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Merge pull request #13952 from amantley/steppingReboot
Fix for lurching walk(case 16945), when walking in hmd.
This commit is contained in:
commit
2ac0377a6e
4 changed files with 43 additions and 16 deletions
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@ -516,6 +516,10 @@ void MyAvatar::update(float deltaTime) {
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head->relax(deltaTime);
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updateFromTrackers(deltaTime);
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if (getIsInWalkingState() && glm::length(getControllerPoseInAvatarFrame(controller::Action::HEAD).getVelocity()) < DEFAULT_AVATAR_WALK_SPEED_THRESHOLD) {
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setIsInWalkingState(false);
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}
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// Get audio loudness data from audio input device
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// Also get the AudioClient so we can update the avatar bounding box data
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// on the AudioClient side.
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@ -3678,10 +3682,10 @@ static bool headAngularVelocityBelowThreshold(const controller::Pose& head) {
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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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static bool isWithinThresholdHeightMode(const controller::Pose& head, const float& newMode, const float& scale) {
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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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isWithinThreshold = (head.getTranslation().y - newMode) > (DEFAULT_AVATAR_MODE_HEIGHT_STEPPING_THRESHOLD * scale);
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}
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return isWithinThreshold;
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}
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@ -3802,6 +3806,10 @@ float MyAvatar::getUserEyeHeight() const {
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return userHeight - userHeight * ratio;
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}
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bool MyAvatar::getIsInWalkingState() const {
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return _isInWalkingState;
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}
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float MyAvatar::getWalkSpeed() const {
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return _walkSpeed.get() * _walkSpeedScalar;
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}
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@ -3818,6 +3826,10 @@ void MyAvatar::setSprintMode(bool sprint) {
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_walkSpeedScalar = sprint ? _sprintSpeed.get() : AVATAR_WALK_SPEED_SCALAR;
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}
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void MyAvatar::setIsInWalkingState(bool isWalking) {
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_isInWalkingState = isWalking;
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}
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void MyAvatar::setWalkSpeed(float value) {
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_walkSpeed.set(value);
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}
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@ -3912,7 +3924,6 @@ void MyAvatar::lateUpdatePalms() {
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Avatar::updatePalms();
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}
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static const float FOLLOW_TIME = 0.5f;
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MyAvatar::FollowHelper::FollowHelper() {
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@ -4004,24 +4015,36 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) cons
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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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float myScale = myAvatar.getAvatarScale();
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if (myAvatar.getIsInWalkingState()) {
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stepDetected = true;
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} else {
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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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isWithinThresholdHeightMode(currentHeadPose, myAvatar.getCurrentStandingHeight(), myScale) &&
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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 * anatomicalHeadToHipsDistance)))) {
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myAvatar.setResetMode(true);
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// a step is detected
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stepDetected = true;
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if (glm::length(currentHeadPose.velocity) > DEFAULT_AVATAR_WALK_SPEED_THRESHOLD) {
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myAvatar.setIsInWalkingState(true);
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}
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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 * anatomicalHeadToHipsDistance)))) {
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myAvatar.setResetMode(true);
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stepDetected = true;
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if (glm::length(currentHeadPose.velocity) > DEFAULT_AVATAR_WALK_SPEED_THRESHOLD) {
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myAvatar.setIsInWalkingState(true);
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}
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}
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}
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}
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return stepDetected;
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@ -1086,6 +1086,8 @@ public:
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const QUuid& getSelfID() const { return AVATAR_SELF_ID; }
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void setIsInWalkingState(bool isWalking);
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bool getIsInWalkingState() const;
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void setWalkSpeed(float value);
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float getWalkSpeed() const;
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void setWalkBackwardSpeed(float value);
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@ -1788,6 +1790,7 @@ private:
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ThreadSafeValueCache<float> _walkBackwardSpeed { DEFAULT_AVATAR_MAX_WALKING_BACKWARD_SPEED };
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ThreadSafeValueCache<float> _sprintSpeed { AVATAR_SPRINT_SPEED_SCALAR };
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float _walkSpeedScalar { AVATAR_WALK_SPEED_SCALAR };
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bool _isInWalkingState { false };
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// load avatar scripts once when rig is ready
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bool _shouldLoadScripts { false };
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@ -46,7 +46,7 @@ static AnimPose computeHipsInSensorFrame(MyAvatar* myAvatar, bool isFlying) {
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}
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glm::mat4 hipsMat;
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if (myAvatar->getCenterOfGravityModelEnabled() && !isFlying) {
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if (myAvatar->getCenterOfGravityModelEnabled() && !isFlying && !(myAvatar->getIsInWalkingState())) {
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// then we use center of gravity model
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hipsMat = myAvatar->deriveBodyUsingCgModel();
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} else {
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@ -68,6 +68,7 @@ const glm::quat DEFAULT_AVATAR_RIGHTFOOT_ROT { -0.4016716778278351f, 0.915461599
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const float DEFAULT_AVATAR_MAX_WALKING_SPEED = 2.6f; // meters / second
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const float DEFAULT_AVATAR_MAX_WALKING_BACKWARD_SPEED = 2.2f; // meters / second
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const float DEFAULT_AVATAR_MAX_FLYING_SPEED = 30.0f; // meters / second
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const float DEFAULT_AVATAR_WALK_SPEED_THRESHOLD = 0.15f;
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const float DEFAULT_AVATAR_GRAVITY = -5.0f; // meters / second^2
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const float DEFAULT_AVATAR_JUMP_SPEED = 3.5f; // meters / second
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