Get the base position/orientation directly from the avatar to prevent

jerkiness when flying with the Hydra.  Also, restore arm lengths when the
Hydra becomes inactive.
This commit is contained in:
Andrzej Kapolka 2014-01-20 13:44:41 -08:00
parent 81ab68a529
commit 804ce83fa6
4 changed files with 23 additions and 20 deletions

View file

@ -262,15 +262,6 @@ void Hand::simulate(float deltaTime, bool isMine) {
if (isMine) {
_buckyBalls.simulate(deltaTime);
}
const glm::vec3 leapHandsOffsetFromFace(0.0, -0.2, -0.3); // place the hand in front of the face where we can see it
Head& head = _owningAvatar->getHead();
_baseOrientation = _owningAvatar->getOrientation();
_basePosition = head.calculateAverageEyePosition() + _baseOrientation * leapHandsOffsetFromFace * head.getScale();
if (isMine) {
updateCollisions();
}
@ -465,7 +456,7 @@ void Hand::calculateGeometry() {
const float standardBallRadius = FINGERTIP_COLLISION_RADIUS;
_leapFingerTipBalls.resize(_leapFingerTipBalls.size() + 1);
HandBall& ball = _leapFingerTipBalls.back();
ball.rotation = _baseOrientation;
ball.rotation = getBaseOrientation();
ball.position = finger.getTipPosition();
ball.radius = standardBallRadius;
ball.touchForce = 0.0;
@ -487,7 +478,7 @@ void Hand::calculateGeometry() {
const float standardBallRadius = 0.005f;
_leapFingerRootBalls.resize(_leapFingerRootBalls.size() + 1);
HandBall& ball = _leapFingerRootBalls.back();
ball.rotation = _baseOrientation;
ball.rotation = getBaseOrientation();
ball.position = finger.getRootPosition();
ball.radius = standardBallRadius;
ball.touchForce = 0.0;

View file

@ -798,7 +798,10 @@ bool Model::restoreJointPosition(int jointIndex, float percent) {
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
foreach (int index, freeLineage) {
_jointStates[index].rotation = safeMix(_jointStates[index].rotation, geometry.joints.at(index).rotation, percent);
JointState& state = _jointStates[index];
const FBXJoint& joint = geometry.joints.at(index);
state.rotation = safeMix(state.rotation, joint.rotation, percent);
state.translation = glm::mix(state.translation, joint.translation, percent);
}
return true;
}

View file

@ -16,8 +16,6 @@
const int fingerVectorRadix = 4;
HandData::HandData(AvatarData* owningAvatar) :
_basePosition(0.0f, 0.0f, 0.0f),
_baseOrientation(0.0f, 0.0f, 0.0f, 1.0f),
_owningAvatarData(owningAvatar)
{
// Start with two palms
@ -26,11 +24,11 @@ HandData::HandData(AvatarData* owningAvatar) :
}
glm::vec3 HandData::worldPositionToLeapPosition(const glm::vec3& worldPosition) const {
return glm::inverse(_baseOrientation) * (worldPosition - _basePosition) / LEAP_UNIT_SCALE;
return glm::inverse(getBaseOrientation()) * (worldPosition - getBasePosition()) / LEAP_UNIT_SCALE;
}
glm::vec3 HandData::worldVectorToLeapVector(const glm::vec3& worldVector) const {
return glm::inverse(_baseOrientation) * worldVector / LEAP_UNIT_SCALE;
return glm::inverse(getBaseOrientation()) * worldVector / LEAP_UNIT_SCALE;
}
PalmData& HandData::addNewPalm() {
@ -254,6 +252,15 @@ bool HandData::findSpherePenetration(const glm::vec3& penetratorCenter, float pe
return false;
}
glm::quat HandData::getBaseOrientation() const {
return _owningAvatarData->getOrientation();
}
glm::vec3 HandData::getBasePosition() const {
const glm::vec3 LEAP_HANDS_OFFSET_FROM_TORSO(0.0, 0.3, -0.3);
return _owningAvatarData->getPosition() + getBaseOrientation() * LEAP_HANDS_OFFSET_FROM_TORSO *
_owningAvatarData->getTargetScale();
}
void FingerData::setTrailLength(unsigned int length) {
_tipTrailPositions.resize(length);

View file

@ -50,10 +50,10 @@ public:
// position conversion
glm::vec3 leapPositionToWorldPosition(const glm::vec3& leapPosition) {
return _basePosition + _baseOrientation * (leapPosition * LEAP_UNIT_SCALE);
return getBasePosition() + getBaseOrientation() * (leapPosition * LEAP_UNIT_SCALE);
}
glm::vec3 leapDirectionToWorldDirection(const glm::vec3& leapDirection) {
return _baseOrientation * leapDirection;
return getBaseOrientation() * leapDirection;
}
glm::vec3 worldPositionToLeapPosition(const glm::vec3& worldPosition) const;
glm::vec3 worldVectorToLeapVector(const glm::vec3& worldVector) const;
@ -86,10 +86,12 @@ public:
friend class AvatarData;
protected:
glm::vec3 _basePosition; // Hands are placed relative to this
glm::quat _baseOrientation; // Hands are placed relative to this
AvatarData* _owningAvatarData;
std::vector<PalmData> _palms;
glm::quat getBaseOrientation() const;
glm::vec3 getBasePosition() const;
private:
// privatize copy ctor and assignment operator so copies of this object cannot be made
HandData(const HandData&);