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Merge pull request #13528 from amantley/integratedStepping
Step Detection From Head and Hands Tracking
This commit is contained in:
commit
1d33f51ca4
4 changed files with 247 additions and 12 deletions
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@ -566,7 +566,7 @@
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},
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{
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"id": "idleToWalkFwd",
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"interpTarget": 3,
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"interpTarget": 10,
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"interpDuration": 3,
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"transitions": [
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{ "var": "idleToWalkFwdOnDone", "state": "walkFwd" },
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@ -603,8 +603,8 @@
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},
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{
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"id": "walkBwd",
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"interpTarget": 6,
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"interpDuration": 6,
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"interpTarget": 8,
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"interpDuration": 2,
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"transitions": [
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{ "var": "isNotMoving", "state": "idle" },
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{ "var": "isMovingForward", "state": "walkFwd" },
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@ -621,8 +621,8 @@
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},
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{
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"id": "strafeRight",
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"interpTarget": 6,
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"interpDuration": 6,
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"interpTarget": 20,
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"interpDuration": 1,
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"transitions": [
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{ "var": "isNotMoving", "state": "idle" },
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{ "var": "isMovingForward", "state": "walkFwd" },
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@ -639,8 +639,8 @@
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},
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{
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"id": "strafeLeft",
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"interpTarget": 6,
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"interpDuration": 6,
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"interpTarget": 20,
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"interpDuration": 1,
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"transitions": [
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{ "var": "isNotMoving", "state": "idle" },
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{ "var": "isMovingForward", "state": "walkFwd" },
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@ -88,6 +88,10 @@ const float MyAvatar::ZOOM_MIN = 0.5f;
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const float MyAvatar::ZOOM_MAX = 25.0f;
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const float MyAvatar::ZOOM_DEFAULT = 1.5f;
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const float MIN_SCALE_CHANGED_DELTA = 0.001f;
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const int MODE_READINGS_RING_BUFFER_SIZE = 500;
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const float CENTIMETERS_PER_METER = 100.0f;
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//#define DEBUG_DRAW_HMD_MOVING_AVERAGE
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MyAvatar::MyAvatar(QThread* thread) :
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Avatar(thread),
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@ -108,6 +112,7 @@ MyAvatar::MyAvatar(QThread* thread) :
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_hmdSensorMatrix(),
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_hmdSensorOrientation(),
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_hmdSensorPosition(),
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_recentModeReadings(MODE_READINGS_RING_BUFFER_SIZE),
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_bodySensorMatrix(),
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_goToPending(false),
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_goToPosition(),
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@ -414,7 +419,8 @@ void MyAvatar::reset(bool andRecenter, bool andReload, bool andHead) {
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void MyAvatar::update(float deltaTime) {
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// update moving average of HMD facing in xz plane.
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const float HMD_FACING_TIMESCALE = 4.0f; // very slow average
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const float HMD_FACING_TIMESCALE = getRotationRecenterFilterLength();
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float tau = deltaTime / HMD_FACING_TIMESCALE;
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_headControllerFacingMovingAverage = lerp(_headControllerFacingMovingAverage, _headControllerFacing, tau);
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@ -423,6 +429,12 @@ void MyAvatar::update(float deltaTime) {
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_smoothOrientationTimer += deltaTime;
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}
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float newHeightReading = getControllerPoseInAvatarFrame(controller::Action::HEAD).getTranslation().y;
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int newHeightReadingInCentimeters = glm::floor(newHeightReading * CENTIMETERS_PER_METER);
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_recentModeReadings.insert(newHeightReadingInCentimeters);
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setCurrentStandingHeight(computeStandingHeightMode(getControllerPoseInAvatarFrame(controller::Action::HEAD)));
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setAverageHeadRotation(computeAverageHeadRotation(getControllerPoseInAvatarFrame(controller::Action::HEAD)));
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#ifdef DEBUG_DRAW_HMD_MOVING_AVERAGE
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auto sensorHeadPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
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glm::vec3 worldHeadPos = transformPoint(getSensorToWorldMatrix(), sensorHeadPose.getTranslation());
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@ -2182,6 +2194,15 @@ void MyAvatar::setHasAudioEnabledFaceMovement(bool hasAudioEnabledFaceMovement)
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_headData->setHasAudioEnabledFaceMovement(hasAudioEnabledFaceMovement);
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}
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void MyAvatar::setRotationRecenterFilterLength(float length) {
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const float MINIMUM_ROTATION_RECENTER_FILTER_LENGTH = 0.01f;
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_rotationRecenterFilterLength = std::max(MINIMUM_ROTATION_RECENTER_FILTER_LENGTH, length);
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}
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void MyAvatar::setRotationThreshold(float angleRadians) {
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_rotationThreshold = angleRadians;
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}
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void MyAvatar::updateOrientation(float deltaTime) {
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// Smoothly rotate body with arrow keys
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@ -3146,6 +3167,148 @@ glm::mat4 MyAvatar::deriveBodyUsingCgModel() const {
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return worldToSensorMat * avatarToWorldMat * avatarHipsMat;
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}
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static bool isInsideLine(const glm::vec3& a, const glm::vec3& b, const glm::vec3& c) {
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return (((b.x - a.x) * (c.z - a.z) - (b.z - a.z) * (c.x - a.x)) > 0);
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}
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static bool withinBaseOfSupport(const controller::Pose& head) {
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float userScale = 1.0f;
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glm::vec3 frontLeft(-DEFAULT_AVATAR_LATERAL_STEPPING_THRESHOLD, 0.0f, -DEFAULT_AVATAR_ANTERIOR_STEPPING_THRESHOLD);
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glm::vec3 frontRight(DEFAULT_AVATAR_LATERAL_STEPPING_THRESHOLD, 0.0f, -DEFAULT_AVATAR_ANTERIOR_STEPPING_THRESHOLD);
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glm::vec3 backLeft(-DEFAULT_AVATAR_LATERAL_STEPPING_THRESHOLD, 0.0f, DEFAULT_AVATAR_POSTERIOR_STEPPING_THRESHOLD);
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glm::vec3 backRight(DEFAULT_AVATAR_LATERAL_STEPPING_THRESHOLD, 0.0f, DEFAULT_AVATAR_POSTERIOR_STEPPING_THRESHOLD);
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bool isWithinSupport = false;
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if (head.isValid()) {
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bool withinFrontBase = isInsideLine(userScale * frontLeft, userScale * frontRight, head.getTranslation());
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bool withinBackBase = isInsideLine(userScale * backRight, userScale * backLeft, head.getTranslation());
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bool withinLateralBase = (isInsideLine(userScale * frontRight, userScale * backRight, head.getTranslation()) &&
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isInsideLine(userScale * backLeft, userScale * frontLeft, head.getTranslation()));
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isWithinSupport = (withinFrontBase && withinBackBase && withinLateralBase);
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}
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return isWithinSupport;
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}
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static bool headAngularVelocityBelowThreshold(const controller::Pose& head) {
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glm::vec3 xzPlaneAngularVelocity(0.0f, 0.0f, 0.0f);
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if (head.isValid()) {
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xzPlaneAngularVelocity.x = head.getAngularVelocity().x;
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xzPlaneAngularVelocity.z = head.getAngularVelocity().z;
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}
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float magnitudeAngularVelocity = glm::length(xzPlaneAngularVelocity);
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bool isBelowThreshold = (magnitudeAngularVelocity < DEFAULT_AVATAR_HEAD_ANGULAR_VELOCITY_STEPPING_THRESHOLD);
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return isBelowThreshold;
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}
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static bool isWithinThresholdHeightMode(const controller::Pose& head,const float& newMode) {
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bool isWithinThreshold = true;
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if (head.isValid()) {
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isWithinThreshold = (head.getTranslation().y - newMode) > DEFAULT_AVATAR_MODE_HEIGHT_STEPPING_THRESHOLD;
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}
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return isWithinThreshold;
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}
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float MyAvatar::computeStandingHeightMode(const controller::Pose& head) {
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const float MODE_CORRECTION_FACTOR = 0.02f;
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int greatestFrequency = 0;
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int mode = 0;
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// init mode in meters to the current mode
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float modeInMeters = getCurrentStandingHeight();
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if (head.isValid()) {
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std::map<int, int> freq;
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for(auto recentModeReadingsIterator = _recentModeReadings.begin(); recentModeReadingsIterator != _recentModeReadings.end(); ++recentModeReadingsIterator) {
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freq[*recentModeReadingsIterator] += 1;
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if (freq[*recentModeReadingsIterator] > greatestFrequency) {
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greatestFrequency = freq[*recentModeReadingsIterator];
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mode = *recentModeReadingsIterator;
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}
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}
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modeInMeters = ((float)mode) / CENTIMETERS_PER_METER;
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if (!(modeInMeters > getCurrentStandingHeight())) {
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// if not greater check for a reset
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if (getResetMode() && qApp->isHMDMode()) {
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setResetMode(false);
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float resetModeInCentimeters = glm::floor((head.getTranslation().y - MODE_CORRECTION_FACTOR)*CENTIMETERS_PER_METER);
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modeInMeters = (resetModeInCentimeters / CENTIMETERS_PER_METER);
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_recentModeReadings.clear();
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} else {
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// if not greater and no reset, keep the mode as it is
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modeInMeters = getCurrentStandingHeight();
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}
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}
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}
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return modeInMeters;
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}
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static bool handDirectionMatchesHeadDirection(const controller::Pose& leftHand, const controller::Pose& rightHand, const controller::Pose& head) {
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const float VELOCITY_EPSILON = 0.02f;
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bool leftHandDirectionMatchesHead = true;
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bool rightHandDirectionMatchesHead = true;
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glm::vec3 xzHeadVelocity(head.velocity.x, 0.0f, head.velocity.z);
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if (leftHand.isValid() && head.isValid()) {
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glm::vec3 xzLeftHandVelocity(leftHand.velocity.x, 0.0f, leftHand.velocity.z);
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if ((glm::length(xzLeftHandVelocity) > VELOCITY_EPSILON) && (glm::length(xzHeadVelocity) > VELOCITY_EPSILON)) {
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float handDotHeadLeft = glm::dot(glm::normalize(xzLeftHandVelocity), glm::normalize(xzHeadVelocity));
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leftHandDirectionMatchesHead = ((handDotHeadLeft > DEFAULT_HANDS_VELOCITY_DIRECTION_STEPPING_THRESHOLD));
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} else {
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leftHandDirectionMatchesHead = false;
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}
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}
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if (rightHand.isValid() && head.isValid()) {
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glm::vec3 xzRightHandVelocity(rightHand.velocity.x, 0.0f, rightHand.velocity.z);
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if ((glm::length(xzRightHandVelocity) > VELOCITY_EPSILON) && (glm::length(xzHeadVelocity) > VELOCITY_EPSILON)) {
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float handDotHeadRight = glm::dot(glm::normalize(xzRightHandVelocity), glm::normalize(xzHeadVelocity));
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rightHandDirectionMatchesHead = (handDotHeadRight > DEFAULT_HANDS_VELOCITY_DIRECTION_STEPPING_THRESHOLD);
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} else {
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rightHandDirectionMatchesHead = false;
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}
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}
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return leftHandDirectionMatchesHead && rightHandDirectionMatchesHead;
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}
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static bool handAngularVelocityBelowThreshold(const controller::Pose& leftHand, const controller::Pose& rightHand) {
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float leftHandXZAngularVelocity = 0.0f;
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float rightHandXZAngularVelocity = 0.0f;
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if (leftHand.isValid()) {
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glm::vec3 xzLeftHandAngularVelocity(leftHand.angularVelocity.x, 0.0f, leftHand.angularVelocity.z);
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leftHandXZAngularVelocity = glm::length(xzLeftHandAngularVelocity);
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}
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if (rightHand.isValid()) {
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glm::vec3 xzRightHandAngularVelocity(rightHand.angularVelocity.x, 0.0f, rightHand.angularVelocity.z);
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rightHandXZAngularVelocity = glm::length(xzRightHandAngularVelocity);
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}
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return ((leftHandXZAngularVelocity < DEFAULT_HANDS_ANGULAR_VELOCITY_STEPPING_THRESHOLD) &&
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(rightHandXZAngularVelocity < DEFAULT_HANDS_ANGULAR_VELOCITY_STEPPING_THRESHOLD));
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}
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static bool headVelocityGreaterThanThreshold(const controller::Pose& head) {
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float headVelocityMagnitude = 0.0f;
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if (head.isValid()) {
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headVelocityMagnitude = glm::length(head.getVelocity());
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}
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return headVelocityMagnitude > DEFAULT_HEAD_VELOCITY_STEPPING_THRESHOLD;
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}
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glm::quat MyAvatar::computeAverageHeadRotation(const controller::Pose& head) {
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const float AVERAGING_RATE = 0.03f;
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return safeLerp(_averageHeadRotation, head.getRotation(), AVERAGING_RATE);
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}
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static bool isHeadLevel(const controller::Pose& head, const glm::quat& averageHeadRotation) {
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glm::vec3 diffFromAverageEulers(0.0f, 0.0f, 0.0f);
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if (head.isValid()) {
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glm::vec3 averageHeadEulers = glm::degrees(safeEulerAngles(averageHeadRotation));
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glm::vec3 currentHeadEulers = glm::degrees(safeEulerAngles(head.getRotation()));
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diffFromAverageEulers = averageHeadEulers - currentHeadEulers;
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}
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return ((fabs(diffFromAverageEulers.x) < DEFAULT_HEAD_PITCH_STEPPING_TOLERANCE) && (fabs(diffFromAverageEulers.z) < DEFAULT_HEAD_ROLL_STEPPING_TOLERANCE));
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}
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float MyAvatar::getUserHeight() const {
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return _userHeight.get();
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}
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@ -3312,7 +3475,7 @@ void MyAvatar::FollowHelper::decrementTimeRemaining(float dt) {
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}
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bool MyAvatar::FollowHelper::shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
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const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f); // 30 degrees
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const float FOLLOW_ROTATION_THRESHOLD = cosf(myAvatar.getRotationThreshold());
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glm::vec2 bodyFacing = getFacingDir2D(currentBodyMatrix);
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return glm::dot(-myAvatar.getHeadControllerFacingMovingAverage(), bodyFacing) < FOLLOW_ROTATION_THRESHOLD;
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}
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@ -3339,7 +3502,37 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontal(const MyAvatar& myAvatar,
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}
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return fabs(lateralLeanAmount) > MAX_LATERAL_LEAN;
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}
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bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) const {
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// get the current readings
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controller::Pose currentHeadPose = myAvatar.getControllerPoseInAvatarFrame(controller::Action::HEAD);
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controller::Pose currentLeftHandPose = myAvatar.getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND);
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controller::Pose currentRightHandPose = myAvatar.getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND);
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bool stepDetected = false;
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if (!withinBaseOfSupport(currentHeadPose) &&
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headAngularVelocityBelowThreshold(currentHeadPose) &&
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isWithinThresholdHeightMode(currentHeadPose, myAvatar.getCurrentStandingHeight()) &&
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handDirectionMatchesHeadDirection(currentLeftHandPose, currentRightHandPose, currentHeadPose) &&
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handAngularVelocityBelowThreshold(currentLeftHandPose, currentRightHandPose) &&
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headVelocityGreaterThanThreshold(currentHeadPose) &&
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isHeadLevel(currentHeadPose, myAvatar.getAverageHeadRotation())) {
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// a step is detected
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stepDetected = true;
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} else {
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glm::vec3 defaultHipsPosition = myAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(myAvatar.getJointIndex("Hips"));
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glm::vec3 defaultHeadPosition = myAvatar.getAbsoluteDefaultJointTranslationInObjectFrame(myAvatar.getJointIndex("Head"));
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glm::vec3 currentHeadPosition = currentHeadPose.getTranslation();
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float anatomicalHeadToHipsDistance = glm::length(defaultHeadPosition - defaultHipsPosition);
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if (!isActive(Horizontal) &&
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(glm::length(currentHeadPosition - defaultHipsPosition) > (anatomicalHeadToHipsDistance + DEFAULT_AVATAR_SPINE_STRETCH_LIMIT))) {
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myAvatar.setResetMode(true);
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stepDetected = true;
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}
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}
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return stepDetected;
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}
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bool MyAvatar::FollowHelper::shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
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@ -3359,9 +3552,16 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
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if (!isActive(Rotation) && (shouldActivateRotation(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
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activate(Rotation);
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}
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if (!isActive(Horizontal) && (shouldActivateHorizontal(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
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activate(Horizontal);
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if (myAvatar.getCenterOfGravityModelEnabled()) {
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if (!isActive(Horizontal) && (shouldActivateHorizontalCG(myAvatar) || hasDriveInput)) {
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activate(Horizontal);
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}
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} else {
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if (!isActive(Horizontal) && (shouldActivateHorizontal(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
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activate(Horizontal);
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}
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}
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if (!isActive(Vertical) && (shouldActivateVertical(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
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activate(Vertical);
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}
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@ -31,6 +31,7 @@
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#include "AtRestDetector.h"
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#include "MyCharacterController.h"
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#include "RingBufferHistory.h"
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#include <ThreadSafeValueCache.h>
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class AvatarActionHold;
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@ -195,6 +196,8 @@ class MyAvatar : public Avatar {
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Q_PROPERTY(bool hasProceduralBlinkFaceMovement READ getHasProceduralBlinkFaceMovement WRITE setHasProceduralBlinkFaceMovement)
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Q_PROPERTY(bool hasProceduralEyeFaceMovement READ getHasProceduralEyeFaceMovement WRITE setHasProceduralEyeFaceMovement)
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Q_PROPERTY(bool hasAudioEnabledFaceMovement READ getHasAudioEnabledFaceMovement WRITE setHasAudioEnabledFaceMovement)
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Q_PROPERTY(float rotationRecenterFilterLength READ getRotationRecenterFilterLength WRITE setRotationRecenterFilterLength)
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Q_PROPERTY(float rotationThreshold READ getRotationThreshold WRITE setRotationThreshold)
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//TODO: make gravity feature work Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setGravity)
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Q_PROPERTY(glm::vec3 leftHandPosition READ getLeftHandPosition)
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@ -880,6 +883,12 @@ public:
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virtual void rebuildCollisionShape() override;
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const glm::vec2& getHeadControllerFacingMovingAverage() const { return _headControllerFacingMovingAverage; }
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float getCurrentStandingHeight() const { return _currentStandingHeight; }
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void setCurrentStandingHeight(float newMode) { _currentStandingHeight = newMode; }
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const glm::quat getAverageHeadRotation() const { return _averageHeadRotation; }
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void setAverageHeadRotation(glm::quat rotation) { _averageHeadRotation = rotation; }
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bool getResetMode() const { return _resetMode; }
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void setResetMode(bool hasBeenReset) { _resetMode = hasBeenReset; }
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void setControllerPoseInSensorFrame(controller::Action action, const controller::Pose& pose);
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controller::Pose getControllerPoseInSensorFrame(controller::Action action) const;
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@ -1020,6 +1029,9 @@ public:
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bool isReadyForPhysics() const;
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float computeStandingHeightMode(const controller::Pose& head);
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glm::quat computeAverageHeadRotation(const controller::Pose& head);
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public slots:
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/**jsdoc
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@ -1408,6 +1420,10 @@ private:
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bool getHasProceduralEyeFaceMovement() const override { return _headData->getHasProceduralEyeFaceMovement(); }
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void setHasAudioEnabledFaceMovement(bool hasAudioEnabledFaceMovement);
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bool getHasAudioEnabledFaceMovement() const override { return _headData->getHasAudioEnabledFaceMovement(); }
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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);
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue