Merge branch 'sam/vive-hand-controllers' of github.com:hyperlogic/hifi into sam/vive-hand-controllers

This commit is contained in:
Anthony J. Thibault 2015-07-14 12:37:09 -07:00
commit aa66691a73
8 changed files with 35 additions and 79 deletions

View file

@ -692,6 +692,10 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
auto applicationUpdater = DependencyManager::get<AutoUpdater>();
connect(applicationUpdater.data(), &AutoUpdater::newVersionIsAvailable, dialogsManager.data(), &DialogsManager::showUpdateDialog);
applicationUpdater->checkForUpdate();
// Now that menu is initalized we can sync myAvatar with it's state.
_myAvatar->updateMotionBehaviorFromMenu();
_myAvatar->updateStandingHMDModeFromMenu();
}
void Application::aboutToQuit() {
@ -969,15 +973,6 @@ void Application::paintGL() {
} else {
_myCamera.setRotation(glm::quat_cast(_myAvatar->getSensorToWorldMatrix() * getHMDSensorPose()));
}
/*
qCDebug(interfaceapp, "paintGL");
glm::vec3 cameraPos = _myCamera.getPosition();
glm::quat cameraRot = _myCamera.getRotation();
qCDebug(interfaceapp, "\tcamera pos = (%.5f, %.5f, %.5f)", cameraPos.x, cameraPos.y, cameraPos.z);
qCDebug(interfaceapp, "\tcamera rot = (%.5f, %.5f, %.5f, %.5f)", cameraRot.x, cameraRot.y, cameraRot.z, cameraRot.w);
*/
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
if (isHMDMode()) {
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation());
@ -2803,11 +2798,6 @@ void Application::update(float deltaTime) {
}
}
// AJT: hack for debug drawing.
extern const int NUM_MARKERS;
extern glm::mat4 markerMats[];
extern glm::vec4 markerColors[];
void Application::setPalmData(Hand* hand, UserInputMapper::PoseValue pose, int index) {
PalmData* palm;
bool foundHand = false;
@ -2838,9 +2828,6 @@ void Application::setPalmData(Hand* hand, UserInputMapper::PoseValue pose, int i
palm->setRawPosition(extractTranslation(objectPose));
palm->setRawRotation(glm::quat_cast(objectPose));
// AJT: Hack for debug drawing.
//markerMats[index] = sensorToWorldMat * poseMat;
}
void Application::emulateMouse(Hand* hand, float click, float shift, int index) {

View file

@ -244,16 +244,16 @@ Menu::Menu() {
SLOT(resetSize()));
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::KeyboardMotorControl,
Qt::CTRL | Qt::SHIFT | Qt::Key_K, true, avatar, SLOT(updateMotionBehavior()));
Qt::CTRL | Qt::SHIFT | Qt::Key_K, true, avatar, SLOT(updateMotionBehaviorFromMenu()));
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::ScriptedMotorControl, 0, true,
avatar, SLOT(updateMotionBehavior()));
avatar, SLOT(updateMotionBehaviorFromMenu()));
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::NamesAboveHeads, 0, true);
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::GlowWhenSpeaking, 0, true);
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::BlueSpeechSphere, 0, true);
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::EnableCharacterController, 0, true,
avatar, SLOT(updateMotionBehavior()));
avatar, SLOT(updateMotionBehaviorFromMenu()));
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::ShiftHipsForIdleAnimations, 0, false,
avatar, SLOT(updateMotionBehavior()));
avatar, SLOT(updateMotionBehaviorFromMenu()));
MenuWrapper* viewMenu = addMenu("View");
{
@ -325,6 +325,9 @@ Menu::Menu() {
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::TurnWithHead, 0, false);
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::StandingHMDSensorMode, 0, false,
avatar, SLOT(updateStandingHMDModeFromMenu()));
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Stats);
addActionToQMenuAndActionHash(viewMenu, MenuOption::Log,
Qt::CTRL | Qt::SHIFT | Qt::Key_L,

View file

@ -274,6 +274,7 @@ namespace MenuOption {
const QString SimpleShadows = "Simple";
const QString SixenseEnabled = "Enable Hydra Support";
const QString ShiftHipsForIdleAnimations = "Shift hips for idle animations";
const QString StandingHMDSensorMode = "Standing HMD Sensor Mode";
const QString Stars = "Stars";
const QString Stats = "Stats";
const QString StopAllScripts = "Stop All Scripts";

View file

@ -34,13 +34,6 @@
using namespace std;
// AJT HACK, I'm using these markers for debugging.
// extern them and set them in other cpp files and they will be rendered
// with the world box.
const int NUM_MARKERS = 4;
glm::mat4 markerMats[NUM_MARKERS];
glm::vec4 markerColors[NUM_MARKERS] = {{1, 0, 0, 1}, {0, 1, 0, 1}, {0, 0, 1, 1}, {0, 1, 1, 1}};
void renderWorldBox(gpu::Batch& batch) {
auto geometryCache = DependencyManager::get<GeometryCache>();
@ -79,26 +72,6 @@ void renderWorldBox(gpu::Batch& batch) {
transform.setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, MARKER_DISTANCE));
batch.setModelTransform(transform);
geometryCache->renderSphere(batch, MARKER_RADIUS, 10, 10, grey);
// draw marker spheres
for (int i = 0; i < NUM_MARKERS; i++) {
transform.setTranslation(extractTranslation(markerMats[i]));
batch.setModelTransform(transform);
geometryCache->renderSphere(batch, 0.02f, 10, 10, markerColors[i]);
}
// draw marker axes
auto identity = Transform{};
batch.setModelTransform(identity);
for (int i = 0; i < NUM_MARKERS; i++) {
glm::vec3 base = extractTranslation(markerMats[i]);
glm::vec3 xAxis = transformPoint(markerMats[i], glm::vec3(1, 0, 0));
glm::vec3 yAxis = transformPoint(markerMats[i], glm::vec3(0, 1, 0));
glm::vec3 zAxis = transformPoint(markerMats[i], glm::vec3(0, 0, 1));
geometryCache->renderLine(batch, base, xAxis, red);
geometryCache->renderLine(batch, base, yAxis, green);
geometryCache->renderLine(batch, base, zAxis, blue);
}
}
// Return a random vector of average length 1

View file

@ -28,8 +28,6 @@
using namespace std;
static bool isRoomTracking = true;
Head::Head(Avatar* owningAvatar) :
HeadData((AvatarData*)owningAvatar),
_returnHeadToCenter(false),
@ -120,7 +118,7 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
}
}
if (!isRoomTracking) {
if (!myAvatar->getStandingHMDSensorMode()) {
// Twist the upper body to follow the rotation of the head, but only do this with my avatar,
// since everyone else will see the full joint rotations for other people.
const float BODY_FOLLOW_HEAD_YAW_RATE = 0.1f;
@ -342,7 +340,7 @@ glm::quat Head::getCameraOrientation() const {
// always the same.
if (qApp->isHMDMode()) {
MyAvatar* myAvatar = dynamic_cast<MyAvatar*>(_owningAvatar);
if (isRoomTracking && myAvatar) {
if (myAvatar && myAvatar->getStandingHMDSensorMode()) {
return glm::quat_cast(myAvatar->getSensorToWorldMatrix()) * myAvatar->getHMDSensorOrientation();
} else {
return getOrientation();

View file

@ -77,8 +77,6 @@ const float MyAvatar::ZOOM_MIN = 0.5f;
const float MyAvatar::ZOOM_MAX = 25.0f;
const float MyAvatar::ZOOM_DEFAULT = 1.5f;
static bool isRoomTracking = true;
MyAvatar::MyAvatar() :
Avatar(),
_gravity(0.0f, 0.0f, 0.0f),
@ -110,7 +108,8 @@ MyAvatar::MyAvatar() :
_hmdSensorPosition(),
_bodySensorMatrix(),
_inverseBodySensorMatrix(),
_sensorToWorldMatrix()
_sensorToWorldMatrix(),
_standingHMDSensorMode(false)
{
_firstPersonSkeletonModel.setIsFirstPerson(true);
@ -311,7 +310,7 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
Head* head = getHead();
if (inHmd || isPlaying()) {
if (!isRoomTracking) {
if (!getStandingHMDSensorMode()) {
head->setDeltaPitch(estimatedRotation.x);
head->setDeltaYaw(estimatedRotation.y);
head->setDeltaRoll(estimatedRotation.z);
@ -337,7 +336,7 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
relativePosition.x = -relativePosition.x;
}
if (!(inHmd && isRoomTracking)) {
if (!(inHmd && getStandingHMDSensorMode())) {
head->setLeanSideways(glm::clamp(glm::degrees(atanf(relativePosition.x * _leanScale / TORSO_LENGTH)),
-MAX_LEAN, MAX_LEAN));
head->setLeanForward(glm::clamp(glm::degrees(atanf(relativePosition.z * _leanScale / TORSO_LENGTH)),
@ -1340,7 +1339,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
glm::mat4 sensorOffset = bodyMat * glm::mat4_cast(twist) * glm::inverse(bodyMat);
_sensorToWorldMatrix = sensorOffset * _sensorToWorldMatrix;
if (!(qApp->isHMDMode() && isRoomTracking)) {
if (!(qApp->isHMDMode() && getStandingHMDSensorMode())) {
setOrientation(twist * getOrientation());
}
@ -1532,7 +1531,7 @@ void MyAvatar::updatePosition(float deltaTime) {
const float MOVING_SPEED_THRESHOLD = 0.01f;
_moving = speed > MOVING_SPEED_THRESHOLD;
if (qApp->isHMDMode() && isRoomTracking) {
if (qApp->isHMDMode() && getStandingHMDSensorMode()) {
Avatar::setPosition(getWorldBodyPosition());
}
}
@ -1626,7 +1625,7 @@ void MyAvatar::goToLocation(const glm::vec3& newPosition,
qCDebug(interfaceapp).nospace() << "MyAvatar goToLocation - moving to " << newPosition.x << ", "
<< newPosition.y << ", " << newPosition.z;
if (qApp->isHMDMode() && isRoomTracking) {
if (qApp->isHMDMode() && getStandingHMDSensorMode()) {
// AJT: FIXME, does not work with orientation.
// AJT: FIXME, does not work with shouldFaceLocation flag.
// Set the orientation of the sensor room, not the avatar itself.
@ -1658,7 +1657,7 @@ void MyAvatar::goToLocation(const glm::vec3& newPosition,
emit transformChanged();
}
void MyAvatar::updateMotionBehavior() {
void MyAvatar::updateMotionBehaviorFromMenu() {
Menu* menu = Menu::getInstance();
if (menu->isOptionChecked(MenuOption::KeyboardMotorControl)) {
_motionBehaviors |= AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED;
@ -1674,6 +1673,11 @@ void MyAvatar::updateMotionBehavior() {
_feetTouchFloor = menu->isOptionChecked(MenuOption::ShiftHipsForIdleAnimations);
}
void MyAvatar::updateStandingHMDModeFromMenu() {
Menu* menu = Menu::getInstance();
_standingHMDSensorMode = menu->isOptionChecked(MenuOption::StandingHMDSensorMode);
}
//Renders sixense laser pointers for UI selection with controllers
void MyAvatar::renderLaserPointers(gpu::Batch& batch) {
const float PALM_TIP_ROD_RADIUS = 0.002f;
@ -1726,7 +1730,6 @@ void MyAvatar::relayDriveKeysToCharacterController() {
}
}
// overriden, because they must move the sensor mat, so that the avatar will be at the given location.
void MyAvatar::setPosition(const glm::vec3 position, bool overideReferential) {
// update the sensor mat so that the body position will end up in the desired
@ -1737,7 +1740,6 @@ void MyAvatar::setPosition(const glm::vec3 position, bool overideReferential) {
Avatar::setPosition(position);
}
// overriden, because they must move the sensor mat, so that the avatar will face the given orienation.
void MyAvatar::setOrientation(const glm::quat& orientation, bool overideReferential) {
// update the sensor mat so that the body position will end up in the desired

View file

@ -192,6 +192,8 @@ public:
static const float ZOOM_MAX;
static const float ZOOM_DEFAULT;
bool getStandingHMDSensorMode() const { return _standingHMDSensorMode; }
public slots:
void increaseSize();
void decreaseSize();
@ -206,7 +208,8 @@ public slots:
glm::vec3 getThrust() { return _thrust; };
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
void updateMotionBehavior();
void updateMotionBehaviorFromMenu();
void updateStandingHMDModeFromMenu();
glm::vec3 getLeftPalmPosition();
glm::quat getLeftPalmRotation();
@ -226,6 +229,8 @@ public slots:
virtual void rebuildSkeletonBody();
signals:
void transformChanged();
void newCollisionSoundURL(const QUrl& url);
@ -326,6 +331,8 @@ private:
// used to transform any sensor into world space, including the _hmdSensorMat, or hand controllers.
glm::mat4 _sensorToWorldMatrix;
bool _standingHMDSensorMode;
};
#endif // hifi_MyAvatar_h

View file

@ -357,13 +357,6 @@ void DynamicCharacterController::preSimulation(btScalar timeStep) {
glm::vec3 position = _avatarData->getPosition() + rotation * _shapeLocalOffset;
_rigidBody->setWorldTransform(btTransform(glmToBullet(rotation), glmToBullet(position)));
/*
qCDebug(physics, "preSimulation()");
qCDebug(physics, "\trigidbody position = (%.5f, %.5f, %.5f)", position.x, position.y, position.z);
glm::vec3 p = _avatarData->getPosition();
qCDebug(physics, "\tavatar position = (%.5f, %.5f, %.5f)", p.x, p.y, p.z);
*/
// the rotation is dictated by AvatarData
btTransform xform = _rigidBody->getWorldTransform();
xform.setRotation(glmToBullet(rotation));
@ -419,13 +412,5 @@ void DynamicCharacterController::postSimulation() {
_avatarData->setOrientation(rotation);
_avatarData->setPosition(position - rotation * _shapeLocalOffset);
_avatarData->setVelocity(bulletToGLM(_rigidBody->getLinearVelocity()));
/*
qCDebug(physics, "postSimulation()");
qCDebug(physics, "\trigidbody position = (%.5f, %.5f, %.5f)", position.x, position.y, position.z);
glm::vec3 p = position - rotation * _shapeLocalOffset;
qCDebug(physics, "\tavatar position = (%.5f, %.5f, %.5f)", p.x, p.y, p.z);
qCDebug(physics, "\t_shapeLocalOffset = (%.5f, %.5f, %.5f)", _shapeLocalOffset.x, _shapeLocalOffset.y, _shapeLocalOffset.z);
*/
}
}