Merge pull request #13528 from amantley/integratedStepping

Step Detection From Head and Hands Tracking
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Anthony Thibault 2018-07-10 09:59:22 -07:00 committed by GitHub
commit 1d33f51ca4
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4 changed files with 247 additions and 12 deletions

View file

@ -566,7 +566,7 @@
},
{
"id": "idleToWalkFwd",
"interpTarget": 3,
"interpTarget": 10,
"interpDuration": 3,
"transitions": [
{ "var": "idleToWalkFwdOnDone", "state": "walkFwd" },
@ -603,8 +603,8 @@
},
{
"id": "walkBwd",
"interpTarget": 6,
"interpDuration": 6,
"interpTarget": 8,
"interpDuration": 2,
"transitions": [
{ "var": "isNotMoving", "state": "idle" },
{ "var": "isMovingForward", "state": "walkFwd" },
@ -621,8 +621,8 @@
},
{
"id": "strafeRight",
"interpTarget": 6,
"interpDuration": 6,
"interpTarget": 20,
"interpDuration": 1,
"transitions": [
{ "var": "isNotMoving", "state": "idle" },
{ "var": "isMovingForward", "state": "walkFwd" },
@ -639,8 +639,8 @@
},
{
"id": "strafeLeft",
"interpTarget": 6,
"interpDuration": 6,
"interpTarget": 20,
"interpDuration": 1,
"transitions": [
{ "var": "isNotMoving", "state": "idle" },
{ "var": "isMovingForward", "state": "walkFwd" },

View file

@ -88,6 +88,10 @@ const float MyAvatar::ZOOM_MIN = 0.5f;
const float MyAvatar::ZOOM_MAX = 25.0f;
const float MyAvatar::ZOOM_DEFAULT = 1.5f;
const float MIN_SCALE_CHANGED_DELTA = 0.001f;
const int MODE_READINGS_RING_BUFFER_SIZE = 500;
const float CENTIMETERS_PER_METER = 100.0f;
//#define DEBUG_DRAW_HMD_MOVING_AVERAGE
MyAvatar::MyAvatar(QThread* thread) :
Avatar(thread),
@ -108,6 +112,7 @@ MyAvatar::MyAvatar(QThread* thread) :
_hmdSensorMatrix(),
_hmdSensorOrientation(),
_hmdSensorPosition(),
_recentModeReadings(MODE_READINGS_RING_BUFFER_SIZE),
_bodySensorMatrix(),
_goToPending(false),
_goToPosition(),
@ -414,7 +419,8 @@ void MyAvatar::reset(bool andRecenter, bool andReload, bool andHead) {
void MyAvatar::update(float deltaTime) {
// update moving average of HMD facing in xz plane.
const float HMD_FACING_TIMESCALE = 4.0f; // very slow average
const float HMD_FACING_TIMESCALE = getRotationRecenterFilterLength();
float tau = deltaTime / HMD_FACING_TIMESCALE;
_headControllerFacingMovingAverage = lerp(_headControllerFacingMovingAverage, _headControllerFacing, tau);
@ -423,6 +429,12 @@ void MyAvatar::update(float deltaTime) {
_smoothOrientationTimer += deltaTime;
}
float newHeightReading = getControllerPoseInAvatarFrame(controller::Action::HEAD).getTranslation().y;
int newHeightReadingInCentimeters = glm::floor(newHeightReading * CENTIMETERS_PER_METER);
_recentModeReadings.insert(newHeightReadingInCentimeters);
setCurrentStandingHeight(computeStandingHeightMode(getControllerPoseInAvatarFrame(controller::Action::HEAD)));
setAverageHeadRotation(computeAverageHeadRotation(getControllerPoseInAvatarFrame(controller::Action::HEAD)));
#ifdef DEBUG_DRAW_HMD_MOVING_AVERAGE
auto sensorHeadPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
glm::vec3 worldHeadPos = transformPoint(getSensorToWorldMatrix(), sensorHeadPose.getTranslation());
@ -2182,6 +2194,15 @@ void MyAvatar::setHasAudioEnabledFaceMovement(bool hasAudioEnabledFaceMovement)
_headData->setHasAudioEnabledFaceMovement(hasAudioEnabledFaceMovement);
}
void MyAvatar::setRotationRecenterFilterLength(float length) {
const float MINIMUM_ROTATION_RECENTER_FILTER_LENGTH = 0.01f;
_rotationRecenterFilterLength = std::max(MINIMUM_ROTATION_RECENTER_FILTER_LENGTH, length);
}
void MyAvatar::setRotationThreshold(float angleRadians) {
_rotationThreshold = angleRadians;
}
void MyAvatar::updateOrientation(float deltaTime) {
// Smoothly rotate body with arrow keys
@ -3146,6 +3167,148 @@ glm::mat4 MyAvatar::deriveBodyUsingCgModel() const {
return worldToSensorMat * avatarToWorldMat * avatarHipsMat;
}
static bool isInsideLine(const glm::vec3& a, const glm::vec3& b, const glm::vec3& c) {
return (((b.x - a.x) * (c.z - a.z) - (b.z - a.z) * (c.x - a.x)) > 0);
}
static bool withinBaseOfSupport(const controller::Pose& head) {
float userScale = 1.0f;
glm::vec3 frontLeft(-DEFAULT_AVATAR_LATERAL_STEPPING_THRESHOLD, 0.0f, -DEFAULT_AVATAR_ANTERIOR_STEPPING_THRESHOLD);
glm::vec3 frontRight(DEFAULT_AVATAR_LATERAL_STEPPING_THRESHOLD, 0.0f, -DEFAULT_AVATAR_ANTERIOR_STEPPING_THRESHOLD);
glm::vec3 backLeft(-DEFAULT_AVATAR_LATERAL_STEPPING_THRESHOLD, 0.0f, DEFAULT_AVATAR_POSTERIOR_STEPPING_THRESHOLD);
glm::vec3 backRight(DEFAULT_AVATAR_LATERAL_STEPPING_THRESHOLD, 0.0f, DEFAULT_AVATAR_POSTERIOR_STEPPING_THRESHOLD);
bool isWithinSupport = false;
if (head.isValid()) {
bool withinFrontBase = isInsideLine(userScale * frontLeft, userScale * frontRight, head.getTranslation());
bool withinBackBase = isInsideLine(userScale * backRight, userScale * backLeft, head.getTranslation());
bool withinLateralBase = (isInsideLine(userScale * frontRight, userScale * backRight, head.getTranslation()) &&
isInsideLine(userScale * backLeft, userScale * frontLeft, head.getTranslation()));
isWithinSupport = (withinFrontBase && withinBackBase && withinLateralBase);
}
return isWithinSupport;
}
static bool headAngularVelocityBelowThreshold(const controller::Pose& head) {
glm::vec3 xzPlaneAngularVelocity(0.0f, 0.0f, 0.0f);
if (head.isValid()) {
xzPlaneAngularVelocity.x = head.getAngularVelocity().x;
xzPlaneAngularVelocity.z = head.getAngularVelocity().z;
}
float magnitudeAngularVelocity = glm::length(xzPlaneAngularVelocity);
bool isBelowThreshold = (magnitudeAngularVelocity < DEFAULT_AVATAR_HEAD_ANGULAR_VELOCITY_STEPPING_THRESHOLD);
return isBelowThreshold;
}
static bool isWithinThresholdHeightMode(const controller::Pose& head,const float& newMode) {
bool isWithinThreshold = true;
if (head.isValid()) {
isWithinThreshold = (head.getTranslation().y - newMode) > DEFAULT_AVATAR_MODE_HEIGHT_STEPPING_THRESHOLD;
}
return isWithinThreshold;
}
float MyAvatar::computeStandingHeightMode(const controller::Pose& head) {
const float MODE_CORRECTION_FACTOR = 0.02f;
int greatestFrequency = 0;
int mode = 0;
// init mode in meters to the current mode
float modeInMeters = getCurrentStandingHeight();
if (head.isValid()) {
std::map<int, int> freq;
for(auto recentModeReadingsIterator = _recentModeReadings.begin(); recentModeReadingsIterator != _recentModeReadings.end(); ++recentModeReadingsIterator) {
freq[*recentModeReadingsIterator] += 1;
if (freq[*recentModeReadingsIterator] > greatestFrequency) {
greatestFrequency = freq[*recentModeReadingsIterator];
mode = *recentModeReadingsIterator;
}
}
modeInMeters = ((float)mode) / CENTIMETERS_PER_METER;
if (!(modeInMeters > getCurrentStandingHeight())) {
// if not greater check for a reset
if (getResetMode() && qApp->isHMDMode()) {
setResetMode(false);
float resetModeInCentimeters = glm::floor((head.getTranslation().y - MODE_CORRECTION_FACTOR)*CENTIMETERS_PER_METER);
modeInMeters = (resetModeInCentimeters / CENTIMETERS_PER_METER);
_recentModeReadings.clear();
} else {
// if not greater and no reset, keep the mode as it is
modeInMeters = getCurrentStandingHeight();
}
}
}
return modeInMeters;
}
static bool handDirectionMatchesHeadDirection(const controller::Pose& leftHand, const controller::Pose& rightHand, const controller::Pose& head) {
const float VELOCITY_EPSILON = 0.02f;
bool leftHandDirectionMatchesHead = true;
bool rightHandDirectionMatchesHead = true;
glm::vec3 xzHeadVelocity(head.velocity.x, 0.0f, head.velocity.z);
if (leftHand.isValid() && head.isValid()) {
glm::vec3 xzLeftHandVelocity(leftHand.velocity.x, 0.0f, leftHand.velocity.z);
if ((glm::length(xzLeftHandVelocity) > VELOCITY_EPSILON) && (glm::length(xzHeadVelocity) > VELOCITY_EPSILON)) {
float handDotHeadLeft = glm::dot(glm::normalize(xzLeftHandVelocity), glm::normalize(xzHeadVelocity));
leftHandDirectionMatchesHead = ((handDotHeadLeft > DEFAULT_HANDS_VELOCITY_DIRECTION_STEPPING_THRESHOLD));
} else {
leftHandDirectionMatchesHead = false;
}
}
if (rightHand.isValid() && head.isValid()) {
glm::vec3 xzRightHandVelocity(rightHand.velocity.x, 0.0f, rightHand.velocity.z);
if ((glm::length(xzRightHandVelocity) > VELOCITY_EPSILON) && (glm::length(xzHeadVelocity) > VELOCITY_EPSILON)) {
float handDotHeadRight = glm::dot(glm::normalize(xzRightHandVelocity), glm::normalize(xzHeadVelocity));
rightHandDirectionMatchesHead = (handDotHeadRight > DEFAULT_HANDS_VELOCITY_DIRECTION_STEPPING_THRESHOLD);
} else {
rightHandDirectionMatchesHead = false;
}
}
return leftHandDirectionMatchesHead && rightHandDirectionMatchesHead;
}
static bool handAngularVelocityBelowThreshold(const controller::Pose& leftHand, const controller::Pose& rightHand) {
float leftHandXZAngularVelocity = 0.0f;
float rightHandXZAngularVelocity = 0.0f;
if (leftHand.isValid()) {
glm::vec3 xzLeftHandAngularVelocity(leftHand.angularVelocity.x, 0.0f, leftHand.angularVelocity.z);
leftHandXZAngularVelocity = glm::length(xzLeftHandAngularVelocity);
}
if (rightHand.isValid()) {
glm::vec3 xzRightHandAngularVelocity(rightHand.angularVelocity.x, 0.0f, rightHand.angularVelocity.z);
rightHandXZAngularVelocity = glm::length(xzRightHandAngularVelocity);
}
return ((leftHandXZAngularVelocity < DEFAULT_HANDS_ANGULAR_VELOCITY_STEPPING_THRESHOLD) &&
(rightHandXZAngularVelocity < DEFAULT_HANDS_ANGULAR_VELOCITY_STEPPING_THRESHOLD));
}
static bool headVelocityGreaterThanThreshold(const controller::Pose& head) {
float headVelocityMagnitude = 0.0f;
if (head.isValid()) {
headVelocityMagnitude = glm::length(head.getVelocity());
}
return headVelocityMagnitude > DEFAULT_HEAD_VELOCITY_STEPPING_THRESHOLD;
}
glm::quat MyAvatar::computeAverageHeadRotation(const controller::Pose& head) {
const float AVERAGING_RATE = 0.03f;
return safeLerp(_averageHeadRotation, head.getRotation(), AVERAGING_RATE);
}
static bool isHeadLevel(const controller::Pose& head, const glm::quat& averageHeadRotation) {
glm::vec3 diffFromAverageEulers(0.0f, 0.0f, 0.0f);
if (head.isValid()) {
glm::vec3 averageHeadEulers = glm::degrees(safeEulerAngles(averageHeadRotation));
glm::vec3 currentHeadEulers = glm::degrees(safeEulerAngles(head.getRotation()));
diffFromAverageEulers = averageHeadEulers - currentHeadEulers;
}
return ((fabs(diffFromAverageEulers.x) < DEFAULT_HEAD_PITCH_STEPPING_TOLERANCE) && (fabs(diffFromAverageEulers.z) < DEFAULT_HEAD_ROLL_STEPPING_TOLERANCE));
}
float MyAvatar::getUserHeight() const {
return _userHeight.get();
}
@ -3312,7 +3475,7 @@ void MyAvatar::FollowHelper::decrementTimeRemaining(float dt) {
}
bool MyAvatar::FollowHelper::shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f); // 30 degrees
const float FOLLOW_ROTATION_THRESHOLD = cosf(myAvatar.getRotationThreshold());
glm::vec2 bodyFacing = getFacingDir2D(currentBodyMatrix);
return glm::dot(-myAvatar.getHeadControllerFacingMovingAverage(), bodyFacing) < FOLLOW_ROTATION_THRESHOLD;
}
@ -3339,7 +3502,37 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontal(const MyAvatar& myAvatar,
}
return fabs(lateralLeanAmount) > MAX_LATERAL_LEAN;
}
bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) const {
// get the current readings
controller::Pose currentHeadPose = myAvatar.getControllerPoseInAvatarFrame(controller::Action::HEAD);
controller::Pose currentLeftHandPose = myAvatar.getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND);
controller::Pose currentRightHandPose = myAvatar.getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND);
bool stepDetected = false;
if (!withinBaseOfSupport(currentHeadPose) &&
headAngularVelocityBelowThreshold(currentHeadPose) &&
isWithinThresholdHeightMode(currentHeadPose, myAvatar.getCurrentStandingHeight()) &&
handDirectionMatchesHeadDirection(currentLeftHandPose, currentRightHandPose, currentHeadPose) &&
handAngularVelocityBelowThreshold(currentLeftHandPose, currentRightHandPose) &&
headVelocityGreaterThanThreshold(currentHeadPose) &&
isHeadLevel(currentHeadPose, myAvatar.getAverageHeadRotation())) {
// a step is detected
stepDetected = true;
} else {
glm::vec3 defaultHipsPosition = myAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(myAvatar.getJointIndex("Hips"));
glm::vec3 defaultHeadPosition = myAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(myAvatar.getJointIndex("Head"));
glm::vec3 currentHeadPosition = currentHeadPose.getTranslation();
float anatomicalHeadToHipsDistance = glm::length(defaultHeadPosition - defaultHipsPosition);
if (!isActive(Horizontal) &&
(glm::length(currentHeadPosition - defaultHipsPosition) > (anatomicalHeadToHipsDistance + DEFAULT_AVATAR_SPINE_STRETCH_LIMIT))) {
myAvatar.setResetMode(true);
stepDetected = true;
}
}
return stepDetected;
}
bool MyAvatar::FollowHelper::shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
@ -3359,9 +3552,16 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
if (!isActive(Rotation) && (shouldActivateRotation(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
activate(Rotation);
}
if (!isActive(Horizontal) && (shouldActivateHorizontal(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
activate(Horizontal);
if (myAvatar.getCenterOfGravityModelEnabled()) {
if (!isActive(Horizontal) && (shouldActivateHorizontalCG(myAvatar) || hasDriveInput)) {
activate(Horizontal);
}
} else {
if (!isActive(Horizontal) && (shouldActivateHorizontal(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
activate(Horizontal);
}
}
if (!isActive(Vertical) && (shouldActivateVertical(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
activate(Vertical);
}

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@ -31,6 +31,7 @@
#include "AtRestDetector.h"
#include "MyCharacterController.h"
#include "RingBufferHistory.h"
#include <ThreadSafeValueCache.h>
class AvatarActionHold;
@ -195,6 +196,8 @@ class MyAvatar : public Avatar {
Q_PROPERTY(bool hasProceduralBlinkFaceMovement READ getHasProceduralBlinkFaceMovement WRITE setHasProceduralBlinkFaceMovement)
Q_PROPERTY(bool hasProceduralEyeFaceMovement READ getHasProceduralEyeFaceMovement WRITE setHasProceduralEyeFaceMovement)
Q_PROPERTY(bool hasAudioEnabledFaceMovement READ getHasAudioEnabledFaceMovement WRITE setHasAudioEnabledFaceMovement)
Q_PROPERTY(float rotationRecenterFilterLength READ getRotationRecenterFilterLength WRITE setRotationRecenterFilterLength)
Q_PROPERTY(float rotationThreshold READ getRotationThreshold WRITE setRotationThreshold)
//TODO: make gravity feature work Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setGravity)
Q_PROPERTY(glm::vec3 leftHandPosition READ getLeftHandPosition)
@ -880,6 +883,12 @@ public:
virtual void rebuildCollisionShape() override;
const glm::vec2& getHeadControllerFacingMovingAverage() const { return _headControllerFacingMovingAverage; }
float getCurrentStandingHeight() const { return _currentStandingHeight; }
void setCurrentStandingHeight(float newMode) { _currentStandingHeight = newMode; }
const glm::quat getAverageHeadRotation() const { return _averageHeadRotation; }
void setAverageHeadRotation(glm::quat rotation) { _averageHeadRotation = rotation; }
bool getResetMode() const { return _resetMode; }
void setResetMode(bool hasBeenReset) { _resetMode = hasBeenReset; }
void setControllerPoseInSensorFrame(controller::Action action, const controller::Pose& pose);
controller::Pose getControllerPoseInSensorFrame(controller::Action action) const;
@ -1020,6 +1029,9 @@ public:
bool isReadyForPhysics() const;
float computeStandingHeightMode(const controller::Pose& head);
glm::quat computeAverageHeadRotation(const controller::Pose& head);
public slots:
/**jsdoc
@ -1408,6 +1420,10 @@ private:
bool getHasProceduralEyeFaceMovement() const override { return _headData->getHasProceduralEyeFaceMovement(); }
void setHasAudioEnabledFaceMovement(bool hasAudioEnabledFaceMovement);
bool getHasAudioEnabledFaceMovement() const override { return _headData->getHasAudioEnabledFaceMovement(); }
void setRotationRecenterFilterLength(float length);
float getRotationRecenterFilterLength() const { return _rotationRecenterFilterLength; }
void setRotationThreshold(float angleRadians);
float getRotationThreshold() const { return _rotationThreshold; }
bool isMyAvatar() const override { return true; }
virtual int parseDataFromBuffer(const QByteArray& buffer) override;
virtual glm::vec3 getSkeletonPosition() const override;
@ -1516,6 +1532,8 @@ private:
float _hmdRollControlDeadZone { ROLL_CONTROL_DEAD_ZONE_DEFAULT };
float _hmdRollControlRate { ROLL_CONTROL_RATE_DEFAULT };
std::atomic<bool> _hasScriptedBlendShapes { false };
std::atomic<float> _rotationRecenterFilterLength { 4.0f };
std::atomic<float> _rotationThreshold { 0.5235f }; // 30 degrees in radians
// working copy -- see AvatarData for thread-safe _sensorToWorldMatrixCache, used for outward facing access
glm::mat4 _sensorToWorldMatrix { glm::mat4() };
@ -1527,6 +1545,11 @@ private:
// cache head controller pose in sensor space
glm::vec2 _headControllerFacing; // facing vector in xz plane (sensor space)
glm::vec2 _headControllerFacingMovingAverage { 0.0f, 0.0f }; // facing vector in xz plane (sensor space)
glm::quat _averageHeadRotation { 0.0f, 0.0f, 0.0f, 1.0f };
float _currentStandingHeight { 0.0f };
bool _resetMode { true };
RingBufferHistory<int> _recentModeReadings;
// cache of the current body position and orientation of the avatar's body,
// in sensor space.
@ -1554,6 +1577,7 @@ private:
bool shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
bool shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
bool shouldActivateHorizontal(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
bool shouldActivateHorizontalCG(MyAvatar& myAvatar) const;
void prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& bodySensorMatrix, const glm::mat4& currentBodyMatrix, bool hasDriveInput);
glm::mat4 postPhysicsUpdate(const MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix);
bool getForceActivateRotation() const;
@ -1642,7 +1666,7 @@ private:
// load avatar scripts once when rig is ready
bool _shouldLoadScripts { false };
bool _haveReceivedHeightLimitsFromDomain = { false };
bool _haveReceivedHeightLimitsFromDomain { false };
};
QScriptValue audioListenModeToScriptValue(QScriptEngine* engine, const AudioListenerMode& audioListenerMode);

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@ -24,6 +24,17 @@ const float DEFAULT_AVATAR_SUPPORT_BASE_LEFT = -0.25f;
const float DEFAULT_AVATAR_SUPPORT_BASE_RIGHT = 0.25f;
const float DEFAULT_AVATAR_SUPPORT_BASE_FRONT = -0.20f;
const float DEFAULT_AVATAR_SUPPORT_BASE_BACK = 0.10f;
const float DEFAULT_AVATAR_LATERAL_STEPPING_THRESHOLD = 0.10f;
const float DEFAULT_AVATAR_ANTERIOR_STEPPING_THRESHOLD = 0.04f;
const float DEFAULT_AVATAR_POSTERIOR_STEPPING_THRESHOLD = 0.07f;
const float DEFAULT_AVATAR_HEAD_ANGULAR_VELOCITY_STEPPING_THRESHOLD = 0.3f;
const float DEFAULT_AVATAR_MODE_HEIGHT_STEPPING_THRESHOLD = -0.02f;
const float DEFAULT_HANDS_VELOCITY_DIRECTION_STEPPING_THRESHOLD = 0.4f;
const float DEFAULT_HANDS_ANGULAR_VELOCITY_STEPPING_THRESHOLD = 3.3f;
const float DEFAULT_HEAD_VELOCITY_STEPPING_THRESHOLD = 0.18f;
const float DEFAULT_HEAD_PITCH_STEPPING_TOLERANCE = 7.0f;
const float DEFAULT_HEAD_ROLL_STEPPING_TOLERANCE = 7.0f;
const float DEFAULT_AVATAR_SPINE_STRETCH_LIMIT = 0.07f;
const float DEFAULT_AVATAR_FORWARD_DAMPENING_FACTOR = 0.5f;
const float DEFAULT_AVATAR_LATERAL_DAMPENING_FACTOR = 2.0f;
const float DEFAULT_AVATAR_HIPS_MASS = 40.0f;