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https://github.com/HifiExperiments/overte.git
synced 2025-04-07 10:02:24 +02:00
Lower inertia for more precise controls
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parent
55c070d731
commit
74c5b6038f
4 changed files with 31 additions and 9 deletions
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@ -79,6 +79,7 @@ using namespace std;
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const float DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES = 30.0f;
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const float YAW_SPEED_DEFAULT = 100.0f; // degrees/sec
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const float HMD_YAW_SPEED_DEFAULT = 300.0f; // degrees/sec
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const float PITCH_SPEED_DEFAULT = 75.0f; // degrees/sec
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const float MAX_BOOST_SPEED = 0.5f * DEFAULT_AVATAR_MAX_WALKING_SPEED; // action motor gets additive boost below this speed
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@ -190,6 +191,7 @@ static int beginEndReactionNameToIndex(const QString& reactionName) {
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MyAvatar::MyAvatar(QThread* thread) :
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Avatar(thread),
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_yawSpeed(YAW_SPEED_DEFAULT),
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_hmdYawSpeed(HMD_YAW_SPEED_DEFAULT),
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_pitchSpeed(PITCH_SPEED_DEFAULT),
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_scriptedMotorTimescale(DEFAULT_SCRIPTED_MOTOR_TIMESCALE),
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_scriptedMotorFrame(SCRIPTED_MOTOR_CAMERA_FRAME),
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@ -222,6 +224,7 @@ MyAvatar::MyAvatar(QThread* thread) :
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_headPitchSetting(QStringList() << AVATAR_SETTINGS_GROUP_NAME << "", 0.0f),
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_scaleSetting(QStringList() << AVATAR_SETTINGS_GROUP_NAME << "scale", _targetScale),
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_yawSpeedSetting(QStringList() << AVATAR_SETTINGS_GROUP_NAME << "yawSpeed", _yawSpeed),
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_hmdYawSpeedSetting(QStringList() << AVATAR_SETTINGS_GROUP_NAME << "hmdYawSpeed", _hmdYawSpeed),
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_pitchSpeedSetting(QStringList() << AVATAR_SETTINGS_GROUP_NAME << "pitchSpeed", _pitchSpeed),
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_fullAvatarURLSetting(QStringList() << AVATAR_SETTINGS_GROUP_NAME << "fullAvatarURL",
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AvatarData::defaultFullAvatarModelUrl()),
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@ -1335,6 +1338,7 @@ void MyAvatar::saveData() {
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_headPitchSetting.set(getHead()->getBasePitch());
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_scaleSetting.set(_targetScale);
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_yawSpeedSetting.set(_yawSpeed);
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_hmdYawSpeedSetting.set(_hmdYawSpeed);
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_pitchSpeedSetting.set(_pitchSpeed);
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// only save the fullAvatarURL if it has not been overwritten on command line
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@ -2094,6 +2098,7 @@ void MyAvatar::loadData() {
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getHead()->setBasePitch(_headPitchSetting.get());
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_yawSpeed = _yawSpeedSetting.get(_yawSpeed);
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_hmdYawSpeed = _hmdYawSpeedSetting.get(_hmdYawSpeed);
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_pitchSpeed = _pitchSpeedSetting.get(_pitchSpeed);
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_prefOverrideAnimGraphUrl.set(_animGraphURLSetting.get().toString());
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@ -2801,8 +2806,8 @@ controller::Pose MyAvatar::getControllerPoseInAvatarFrame(controller::Action act
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void MyAvatar::updateMotors() {
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_characterController.clearMotors();
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const float FLYING_MOTOR_TIMESCALE = 0.05f;
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const float WALKING_MOTOR_TIMESCALE = 0.2f;
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const float FLYING_MOTOR_TIMESCALE = 0.0002f; // Originally 0.05f;
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const float WALKING_MOTOR_TIMESCALE = 0.0002f; // Originally 0.2f;
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const float INVALID_MOTOR_TIMESCALE = 1.0e6f;
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float horizontalMotorTimescale;
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@ -3540,7 +3545,7 @@ void MyAvatar::setRotationThreshold(float angleRadians) {
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void MyAvatar::updateOrientation(float deltaTime) {
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// Smoothly rotate body with arrow keys
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float targetSpeed = getDriveKey(YAW) * _yawSpeed;
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float targetSpeed = getDriveKey(YAW) * (qApp->isHMDMode() ? _hmdYawSpeed : _yawSpeed);
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CameraMode mode = qApp->getCamera().getMode();
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bool computeLookAt = isReadyForPhysics() && !qApp->isHMDMode() &&
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(mode == CAMERA_MODE_FIRST_PERSON_LOOK_AT || mode == CAMERA_MODE_LOOK_AT || mode == CAMERA_MODE_SELFIE);
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@ -3553,7 +3558,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
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}
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if (targetSpeed != 0.0f) {
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const float ROTATION_RAMP_TIMESCALE = 0.5f;
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const float ROTATION_RAMP_TIMESCALE = (qApp->isHMDMode() ? 0.02f : 0.5f);
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float blend = deltaTime / ROTATION_RAMP_TIMESCALE;
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if (blend > 1.0f) {
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blend = 1.0f;
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@ -3561,7 +3566,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
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_bodyYawDelta = (1.0f - blend) * _bodyYawDelta + blend * targetSpeed;
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} else if (_bodyYawDelta != 0.0f) {
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// attenuate body rotation speed
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const float ROTATION_DECAY_TIMESCALE = 0.05f;
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const float ROTATION_DECAY_TIMESCALE = (qApp->isHMDMode() ? 0.001f : 0.05f);
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float attenuation = 1.0f - deltaTime / ROTATION_DECAY_TIMESCALE;
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if (attenuation < 0.0f) {
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attenuation = 0.0f;
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@ -3594,7 +3599,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
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const glm::vec3 characterForward = getWorldOrientation() * Vectors::UNIT_NEG_Z;
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float forwardSpeed = glm::dot(characterForward, getWorldVelocity());
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// only enable roll-turns if we are moving forward or backward at greater then MIN_CONTROL_SPEED
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// only enable roll-turns if we are moving forward or backward at greater than MIN_CONTROL_SPEED
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if (fabsf(forwardSpeed) >= MIN_CONTROL_SPEED) {
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float direction = forwardSpeed > 0.0f ? 1.0f : -1.0f;
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@ -4086,7 +4091,7 @@ void MyAvatar::updateActionMotor(float deltaTime) {
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float finalMaxMotorSpeed = sensorToWorldScale * DEFAULT_AVATAR_MAX_FLYING_SPEED * _walkSpeedScalar;
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float speedGrowthTimescale = 2.0f;
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float speedIncreaseFactor = 1.8f * _walkSpeedScalar;
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motorSpeed *= 1.0f + glm::clamp(deltaTime / speedGrowthTimescale, 0.0f, 1.0f) * speedIncreaseFactor;
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motorSpeed *= 1.0f + glm::pow(glm::clamp(deltaTime / speedGrowthTimescale, 0.0f, 1.0f), 0.7f) * speedIncreaseFactor;
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// use feedback from CharacterController to prevent tunneling under high motorspeed
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motorSpeed *= _characterController.getCollisionBrakeAttenuationFactor();
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const float maxBoostSpeed = sensorToWorldScale * MAX_BOOST_SPEED;
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@ -404,6 +404,7 @@ class MyAvatar : public Avatar {
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Q_PROPERTY(bool showPlayArea READ getShowPlayArea WRITE setShowPlayArea)
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Q_PROPERTY(float yawSpeed MEMBER _yawSpeed)
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Q_PROPERTY(float hmdYawSpeed MEMBER _hmdYawSpeed)
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Q_PROPERTY(float pitchSpeed MEMBER _pitchSpeed)
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Q_PROPERTY(bool hmdRollControlEnabled READ getHMDRollControlEnabled WRITE setHMDRollControlEnabled)
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@ -1416,6 +1417,9 @@ public:
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float getYawSpeed() const { return _yawSpeed; }
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void setYawSpeed(float speed) { _yawSpeed = speed; }
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float getHMDYawSpeed() const { return _hmdYawSpeed; }
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void setHMDYawSpeed(float speed) { _hmdYawSpeed = speed; }
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static const float ZOOM_MIN;
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static const float ZOOM_MAX;
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static const float ZOOM_DEFAULT;
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@ -2755,6 +2759,7 @@ private:
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float _boomLength { ZOOM_DEFAULT };
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float _yawSpeed; // degrees/sec
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float _hmdYawSpeed; // degrees/sec
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float _pitchSpeed; // degrees/sec
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float _driveGear1 { DEFAULT_GEAR_1 };
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float _driveGear2 { DEFAULT_GEAR_2 };
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@ -3040,6 +3045,7 @@ private:
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Setting::Handle<float> _headPitchSetting;
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Setting::Handle<float> _scaleSetting;
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Setting::Handle<float> _yawSpeedSetting;
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Setting::Handle<float> _hmdYawSpeedSetting;
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Setting::Handle<float> _pitchSpeedSetting;
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Setting::Handle<QUrl> _fullAvatarURLSetting;
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Setting::Handle<QUrl> _fullAvatarModelNameSetting;
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@ -400,6 +400,16 @@ void setupPreferences() {
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preference->setItems(items);
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preferences->addPreference(preference);
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}
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{
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auto getter = [myAvatar]()->float { return myAvatar->getHMDYawSpeed(); };
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auto setter = [myAvatar](float value) { myAvatar->setHMDYawSpeed(value); };
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auto preference = new SpinnerSliderPreference(VR_MOVEMENT, "HMD smooth turning sensitivity:", getter, setter);
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preference->setMin(50.0f);
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preference->setMax(400.0f);
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preference->setStep(1);
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preference->setDecimals(0);
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preferences->addPreference(preference);
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}
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{
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auto getter = [myAvatar]()->float { return qApp->getCamera().getSensitivity(); };
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auto setter = [myAvatar](float value) { qApp->getCamera().setSensitivity(value); };
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@ -927,9 +927,9 @@ void CharacterController::updateState() {
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const btScalar FLY_TO_GROUND_THRESHOLD = 0.1f * _radius;
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const btScalar GROUND_TO_FLY_THRESHOLD = 0.8f * _radius + _halfHeight;
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const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 250 * MSECS_PER_SECOND;
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const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 5 * MSECS_PER_SECOND; // Originally 250 ms
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const btScalar MIN_HOVER_HEIGHT = _scaleFactor * DEFAULT_AVATAR_MIN_HOVER_HEIGHT;
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const quint64 JUMP_TO_HOVER_PERIOD = _scaleFactor < 1.0f ? _scaleFactor * 1100 * MSECS_PER_SECOND : 1100 * MSECS_PER_SECOND;
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const quint64 JUMP_TO_HOVER_PERIOD = _scaleFactor < 1.0f ? _scaleFactor * 350 * MSECS_PER_SECOND : 350 * MSECS_PER_SECOND; // Originally 1100 ms
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// scan for distant floor
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// rayStart is at center of bottom sphere
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@ -1012,6 +1012,7 @@ void CharacterController::updateState() {
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SET_STATE(State::InAir, "takeoff done");
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// compute jumpSpeed based on the scaled jump height for the default avatar in default gravity.
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// TODO: we should add scriptable jump height independent of avatar size - it would make making platforming games possible
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const float jumpHeight = std::max(_scaleFactor * DEFAULT_AVATAR_JUMP_HEIGHT, DEFAULT_AVATAR_MIN_JUMP_HEIGHT);
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const float jumpSpeed = sqrtf(2.0f * -DEFAULT_AVATAR_GRAVITY * jumpHeight);
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velocity += jumpSpeed * _currentUp;
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