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https://github.com/HifiExperiments/overte.git
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Merge pull request #11036 from AndrewMeadows/walkabout
fix bugs preventing avatar from walking on spherical planet
This commit is contained in:
commit
8a87ebd2a8
12 changed files with 68 additions and 84 deletions
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@ -2323,7 +2323,7 @@ void Application::paintGL() {
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}
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}
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} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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if (isHMDMode()) {
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if (isHMDMode()) {
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auto mirrorBodyOrientation = myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f));
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auto mirrorBodyOrientation = myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f));
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glm::quat hmdRotation = extractRotation(myAvatar->getHMDSensorMatrix());
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glm::quat hmdRotation = extractRotation(myAvatar->getHMDSensorMatrix());
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// Mirror HMD yaw and roll
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// Mirror HMD yaw and roll
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@ -2345,7 +2345,7 @@ void Application::paintGL() {
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+ mirrorBodyOrientation * glm::vec3(0.0f, 0.0f, 1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror
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+ mirrorBodyOrientation * glm::vec3(0.0f, 0.0f, 1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror
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+ mirrorBodyOrientation * hmdOffset);
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+ mirrorBodyOrientation * hmdOffset);
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} else {
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} else {
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_myCamera.setOrientation(myAvatar->getWorldAlignedOrientation()
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_myCamera.setOrientation(myAvatar->getOrientation()
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* glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
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* glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
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_myCamera.setPosition(myAvatar->getDefaultEyePosition()
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_myCamera.setPosition(myAvatar->getDefaultEyePosition()
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+ glm::vec3(0, _raiseMirror * myAvatar->getUniformScale(), 0)
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+ glm::vec3(0, _raiseMirror * myAvatar->getUniformScale(), 0)
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@ -1299,7 +1299,7 @@ eyeContactTarget MyAvatar::getEyeContactTarget() {
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}
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}
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glm::vec3 MyAvatar::getDefaultEyePosition() const {
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glm::vec3 MyAvatar::getDefaultEyePosition() const {
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return getPosition() + getWorldAlignedOrientation() * Quaternions::Y_180 * _skeletonModel->getDefaultEyeModelPosition();
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return getPosition() + getOrientation() * Quaternions::Y_180 * _skeletonModel->getDefaultEyeModelPosition();
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}
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}
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const float SCRIPT_PRIORITY = 1.0f + 1.0f;
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const float SCRIPT_PRIORITY = 1.0f + 1.0f;
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@ -1594,9 +1594,14 @@ void MyAvatar::updateMotors() {
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motorRotation = getMyHead()->getHeadOrientation();
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motorRotation = getMyHead()->getHeadOrientation();
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} else {
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} else {
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// non-hovering = walking: follow camera twist about vertical but not lift
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// non-hovering = walking: follow camera twist about vertical but not lift
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// so we decompose camera's rotation and store the twist part in motorRotation
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// we decompose camera's rotation and store the twist part in motorRotation
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// however, we need to perform the decomposition in the avatar-frame
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// using the local UP axis and then transform back into world-frame
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glm::quat orientation = getOrientation();
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glm::quat headOrientation = glm::inverse(orientation) * getMyHead()->getHeadOrientation(); // avatar-frame
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glm::quat liftRotation;
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glm::quat liftRotation;
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swingTwistDecomposition(getMyHead()->getHeadOrientation(), _worldUpDirection, liftRotation, motorRotation);
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swingTwistDecomposition(headOrientation, Vectors::UNIT_Y, liftRotation, motorRotation);
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motorRotation = orientation * motorRotation;
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}
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}
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const float DEFAULT_MOTOR_TIMESCALE = 0.2f;
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const float DEFAULT_MOTOR_TIMESCALE = 0.2f;
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const float INVALID_MOTOR_TIMESCALE = 1.0e6f;
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const float INVALID_MOTOR_TIMESCALE = 1.0e6f;
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@ -1650,11 +1655,31 @@ void MyAvatar::prepareForPhysicsSimulation() {
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_prePhysicsRoomPose = AnimPose(_sensorToWorldMatrix);
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_prePhysicsRoomPose = AnimPose(_sensorToWorldMatrix);
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}
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}
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// There are a number of possible strategies for this set of tools through endRender, below.
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void MyAvatar::nextAttitude(glm::vec3 position, glm::quat orientation) {
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bool success;
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Transform trans = getTransform(success);
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if (!success) {
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qCWarning(interfaceapp) << "Warning -- MyAvatar::nextAttitude failed";
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return;
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}
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trans.setTranslation(position);
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trans.setRotation(orientation);
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SpatiallyNestable::setTransform(trans, success);
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if (!success) {
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qCWarning(interfaceapp) << "Warning -- MyAvatar::nextAttitude failed";
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}
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updateAttitude(orientation);
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}
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void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
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void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
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glm::vec3 position = getPosition();
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glm::vec3 position;
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glm::quat orientation = getOrientation();
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glm::quat orientation;
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if (_characterController.isEnabledAndReady()) {
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if (_characterController.isEnabledAndReady()) {
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_characterController.getPositionAndOrientation(position, orientation);
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_characterController.getPositionAndOrientation(position, orientation);
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} else {
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position = getPosition();
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orientation = getOrientation();
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}
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}
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nextAttitude(position, orientation);
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nextAttitude(position, orientation);
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_bodySensorMatrix = _follow.postPhysicsUpdate(*this, _bodySensorMatrix);
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_bodySensorMatrix = _follow.postPhysicsUpdate(*this, _bodySensorMatrix);
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@ -438,6 +438,7 @@ public:
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void updateMotors();
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void updateMotors();
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void prepareForPhysicsSimulation();
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void prepareForPhysicsSimulation();
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void nextAttitude(glm::vec3 position, glm::quat orientation); // Can be safely called at any time.
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void harvestResultsFromPhysicsSimulation(float deltaTime);
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void harvestResultsFromPhysicsSimulation(float deltaTime);
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const QString& getCollisionSoundURL() { return _collisionSoundURL; }
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const QString& getCollisionSoundURL() { return _collisionSoundURL; }
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@ -557,7 +558,6 @@ public:
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Q_INVOKABLE bool isUp(const glm::vec3& direction) { return glm::dot(direction, _worldUpDirection) > 0.0f; }; // true iff direction points up wrt avatar's definition of up.
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Q_INVOKABLE bool isUp(const glm::vec3& direction) { return glm::dot(direction, _worldUpDirection) > 0.0f; }; // true iff direction points up wrt avatar's definition of up.
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Q_INVOKABLE bool isDown(const glm::vec3& direction) { return glm::dot(direction, _worldUpDirection) < 0.0f; };
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Q_INVOKABLE bool isDown(const glm::vec3& direction) { return glm::dot(direction, _worldUpDirection) < 0.0f; };
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public slots:
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public slots:
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void increaseSize();
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void increaseSize();
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void decreaseSize();
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void decreaseSize();
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@ -29,7 +29,7 @@ MyHead::MyHead(MyAvatar* owningAvatar) : Head(owningAvatar) {
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glm::quat MyHead::getHeadOrientation() const {
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glm::quat MyHead::getHeadOrientation() const {
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// NOTE: Head::getHeadOrientation() is not used for orienting the camera "view" while in Oculus mode, so
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// NOTE: Head::getHeadOrientation() is not used for orienting the camera "view" while in Oculus mode, so
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// you may wonder why this code is here. This method will be called while in Oculus mode to determine how
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// you may wonder why this code is here. This method will be called while in Oculus mode to determine how
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// to change the driving direction while in Oculus mode. It is used to support driving toward where you're
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// to change the driving direction while in Oculus mode. It is used to support driving toward where your
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// head is looking. Note that in oculus mode, your actual camera view and where your head is looking is not
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// head is looking. Note that in oculus mode, your actual camera view and where your head is looking is not
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// always the same.
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// always the same.
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@ -39,7 +39,7 @@ glm::quat MyHead::getHeadOrientation() const {
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return headPose.rotation * Quaternions::Y_180;
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return headPose.rotation * Quaternions::Y_180;
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}
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}
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return myAvatar->getWorldAlignedOrientation() * glm::quat(glm::radians(glm::vec3(_basePitch, 0.0f, 0.0f)));
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return myAvatar->getOrientation() * glm::quat(glm::radians(glm::vec3(_basePitch, 0.0f, 0.0f)));
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}
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}
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void MyHead::simulate(float deltaTime) {
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void MyHead::simulate(float deltaTime) {
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@ -151,11 +151,6 @@ glm::vec3 Avatar::getNeckPosition() const {
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return _skeletonModel->getNeckPosition(neckPosition) ? neckPosition : getPosition();
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return _skeletonModel->getNeckPosition(neckPosition) ? neckPosition : getPosition();
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}
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}
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glm::quat Avatar::getWorldAlignedOrientation () const {
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return computeRotationFromBodyToWorldUp() * getOrientation();
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}
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AABox Avatar::getBounds() const {
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AABox Avatar::getBounds() const {
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if (!_skeletonModel->isRenderable() || _skeletonModel->needsFixupInScene()) {
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if (!_skeletonModel->isRenderable() || _skeletonModel->needsFixupInScene()) {
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// approximately 2m tall, scaled to user request.
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// approximately 2m tall, scaled to user request.
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@ -436,6 +431,11 @@ void Avatar::slamPosition(const glm::vec3& newPosition) {
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_lastVelocity = glm::vec3(0.0f);
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_lastVelocity = glm::vec3(0.0f);
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}
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}
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void Avatar::updateAttitude(const glm::quat& orientation) {
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_skeletonModel->updateAttitude(orientation);
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_worldUpDirection = orientation * Vectors::UNIT_Y;
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}
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void Avatar::applyPositionDelta(const glm::vec3& delta) {
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void Avatar::applyPositionDelta(const glm::vec3& delta) {
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setPosition(getPosition() + delta);
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setPosition(getPosition() + delta);
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_positionDeltaAccumulator += delta;
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_positionDeltaAccumulator += delta;
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@ -628,22 +628,6 @@ void Avatar::render(RenderArgs* renderArgs) {
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}
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}
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}
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}
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glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
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glm::quat orientation = getOrientation();
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glm::vec3 currentUp = orientation * IDENTITY_UP;
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float angle = acosf(glm::clamp(glm::dot(currentUp, _worldUpDirection), -1.0f, 1.0f));
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if (angle < EPSILON) {
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return glm::quat();
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}
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glm::vec3 axis;
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if (angle > 179.99f * RADIANS_PER_DEGREE) { // 180 degree rotation; must use another axis
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axis = orientation * IDENTITY_RIGHT;
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} else {
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axis = glm::normalize(glm::cross(currentUp, _worldUpDirection));
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}
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return glm::angleAxis(angle * proportion, axis);
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}
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void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
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void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
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_attachmentsToDelete.clear();
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_attachmentsToDelete.clear();
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@ -1401,14 +1385,14 @@ glm::quat Avatar::getUncachedRightPalmRotation() const {
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return rightPalmRotation;
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return rightPalmRotation;
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}
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}
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void Avatar::setPosition(const glm::vec3& position) {
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void Avatar::setPositionViaScript(const glm::vec3& position) {
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AvatarData::setPosition(position);
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setPosition(position);
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updateAttitude();
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updateAttitude(getOrientation());
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}
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}
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void Avatar::setOrientation(const glm::quat& orientation) {
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void Avatar::setOrientationViaScript(const glm::quat& orientation) {
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AvatarData::setOrientation(orientation);
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setOrientation(orientation);
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updateAttitude();
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updateAttitude(orientation);
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}
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}
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void Avatar::updatePalms() {
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void Avatar::updatePalms() {
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@ -112,8 +112,6 @@ public:
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const Head* getHead() const { return static_cast<const Head*>(_headData); }
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const Head* getHead() const { return static_cast<const Head*>(_headData); }
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Head* getHead() { return static_cast<Head*>(_headData); }
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Head* getHead() { return static_cast<Head*>(_headData); }
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glm::quat getWorldAlignedOrientation() const;
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AABox getBounds() const;
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AABox getBounds() const;
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/// Returns the distance to use as a LOD parameter.
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/// Returns the distance to use as a LOD parameter.
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@ -184,7 +182,7 @@ public:
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void scaleVectorRelativeToPosition(glm::vec3 &positionToScale) const;
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void scaleVectorRelativeToPosition(glm::vec3 &positionToScale) const;
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void slamPosition(const glm::vec3& position);
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void slamPosition(const glm::vec3& position);
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virtual void updateAttitude() override { _skeletonModel->updateAttitude(); }
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virtual void updateAttitude(const glm::quat& orientation) override;
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// Call this when updating Avatar position with a delta. This will allow us to
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// Call this when updating Avatar position with a delta. This will allow us to
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// _accurately_ measure position changes and compute the resulting velocity
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// _accurately_ measure position changes and compute the resulting velocity
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@ -197,10 +195,8 @@ public:
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void getCapsule(glm::vec3& start, glm::vec3& end, float& radius);
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void getCapsule(glm::vec3& start, glm::vec3& end, float& radius);
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float computeMass();
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float computeMass();
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using SpatiallyNestable::setPosition;
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void setPositionViaScript(const glm::vec3& position) override;
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virtual void setPosition(const glm::vec3& position) override;
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void setOrientationViaScript(const glm::quat& orientation) override;
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using SpatiallyNestable::setOrientation;
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virtual void setOrientation(const glm::quat& orientation) override;
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// these call through to the SpatiallyNestable versions, but they are here to expose these to javascript.
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// these call through to the SpatiallyNestable versions, but they are here to expose these to javascript.
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Q_INVOKABLE virtual const QUuid getParentID() const override { return SpatiallyNestable::getParentID(); }
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Q_INVOKABLE virtual const QUuid getParentID() const override { return SpatiallyNestable::getParentID(); }
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@ -240,7 +236,7 @@ public:
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bool hasNewJointData() const { return _hasNewJointData; }
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bool hasNewJointData() const { return _hasNewJointData; }
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float getBoundingRadius() const;
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float getBoundingRadius() const;
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void addToScene(AvatarSharedPointer self, const render::ScenePointer& scene);
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void addToScene(AvatarSharedPointer self, const render::ScenePointer& scene);
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void ensureInScene(AvatarSharedPointer self, const render::ScenePointer& scene);
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void ensureInScene(AvatarSharedPointer self, const render::ScenePointer& scene);
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bool isInScene() const { return render::Item::isValidID(_renderItemID); }
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bool isInScene() const { return render::Item::isValidID(_renderItemID); }
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@ -303,7 +299,6 @@ protected:
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glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
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glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
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void measureMotionDerivatives(float deltaTime);
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void measureMotionDerivatives(float deltaTime);
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float getSkeletonHeight() const;
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float getSkeletonHeight() const;
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@ -118,16 +118,16 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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_rig.updateFromEyeParameters(eyeParams);
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_rig.updateFromEyeParameters(eyeParams);
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}
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}
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void SkeletonModel::updateAttitude() {
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void SkeletonModel::updateAttitude(const glm::quat& orientation) {
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setTranslation(_owningAvatar->getSkeletonPosition());
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setTranslation(_owningAvatar->getSkeletonPosition());
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setRotation(_owningAvatar->getOrientation() * Quaternions::Y_180);
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setRotation(orientation * Quaternions::Y_180);
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setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale());
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setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale());
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}
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}
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// Called by Avatar::simulate after it has set the joint states (fullUpdate true if changed),
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// Called by Avatar::simulate after it has set the joint states (fullUpdate true if changed),
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// but just before head has been simulated.
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// but just before head has been simulated.
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void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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updateAttitude();
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updateAttitude(_owningAvatar->getOrientation());
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if (fullUpdate) {
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if (fullUpdate) {
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setBlendshapeCoefficients(_owningAvatar->getHead()->getSummedBlendshapeCoefficients());
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setBlendshapeCoefficients(_owningAvatar->getHead()->getSummedBlendshapeCoefficients());
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@ -35,7 +35,7 @@ public:
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void simulate(float deltaTime, bool fullUpdate = true) override;
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void simulate(float deltaTime, bool fullUpdate = true) override;
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void updateRig(float deltaTime, glm::mat4 parentTransform) override;
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void updateRig(float deltaTime, glm::mat4 parentTransform) override;
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void updateAttitude();
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void updateAttitude(const glm::quat& orientation);
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/// Returns the index of the left hand joint, or -1 if not found.
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/// Returns the index of the left hand joint, or -1 if not found.
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int getLeftHandJointIndex() const { return isActive() ? getFBXGeometry().leftHandJointIndex : -1; }
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int getLeftHandJointIndex() const { return isActive() ? getFBXGeometry().leftHandJointIndex : -1; }
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@ -91,9 +91,6 @@ AvatarData::AvatarData() :
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_targetVelocity(0.0f),
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_targetVelocity(0.0f),
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_density(DEFAULT_AVATAR_DENSITY)
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_density(DEFAULT_AVATAR_DENSITY)
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{
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{
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setBodyPitch(0.0f);
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setBodyYaw(-90.0f);
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setBodyRoll(0.0f);
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}
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}
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AvatarData::~AvatarData() {
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AvatarData::~AvatarData() {
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@ -110,23 +107,6 @@ const QUrl& AvatarData::defaultFullAvatarModelUrl() {
|
||||||
return _defaultFullAvatarModelUrl;
|
return _defaultFullAvatarModelUrl;
|
||||||
}
|
}
|
||||||
|
|
||||||
// There are a number of possible strategies for this set of tools through endRender, below.
|
|
||||||
void AvatarData::nextAttitude(glm::vec3 position, glm::quat orientation) {
|
|
||||||
bool success;
|
|
||||||
Transform trans = getTransform(success);
|
|
||||||
if (!success) {
|
|
||||||
qCWarning(avatars) << "Warning -- AvatarData::nextAttitude failed";
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
trans.setTranslation(position);
|
|
||||||
trans.setRotation(orientation);
|
|
||||||
SpatiallyNestable::setTransform(trans, success);
|
|
||||||
if (!success) {
|
|
||||||
qCWarning(avatars) << "Warning -- AvatarData::nextAttitude failed";
|
|
||||||
}
|
|
||||||
updateAttitude();
|
|
||||||
}
|
|
||||||
|
|
||||||
void AvatarData::setTargetScale(float targetScale) {
|
void AvatarData::setTargetScale(float targetScale) {
|
||||||
auto newValue = glm::clamp(targetScale, MIN_AVATAR_SCALE, MAX_AVATAR_SCALE);
|
auto newValue = glm::clamp(targetScale, MIN_AVATAR_SCALE, MAX_AVATAR_SCALE);
|
||||||
if (_targetScale != newValue) {
|
if (_targetScale != newValue) {
|
||||||
|
@ -2100,6 +2080,7 @@ void AvatarData::fromJson(const QJsonObject& json, bool useFrameSkeleton) {
|
||||||
currentBasis = std::make_shared<Transform>(Transform::fromJson(json[JSON_AVATAR_BASIS]));
|
currentBasis = std::make_shared<Transform>(Transform::fromJson(json[JSON_AVATAR_BASIS]));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
glm::quat orientation;
|
||||||
if (json.contains(JSON_AVATAR_RELATIVE)) {
|
if (json.contains(JSON_AVATAR_RELATIVE)) {
|
||||||
// During playback you can either have the recording basis set to the avatar current state
|
// During playback you can either have the recording basis set to the avatar current state
|
||||||
// meaning that all playback is relative to this avatars starting position, or
|
// meaning that all playback is relative to this avatars starting position, or
|
||||||
|
@ -2111,12 +2092,14 @@ void AvatarData::fromJson(const QJsonObject& json, bool useFrameSkeleton) {
|
||||||
auto relativeTransform = Transform::fromJson(json[JSON_AVATAR_RELATIVE]);
|
auto relativeTransform = Transform::fromJson(json[JSON_AVATAR_RELATIVE]);
|
||||||
auto worldTransform = currentBasis->worldTransform(relativeTransform);
|
auto worldTransform = currentBasis->worldTransform(relativeTransform);
|
||||||
setPosition(worldTransform.getTranslation());
|
setPosition(worldTransform.getTranslation());
|
||||||
setOrientation(worldTransform.getRotation());
|
orientation = worldTransform.getRotation();
|
||||||
} else {
|
} else {
|
||||||
// We still set the position in the case that there is no movement.
|
// We still set the position in the case that there is no movement.
|
||||||
setPosition(currentBasis->getTranslation());
|
setPosition(currentBasis->getTranslation());
|
||||||
setOrientation(currentBasis->getRotation());
|
orientation = currentBasis->getRotation();
|
||||||
}
|
}
|
||||||
|
setOrientation(orientation);
|
||||||
|
updateAttitude(orientation);
|
||||||
|
|
||||||
// Do after avatar orientation because head look-at needs avatar orientation.
|
// Do after avatar orientation because head look-at needs avatar orientation.
|
||||||
if (json.contains(JSON_AVATAR_HEAD)) {
|
if (json.contains(JSON_AVATAR_HEAD)) {
|
||||||
|
@ -2234,11 +2217,11 @@ void AvatarData::setBodyRoll(float bodyRoll) {
|
||||||
setOrientation(glm::quat(glm::radians(eulerAngles)));
|
setOrientation(glm::quat(glm::radians(eulerAngles)));
|
||||||
}
|
}
|
||||||
|
|
||||||
void AvatarData::setPosition(const glm::vec3& position) {
|
void AvatarData::setPositionViaScript(const glm::vec3& position) {
|
||||||
SpatiallyNestable::setPosition(position);
|
SpatiallyNestable::setPosition(position);
|
||||||
}
|
}
|
||||||
|
|
||||||
void AvatarData::setOrientation(const glm::quat& orientation) {
|
void AvatarData::setOrientationViaScript(const glm::quat& orientation) {
|
||||||
SpatiallyNestable::setOrientation(orientation);
|
SpatiallyNestable::setOrientation(orientation);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -351,14 +351,14 @@ public:
|
||||||
class AvatarData : public QObject, public SpatiallyNestable {
|
class AvatarData : public QObject, public SpatiallyNestable {
|
||||||
Q_OBJECT
|
Q_OBJECT
|
||||||
|
|
||||||
Q_PROPERTY(glm::vec3 position READ getPosition WRITE setPosition)
|
Q_PROPERTY(glm::vec3 position READ getPosition WRITE setPositionViaScript)
|
||||||
Q_PROPERTY(float scale READ getTargetScale WRITE setTargetScale)
|
Q_PROPERTY(float scale READ getTargetScale WRITE setTargetScale)
|
||||||
Q_PROPERTY(glm::vec3 handPosition READ getHandPosition WRITE setHandPosition)
|
Q_PROPERTY(glm::vec3 handPosition READ getHandPosition WRITE setHandPosition)
|
||||||
Q_PROPERTY(float bodyYaw READ getBodyYaw WRITE setBodyYaw)
|
Q_PROPERTY(float bodyYaw READ getBodyYaw WRITE setBodyYaw)
|
||||||
Q_PROPERTY(float bodyPitch READ getBodyPitch WRITE setBodyPitch)
|
Q_PROPERTY(float bodyPitch READ getBodyPitch WRITE setBodyPitch)
|
||||||
Q_PROPERTY(float bodyRoll READ getBodyRoll WRITE setBodyRoll)
|
Q_PROPERTY(float bodyRoll READ getBodyRoll WRITE setBodyRoll)
|
||||||
|
|
||||||
Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientation)
|
Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientationViaScript)
|
||||||
Q_PROPERTY(glm::quat headOrientation READ getHeadOrientation WRITE setHeadOrientation)
|
Q_PROPERTY(glm::quat headOrientation READ getHeadOrientation WRITE setHeadOrientation)
|
||||||
Q_PROPERTY(float headPitch READ getHeadPitch WRITE setHeadPitch)
|
Q_PROPERTY(float headPitch READ getHeadPitch WRITE setHeadPitch)
|
||||||
Q_PROPERTY(float headYaw READ getHeadYaw WRITE setHeadYaw)
|
Q_PROPERTY(float headYaw READ getHeadYaw WRITE setHeadYaw)
|
||||||
|
@ -440,13 +440,10 @@ public:
|
||||||
float getBodyRoll() const;
|
float getBodyRoll() const;
|
||||||
void setBodyRoll(float bodyRoll);
|
void setBodyRoll(float bodyRoll);
|
||||||
|
|
||||||
using SpatiallyNestable::setPosition;
|
virtual void setPositionViaScript(const glm::vec3& position);
|
||||||
virtual void setPosition(const glm::vec3& position) override;
|
virtual void setOrientationViaScript(const glm::quat& orientation);
|
||||||
using SpatiallyNestable::setOrientation;
|
|
||||||
virtual void setOrientation(const glm::quat& orientation) override;
|
|
||||||
|
|
||||||
void nextAttitude(glm::vec3 position, glm::quat orientation); // Can be safely called at any time.
|
virtual void updateAttitude(const glm::quat& orientation) {}
|
||||||
virtual void updateAttitude() {} // Tell skeleton mesh about changes
|
|
||||||
|
|
||||||
glm::quat getHeadOrientation() const {
|
glm::quat getHeadOrientation() const {
|
||||||
lazyInitHeadData();
|
lazyInitHeadData();
|
||||||
|
|
|
@ -445,7 +445,7 @@ void CharacterController::handleChangedCollisionGroup() {
|
||||||
|
|
||||||
void CharacterController::updateUpAxis(const glm::quat& rotation) {
|
void CharacterController::updateUpAxis(const glm::quat& rotation) {
|
||||||
_currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS);
|
_currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS);
|
||||||
if (_state != State::Hover && _rigidBody) {
|
if (_rigidBody) {
|
||||||
_rigidBody->setGravity(_gravity * _currentUp);
|
_rigidBody->setGravity(_gravity * _currentUp);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -127,7 +127,7 @@ private:
|
||||||
glm::mat4 _projection;
|
glm::mat4 _projection;
|
||||||
|
|
||||||
// derived
|
// derived
|
||||||
glm::vec3 _position;
|
glm::vec3 _position { 0.0f, 0.0f, 0.0f };
|
||||||
glm::quat _orientation;
|
glm::quat _orientation;
|
||||||
bool _isKeepLookingAt{ false };
|
bool _isKeepLookingAt{ false };
|
||||||
glm::vec3 _lookingAt;
|
glm::vec3 _lookingAt;
|
||||||
|
|
Loading…
Reference in a new issue