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Merge branch 'master' of github.com:highfidelity/hifi into near-grab-via-parenting
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commit
a5d37bed60
5 changed files with 45 additions and 29 deletions
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@ -157,7 +157,7 @@ void Avatar::animateScaleChanges(float deltaTime) {
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// snap to the end when we get close enough
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const float MIN_RELATIVE_SCALE_ERROR = 0.03f;
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if (fabsf(_targetScale - currentScale) / _targetScale < 0.03f) {
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if (fabsf(_targetScale - currentScale) / _targetScale < MIN_RELATIVE_SCALE_ERROR) {
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animatedScale = _targetScale;
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}
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@ -48,38 +48,46 @@ void AvatarActionHold::prepareForPhysicsSimulation() {
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auto avatarManager = DependencyManager::get<AvatarManager>();
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auto holdingAvatar = std::static_pointer_cast<Avatar>(avatarManager->getAvatarBySessionID(_holderID));
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if (!holdingAvatar) {
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if (!holdingAvatar || !holdingAvatar->isMyAvatar()) {
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return;
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}
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withWriteLock([&]{
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if (_ignoreIK && holdingAvatar->isMyAvatar()) {
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if (_ignoreIK) {
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return;
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}
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if (holdingAvatar->isMyAvatar()) {
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glm::vec3 palmPosition;
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glm::quat palmRotation;
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if (_hand == "right") {
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palmPosition = holdingAvatar->getRightPalmPosition();
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palmRotation = holdingAvatar->getRightPalmRotation();
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} else {
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palmPosition = holdingAvatar->getLeftPalmPosition();
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palmRotation = holdingAvatar->getLeftPalmRotation();
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}
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glm::vec3 avatarRigidBodyPosition;
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glm::quat avatarRigidBodyRotation;
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getAvatarRigidBodyLocation(avatarRigidBodyPosition, avatarRigidBodyRotation);
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// determine the difference in translation and rotation between the avatar's
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// rigid body and the palm position. The avatar's rigid body will be moved by bullet
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// between this call and the call to getTarget, below. A call to get*PalmPosition in
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// getTarget would get the palm position of the previous location of the avatar (because
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// bullet has moved the av's rigid body but the rigid body's location has not yet been
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// copied out into the Avatar class.
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_palmOffsetFromRigidBody = palmPosition - avatarRigidBodyPosition;
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_palmRotationFromRigidBody = glm::inverse(avatarRigidBodyRotation) * palmRotation;
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glm::vec3 palmPosition;
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glm::quat palmRotation;
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if (_hand == "right") {
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palmPosition = holdingAvatar->getRightPalmPosition();
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palmRotation = holdingAvatar->getRightPalmRotation();
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} else {
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palmPosition = holdingAvatar->getLeftPalmPosition();
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palmRotation = holdingAvatar->getLeftPalmRotation();
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}
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glm::vec3 avatarRigidBodyPosition;
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glm::quat avatarRigidBodyRotation;
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getAvatarRigidBodyLocation(avatarRigidBodyPosition, avatarRigidBodyRotation);
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// determine the difference in translation and rotation between the avatar's
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// rigid body and the palm position. The avatar's rigid body will be moved by bullet
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// between this call and the call to getTarget, below. A call to get*PalmPosition in
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// getTarget would get the palm position of the previous location of the avatar (because
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// bullet has moved the av's rigid body but the rigid body's location has not yet been
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// copied out into the Avatar class.
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//glm::quat avatarRotationInverse = glm::inverse(avatarRigidBodyRotation);
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// the offset should be in the frame of the avatar, but something about the order
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// things are updated makes this wrong:
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// _palmOffsetFromRigidBody = avatarRotationInverse * (palmPosition - avatarRigidBodyPosition);
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// I'll leave it here as a comment in case avatar handling changes.
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_palmOffsetFromRigidBody = palmPosition - avatarRigidBodyPosition;
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// rotation should also be needed, but again, the order of updates makes this unneeded. leaving
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// code here for future reference.
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// _palmRotationFromRigidBody = avatarRotationInverse * palmRotation;
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});
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}
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@ -116,8 +124,16 @@ std::shared_ptr<Avatar> AvatarActionHold::getTarget(glm::quat& rotation, glm::ve
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// and the data in the Avatar class is stale. This means that the result of get*PalmPosition will
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// be stale. Instead, determine the current palm position with the current avatar's rigid body
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// location and the saved offsets.
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// this line is more correct but breaks for the current way avatar data is updated.
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// palmPosition = avatarRigidBodyPosition + avatarRigidBodyRotation * _palmOffsetFromRigidBody;
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// instead, use this for now:
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palmPosition = avatarRigidBodyPosition + _palmOffsetFromRigidBody;
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palmRotation = avatarRigidBodyRotation * _palmRotationFromRigidBody;
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// the item jitters the least by getting the rotation based on the opinion of Avatar.h rather
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// than that of the rigid body. leaving this next line here for future reference:
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// palmRotation = avatarRigidBodyRotation * _palmRotationFromRigidBody;
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if (isRightHand) {
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palmRotation = holdingAvatar->getRightPalmRotation();
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} else {
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@ -61,7 +61,8 @@ private:
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glm::vec3 _previousPositionalDelta;
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glm::vec3 _palmOffsetFromRigidBody;
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glm::quat _palmRotationFromRigidBody;
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// leaving this here for future refernece.
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// glm::quat _palmRotationFromRigidBody;
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};
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#endif // hifi_AvatarActionHold_h
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@ -34,7 +34,6 @@
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static const quint64 MSECS_TO_USECS = 1000ULL;
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static const quint64 TOOLTIP_DELAY = 500 * MSECS_TO_USECS;
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static const float RETICLE_COLOR[] = { 0.0f, 198.0f / 255.0f, 244.0f / 255.0f };
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static const float reticleSize = TWO_PI / 100.0f;
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static const float CURSOR_PIXEL_SIZE = 32.0f;
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@ -91,7 +91,7 @@ Assignment::Assignment(ReceivedMessage& message) :
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#endif
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Assignment::Assignment(const Assignment& otherAssignment) {
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Assignment::Assignment(const Assignment& otherAssignment) : QObject() {
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_uuid = otherAssignment._uuid;
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_command = otherAssignment._command;
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_type = otherAssignment._type;
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