressManager.h>
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#include <AnimationHandle.h>
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#include <AudioClient.h>
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#include <DependencyManager.h>
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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 <ShapeCollider.h>
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#include <SharedUtil.h>
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#include <TextRenderer.h>
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#include <UserActivityLogger.h>
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#include "Application.h"
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#include "AvatarManager.h"
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#include "Environment.h"
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#include "Menu.h"
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#include "ModelReferential.h"
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#include "MyAvatar.h"
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#include "Physics.h"
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#include "Recorder.h"
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#include "devices/Faceshift.h"
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#include "Util.h"
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#include "InterfaceLogging.h"
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#include "gpu/GLBackend.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 float YAW_SPEED = 500.0f; // degrees/sec
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const float PITCH_SPEED = 100.0f; // degrees/sec
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const float DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES = 30.0f;
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const float MAX_WALKING_SPEED = 2.5f; // human walking speed
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const float MAX_BOOST_SPEED = 0.5f * MAX_WALKING_SPEED; // keyboard motor gets additive boost below this speed
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const float MIN_AVATAR_SPEED = 0.05f; // speed is set to zero below this
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// TODO: normalize avatar speed for standard avatar size, then scale all motion logic
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// to properly follow avatar size.
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float MAX_AVATAR_SPEED = 300.0f;
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float MAX_KEYBOARD_MOTOR_SPEED = MAX_AVATAR_SPEED;
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float DEFAULT_KEYBOARD_MOTOR_TIMESCALE = 0.25f;
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float MIN_SCRIPTED_MOTOR_TIMESCALE = 0.005f;
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float DEFAULT_SCRIPTED_MOTOR_TIMESCALE = 1.0e6f;
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const int SCRIPTED_MOTOR_CAMERA_FRAME = 0;
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const int SCRIPTED_MOTOR_AVATAR_FRAME = 1;
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const int SCRIPTED_MOTOR_WORLD_FRAME = 2;
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MyAvatar::MyAvatar() :
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Avatar(),
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_turningKeyPressTime(0.0f),
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_gravity(0.0f, 0.0f, 0.0f),
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_wasPushing(false),
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_isPushing(false),
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_isBraking(false),
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_trapDuration(0.0f),
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_thrust(0.0f),
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_keyboardMotorVelocity(0.0f),
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_keyboardMotorTimescale(DEFAULT_KEYBOARD_MOTOR_TIMESCALE),
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_scriptedMotorVelocity(0.0f),
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_scriptedMotorTimescale(DEFAULT_SCRIPTED_MOTOR_TIMESCALE),
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_scriptedMotorFrame(SCRIPTED_MOTOR_CAMERA_FRAME),
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_motionBehaviors(AVATAR_MOTION_DEFAULTS),
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_characterController(this),
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_lookAtTargetAvatar(),
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_shouldRender(true),
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_billboardValid(false),
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_feetTouchFloor(true),
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_isLookingAtLeftEye(true),
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_realWorldFieldOfView("realWorldFieldOfView",
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DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES)
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{
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ShapeCollider::initDispatchTable();
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
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_driveKeys[i] = 0.0f;
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}
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_skeletonModel.setEnableShapes(true);
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// connect to AddressManager signal for location jumps
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connect(DependencyManager::get<AddressManager>().data(), &AddressManager::locationChangeRequired,
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this, &MyAvatar::goToLocation);
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_characterController.setEnabled(true);
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}
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MyAvatar::~MyAvatar() {
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_lookAtTargetAvatar.reset();
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}
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QByteArray MyAvatar::toByteArray() {
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CameraMode mode = Application::getInstance()->getCamera()->getMode();
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if (mode == CAMERA_MODE_THIRD_PERSON || mode == CAMERA_MODE_INDEPENDENT) {
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// fake the avatar position that is sent up to the AvatarMixer
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glm::vec3 oldPosition = _position;
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_position = getSkeletonPosition();
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QByteArray array = AvatarData::toByteArray();
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// copy the correct position back
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_position = oldPosition;
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return array;
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}
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return AvatarData::toByteArray();
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}
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void MyAvatar::reset() {
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_skeletonModel.reset();
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getHead()->reset();
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_targetVelocity = glm::vec3(0.0f);
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setThrust(glm::vec3(0.0f));
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// Reset the pitch and roll components of the avatar's orientation, preserve yaw direction
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glm::vec3 eulers = safeEulerAngles(getOrientation());
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eulers.x = 0.0f;
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eulers.z = 0.0f;
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setOrientation(glm::quat(eulers));
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}
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void MyAvatar::update(float deltaTime) {
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if (_referential) {
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_referential->update();
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}
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Head* head = getHead();
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head->relaxLean(deltaTime);
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updateFromTrackers(deltaTime);
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// Get audio loudness data from audio input device
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auto audio = DependencyManager::get<AudioClient>();
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head->setAudioLoudness(audio->getLastInputLoudness());
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head->setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
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simulate(deltaTime);
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if (_feetTouchFloor) {
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_skeletonModel.updateStandingFoot();
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}
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}
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void MyAvatar::simulate(float deltaTime) {
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PerformanceTimer perfTimer("simulate");
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// Play back recording
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if (_player && _player->isPlaying()) {
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_player->play();
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}
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if (_scale != _targetScale) {
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float scale = (1.0f - SMOOTHING_RATIO) * _scale + SMOOTHING_RATIO * _targetScale;
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setScale(scale);
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}
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{
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PerformanceTimer perfTimer("transform");
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updateOrientation(deltaTime);
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updatePosition(deltaTime);
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}
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{
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PerformanceTimer perfTimer("hand");
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// update avatar skeleton and simulate hand and head
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getHand()->simulate(deltaTime, true);
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}
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{
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PerformanceTimer perfTimer("skeleton");
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_skeletonModel.simulate(deltaTime);
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}
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if (!_skeletonModel.hasSkeleton()) {
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// All the simulation that can be done has been done
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return;
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}
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{
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PerformanceTimer perfTimer("attachments");
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simulateAttachments(deltaTime);
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}
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{
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PerformanceTimer perfTimer("joints");
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// copy out the skeleton joints from the model
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_jointData.resize(_skeletonModel.getJointStateCount());
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for (int i = 0; i < _jointData.size(); i++) {
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JointData& data = _jointData[i];
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data.valid = _skeletonModel.getJointState(i, data.rotation);
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}
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}
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{
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PerformanceTimer perfTimer("head");
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Head* head = getHead();
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glm::vec3 headPosition;
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if (!_skeletonModel.getHeadPosition(headPosition)) {
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headPosition = _position;
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}
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head->setPosition(headPosition);
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head->setScale(_scale);
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head->simulate(deltaTime, true);
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}
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// Record avatars movements.
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if (_recorder && _recorder->isRecording()) {
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_recorder->record();
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}
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// consider updating our billboard
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maybeUpdateBillboard();
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}
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// Update avatar head rotation with sensor data
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void MyAvatar::updateFromTrackers(float deltaTime) {
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glm::vec3 estimatedPosition, estimatedRotation;
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bool inHmd = qApp->isHMDMode();
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if (isPlaying() && inHmd) {
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return;
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}
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if (inHmd) {
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estimatedPosition = qApp->getHeadPosition();
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estimatedPosition.x *= -1.0f;
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_trackedHeadPosition = estimatedPosition;
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const float OCULUS_LEAN_SCALE = 0.05f;
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estimatedPosition /= OCULUS_LEAN_SCALE;
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} else {
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FaceTracker* tracker = Application::getInstance()->getActiveFaceTracker();
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if (tracker && !tracker->isMuted()) {
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estimatedPosition = tracker->getHeadTranslation();
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_trackedHeadPosition = estimatedPosition;
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estimatedRotation = glm::degrees(safeEulerAngles(tracker->getHeadRotation()));
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}
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}
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// Rotate the body if the head is turned beyond the screen
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if (Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead)) {
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const float TRACKER_YAW_TURN_SENSITIVITY = 0.5f;
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const float TRACKER_MIN_YAW_TURN = 15.0f;
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const float TRACKER_MAX_YAW_TURN = 50.0f;
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if ( (fabs(estimatedRotation.y) > TRACKER_MIN_YAW_TURN) &&
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(fabs(estimatedRotation.y) < TRACKER_MAX_YAW_TURN) ) {
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if (estimatedRotation.y > 0.0f) {
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_bodyYawDelta += (estimatedRotation.y - TRACKER_MIN_YAW_TURN) * TRACKER_YAW_TURN_SENSITIVITY;
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} else {
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_bodyYawDelta += (estimatedRotation.y + TRACKER_MIN_YAW_TURN) * TRACKER_YAW_TURN_SENSITIVITY;
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}
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}
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}
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// Set the rotation of the avatar's head (as seen by others, not affecting view frustum)
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// to be scaled such that when the user's physical head is pointing at edge of screen, the
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// avatar head is at the edge of the in-world view frustum. So while a real person may move
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// their head only 30 degrees or so, this may correspond to a 90 degree field of view.
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// Note that roll is magnified by a constant because it is not related to field of view.
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Head* head = getHead();
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if (inHmd || isPlaying()) {
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head->setDeltaPitch(estimatedRotation.x);
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head->setDeltaYaw(estimatedRotation.y);
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} else {
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float magnifyFieldOfView = qApp->getFieldOfView() /
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_realWorldFieldOfView.get();
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head->setDeltaPitch(estimatedRotation.x * magnifyFieldOfView);
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head->setDeltaYaw(estimatedRotation.y * magnifyFieldOfView);
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}
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head->setDeltaRoll(estimatedRotation.z);
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// Update torso lean distance based on accelerometer data
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const float TORSO_LENGTH = 0.5f;
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glm::vec3 relativePosition = estimatedPosition - glm::vec3(0.0f, -TORSO_LENGTH, 0.0f);
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const float MAX_LEAN = 45.0f;
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// Invert left/right lean when in mirror mode
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// NOTE: this is kinda a hack, it's the same hack we use to make the head tilt. But it's not really a mirror
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// it just makes you feel like you're looking in a mirror because the body movements of the avatar appear to
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// match your body movements.
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if (inHmd && Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_MIRROR) {
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relativePosition.x = -relativePosition.x;
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}
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head->setLeanSideways(glm::clamp(glm::degrees(atanf(relativePosition.x * _leanScale / TORSO_LENGTH)),
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-MAX_LEAN, MAX_LEAN));
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head->setLeanForward(glm::clamp(glm::degrees(atanf(relativePosition.z * _leanScale / TORSO_LENGTH)),
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-MAX_LEAN, MAX_LEAN));
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}
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void MyAvatar::renderDebugBodyPoints() {
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glm::vec3 torsoPosition(getPosition());
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glm::vec3 headPosition(getHead()->getEyePosition());
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float torsoToHead = glm::length(headPosition - torsoPosition);
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glm::vec3 position;
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qCDebug(interfaceapp, "head-above-torso %.2f, scale = %0.2f", torsoToHead, getScale());
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// Torso Sphere
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position = torsoPosition;
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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DependencyManager::get<GeometryCache>()->renderSphere(0.2f, 10.0f, 10.0f, glm::vec4(0, 1, 0, .5f));
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glPopMatrix();
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// Head Sphere
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position = headPosition;
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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DependencyManager::get<GeometryCache>()->renderSphere(0.15f, 10.0f, 10.0f, glm::vec4(0, 1, 0, .5f));
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glPopMatrix();
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}
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// virtual
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void MyAvatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, bool postLighting) {
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// don't render if we've been asked to disable local rendering
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if (!_shouldRender) {
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return; // exit early
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}
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Avatar::render(renderArgs, cameraPosition, postLighting);
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// don't display IK constraints in shadow mode
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if (Menu::getInstance()->isOptionChecked(MenuOption::ShowIKConstraints) && postLighting) {
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_skeletonModel.renderIKConstraints();
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}
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}
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const glm::vec3 HAND_TO_PALM_OFFSET(0.0f, 0.12f, 0.08f);
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glm::vec3 MyAvatar::getLeftPalmPosition() {
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glm::vec3 leftHandPosition;
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getSkeletonModel().getLeftHandPosition(leftHandPosition);
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glm::quat leftRotation;
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getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getLeftHandJointIndex(), leftRotation);
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leftHandPosition += HAND_TO_PALM_OFFSET * glm::inverse(leftRotation);
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return leftHandPosition;
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}
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glm::vec3 MyAvatar::getRightPalmPosition() {
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glm::vec3 rightHandPosition;
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getSkeletonModel().getRightHandPosition(rightHandPosition);
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glm::quat rightRotation;
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getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getRightHandJointIndex(), rightRotation);
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rightHandPosition += HAND_TO_PALM_OFFSET * glm::inverse(rightRotation);
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return rightHandPosition;
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}
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void MyAvatar::clearReferential() {
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changeReferential(NULL);
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}
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bool MyAvatar::setModelReferential(const QUuid& id) {
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EntityTree* tree = Application::getInstance()->getEntities()->getTree();
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changeReferential(new ModelReferential(id, tree, this));
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if (_referential->isValid()) {
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return true;
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} else {
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changeReferential(NULL);
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return false;
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}
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}
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bool MyAvatar::setJointReferential(const QUuid& id, int jointIndex) {
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EntityTree* tree = Application::getInstance()->getEntities()->getTree();
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changeReferential(new JointReferential(jointIndex, id, tree, this));
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if (!_referential->isValid()) {
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return true;
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} else {
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changeReferential(NULL);
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return false;
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}
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}
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bool MyAvatar::isRecording() {
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if (!_recorder) {
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return false;
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}
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if (QThread::currentThread() != thread()) {
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bool result;
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QMetaObject::invokeMethod(this, "isRecording", Qt::BlockingQueuedConnection,
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Q_RETURN_ARG(bool, result));
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return result;
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}
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return _recorder && _recorder->isRecording();
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}
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qint64 MyAvatar::recorderElapsed() {
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if (!_recorder) {
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return 0;
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}
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if (QThread::currentThread() != thread()) {
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qint64 result;
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QMetaObject::invokeMethod(this, "recorderElapsed", Qt::BlockingQueuedConnection,
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Q_RETURN_ARG(qint64, result));
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return result;
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}
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return _recorder->elapsed();
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}
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void MyAvatar::startRecording() {
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if (QThread::currentThread() != thread()) {
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QMetaObject::invokeMethod(this, "startRecording", Qt::BlockingQueuedConnection);
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return;
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}
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if (!_recorder) {
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_recorder = RecorderPointer(new Recorder(this));
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}
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// connect to AudioClient's signal so we get input audio
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auto audioClient = DependencyManager::get<AudioClient>();
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connect(audioClient.data(), &AudioClient::inputReceived, _recorder.data(),
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&Recorder::recordAudio, Qt::BlockingQueuedConnection);
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_recorder->startRecording();
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}
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void MyAvatar::stopRecording() {
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if (!_recorder) {
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return;
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}
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if (QThread::currentThread() != thread()) {
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QMetaObject::invokeMethod(this, "stopRecording", Qt::BlockingQueuedConnection);
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return;
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}
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if (_recorder) {
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// stop grabbing audio from the AudioClient
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auto audioClient = DependencyManager::get<AudioClient>();
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disconnect(audioClient.data(), 0, _recorder.data(), 0);
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_recorder->stopRecording();
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}
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}
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void MyAvatar::saveRecording(QString filename) {
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if (!_recorder) {
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qCDebug(interfaceapp) << "There is no recording to save";
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return;
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}
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if (QThread::currentThread() != thread()) {
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QMetaObject::invokeMethod(this, "saveRecording", Qt::BlockingQueuedConnection,
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Q_ARG(QString, filename));
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return;
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}
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if (_recorder) {
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_recorder->saveToFile(filename);
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}
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}
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void MyAvatar::loadLastRecording() {
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if (QThread::currentThread() != thread()) {
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QMetaObject::invokeMethod(this, "loadLastRecording", Qt::BlockingQueuedConnection);
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return;
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}
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if (!_recorder) {
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qCDebug(interfaceapp) << "There is no recording to load";
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return;
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}
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if (!_player) {
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_player = PlayerPointer(new Player(this));
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}
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_player->loadRecording(_recorder->getRecording());
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}
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AnimationHandlePointer MyAvatar::addAnimationHandle() {
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AnimationHandlePointer handle = _skeletonModel.createAnimationHandle();
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_animationHandles.append(handle);
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return handle;
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}
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void MyAvatar::removeAnimationHandle(const AnimationHandlePointer& handle) {
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handle->stop();
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_animationHandles.removeOne(handle);
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}
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void MyAvatar::startAnimation(const QString& url, float fps, float priority,
|
|
bool loop, bool hold, float firstFrame, float lastFrame, const QStringList& maskedJoints) {
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "startAnimation", Q_ARG(const QString&, url), Q_ARG(float, fps),
|
|
Q_ARG(float, priority), Q_ARG(bool, loop), Q_ARG(bool, hold), Q_ARG(float, firstFrame),
|
|
Q_ARG(float, lastFrame), Q_ARG(const QStringList&, maskedJoints));
|
|
return;
|
|
}
|
|
AnimationHandlePointer handle = _skeletonModel.createAnimationHandle();
|
|
handle->setURL(url);
|
|
handle->setFPS(fps);
|
|
handle->setPriority(priority);
|
|
handle->setLoop(loop);
|
|
handle->setHold(hold);
|
|
handle->setFirstFrame(firstFrame);
|
|
handle->setLastFrame(lastFrame);
|
|
handle->setMaskedJoints(maskedJoints);
|
|
handle->start();
|
|
}
|
|
|
|
void MyAvatar::startAnimationByRole(const QString& role, const QString& url, float fps, float priority,
|
|
bool loop, bool hold, float firstFrame, float lastFrame, const QStringList& maskedJoints) {
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "startAnimationByRole", Q_ARG(const QString&, role), Q_ARG(const QString&, url),
|
|
Q_ARG(float, fps), Q_ARG(float, priority), Q_ARG(bool, loop), Q_ARG(bool, hold), Q_ARG(float, firstFrame),
|
|
Q_ARG(float, lastFrame), Q_ARG(const QStringList&, maskedJoints));
|
|
return;
|
|
}
|
|
// check for a configured animation for the role
|
|
foreach (const AnimationHandlePointer& handle, _animationHandles) {
|
|
if (handle->getRole() == role) {
|
|
handle->start();
|
|
return;
|
|
}
|
|
}
|
|
// no joy; use the parameters provided
|
|
AnimationHandlePointer handle = _skeletonModel.createAnimationHandle();
|
|
handle->setRole(role);
|
|
handle->setURL(url);
|
|
handle->setFPS(fps);
|
|
handle->setPriority(priority);
|
|
handle->setLoop(loop);
|
|
handle->setHold(hold);
|
|
handle->setFirstFrame(firstFrame);
|
|
handle->setLastFrame(lastFrame);
|
|
handle->setMaskedJoints(maskedJoints);
|
|
handle->start();
|
|
}
|
|
|
|
void MyAvatar::stopAnimationByRole(const QString& role) {
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "stopAnimationByRole", Q_ARG(const QString&, role));
|
|
return;
|
|
}
|
|
foreach (const AnimationHandlePointer& handle, _skeletonModel.getRunningAnimations()) {
|
|
if (handle->getRole() == role) {
|
|
handle->stop();
|
|
}
|
|
}
|
|
}
|
|
|
|
void MyAvatar::stopAnimation(const QString& url) {
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "stopAnimation", Q_ARG(const QString&, url));
|
|
return;
|
|
}
|
|
foreach (const AnimationHandlePointer& handle, _skeletonModel.getRunningAnimations()) {
|
|
if (handle->getURL() == url) {
|
|
handle->stop();
|
|
}
|
|
}
|
|
}
|
|
|
|
AnimationDetails MyAvatar::getAnimationDetailsByRole(const QString& role) {
|
|
AnimationDetails result;
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "getAnimationDetailsByRole", Qt::BlockingQueuedConnection,
|
|
Q_RETURN_ARG(AnimationDetails, result),
|
|
Q_ARG(const QString&, role));
|
|
return result;
|
|
}
|
|
foreach (const AnimationHandlePointer& handle, _skeletonModel.getRunningAnimations()) {
|
|
if (handle->getRole() == role) {
|
|
result = handle->getAnimationDetails();
|
|
break;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
AnimationDetails MyAvatar::getAnimationDetails(const QString& url) {
|
|
AnimationDetails result;
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "getAnimationDetails", Qt::BlockingQueuedConnection,
|
|
Q_RETURN_ARG(AnimationDetails, result),
|
|
Q_ARG(const QString&, url));
|
|
return result;
|
|
}
|
|
foreach (const AnimationHandlePointer& handle, _skeletonModel.getRunningAnimations()) {
|
|
if (handle->getURL() == url) {
|
|
result = handle->getAnimationDetails();
|
|
break;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void MyAvatar::saveData() {
|
|
Settings settings;
|
|
settings.beginGroup("Avatar");
|
|
|
|
settings.setValue("headPitch", getHead()->getBasePitch());
|
|
|
|
settings.setValue("pupilDilation", getHead()->getPupilDilation());
|
|
|
|
settings.setValue("leanScale", _leanScale);
|
|
settings.setValue("scale", _targetScale);
|
|
|
|
settings.setValue("useFullAvatar", _useFullAvatar);
|
|
settings.setValue("fullAvatarURL", _fullAvatarURLFromPreferences);
|
|
settings.setValue("faceModelURL", _headURLFromPreferences);
|
|
settings.setValue("skeletonModelURL", _skeletonURLFromPreferences);
|
|
settings.setValue("headModelName", _headModelName);
|
|
settings.setValue("bodyModelName", _bodyModelName);
|
|
settings.setValue("fullAvatarModelName", _fullAvatarModelName);
|
|
|
|
settings.beginWriteArray("attachmentData");
|
|
for (int i = 0; i < _attachmentData.size(); i++) {
|
|
settings.setArrayIndex(i);
|
|
const AttachmentData& attachment = _attachmentData.at(i);
|
|
settings.setValue("modelURL", attachment.modelURL);
|
|
settings.setValue("jointName", attachment.jointName);
|
|
settings.setValue("translation_x", attachment.translation.x);
|
|
settings.setValue("translation_y", attachment.translation.y);
|
|
settings.setValue("translation_z", attachment.translation.z);
|
|
glm::vec3 eulers = safeEulerAngles(attachment.rotation);
|
|
settings.setValue("rotation_x", eulers.x);
|
|
settings.setValue("rotation_y", eulers.y);
|
|
settings.setValue("rotation_z", eulers.z);
|
|
settings.setValue("scale", attachment.scale);
|
|
}
|
|
settings.endArray();
|
|
|
|
settings.beginWriteArray("animationHandles");
|
|
for (int i = 0; i < _animationHandles.size(); i++) {
|
|
settings.setArrayIndex(i);
|
|
const AnimationHandlePointer& pointer = _animationHandles.at(i);
|
|
settings.setValue("role", pointer->getRole());
|
|
settings.setValue("url", pointer->getURL());
|
|
settings.setValue("fps", pointer->getFPS());
|
|
settings.setValue("priority", pointer->getPriority());
|
|
settings.setValue("loop", pointer->getLoop());
|
|
settings.setValue("hold", pointer->getHold());
|
|
settings.setValue("startAutomatically", pointer->getStartAutomatically());
|
|
settings.setValue("firstFrame", pointer->getFirstFrame());
|
|
settings.setValue("lastFrame", pointer->getLastFrame());
|
|
settings.setValue("maskedJoints", pointer->getMaskedJoints());
|
|
}
|
|
settings.endArray();
|
|
|
|
settings.setValue("displayName", _displayName);
|
|
|
|
settings.endGroup();
|
|
}
|
|
|
|
float loadSetting(QSettings& settings, const char* name, float defaultValue) {
|
|
float value = settings.value(name, defaultValue).toFloat();
|
|
if (glm::isnan(value)) {
|
|
value = defaultValue;
|
|
}
|
|
return value;
|
|
}
|
|
|
|
void MyAvatar::loadData() {
|
|
Settings settings;
|
|
settings.beginGroup("Avatar");
|
|
|
|
getHead()->setBasePitch(loadSetting(settings, "headPitch", 0.0f));
|
|
|
|
getHead()->setPupilDilation(loadSetting(settings, "pupilDilation", 0.0f));
|
|
|
|
_leanScale = loadSetting(settings, "leanScale", 0.05f);
|
|
_targetScale = loadSetting(settings, "scale", 1.0f);
|
|
setScale(_scale);
|
|
|
|
// The old preferences only stored the face and skeleton URLs, we didn't track if the user wanted to use 1 or 2 urls
|
|
// for their avatar, So we need to attempt to detect this old case and set our new preferences accordingly. If
|
|
// the head URL is empty, then we will assume they are using a full url...
|
|
bool isOldSettings = !(settings.contains("useFullAvatar") || settings.contains("fullAvatarURL"));
|
|
|
|
_useFullAvatar = settings.value("useFullAvatar").toBool();
|
|
_headURLFromPreferences = settings.value("faceModelURL", DEFAULT_HEAD_MODEL_URL).toUrl();
|
|
_fullAvatarURLFromPreferences = settings.value("fullAvatarURL", DEFAULT_FULL_AVATAR_MODEL_URL).toUrl();
|
|
_skeletonURLFromPreferences = settings.value("skeletonModelURL", DEFAULT_BODY_MODEL_URL).toUrl();
|
|
_headModelName = settings.value("headModelName", DEFAULT_HEAD_MODEL_NAME).toString();
|
|
_bodyModelName = settings.value("bodyModelName", DEFAULT_BODY_MODEL_NAME).toString();
|
|
_fullAvatarModelName = settings.value("fullAvatarModelName", DEFAULT_FULL_AVATAR_MODEL_NAME).toString();
|
|
|
|
if (isOldSettings) {
|
|
bool assumeFullAvatar = _headURLFromPreferences.isEmpty();
|
|
_useFullAvatar = assumeFullAvatar;
|
|
|
|
if (_useFullAvatar) {
|
|
_fullAvatarURLFromPreferences = settings.value("skeletonModelURL").toUrl();
|
|
_headURLFromPreferences = DEFAULT_HEAD_MODEL_URL;
|
|
_skeletonURLFromPreferences = DEFAULT_BODY_MODEL_URL;
|
|
|
|
QVariantHash fullAvatarFST = FSTReader::downloadMapping(_fullAvatarURLFromPreferences.toString());
|
|
|
|
_headModelName = "Default";
|
|
_bodyModelName = "Default";
|
|
_fullAvatarModelName = fullAvatarFST["name"].toString();
|
|
|
|
} else {
|
|
_fullAvatarURLFromPreferences = DEFAULT_FULL_AVATAR_MODEL_URL;
|
|
_skeletonURLFromPreferences = settings.value("skeletonModelURL", DEFAULT_BODY_MODEL_URL).toUrl();
|
|
|
|
if (_skeletonURLFromPreferences == DEFAULT_BODY_MODEL_URL) {
|
|
_bodyModelName = DEFAULT_BODY_MODEL_NAME;
|
|
} else {
|
|
QVariantHash bodyFST = FSTReader::downloadMapping(_skeletonURLFromPreferences.toString());
|
|
_bodyModelName = bodyFST["name"].toString();
|
|
}
|
|
|
|
if (_headURLFromPreferences == DEFAULT_HEAD_MODEL_URL) {
|
|
_headModelName = DEFAULT_HEAD_MODEL_NAME;
|
|
} else {
|
|
QVariantHash headFST = FSTReader::downloadMapping(_headURLFromPreferences.toString());
|
|
_headModelName = headFST["name"].toString();
|
|
}
|
|
|
|
_fullAvatarModelName = "Default";
|
|
}
|
|
}
|
|
|
|
if (_useFullAvatar) {
|
|
useFullAvatarURL(_fullAvatarURLFromPreferences, _fullAvatarModelName);
|
|
} else {
|
|
useHeadAndBodyURLs(_headURLFromPreferences, _skeletonURLFromPreferences, _headModelName, _bodyModelName);
|
|
}
|
|
|
|
QVector<AttachmentData> attachmentData;
|
|
int attachmentCount = settings.beginReadArray("attachmentData");
|
|
for (int i = 0; i < attachmentCount; i++) {
|
|
settings.setArrayIndex(i);
|
|
AttachmentData attachment;
|
|
attachment.modelURL = settings.value("modelURL").toUrl();
|
|
attachment.jointName = settings.value("jointName").toString();
|
|
attachment.translation.x = loadSetting(settings, "translation_x", 0.0f);
|
|
attachment.translation.y = loadSetting(settings, "translation_y", 0.0f);
|
|
attachment.translation.z = loadSetting(settings, "translation_z", 0.0f);
|
|
glm::vec3 eulers;
|
|
eulers.x = loadSetting(settings, "rotation_x", 0.0f);
|
|
eulers.y = loadSetting(settings, "rotation_y", 0.0f);
|
|
eulers.z = loadSetting(settings, "rotation_z", 0.0f);
|
|
attachment.rotation = glm::quat(eulers);
|
|
attachment.scale = loadSetting(settings, "scale", 1.0f);
|
|
attachmentData.append(attachment);
|
|
}
|
|
settings.endArray();
|
|
setAttachmentData(attachmentData);
|
|
|
|
int animationCount = settings.beginReadArray("animationHandles");
|
|
while (_animationHandles.size() > animationCount) {
|
|
_animationHandles.takeLast()->stop();
|
|
}
|
|
while (_animationHandles.size() < animationCount) {
|
|
addAnimationHandle();
|
|
}
|
|
for (int i = 0; i < animationCount; i++) {
|
|
settings.setArrayIndex(i);
|
|
const AnimationHandlePointer& handle = _animationHandles.at(i);
|
|
handle->setRole(settings.value("role", "idle").toString());
|
|
handle->setURL(settings.value("url").toUrl());
|
|
handle->setFPS(loadSetting(settings, "fps", 30.0f));
|
|
handle->setPriority(loadSetting(settings, "priority", 1.0f));
|
|
handle->setLoop(settings.value("loop", true).toBool());
|
|
handle->setHold(settings.value("hold", false).toBool());
|
|
handle->setFirstFrame(settings.value("firstFrame", 0.0f).toFloat());
|
|
handle->setLastFrame(settings.value("lastFrame", INT_MAX).toFloat());
|
|
handle->setMaskedJoints(settings.value("maskedJoints").toStringList());
|
|
handle->setStartAutomatically(settings.value("startAutomatically", true).toBool());
|
|
}
|
|
settings.endArray();
|
|
|
|
setDisplayName(settings.value("displayName").toString());
|
|
|
|
settings.endGroup();
|
|
}
|
|
|
|
void MyAvatar::saveAttachmentData(const AttachmentData& attachment) const {
|
|
Settings settings;
|
|
settings.beginGroup("savedAttachmentData");
|
|
settings.beginGroup(_skeletonModel.getURL().toString());
|
|
settings.beginGroup(attachment.modelURL.toString());
|
|
settings.setValue("jointName", attachment.jointName);
|
|
|
|
settings.beginGroup(attachment.jointName);
|
|
settings.setValue("translation_x", attachment.translation.x);
|
|
settings.setValue("translation_y", attachment.translation.y);
|
|
settings.setValue("translation_z", attachment.translation.z);
|
|
glm::vec3 eulers = safeEulerAngles(attachment.rotation);
|
|
settings.setValue("rotation_x", eulers.x);
|
|
settings.setValue("rotation_y", eulers.y);
|
|
settings.setValue("rotation_z", eulers.z);
|
|
settings.setValue("scale", attachment.scale);
|
|
|
|
settings.endGroup();
|
|
settings.endGroup();
|
|
settings.endGroup();
|
|
settings.endGroup();
|
|
}
|
|
|
|
AttachmentData MyAvatar::loadAttachmentData(const QUrl& modelURL, const QString& jointName) const {
|
|
Settings settings;
|
|
settings.beginGroup("savedAttachmentData");
|
|
settings.beginGroup(_skeletonModel.getURL().toString());
|
|
settings.beginGroup(modelURL.toString());
|
|
|
|
AttachmentData attachment;
|
|
attachment.modelURL = modelURL;
|
|
if (jointName.isEmpty()) {
|
|
attachment.jointName = settings.value("jointName").toString();
|
|
} else {
|
|
attachment.jointName = jointName;
|
|
}
|
|
settings.beginGroup(attachment.jointName);
|
|
if (settings.contains("translation_x")) {
|
|
attachment.translation.x = loadSetting(settings, "translation_x", 0.0f);
|
|
attachment.translation.y = loadSetting(settings, "translation_y", 0.0f);
|
|
attachment.translation.z = loadSetting(settings, "translation_z", 0.0f);
|
|
glm::vec3 eulers;
|
|
eulers.x = loadSetting(settings, "rotation_x", 0.0f);
|
|
eulers.y = loadSetting(settings, "rotation_y", 0.0f);
|
|
eulers.z = loadSetting(settings, "rotation_z", 0.0f);
|
|
attachment.rotation = glm::quat(eulers);
|
|
attachment.scale = loadSetting(settings, "scale", 1.0f);
|
|
} else {
|
|
attachment = AttachmentData();
|
|
}
|
|
|
|
settings.endGroup();
|
|
settings.endGroup();
|
|
settings.endGroup();
|
|
settings.endGroup();
|
|
|
|
return attachment;
|
|
}
|
|
|
|
int MyAvatar::parseDataAtOffset(const QByteArray& packet, int offset) {
|
|
qCDebug(interfaceapp) << "Error: ignoring update packet for MyAvatar"
|
|
<< " packetLength = " << packet.size()
|
|
<< " offset = " << offset;
|
|
// this packet is just bad, so we pretend that we unpacked it ALL
|
|
return packet.size() - offset;
|
|
}
|
|
|
|
void MyAvatar::sendKillAvatar() {
|
|
auto nodeList = DependencyManager::get<NodeList>();
|
|
QByteArray killPacket = nodeList->byteArrayWithPopulatedHeader(PacketTypeKillAvatar);
|
|
nodeList->broadcastToNodes(killPacket, NodeSet() << NodeType::AvatarMixer);
|
|
}
|
|
|
|
void MyAvatar::updateLookAtTargetAvatar() {
|
|
//
|
|
// Look at the avatar whose eyes are closest to the ray in direction of my avatar's head
|
|
//
|
|
_lookAtTargetAvatar.reset();
|
|
_targetAvatarPosition = glm::vec3(0.0f);
|
|
|
|
glm::vec3 lookForward = getHead()->getFinalOrientationInWorldFrame() * IDENTITY_FRONT;
|
|
glm::vec3 cameraPosition = Application::getInstance()->getCamera()->getPosition();
|
|
|
|
float smallestAngleTo = glm::radians(DEFAULT_FIELD_OF_VIEW_DEGREES) / 2.0f;
|
|
const float KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR = 1.3f;
|
|
const float GREATEST_LOOKING_AT_DISTANCE = 10.0f;
|
|
|
|
int howManyLookingAtMe = 0;
|
|
foreach (const AvatarSharedPointer& avatarPointer, DependencyManager::get<AvatarManager>()->getAvatarHash()) {
|
|
Avatar* avatar = static_cast<Avatar*>(avatarPointer.get());
|
|
bool isCurrentTarget = avatar->getIsLookAtTarget();
|
|
float distanceTo = glm::length(avatar->getHead()->getEyePosition() - cameraPosition);
|
|
avatar->setIsLookAtTarget(false);
|
|
if (!avatar->isMyAvatar() && avatar->isInitialized() && (distanceTo < GREATEST_LOOKING_AT_DISTANCE * getScale())) {
|
|
float angleTo = glm::angle(lookForward, glm::normalize(avatar->getHead()->getEyePosition() - cameraPosition));
|
|
if (angleTo < (smallestAngleTo * (isCurrentTarget ? KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR : 1.0f))) {
|
|
_lookAtTargetAvatar = avatarPointer;
|
|
_targetAvatarPosition = avatarPointer->getPosition();
|
|
smallestAngleTo = angleTo;
|
|
}
|
|
// Check if this avatar is looking at me, and fix their gaze on my camera if so
|
|
if (Application::getInstance()->isLookingAtMyAvatar(avatar)) {
|
|
howManyLookingAtMe++;
|
|
// Have that avatar look directly at my camera
|
|
// Philip TODO: correct to look at left/right eye
|
|
if (qApp->isHMDMode()) {
|
|
avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition());
|
|
// FIXME what is the point of this?
|
|
// avatar->getHead()->setCorrectedLookAtPosition(OculusManager::getLeftEyePosition());
|
|
} else {
|
|
avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition());
|
|
}
|
|
} else {
|
|
avatar->getHead()->clearCorrectedLookAtPosition();
|
|
}
|
|
}
|
|
}
|
|
auto avatarPointer = _lookAtTargetAvatar.lock();
|
|
if (avatarPointer) {
|
|
static_cast<Avatar*>(avatarPointer.get())->setIsLookAtTarget(true);
|
|
}
|
|
}
|
|
|
|
void MyAvatar::clearLookAtTargetAvatar() {
|
|
_lookAtTargetAvatar.reset();
|
|
}
|
|
|
|
bool MyAvatar::isLookingAtLeftEye() {
|
|
float const CHANCE_OF_CHANGING_EYE = 0.01f;
|
|
if (randFloat() < CHANCE_OF_CHANGING_EYE) {
|
|
_isLookingAtLeftEye = !_isLookingAtLeftEye;
|
|
}
|
|
return _isLookingAtLeftEye;
|
|
}
|
|
|
|
glm::vec3 MyAvatar::getDefaultEyePosition() const {
|
|
return _position + getWorldAlignedOrientation() * _skeletonModel.getDefaultEyeModelPosition();
|
|
}
|
|
|
|
const float SCRIPT_PRIORITY = DEFAULT_PRIORITY + 1.0f;
|
|
const float RECORDER_PRIORITY = SCRIPT_PRIORITY + 1.0f;
|
|
|
|
void MyAvatar::setJointRotations(QVector<glm::quat> jointRotations) {
|
|
int numStates = glm::min(_skeletonModel.getJointStateCount(), jointRotations.size());
|
|
for (int i = 0; i < numStates; ++i) {
|
|
// HACK: ATM only Recorder calls setJointRotations() so we hardcode its priority here
|
|
_skeletonModel.setJointState(i, true, jointRotations[i], RECORDER_PRIORITY);
|
|
}
|
|
}
|
|
|
|
void MyAvatar::setJointData(int index, const glm::quat& rotation) {
|
|
if (QThread::currentThread() == thread()) {
|
|
// HACK: ATM only JS scripts call setJointData() on MyAvatar so we hardcode the priority
|
|
_skeletonModel.setJointState(index, true, rotation, SCRIPT_PRIORITY);
|
|
}
|
|
}
|
|
|
|
void MyAvatar::clearJointData(int index) {
|
|
if (QThread::currentThread() == thread()) {
|
|
// HACK: ATM only JS scripts call clearJointData() on MyAvatar so we hardcode the priority
|
|
_skeletonModel.setJointState(index, false, glm::quat(), 0.0f);
|
|
_skeletonModel.clearJointAnimationPriority(index);
|
|
}
|
|
}
|
|
|
|
void MyAvatar::clearJointsData() {
|
|
clearJointAnimationPriorities();
|
|
}
|
|
|
|
void MyAvatar::clearJointAnimationPriorities() {
|
|
int numStates = _skeletonModel.getJointStateCount();
|
|
for (int i = 0; i < numStates; ++i) {
|
|
_skeletonModel.clearJointAnimationPriority(i);
|
|
}
|
|
}
|
|
|
|
QString MyAvatar::getModelDescription() const {
|
|
QString result;
|
|
if (_useFullAvatar) {
|
|
if (!getFullAvartarModelName().isEmpty()) {
|
|
result = "Full Avatar \"" + getFullAvartarModelName() + "\"";
|
|
} else {
|
|
result = "Full Avatar \"" + _fullAvatarURLFromPreferences.fileName() + "\"";
|
|
}
|
|
} else {
|
|
if (!getHeadModelName().isEmpty()) {
|
|
result = "Head \"" + getHeadModelName() + "\"";
|
|
} else {
|
|
result = "Head \"" + _headURLFromPreferences.fileName() + "\"";
|
|
}
|
|
if (!getBodyModelName().isEmpty()) {
|
|
result += " and Body \"" + getBodyModelName() + "\"";
|
|
} else {
|
|
result += " and Body \"" + _skeletonURLFromPreferences.fileName() + "\"";
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void MyAvatar::setFaceModelURL(const QUrl& faceModelURL) {
|
|
Avatar::setFaceModelURL(faceModelURL);
|
|
_billboardValid = false;
|
|
}
|
|
|
|
void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
|
|
Avatar::setSkeletonModelURL(skeletonModelURL);
|
|
_billboardValid = false;
|
|
}
|
|
|
|
void MyAvatar::useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelName) {
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "useFullAvatarURL", Qt::BlockingQueuedConnection,
|
|
Q_ARG(const QUrl&, fullAvatarURL),
|
|
Q_ARG(const QString&, modelName));
|
|
return;
|
|
}
|
|
|
|
_useFullAvatar = true;
|
|
|
|
if (_fullAvatarURLFromPreferences != fullAvatarURL) {
|
|
_fullAvatarURLFromPreferences = fullAvatarURL;
|
|
if (modelName.isEmpty()) {
|
|
QVariantHash fullAvatarFST = FSTReader::downloadMapping(_fullAvatarURLFromPreferences.toString());
|
|
_fullAvatarModelName = fullAvatarFST["name"].toString();
|
|
} else {
|
|
_fullAvatarModelName = modelName;
|
|
}
|
|
}
|
|
|
|
if (!getFaceModelURLString().isEmpty()) {
|
|
setFaceModelURL(QString());
|
|
}
|
|
|
|
if (fullAvatarURL != getSkeletonModelURL()) {
|
|
setSkeletonModelURL(fullAvatarURL);
|
|
UserActivityLogger::getInstance().changedModel("skeleton", fullAvatarURL.toString());
|
|
}
|
|
sendIdentityPacket();
|
|
}
|
|
|
|
void MyAvatar::useHeadURL(const QUrl& headURL, const QString& modelName) {
|
|
useHeadAndBodyURLs(headURL, _skeletonURLFromPreferences, modelName, _bodyModelName);
|
|
}
|
|
|
|
void MyAvatar::useBodyURL(const QUrl& bodyURL, const QString& modelName) {
|
|
useHeadAndBodyURLs(_headURLFromPreferences, bodyURL, _headModelName, modelName);
|
|
}
|
|
|
|
void MyAvatar::useHeadAndBodyURLs(const QUrl& headURL, const QUrl& bodyURL, const QString& headName, const QString& bodyName) {
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "useFullAvatarURL", Qt::BlockingQueuedConnection,
|
|
Q_ARG(const QUrl&, headURL),
|
|
Q_ARG(const QUrl&, bodyURL),
|
|
Q_ARG(const QString&, headName),
|
|
Q_ARG(const QString&, bodyName));
|
|
return;
|
|
}
|
|
|
|
_useFullAvatar = false;
|
|
|
|
if (_headURLFromPreferences != headURL) {
|
|
_headURLFromPreferences = headURL;
|
|
if (headName.isEmpty()) {
|
|
QVariantHash headFST = FSTReader::downloadMapping(_headURLFromPreferences.toString());
|
|
_headModelName = headFST["name"].toString();
|
|
} else {
|
|
_headModelName = headName;
|
|
}
|
|
}
|
|
|
|
if (_skeletonURLFromPreferences != bodyURL) {
|
|
_skeletonURLFromPreferences = bodyURL;
|
|
if (bodyName.isEmpty()) {
|
|
QVariantHash bodyFST = FSTReader::downloadMapping(_skeletonURLFromPreferences.toString());
|
|
_bodyModelName = bodyFST["name"].toString();
|
|
} else {
|
|
_bodyModelName = bodyName;
|
|
}
|
|
}
|
|
|
|
if (headURL != getFaceModelURL()) {
|
|
setFaceModelURL(headURL);
|
|
UserActivityLogger::getInstance().changedModel("head", headURL.toString());
|
|
}
|
|
|
|
if (bodyURL != getSkeletonModelURL()) {
|
|
setSkeletonModelURL(bodyURL);
|
|
UserActivityLogger::getInstance().changedModel("skeleton", bodyURL.toString());
|
|
}
|
|
sendIdentityPacket();
|
|
}
|
|
|
|
|
|
void MyAvatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
|
|
Avatar::setAttachmentData(attachmentData);
|
|
if (QThread::currentThread() != thread()) {
|
|
QMetaObject::invokeMethod(this, "setAttachmentData", Qt::DirectConnection,
|
|
Q_ARG(const QVector<AttachmentData>, attachmentData));
|
|
return;
|
|
}
|
|
_billboardValid = false;
|
|
}
|
|
|
|
glm::vec3 MyAvatar::getSkeletonPosition() const {
|
|
CameraMode mode = Application::getInstance()->getCamera()->getMode();
|
|
if (mode == CAMERA_MODE_THIRD_PERSON || mode == CAMERA_MODE_INDEPENDENT) {
|
|
// The avatar is rotated PI about the yAxis, so we have to correct for it
|
|
// to get the skeleton offset contribution in the world-frame.
|
|
const glm::quat FLIP = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
|
|
glm::vec3 skeletonOffset = _skeletonOffset;
|
|
if (_feetTouchFloor) {
|
|
skeletonOffset += _skeletonModel.getStandingOffset();
|
|
}
|
|
return _position + getOrientation() * FLIP * skeletonOffset;
|
|
}
|
|
return Avatar::getPosition();
|
|
}
|
|
|
|
void MyAvatar::rebuildSkeletonBody() {
|
|
// compute localAABox
|
|
const CapsuleShape& capsule = _skeletonModel.getBoundingShape();
|
|
float radius = capsule.getRadius();
|
|
float height = 2.0f * (capsule.getHalfHeight() + radius);
|
|
glm::vec3 corner(-radius, -0.5f * height, -radius);
|
|
corner += _skeletonModel.getBoundingShapeOffset();
|
|
glm::vec3 scale(2.0f * radius, height, 2.0f * radius);
|
|
_characterController.setLocalBoundingBox(corner, scale);
|
|
}
|
|
|
|
QString MyAvatar::getScriptedMotorFrame() const {
|
|
QString frame = "avatar";
|
|
if (_scriptedMotorFrame == SCRIPTED_MOTOR_CAMERA_FRAME) {
|
|
frame = "camera";
|
|
} else if (_scriptedMotorFrame == SCRIPTED_MOTOR_WORLD_FRAME) {
|
|
frame = "world";
|
|
}
|
|
return frame;
|
|
}
|
|
|
|
void MyAvatar::setScriptedMotorVelocity(const glm::vec3& velocity) {
|
|
float MAX_SCRIPTED_MOTOR_SPEED = 500.0f;
|
|
_scriptedMotorVelocity = velocity;
|
|
float speed = glm::length(_scriptedMotorVelocity);
|
|
if (speed > MAX_SCRIPTED_MOTOR_SPEED) {
|
|
_scriptedMotorVelocity *= MAX_SCRIPTED_MOTOR_SPEED / speed;
|
|
}
|
|
}
|
|
|
|
void MyAvatar::setScriptedMotorTimescale(float timescale) {
|
|
// we clamp the timescale on the large side (instead of just the low side) to prevent
|
|
// obnoxiously large values from introducing NaN into avatar's velocity
|
|
_scriptedMotorTimescale = glm::clamp(timescale, MIN_SCRIPTED_MOTOR_TIMESCALE,
|
|
DEFAULT_SCRIPTED_MOTOR_TIMESCALE);
|
|
}
|
|
|
|
void MyAvatar::setScriptedMotorFrame(QString frame) {
|
|
if (frame.toLower() == "camera") {
|
|
_scriptedMotorFrame = SCRIPTED_MOTOR_CAMERA_FRAME;
|
|
} else if (frame.toLower() == "avatar") {
|
|
_scriptedMotorFrame = SCRIPTED_MOTOR_AVATAR_FRAME;
|
|
} else if (frame.toLower() == "world") {
|
|
_scriptedMotorFrame = SCRIPTED_MOTOR_WORLD_FRAME;
|
|
}
|
|
}
|
|
|
|
void MyAvatar::clearScriptableSettings() {
|
|
clearJointAnimationPriorities();
|
|
_scriptedMotorVelocity = glm::vec3(0.0f);
|
|
_scriptedMotorTimescale = DEFAULT_SCRIPTED_MOTOR_TIMESCALE;
|
|
}
|
|
|
|
void MyAvatar::attach(const QString& modelURL, const QString& jointName, const glm::vec3& translation,
|
|
const glm::quat& rotation, float scale, bool allowDuplicates, bool useSaved) {
|
|
if (QThread::currentThread() != thread()) {
|
|
Avatar::attach(modelURL, jointName, translation, rotation, scale, allowDuplicates, useSaved);
|
|
return;
|
|
}
|
|
if (useSaved) {
|
|
AttachmentData attachment = loadAttachmentData(modelURL, jointName);
|
|
if (attachment.isValid()) {
|
|
Avatar::attach(modelURL, attachment.jointName, attachment.translation,
|
|
attachment.rotation, attachment.scale, allowDuplicates, useSaved);
|
|
return;
|
|
}
|
|
}
|
|
Avatar::attach(modelURL, jointName, translation, rotation, scale, allowDuplicates, useSaved);
|
|
}
|
|
|
|
void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) {
|
|
|
|
if (!(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
|
|
return; // wait until both models are loaded
|
|
}
|
|
|
|
// check to see if when we added our models to the scene they were ready, if they were not ready, then
|
|
// fix them up in the scene
|
|
if (_skeletonModel.needsFixupInScene()) {
|
|
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
|
|
render::PendingChanges pendingChanges;
|
|
_skeletonModel.removeFromScene(scene, pendingChanges);
|
|
_skeletonModel.addToScene(scene, pendingChanges);
|
|
scene->enqueuePendingChanges(pendingChanges);
|
|
}
|
|
|
|
Camera *camera = Application::getInstance()->getCamera();
|
|
const glm::vec3 cameraPos = camera->getPosition();
|
|
|
|
|
|
// HACK: comment this block which possibly change the near and break the rendering 5/6/2015
|
|
// Only tweak the frustum near far if it's not shadow
|
|
/* if (renderMode != RenderArgs::SHADOW_RENDER_MODE) {
|
|
// Set near clip distance according to skeleton model dimensions if first person and there is no separate head model.
|
|
if (shouldRenderHead(cameraPos, renderMode) || !getHead()->getFaceModel().getURL().isEmpty()) {
|
|
renderFrustum->setNearClip(DEFAULT_NEAR_CLIP);
|
|
} else {
|
|
float clipDistance = _skeletonModel.getHeadClipDistance();
|
|
clipDistance = glm::length(getEyePosition()
|
|
+ camera->getOrientation() * glm::vec3(0.0f, 0.0f, -clipDistance) - cameraPos);
|
|
renderFrustum->setNearClip(clipDistance);
|
|
}
|
|
}*/
|
|
|
|
// Render the body's voxels and head
|
|
if (!postLighting) {
|
|
|
|
// NOTE: we no longer call this here, because we've added all the model parts as renderable items in the scene
|
|
//_skeletonModel.render(renderArgs, 1.0f);
|
|
renderAttachments(renderArgs);
|
|
}
|
|
|
|
// Render head so long as the camera isn't inside it
|
|
if (shouldRenderHead(renderArgs, cameraPos)) {
|
|
getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting);
|
|
}
|
|
if (postLighting) {
|
|
getHand()->render(renderArgs, true);
|
|
}
|
|
}
|
|
|
|
const float RENDER_HEAD_CUTOFF_DISTANCE = 0.50f;
|
|
|
|
bool MyAvatar::shouldRenderHead(const RenderArgs* renderArgs, const glm::vec3& cameraPosition) const {
|
|
const Head* head = getHead();
|
|
return (renderArgs->_renderMode != RenderArgs::NORMAL_RENDER_MODE) || (Application::getInstance()->getCamera()->getMode() != CAMERA_MODE_FIRST_PERSON) ||
|
|
(glm::length(cameraPosition - head->getEyePosition()) > RENDER_HEAD_CUTOFF_DISTANCE * _scale);
|
|
}
|
|
|
|
void MyAvatar::updateOrientation(float deltaTime) {
|
|
// Gather rotation information from keyboard
|
|
const float TIME_BETWEEN_HMD_TURNS = 0.5f;
|
|
const float HMD_TURN_DEGREES = 22.5f;
|
|
if (!qApp->isHMDMode()) {
|
|
// Smoothly rotate body with arrow keys if not in HMD
|
|
_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
|
|
_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_SPEED * deltaTime;
|
|
} else {
|
|
// Jump turns if in HMD
|
|
if (_driveKeys[ROT_RIGHT] || _driveKeys[ROT_LEFT]) {
|
|
if (_turningKeyPressTime == 0.0f) {
|
|
setOrientation(getOrientation() *
|
|
glm::quat(glm::radians(glm::vec3(0.f, _driveKeys[ROT_LEFT] ? HMD_TURN_DEGREES : -HMD_TURN_DEGREES, 0.0f))));
|
|
}
|
|
_turningKeyPressTime += deltaTime;
|
|
if (_turningKeyPressTime > TIME_BETWEEN_HMD_TURNS) {
|
|
_turningKeyPressTime = 0.0f;
|
|
}
|
|
} else {
|
|
_turningKeyPressTime = 0.0f;
|
|
}
|
|
}
|
|
getHead()->setBasePitch(getHead()->getBasePitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
|
|
|
|
// update body orientation by movement inputs
|
|
setOrientation(getOrientation() *
|
|
glm::quat(glm::radians(glm::vec3(0.0f, _bodyYawDelta, 0.0f) * deltaTime)));
|
|
|
|
// decay body rotation momentum
|
|
const float BODY_SPIN_FRICTION = 7.5f;
|
|
float bodySpinMomentum = 1.0f - BODY_SPIN_FRICTION * deltaTime;
|
|
if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
|
|
_bodyYawDelta *= bodySpinMomentum;
|
|
|
|
float MINIMUM_ROTATION_RATE = 2.0f;
|
|
if (fabs(_bodyYawDelta) < MINIMUM_ROTATION_RATE) { _bodyYawDelta = 0.0f; }
|
|
|
|
if (qApp->isHMDMode()) {
|
|
// these angles will be in radians
|
|
glm::quat orientation = qApp->getHeadOrientation();
|
|
// ... so they need to be converted to degrees before we do math...
|
|
glm::vec3 euler = glm::eulerAngles(orientation) * DEGREES_PER_RADIAN;
|
|
|
|
//Invert yaw and roll when in mirror mode
|
|
if (Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_MIRROR) {
|
|
YAW(euler) *= -1.0;
|
|
ROLL(euler) *= -1.0;
|
|
}
|
|
|
|
Head* head = getHead();
|
|
head->setBaseYaw(YAW(euler));
|
|
head->setBasePitch(PITCH(euler));
|
|
head->setBaseRoll(ROLL(euler));
|
|
}
|
|
}
|
|
|
|
glm::vec3 MyAvatar::applyKeyboardMotor(float deltaTime, const glm::vec3& localVelocity, bool isHovering) {
|
|
if (! (_motionBehaviors & AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED)) {
|
|
return localVelocity;
|
|
}
|
|
// compute motor efficiency
|
|
// The timescale of the motor is the approximate time it takes for the motor to
|
|
// accomplish its intended localVelocity. A short timescale makes the motor strong,
|
|
// and a long timescale makes it weak. The value of timescale to use depends
|
|
// on what the motor is doing:
|
|
//
|
|
// (1) braking --> short timescale (aggressive motor assertion)
|
|
// (2) pushing --> medium timescale (mild motor assertion)
|
|
// (3) inactive --> long timescale (gentle friction for low speeds)
|
|
float MIN_KEYBOARD_MOTOR_TIMESCALE = 0.125f;
|
|
float MAX_KEYBOARD_MOTOR_TIMESCALE = 0.4f;
|
|
float MIN_KEYBOARD_BRAKE_SPEED = 0.3f;
|
|
float timescale = MAX_KEYBOARD_MOTOR_TIMESCALE;
|
|
bool isThrust = (glm::length2(_thrust) > EPSILON);
|
|
if (_isPushing || isThrust ||
|
|
(_scriptedMotorTimescale < MAX_KEYBOARD_MOTOR_TIMESCALE &&
|
|
_motionBehaviors | AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED)) {
|
|
// we don't want to brake if something is pushing the avatar around
|
|
timescale = _keyboardMotorTimescale;
|
|
_isBraking = false;
|
|
} else {
|
|
float speed = glm::length(localVelocity);
|
|
_isBraking = _wasPushing || (_isBraking && speed > MIN_KEYBOARD_BRAKE_SPEED);
|
|
if (_isBraking) {
|
|
timescale = MIN_KEYBOARD_MOTOR_TIMESCALE;
|
|
}
|
|
}
|
|
_wasPushing = _isPushing || isThrust;
|
|
_isPushing = false;
|
|
float motorEfficiency = glm::clamp(deltaTime / timescale, 0.0f, 1.0f);
|
|
|
|
glm::vec3 newLocalVelocity = localVelocity;
|
|
float keyboardInput = fabsf(_driveKeys[FWD] - _driveKeys[BACK]) +
|
|
(fabsf(_driveKeys[RIGHT] - _driveKeys[LEFT])) +
|
|
fabsf(_driveKeys[UP] - _driveKeys[DOWN]);
|
|
if (keyboardInput) {
|
|
// Compute keyboard input
|
|
glm::vec3 front = (_driveKeys[FWD] - _driveKeys[BACK]) * IDENTITY_FRONT;
|
|
glm::vec3 right = (_driveKeys[RIGHT] - _driveKeys[LEFT]) * IDENTITY_RIGHT;
|
|
glm::vec3 up = (_driveKeys[UP] - _driveKeys[DOWN]) * IDENTITY_UP;
|
|
|
|
glm::vec3 direction = front + right + up;
|
|
float directionLength = glm::length(direction);
|
|
|
|
// Compute motor magnitude
|
|
if (directionLength > EPSILON) {
|
|
direction /= directionLength;
|
|
|
|
if (isHovering) {
|
|
// we're flying --> complex acceleration curve with high max speed
|
|
float motorSpeed = glm::length(_keyboardMotorVelocity);
|
|
float finalMaxMotorSpeed = _scale * MAX_KEYBOARD_MOTOR_SPEED;
|
|
float speedGrowthTimescale = 2.0f;
|
|
float speedIncreaseFactor = 1.8f;
|
|
motorSpeed *= 1.0f + glm::clamp(deltaTime / speedGrowthTimescale , 0.0f, 1.0f) * speedIncreaseFactor;
|
|
const float maxBoostSpeed = _scale * MAX_BOOST_SPEED;
|
|
if (motorSpeed < maxBoostSpeed) {
|
|
// an active keyboard motor should never be slower than this
|
|
float boostCoefficient = (maxBoostSpeed - motorSpeed) / maxBoostSpeed;
|
|
motorSpeed += MIN_AVATAR_SPEED * boostCoefficient;
|
|
motorEfficiency += (1.0f - motorEfficiency) * boostCoefficient;
|
|
} else if (motorSpeed > finalMaxMotorSpeed) {
|
|
motorSpeed = finalMaxMotorSpeed;
|
|
}
|
|
_keyboardMotorVelocity = motorSpeed * direction;
|
|
|
|
} else {
|
|
// we're using a floor --> simple exponential decay toward target walk speed
|
|
const float WALK_ACCELERATION_TIMESCALE = 0.7f; // seconds to decrease delta to 1/e
|
|
_keyboardMotorVelocity = MAX_WALKING_SPEED * direction;
|
|
motorEfficiency = glm::clamp(deltaTime / WALK_ACCELERATION_TIMESCALE, 0.0f, 1.0f);
|
|
}
|
|
_isPushing = true;
|
|
}
|
|
newLocalVelocity = localVelocity + motorEfficiency * (_keyboardMotorVelocity - localVelocity);
|
|
} else {
|
|
_keyboardMotorVelocity = glm::vec3(0.0f);
|
|
newLocalVelocity = (1.0f - motorEfficiency) * localVelocity;
|
|
if (!isHovering && !_wasPushing) {
|
|
float speed = glm::length(newLocalVelocity);
|
|
if (speed > MIN_AVATAR_SPEED) {
|
|
// add small constant friction to help avatar drift to a stop sooner at low speeds
|
|
const float CONSTANT_FRICTION_DECELERATION = MIN_AVATAR_SPEED / 0.20f;
|
|
newLocalVelocity *= (speed - timescale * CONSTANT_FRICTION_DECELERATION) / speed;
|
|
}
|
|
}
|
|
}
|
|
|
|
return newLocalVelocity;
|
|
}
|
|
|
|
glm::vec3 MyAvatar::applyScriptedMotor(float deltaTime, const glm::vec3& localVelocity) {
|
|
// NOTE: localVelocity is in camera-frame because that's the frame of the default avatar motor
|
|
if (! (_motionBehaviors & AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED)) {
|
|
return localVelocity;
|
|
}
|
|
glm::vec3 deltaVelocity(0.0f);
|
|
if (_scriptedMotorFrame == SCRIPTED_MOTOR_CAMERA_FRAME) {
|
|
// camera frame
|
|
deltaVelocity = _scriptedMotorVelocity - localVelocity;
|
|
} else if (_scriptedMotorFrame == SCRIPTED_MOTOR_AVATAR_FRAME) {
|
|
// avatar frame
|
|
glm::quat rotation = glm::inverse(getHead()->getCameraOrientation()) * getOrientation();
|
|
deltaVelocity = rotation * _scriptedMotorVelocity - localVelocity;
|
|
} else {
|
|
// world-frame
|
|
glm::quat rotation = glm::inverse(getHead()->getCameraOrientation());
|
|
deltaVelocity = rotation * _scriptedMotorVelocity - localVelocity;
|
|
}
|
|
float motorEfficiency = glm::clamp(deltaTime / _scriptedMotorTimescale, 0.0f, 1.0f);
|
|
return localVelocity + motorEfficiency * deltaVelocity;
|
|
}
|
|
|
|
void MyAvatar::updatePosition(float deltaTime) {
|
|
// rotate velocity into camera frame
|
|
glm::quat rotation = getHead()->getCameraOrientation();
|
|
glm::vec3 localVelocity = glm::inverse(rotation) * _targetVelocity;
|
|
|
|
bool isHovering = _characterController.isHovering();
|
|
glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, isHovering);
|
|
newLocalVelocity = applyScriptedMotor(deltaTime, newLocalVelocity);
|
|
|
|
// rotate back into world-frame
|
|
_targetVelocity = rotation * newLocalVelocity;
|
|
|
|
_targetVelocity += _thrust * deltaTime;
|
|
_thrust = glm::vec3(0.0f);
|
|
|
|
// cap avatar speed
|
|
float speed = glm::length(_targetVelocity);
|
|
if (speed > MAX_AVATAR_SPEED) {
|
|
_targetVelocity *= MAX_AVATAR_SPEED / speed;
|
|
speed = MAX_AVATAR_SPEED;
|
|
}
|
|
|
|
if (speed > MIN_AVATAR_SPEED && !_characterController.isEnabled()) {
|
|
// update position ourselves
|
|
applyPositionDelta(deltaTime * _targetVelocity);
|
|
measureMotionDerivatives(deltaTime);
|
|
} // else physics will move avatar later
|
|
|
|
// update _moving flag based on speed
|
|
const float MOVING_SPEED_THRESHOLD = 0.01f;
|
|
_moving = speed > MOVING_SPEED_THRESHOLD;
|
|
|
|
}
|
|
|
|
void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTime, float frequency) {
|
|
// COLLISION SOUND API in Audio has been removed
|
|
}
|
|
|
|
bool findAvatarAvatarPenetration(const glm::vec3 positionA, float radiusA, float heightA,
|
|
const glm::vec3 positionB, float radiusB, float heightB, glm::vec3& penetration) {
|
|
glm::vec3 positionBA = positionB - positionA;
|
|
float xzDistance = sqrt(positionBA.x * positionBA.x + positionBA.z * positionBA.z);
|
|
if (xzDistance < (radiusA + radiusB)) {
|
|
float yDistance = fabs(positionBA.y);
|
|
float halfHeights = 0.5 * (heightA + heightB);
|
|
if (yDistance < halfHeights) {
|
|
// cylinders collide
|
|
if (xzDistance > 0.0f) {
|
|
positionBA.y = 0.0f;
|
|
// note, penetration should point from A into B
|
|
penetration = positionBA * ((radiusA + radiusB - xzDistance) / xzDistance);
|
|
return true;
|
|
} else {
|
|
// exactly coaxial -- we'll return false for this case
|
|
return false;
|
|
}
|
|
} else if (yDistance < halfHeights + radiusA + radiusB) {
|
|
// caps collide
|
|
if (positionBA.y < 0.0f) {
|
|
// A is above B
|
|
positionBA.y += halfHeights;
|
|
float BA = glm::length(positionBA);
|
|
penetration = positionBA * (radiusA + radiusB - BA) / BA;
|
|
return true;
|
|
} else {
|
|
// A is below B
|
|
positionBA.y -= halfHeights;
|
|
float BA = glm::length(positionBA);
|
|
penetration = positionBA * (radiusA + radiusB - BA) / BA;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void MyAvatar::maybeUpdateBillboard() {
|
|
if (_billboardValid || !(_skeletonModel.isLoadedWithTextures() && getHead()->getFaceModel().isLoadedWithTextures())) {
|
|
return;
|
|
}
|
|
foreach (Model* model, _attachmentModels) {
|
|
if (!model->isLoadedWithTextures()) {
|
|
return;
|
|
}
|
|
}
|
|
gpu::Context context(new gpu::GLBackend());
|
|
RenderArgs renderArgs(&context);
|
|
QImage image = Application::getInstance()->renderAvatarBillboard(&renderArgs);
|
|
_billboard.clear();
|
|
QBuffer buffer(&_billboard);
|
|
buffer.open(QIODevice::WriteOnly);
|
|
image.save(&buffer, "PNG");
|
|
_billboardValid = true;
|
|
|
|
sendBillboardPacket();
|
|
}
|
|
|
|
void MyAvatar::increaseSize() {
|
|
if ((1.0f + SCALING_RATIO) * _targetScale < MAX_AVATAR_SCALE) {
|
|
_targetScale *= (1.0f + SCALING_RATIO);
|
|
qCDebug(interfaceapp, "Changed scale to %f", _targetScale);
|
|
}
|
|
}
|
|
|
|
void MyAvatar::decreaseSize() {
|
|
if (MIN_AVATAR_SCALE < (1.0f - SCALING_RATIO) * _targetScale) {
|
|
_targetScale *= (1.0f - SCALING_RATIO);
|
|
qCDebug(interfaceapp, "Changed scale to %f", _targetScale);
|
|
}
|
|
}
|
|
|
|
void MyAvatar::resetSize() {
|
|
_targetScale = 1.0f;
|
|
qCDebug(interfaceapp, "Reseted scale to %f", _targetScale);
|
|
}
|
|
|
|
void MyAvatar::goToLocation(const glm::vec3& newPosition,
|
|
bool hasOrientation, const glm::quat& newOrientation,
|
|
bool shouldFaceLocation) {
|
|
|
|
qCDebug(interfaceapp).nospace() << "MyAvatar goToLocation - moving to " << newPosition.x << ", "
|
|
<< newPosition.y << ", " << newPosition.z;
|
|
|
|
glm::vec3 shiftedPosition = newPosition;
|
|
|
|
if (hasOrientation) {
|
|
qCDebug(interfaceapp).nospace() << "MyAvatar goToLocation - new orientation is "
|
|
<< newOrientation.x << ", " << newOrientation.y << ", " << newOrientation.z << ", " << newOrientation.w;
|
|
|
|
// orient the user to face the target
|
|
glm::quat quatOrientation = newOrientation;
|
|
|
|
if (shouldFaceLocation) {
|
|
|
|
quatOrientation = newOrientation * glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
|
|
|
|
// move the user a couple units away
|
|
const float DISTANCE_TO_USER = 2.0f;
|
|
shiftedPosition = newPosition - quatOrientation * IDENTITY_FRONT * DISTANCE_TO_USER;
|
|
}
|
|
|
|
setOrientation(quatOrientation);
|
|
}
|
|
|
|
slamPosition(shiftedPosition);
|
|
emit transformChanged();
|
|
}
|
|
|
|
void MyAvatar::updateMotionBehavior() {
|
|
Menu* menu = Menu::getInstance();
|
|
if (menu->isOptionChecked(MenuOption::KeyboardMotorControl)) {
|
|
_motionBehaviors |= AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED;
|
|
} else {
|
|
_motionBehaviors &= ~AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED;
|
|
}
|
|
if (menu->isOptionChecked(MenuOption::ScriptedMotorControl)) {
|
|
_motionBehaviors |= AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
|
|
} else {
|
|
_motionBehaviors &= ~AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
|
|
}
|
|
_characterController.setEnabled(menu->isOptionChecked(MenuOption::EnableCharacterController));
|
|
_feetTouchFloor = menu->isOptionChecked(MenuOption::ShiftHipsForIdleAnimations);
|
|
}
|
|
|
|
void MyAvatar::renderAttachments(RenderArgs* args) {
|
|
if (Application::getInstance()->getCamera()->getMode() != CAMERA_MODE_FIRST_PERSON || args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
|
|
Avatar::renderAttachments(args);
|
|
return;
|
|
}
|
|
const FBXGeometry& geometry = _skeletonModel.getGeometry()->getFBXGeometry();
|
|
QString headJointName = (geometry.headJointIndex == -1) ? QString() : geometry.joints.at(geometry.headJointIndex).name;
|
|
// RenderArgs::RenderMode modelRenderMode = (renderMode == RenderArgs::SHADOW_RENDER_MODE) ?
|
|
// RenderArgs::SHADOW_RENDER_MODE : RenderArgs::DEFAULT_RENDER_MODE;
|
|
for (int i = 0; i < _attachmentData.size(); i++) {
|
|
const QString& jointName = _attachmentData.at(i).jointName;
|
|
if (jointName != headJointName && jointName != "Head") {
|
|
_attachmentModels.at(i)->render(args, 1.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Renders sixense laser pointers for UI selection with controllers
|
|
void MyAvatar::renderLaserPointers() {
|
|
const float PALM_TIP_ROD_RADIUS = 0.002f;
|
|
|
|
//If the Oculus is enabled, we will draw a blue cursor ray
|
|
|
|
for (size_t i = 0; i < getHand()->getNumPalms(); ++i) {
|
|
PalmData& palm = getHand()->getPalms()[i];
|
|
if (palm.isActive()) {
|
|
glm::vec3 tip = getLaserPointerTipPosition(&palm);
|
|
glm::vec3 root = palm.getPosition();
|
|
|
|
//Scale the root vector with the avatar scale
|
|
scaleVectorRelativeToPosition(root);
|
|
|
|
Avatar::renderJointConnectingCone(root, tip, PALM_TIP_ROD_RADIUS, PALM_TIP_ROD_RADIUS, glm::vec4(0, 1, 1, 1));
|
|
}
|
|
}
|
|
}
|
|
|
|
//Gets the tip position for the laser pointer
|
|
glm::vec3 MyAvatar::getLaserPointerTipPosition(const PalmData* palm) {
|
|
const ApplicationOverlay& applicationOverlay = Application::getInstance()->getApplicationOverlay();
|
|
glm::vec3 direction = glm::normalize(palm->getTipPosition() - palm->getPosition());
|
|
|
|
glm::vec3 position = palm->getPosition();
|
|
//scale the position with the avatar
|
|
scaleVectorRelativeToPosition(position);
|
|
|
|
|
|
glm::vec3 result;
|
|
if (applicationOverlay.calculateRayUICollisionPoint(position, direction, result)) {
|
|
return result;
|
|
}
|
|
|
|
return palm->getPosition();
|
|
}
|
|
|
|
void MyAvatar::clearDriveKeys() {
|
|
for (int i = 0; i < MAX_DRIVE_KEYS; ++i) {
|
|
_driveKeys[i] = 0.0f;
|
|
}
|
|
}
|
|
|
|
void MyAvatar::relayDriveKeysToCharacterController() {
|
|
if (_driveKeys[UP] > 0.0f) {
|
|
_characterController.jump();
|
|
}
|
|
}
|