overte-HifiExperiments/interface/src/avatar/AvatarActionHold.cpp
2019-06-28 17:05:36 +12:00

588 lines
24 KiB
C++

//
// AvatarActionHold.cpp
// interface/src/avatar/
//
// Created by Seth Alves 2015-6-9
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "AvatarActionHold.h"
#include <QVariantGLM.h>
#include "avatar/AvatarManager.h"
#include "CharacterController.h"
const uint16_t AvatarActionHold::holdVersion = 1;
const int AvatarActionHold::velocitySmoothFrames = 6;
AvatarActionHold::AvatarActionHold(const QUuid& id, EntityItemPointer ownerEntity) :
ObjectActionTractor(id, ownerEntity)
{
_type = DYNAMIC_TYPE_HOLD;
_measuredLinearVelocities.resize(AvatarActionHold::velocitySmoothFrames);
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
if (myAvatar) {
myAvatar->addHoldAction(this);
}
_positionalTargetSet = true;
_rotationalTargetSet = true;
#if WANT_DEBUG
qDebug() << "AvatarActionHold::AvatarActionHold" << (void*)this;
#endif
}
AvatarActionHold::~AvatarActionHold() {
// Sometimes actions are destroyed after the AvatarManager is destroyed by the Application.
auto avatarManager = DependencyManager::get<AvatarManager>();
if (avatarManager) {
auto myAvatar = avatarManager->getMyAvatar();
if (myAvatar) {
myAvatar->removeHoldAction(this);
}
}
auto ownerEntity = _ownerEntity.lock();
if (ownerEntity) {
ownerEntity->setTransitingWithAvatar(false);
}
#if WANT_DEBUG
qDebug() << "AvatarActionHold::~AvatarActionHold" << (void*)this;
#endif
}
void AvatarActionHold::removeFromOwner() {
auto avatarManager = DependencyManager::get<AvatarManager>();
if (avatarManager) {
auto myAvatar = avatarManager->getMyAvatar();
if (myAvatar) {
myAvatar->removeHoldAction(this);
}
}
}
bool AvatarActionHold::getAvatarRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation) {
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
MyCharacterController* controller = myAvatar ? myAvatar->getCharacterController() : nullptr;
if (!controller) {
qDebug() << "AvatarActionHold::getAvatarRigidBodyLocation failed to get character controller";
return false;
}
controller->getRigidBodyLocation(avatarRigidBodyPosition, avatarRigidBodyRotation);
return true;
}
void AvatarActionHold::prepareForPhysicsSimulation() {
auto avatarManager = DependencyManager::get<AvatarManager>();
auto holdingAvatar = std::static_pointer_cast<Avatar>(avatarManager->getAvatarBySessionID(_holderID));
if (!holdingAvatar || !holdingAvatar->isMyAvatar()) {
return;
}
withWriteLock([&]{
glm::vec3 avatarRigidBodyPosition;
glm::quat avatarRigidBodyRotation;
getAvatarRigidBodyLocation(avatarRigidBodyPosition, avatarRigidBodyRotation);
if (_ignoreIK) {
return;
}
glm::vec3 palmPosition;
glm::quat palmRotation;
if (_hand == "right") {
palmPosition = holdingAvatar->getUncachedRightPalmPosition();
palmRotation = holdingAvatar->getUncachedRightPalmRotation();
} else {
palmPosition = holdingAvatar->getUncachedLeftPalmPosition();
palmRotation = holdingAvatar->getUncachedLeftPalmRotation();
}
// determine the difference in translation and rotation between the avatar's
// rigid body and the palm position. The avatar's rigid body will be moved by bullet
// between this call and the call to getTarget, below. A call to get*PalmPosition in
// getTarget would get the palm position of the previous location of the avatar (because
// bullet has moved the av's rigid body but the rigid body's location has not yet been
// copied out into the Avatar class.
//glm::quat avatarRotationInverse = glm::inverse(avatarRigidBodyRotation);
// the offset should be in the frame of the avatar, but something about the order
// things are updated makes this wrong:
// _palmOffsetFromRigidBody = avatarRotationInverse * (palmPosition - avatarRigidBodyPosition);
// I'll leave it here as a comment in case avatar handling changes.
_palmOffsetFromRigidBody = palmPosition - avatarRigidBodyPosition;
// rotation should also be needed, but again, the order of updates makes this unneeded. leaving
// code here for future reference.
// _palmRotationFromRigidBody = avatarRotationInverse * palmRotation;
});
activateBody(true);
}
bool AvatarActionHold::getTarget(float deltaTimeStep, glm::quat& rotation, glm::vec3& position,
glm::vec3& linearVelocity, glm::vec3& angularVelocity,
float& linearTimeScale, float& angularTimeScale) {
auto avatarManager = DependencyManager::get<AvatarManager>();
auto holdingAvatar = std::static_pointer_cast<Avatar>(avatarManager->getAvatarBySessionID(_holderID));
if (!holdingAvatar) {
return false;;
}
withReadLock([&]{
bool isRightHand = (_hand == "right");
glm::vec3 palmPosition;
glm::quat palmRotation;
bool isTransitingWithAvatar = holdingAvatar->getTransit()->isActive();
if (isTransitingWithAvatar != _isTransitingWithAvatar) {
_isTransitingWithAvatar = isTransitingWithAvatar;
auto ownerEntity = _ownerEntity.lock();
if (ownerEntity) {
ownerEntity->setTransitingWithAvatar(_isTransitingWithAvatar);
}
}
if (holdingAvatar->isMyAvatar()) {
std::shared_ptr<MyAvatar> myAvatar = avatarManager->getMyAvatar();
// fetch the hand controller pose
controller::Pose pose;
if (isRightHand) {
pose = myAvatar->getControllerPoseInWorldFrame(controller::Action::RIGHT_HAND);
} else {
pose = myAvatar->getControllerPoseInWorldFrame(controller::Action::LEFT_HAND);
}
if (pose.isValid()) {
linearVelocity = pose.getVelocity();
angularVelocity = pose.getAngularVelocity();
}
if (_ignoreIK && pose.isValid()) {
// this position/rotation should be the same as the one in scripts/system/libraries/controllers.js
// otherwise things will do a little hop when you grab them.
// if (isRightHand) {
// pose = myAvatar->getRightHandControllerPoseInAvatarFrame();
// } else {
// pose = myAvatar->getLeftHandControllerPoseInAvatarFrame();
// }
// glm::vec3 camRelPos = pose.getTranslation();
// glm::quat camRelRot = pose.getRotation();
int camRelIndex = isRightHand ?
CAMERA_RELATIVE_CONTROLLER_RIGHTHAND_INDEX :
CAMERA_RELATIVE_CONTROLLER_LEFTHAND_INDEX;
glm::vec3 camRelPos = myAvatar->getAbsoluteJointTranslationInObjectFrame(camRelIndex);
glm::quat camRelRot = myAvatar->getAbsoluteJointRotationInObjectFrame(camRelIndex);
Transform avatarTransform;
avatarTransform = myAvatar->getTransform();
palmPosition = avatarTransform.transform(camRelPos);
palmRotation = avatarTransform.getRotation() * camRelRot;
} else {
glm::vec3 avatarRigidBodyPosition;
glm::quat avatarRigidBodyRotation;
getAvatarRigidBodyLocation(avatarRigidBodyPosition, avatarRigidBodyRotation);
// the offset and rotation between the avatar's rigid body and the palm were determined earlier
// in prepareForPhysicsSimulation. At this point, the avatar's rigid body has been moved by bullet
// and the data in the Avatar class is stale. This means that the result of get*PalmPosition will
// be stale. Instead, determine the current palm position with the current avatar's rigid body
// location and the saved offsets.
// this line is more correct but breaks for the current way avatar data is updated.
// palmPosition = avatarRigidBodyPosition + avatarRigidBodyRotation * _palmOffsetFromRigidBody;
// instead, use this for now:
palmPosition = avatarRigidBodyPosition + _palmOffsetFromRigidBody;
// the item jitters the least by getting the rotation based on the opinion of Avatar.h rather
// than that of the rigid body. leaving this next line here for future reference:
// palmRotation = avatarRigidBodyRotation * _palmRotationFromRigidBody;
if (isRightHand) {
palmRotation = holdingAvatar->getRightPalmRotation();
} else {
palmRotation = holdingAvatar->getLeftPalmRotation();
}
}
} else { // regular avatar
if (isRightHand) {
Transform controllerRightTransform = Transform(holdingAvatar->getControllerRightHandMatrix());
Transform avatarTransform = holdingAvatar->getTransform();
palmRotation = avatarTransform.getRotation() * controllerRightTransform.getRotation();
palmPosition = avatarTransform.getTranslation() +
(avatarTransform.getRotation() * controllerRightTransform.getTranslation());
} else {
Transform controllerLeftTransform = Transform(holdingAvatar->getControllerLeftHandMatrix());
Transform avatarTransform = holdingAvatar->getTransform();
palmRotation = avatarTransform.getRotation() * controllerLeftTransform.getRotation();
palmPosition = avatarTransform.getTranslation() +
(avatarTransform.getRotation() * controllerLeftTransform.getTranslation());
}
}
rotation = palmRotation * _relativeRotation;
position = palmPosition + palmRotation * _relativePosition;
// update linearVelocity based on offset via _relativePosition;
linearVelocity = linearVelocity + glm::cross(angularVelocity, position - palmPosition);
linearTimeScale = _linearTimeScale;
angularTimeScale = _angularTimeScale;
});
return true;
}
void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
if (_kinematic) {
if (prepareForTractorUpdate(deltaTimeStep)) {
doKinematicUpdate(deltaTimeStep);
}
} else {
forceBodyNonStatic();
ObjectActionTractor::updateActionWorker(deltaTimeStep);
}
}
void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
auto ownerEntity = _ownerEntity.lock();
if (!ownerEntity) {
qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning entity";
return;
}
if (ownerEntity->getParentID() != QUuid()) {
// if the held entity has been given a parent, stop acting on it.
return;
}
void* physicsInfo = ownerEntity->getPhysicsInfo();
if (!physicsInfo) {
qDebug() << "AvatarActionHold::doKinematicUpdate -- no owning physics info";
return;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState ? motionState->getRigidBody() : nullptr;
if (!rigidBody) {
qDebug() << "AvatarActionHold::doKinematicUpdate -- no rigidBody";
return;
}
withWriteLock([&]{
if (_previousSet &&
_positionalTarget != _previousPositionalTarget) { // don't average in a zero velocity if we get the same data
glm::vec3 oneFrameVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep;
_measuredLinearVelocities[_measuredLinearVelocitiesIndex++] = oneFrameVelocity;
_measuredLinearVelocitiesIndex %= AvatarActionHold::velocitySmoothFrames;
}
if (_kinematicSetVelocity) {
glm::vec3 measuredLinearVelocity = _measuredLinearVelocities[0];
for (int i = 1; i < AvatarActionHold::velocitySmoothFrames; i++) {
// there is a bit of lag between when someone releases the trigger and when the software reacts to
// the release. we calculate the velocity from previous frames but we don't include several
// of the most recent.
//
// if _measuredLinearVelocitiesIndex is
// 0 -- ignore i of 3 4 5
// 1 -- ignore i of 4 5 0
// 2 -- ignore i of 5 0 1
// 3 -- ignore i of 0 1 2
// 4 -- ignore i of 1 2 3
// 5 -- ignore i of 2 3 4
// This code is now disabled, but I'm leaving it commented-out because I suspect it will come back.
// if ((i + 1) % AvatarActionHold::velocitySmoothFrames == _measuredLinearVelocitiesIndex ||
// (i + 2) % AvatarActionHold::velocitySmoothFrames == _measuredLinearVelocitiesIndex ||
// (i + 3) % AvatarActionHold::velocitySmoothFrames == _measuredLinearVelocitiesIndex) {
// continue;
// }
measuredLinearVelocity += _measuredLinearVelocities[i];
}
measuredLinearVelocity /= (float)(AvatarActionHold::velocitySmoothFrames
// - 3 // 3 because of the 3 we skipped, above
);
rigidBody->setLinearVelocity(glmToBullet(measuredLinearVelocity));
rigidBody->setAngularVelocity(glmToBullet(_angularVelocityTarget));
}
btTransform worldTrans = rigidBody->getWorldTransform();
worldTrans.setOrigin(glmToBullet(_positionalTarget));
worldTrans.setRotation(glmToBullet(_rotationalTarget));
rigidBody->setWorldTransform(worldTrans);
motionState->dirtyInternalKinematicChanges();
_previousPositionalTarget = _positionalTarget;
_previousRotationalTarget = _rotationalTarget;
_previousDeltaTimeStep = deltaTimeStep;
_previousSet = true;
});
forceBodyNonStatic();
activateBody(true);
}
bool AvatarActionHold::updateArguments(QVariantMap arguments) {
glm::vec3 relativePosition;
glm::quat relativeRotation;
float timeScale;
QString hand;
QUuid holderID;
bool kinematic;
bool kinematicSetVelocity;
bool ignoreIK;
bool needUpdate = false;
bool somethingChanged = ObjectDynamic::updateArguments(arguments);
withReadLock([&]{
bool ok = true;
relativePosition = EntityDynamicInterface::extractVec3Argument("hold", arguments, "relativePosition", ok, false);
if (!ok) {
relativePosition = _relativePosition;
}
ok = true;
relativeRotation = EntityDynamicInterface::extractQuatArgument("hold", arguments, "relativeRotation", ok, false);
if (!ok) {
relativeRotation = _relativeRotation;
}
ok = true;
timeScale = EntityDynamicInterface::extractFloatArgument("hold", arguments, "timeScale", ok, false);
if (!ok) {
timeScale = _linearTimeScale;
}
ok = true;
hand = EntityDynamicInterface::extractStringArgument("hold", arguments, "hand", ok, false);
if (!ok || !(hand == "left" || hand == "right")) {
hand = _hand;
}
ok = true;
holderID = EntityDynamicInterface::extractStringArgument("hold", arguments, "holderID", ok, false);
if (!ok) {
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
holderID = myAvatar->getSessionUUID();
}
ok = true;
kinematic = EntityDynamicInterface::extractBooleanArgument("hold", arguments, "kinematic", ok, false);
if (!ok) {
kinematic = _kinematic;
}
ok = true;
kinematicSetVelocity = EntityDynamicInterface::extractBooleanArgument("hold", arguments,
"kinematicSetVelocity", ok, false);
if (!ok) {
kinematicSetVelocity = _kinematicSetVelocity;
}
ok = true;
ignoreIK = EntityDynamicInterface::extractBooleanArgument("hold", arguments, "ignoreIK", ok, false);
if (!ok) {
ignoreIK = _ignoreIK;
}
if (somethingChanged ||
relativePosition != _relativePosition ||
relativeRotation != _relativeRotation ||
timeScale != _linearTimeScale ||
hand != _hand ||
holderID != _holderID ||
kinematic != _kinematic ||
kinematicSetVelocity != _kinematicSetVelocity ||
ignoreIK != _ignoreIK) {
needUpdate = true;
}
});
if (needUpdate) {
withWriteLock([&] {
_relativePosition = relativePosition;
_relativeRotation = relativeRotation;
const float MIN_TIMESCALE = 0.1f;
_linearTimeScale = glm::max(MIN_TIMESCALE, timeScale);
_angularTimeScale = _linearTimeScale;
_hand = hand;
_holderID = holderID;
_kinematic = kinematic;
_kinematicSetVelocity = kinematicSetVelocity;
_ignoreIK = ignoreIK;
_active = true;
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
auto ownerEntity = _ownerEntity.lock();
if (ownerEntity) {
ownerEntity->setDynamicDataDirty(true);
ownerEntity->setDynamicDataNeedsTransmit(true);
ownerEntity->setTransitingWithAvatar(myAvatar->getTransit()->isActive());
}
});
}
return true;
}
/**jsdoc
* The <code>"hold"</code> {@link Entities.ActionType|ActionType} positions and rotates an entity relative to an avatar's hand.
* Collisions between the entity and the user's avatar are disabled during the hold.
* It has arguments in addition to the common {@link Entities.ActionArguments|ActionArguments}:
*
* @typedef {object} Entities.ActionArguments-Hold
* @property {Uuid} holderID=MyAvatar.sessionUUID - The ID of the avatar holding the entity.
* @property {string} hand=right - The hand holding the entity: <code>"left"</code> or <code>"right"</code>.
* @property {Vec3} relativePosition=0,0,0 - The target position relative to the avatar's hand.
* @property {Vec3} relativeRotation=0,0,0,1 - The target rotation relative to the avatar's hand.
* @property {number} timeScale=3.4e+38 - Controls how long it takes for the entity's position and rotation to catch up with
* the target. The value is the time for the action to catch up to 1/e = 0.368 of the target value, where the action is
* applied using an exponential decay.
* @property {boolean} kinematic=false - <code>true</code> if the entity is made kinematic during the action; the entity won't
* lag behind the hand but constraint actions such as <code>"hinge"</code> won't act properly. <code>false</code> if the
* entity is not made kinematic during the action
* @property {boolean} kinematicSetVelocity=false - <code>true</code> if, when <code>kinematic</code> is <code>true</code>, the
* entity's velocity will be set during the action, e.g., so that other scripts may use the value. <code>false</code> if
* the entity's velocity will not be set during the action.
* @property {boolean} ignoreIK=false - <code>true</code> if the entity follows the HMD controller, <code>false</code> if it
* follows the avatar's hand.
*/
QVariantMap AvatarActionHold::getArguments() {
QVariantMap arguments = ObjectDynamic::getArguments();
withReadLock([&]{
arguments["holderID"] = _holderID;
arguments["relativePosition"] = vec3ToQMap(_relativePosition);
arguments["relativeRotation"] = quatToQMap(_relativeRotation);
arguments["timeScale"] = _linearTimeScale;
arguments["hand"] = _hand;
arguments["kinematic"] = _kinematic;
arguments["kinematicSetVelocity"] = _kinematicSetVelocity;
arguments["ignoreIK"] = _ignoreIK;
});
return arguments;
}
QByteArray AvatarActionHold::serialize() const {
QByteArray serializedActionArguments;
QDataStream dataStream(&serializedActionArguments, QIODevice::WriteOnly);
withReadLock([&]{
dataStream << DYNAMIC_TYPE_HOLD;
dataStream << getID();
dataStream << AvatarActionHold::holdVersion;
dataStream << _holderID;
dataStream << _relativePosition;
dataStream << _relativeRotation;
dataStream << _linearTimeScale;
dataStream << _hand;
dataStream << localTimeToServerTime(_expires);
dataStream << _tag;
dataStream << _kinematic;
dataStream << _kinematicSetVelocity;
});
return serializedActionArguments;
}
void AvatarActionHold::deserialize(QByteArray serializedArguments) {
QDataStream dataStream(serializedArguments);
EntityDynamicType type;
dataStream >> type;
assert(type == getType());
QUuid id;
dataStream >> id;
assert(id == getID());
uint16_t serializationVersion;
dataStream >> serializationVersion;
if (serializationVersion != AvatarActionHold::holdVersion) {
return;
}
withWriteLock([&]{
dataStream >> _holderID;
dataStream >> _relativePosition;
dataStream >> _relativeRotation;
dataStream >> _linearTimeScale;
_angularTimeScale = _linearTimeScale;
dataStream >> _hand;
quint64 serverExpires;
dataStream >> serverExpires;
_expires = serverTimeToLocalTime(serverExpires);
dataStream >> _tag;
dataStream >> _kinematic;
dataStream >> _kinematicSetVelocity;
#if WANT_DEBUG
qDebug() << "deserialize AvatarActionHold: " << _holderID
<< _relativePosition.x << _relativePosition.y << _relativePosition.z
<< _hand << _expires;
#endif
_active = true;
});
forceBodyNonStatic();
}
void AvatarActionHold::lateAvatarUpdate(const AnimPose& prePhysicsRoomPose, const AnimPose& postAvatarUpdateRoomPose) {
auto ownerEntity = _ownerEntity.lock();
if (!ownerEntity) {
return;
}
void* physicsInfo = ownerEntity->getPhysicsInfo();
if (!physicsInfo) {
return;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* rigidBody = motionState ? motionState->getRigidBody() : nullptr;
if (!rigidBody) {
return;
}
auto avatarManager = DependencyManager::get<AvatarManager>();
auto holdingAvatar = std::static_pointer_cast<Avatar>(avatarManager->getAvatarBySessionID(_holderID));
if (!holdingAvatar || !holdingAvatar->isMyAvatar()) {
return;
}
btTransform worldTrans = rigidBody->getWorldTransform();
AnimPose worldBodyPose(glm::vec3(1), bulletToGLM(worldTrans.getRotation()), bulletToGLM(worldTrans.getOrigin()));
// transform the body transform into sensor space with the prePhysics sensor-to-world matrix.
// then transform it back into world uisng the postAvatarUpdate sensor-to-world matrix.
AnimPose newWorldBodyPose = postAvatarUpdateRoomPose * prePhysicsRoomPose.inverse() * worldBodyPose;
worldTrans.setOrigin(glmToBullet(newWorldBodyPose.trans()));
worldTrans.setRotation(glmToBullet(newWorldBodyPose.rot()));
rigidBody->setWorldTransform(worldTrans);
bool positionSuccess;
ownerEntity->setWorldPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset(), positionSuccess, false);
bool orientationSuccess;
ownerEntity->setWorldOrientation(bulletToGLM(worldTrans.getRotation()), orientationSuccess, false);
}