mirror of
https://github.com/AleziaKurdis/overte.git
synced 2025-04-07 23:12:36 +02:00
Small optimisations and tidying of things that were noticed in passing. No behaviour should change.
* Removed the deprecated MyAvatar.setToggleHips script function and the "Toggle Hips Following" option from the Developer menu. They had no effect on any code. * In CharacterController::applyMotor, prevented unnecessary calls to btVector3::rotate() when the motor has no rotation. This change also improves readability through the use of clearly-named lambdas. * In AvatarData::getFauxJointIndex, prevented unnecessary string comparisons when the named joint is a real joint rather than a faux one. * In Avatar::getJointIndex, removed an unnecessary call to QHash<QString, int>::contains(), by supplying a default index for QHash<QString, int>::value(). * Removed unnecessary condition "forwardLeanAmount < 0" in MyAvatar::FollowHelper::shouldActivateHorizontal_userSitting. * Corrected the return type of MyAvatar::getSitStandStateChange from float to bool. * Added a missing 'f' suffix to a float literal in PreferencesDialog.cpp.
This commit is contained in:
parent
c869554d46
commit
72725e783a
8 changed files with 36 additions and 40 deletions
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@ -556,8 +556,6 @@ Menu::Menu() {
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});
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::FixGaze, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::ToggleHipsFollowing, 0, false,
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avatar.get(), SLOT(setToggleHips(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawBaseOfSupport, 0, false,
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avatar.get(), SLOT(setEnableDebugDrawBaseOfSupport(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawDefaultPose, 0, false,
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@ -211,7 +211,6 @@ namespace MenuOption {
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const QString ThirdPerson = "Third Person Legacy";
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const QString ThreePointCalibration = "3 Point Calibration";
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const QString ThrottleFPSIfNotFocus = "Throttle FPS If Not Focus"; // FIXME - this value duplicated in Basic2DWindowOpenGLDisplayPlugin.cpp
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const QString ToggleHipsFollowing = "Toggle Hips Following";
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const QString ToolWindow = "Tool Window";
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const QString TransmitterDrive = "Transmitter Drive";
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const QString TurnWithHead = "Turn using Head";
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@ -1392,18 +1392,6 @@ float loadSetting(Settings& settings, const QString& name, float defaultValue) {
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return value;
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}
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void MyAvatar::setToggleHips(bool followHead) {
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_follow.setToggleHipsFollowing(followHead);
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}
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void MyAvatar::FollowHelper::setToggleHipsFollowing(bool followHead) {
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_toggleHipsFollowing = followHead;
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}
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bool MyAvatar::FollowHelper::getToggleHipsFollowing() const {
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return _toggleHipsFollowing;
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}
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void MyAvatar::setEnableDebugDrawBaseOfSupport(bool isEnabled) {
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_enableDebugDrawBaseOfSupport = isEnabled;
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}
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@ -2030,7 +2018,6 @@ void MyAvatar::loadData() {
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allowAvatarLeaningPreferenceStrings[static_cast<uint>(AllowAvatarLeaningPreference::Default)])));
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setEnableMeshVisible(Menu::getInstance()->isOptionChecked(MenuOption::MeshVisible));
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_follow.setToggleHipsFollowing (Menu::getInstance()->isOptionChecked(MenuOption::ToggleHipsFollowing));
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setEnableDebugDrawBaseOfSupport(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawBaseOfSupport));
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setEnableDebugDrawDefaultPose(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawDefaultPose));
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setEnableDebugDrawAnimPose(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawAnimPose));
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@ -5514,7 +5501,7 @@ void MyAvatar::setSitStandStateChange(bool stateChanged) {
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}
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// Determine if the user's real-world sit/stand state has changed.
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float MyAvatar::getSitStandStateChange() const {
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bool MyAvatar::getSitStandStateChange() const {
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return _sitStandStateChange;
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}
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@ -5696,7 +5683,7 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontal_userSitting(const MyAvatar
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bool stepDetected = false;
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if (forwardLeanAmount > MAX_FORWARD_LEAN) {
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stepDetected = true;
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} else if (forwardLeanAmount < 0 && forwardLeanAmount < -MAX_BACKWARD_LEAN) {
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} else if (forwardLeanAmount < -MAX_BACKWARD_LEAN) {
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stepDetected = true;
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} else {
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stepDetected = fabs(lateralLeanAmount) > MAX_LATERAL_LEAN;
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@ -1800,7 +1800,7 @@ public:
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void setAnalogPlusSprintSpeed(float value);
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float getAnalogPlusSprintSpeed() const;
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void setSitStandStateChange(bool stateChanged);
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float getSitStandStateChange() const;
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bool getSitStandStateChange() const;
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void updateSitStandState(float newHeightReading, float dt);
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QVector<QString> getScriptUrls();
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@ -2181,13 +2181,6 @@ public slots:
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*/
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Q_INVOKABLE void updateMotionBehaviorFromMenu();
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/**jsdoc
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* @function MyAvatar.setToggleHips
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* @param {boolean} enabled - Enabled.
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* @deprecated This function is deprecated and will be removed.
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*/
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void setToggleHips(bool followHead);
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/**jsdoc
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* Displays the base of support area debug graphics if in HMD mode. If your head goes outside this area your avatar's hips
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* are moved to counterbalance your avatar, and if your head moves too far then your avatar's position is moved (i.e., a
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@ -2907,8 +2900,6 @@ private:
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void setForceActivateVertical(bool val);
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bool getForceActivateHorizontal() const;
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void setForceActivateHorizontal(bool val);
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bool getToggleHipsFollowing() const;
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void setToggleHipsFollowing(bool followHead);
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std::atomic<bool> _forceActivateRotation { false };
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std::atomic<bool> _forceActivateVertical { false };
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std::atomic<bool> _forceActivateHorizontal { false };
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@ -364,7 +364,7 @@ void setupPreferences() {
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auto preference = new SpinnerSliderPreference(VR_MOVEMENT, "Camera Sensitivity", getter, setter);
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preference->setMin(0.01f);
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preference->setMax(5.0f);
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preference->setStep(0.1);
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preference->setStep(0.1f);
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preference->setDecimals(2);
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preferences->addPreference(preference);
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}
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@ -1444,9 +1444,7 @@ int Avatar::getJointIndex(const QString& name) const {
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}
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withValidJointIndicesCache([&]() {
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if (_modelJointIndicesCache.contains(name)) {
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result = _modelJointIndicesCache.value(name) - 1;
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}
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result = _modelJointIndicesCache.value(name, result + 1) - 1;
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});
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return result;
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}
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@ -1938,6 +1938,10 @@ void AvatarData::clearJointsData() {
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}
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int AvatarData::getFauxJointIndex(const QString& name) const {
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static constexpr QChar fauxJointFirstChar('_');// The first character of all the faux joint names.
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if (!name.startsWith(fauxJointFirstChar)) {
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return -1;
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};
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if (name == "_SENSOR_TO_WORLD_MATRIX") {
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return SENSOR_TO_WORLD_MATRIX_INDEX;
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}
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@ -696,10 +696,29 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
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return;
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}
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// rotate into motor-frame
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const bool motorHasRotation = !(motor.rotation == btQuaternion::getIdentity());
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btVector3 axis = motor.rotation.getAxis();
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btScalar angle = motor.rotation.getAngle();
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btVector3 velocity = worldVelocity.rotate(axis, -angle);
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// Rotate a vector from motor frame to world frame
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auto rotateToWorldFrame = [&axis, &angle, &motorHasRotation](const btVector3 vectorInMotorFrame) {
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if (motorHasRotation) {
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return vectorInMotorFrame.rotate(axis, angle);
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} else {
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return vectorInMotorFrame;
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}
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};
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// Rotate a vector from world frame to motor frame
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auto rotateToMotorFrame = [&axis, &angle, &motorHasRotation](const btVector3 vectorInWorldFrame) {
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if (motorHasRotation) {
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return vectorInWorldFrame.rotate(axis, -angle);
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} else {
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return vectorInWorldFrame;
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}
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};
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btVector3 velocity = rotateToMotorFrame(worldVelocity);
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int32_t collisionMask = computeCollisionMask();
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if (collisionMask == BULLET_COLLISION_MASK_COLLISIONLESS ||
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@ -712,15 +731,15 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
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velocity += tau * (motor.velocity - velocity);
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// rotate back into world-frame
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velocity = velocity.rotate(axis, angle);
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_targetVelocity += (tau * motor.velocity).rotate(axis, angle);
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velocity = rotateToWorldFrame(velocity);
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_targetVelocity += rotateToWorldFrame(tau * motor.velocity);
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// store the velocity and weight
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velocities.push_back(velocity);
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weights.push_back(tau);
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} else {
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// compute local UP
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btVector3 up = _currentUp.rotate(axis, -angle);
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btVector3 up = rotateToMotorFrame(_currentUp);
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btVector3 motorVelocity = motor.velocity;
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// save these non-adjusted components for later
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if (_stepHeight > _minStepHeight && !_steppingUp) {
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// there is a step --> compute velocity direction to go over step
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btVector3 motorVelocityWF = motorVelocity.rotate(axis, angle);
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btVector3 motorVelocityWF = rotateToWorldFrame(motorVelocity);
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if (motorVelocityWF.dot(_stepNormal) < 0.0f) {
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// the motor pushes against step
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_steppingUp = true;
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}
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// add components back together and rotate into world-frame
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velocity = (hVelocity + vVelocity).rotate(axis, angle);
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_targetVelocity += maxTau * (hTargetVelocity + vTargetVelocity).rotate(axis, angle);
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velocity = rotateToWorldFrame(hVelocity + vVelocity);
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_targetVelocity += maxTau * rotateToWorldFrame(hTargetVelocity + vTargetVelocity);
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// store velocity and weights
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velocities.push_back(velocity);
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