Merge pull request #6676 from sethalves/dejitter-hold-action

Dejitter hold action
This commit is contained in:
Andrew Meadows 2015-12-17 14:29:39 -08:00
commit 1bb6ddb99f
13 changed files with 170 additions and 43 deletions

View file

@ -2988,6 +2988,9 @@ void Application::update(float deltaTime) {
_physicsEngine->changeObjects(motionStates);
myAvatar->prepareForPhysicsSimulation();
_physicsEngine->forEachAction([&](EntityActionPointer action) {
action->prepareForPhysicsSimulation();
});
getEntities()->getTree()->withWriteLock([&] {
_physicsEngine->stepSimulation();

View file

@ -14,6 +14,7 @@
#include <QVariantGLM.h>
#include "avatar/AvatarManager.h"
#include "CharacterController.h"
const uint16_t AvatarActionHold::holdVersion = 1;
@ -32,6 +33,64 @@ AvatarActionHold::~AvatarActionHold() {
#endif
}
bool AvatarActionHold::getAvatarRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation) {
MyAvatar* 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([&]{
if (_ignoreIK) {
return;
}
glm::vec3 palmPosition;
glm::quat palmRotation;
if (_hand == "right") {
palmPosition = holdingAvatar->getRightPalmPosition();
palmRotation = holdingAvatar->getRightPalmRotation();
} else {
palmPosition = holdingAvatar->getLeftPalmPosition();
palmRotation = holdingAvatar->getLeftPalmRotation();
}
glm::vec3 avatarRigidBodyPosition;
glm::quat avatarRigidBodyRotation;
getAvatarRigidBodyLocation(avatarRigidBodyPosition, avatarRigidBodyRotation);
// 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;
});
}
std::shared_ptr<Avatar> AvatarActionHold::getTarget(glm::quat& rotation, glm::vec3& position) {
auto avatarManager = DependencyManager::get<AvatarManager>();
auto holdingAvatar = std::static_pointer_cast<Avatar>(avatarManager->getAvatarBySessionID(_holderID));
@ -40,11 +99,11 @@ std::shared_ptr<Avatar> AvatarActionHold::getTarget(glm::quat& rotation, glm::ve
return holdingAvatar;
}
withTryReadLock([&]{
withReadLock([&]{
bool isRightHand = (_hand == "right");
glm::vec3 palmPosition { Vectors::ZERO };
glm::quat palmRotation { Quaternions::IDENTITY };
if (_ignoreIK && holdingAvatar->isMyAvatar()) {
// We cannot ignore other avatars IK and this is not the point of this option
// This is meant to make the grabbing behavior more reactive.
@ -55,6 +114,31 @@ std::shared_ptr<Avatar> AvatarActionHold::getTarget(glm::quat& rotation, glm::ve
palmPosition = holdingAvatar->getHand()->getCopyOfPalmData(HandData::LeftHand).getPosition();
palmRotation = holdingAvatar->getHand()->getCopyOfPalmData(HandData::LeftHand).getRotation();
}
} else if (holdingAvatar->isMyAvatar()) {
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 {
if (isRightHand) {
palmPosition = holdingAvatar->getRightPalmPosition();
@ -103,21 +187,19 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
if (valid && holdCount > 0) {
position /= holdCount;
bool gotLock = withTryWriteLock([&]{
withWriteLock([&]{
_positionalTarget = position;
_rotationalTarget = rotation;
_positionalTargetSet = true;
_rotationalTargetSet = true;
_active = true;
});
if (gotLock) {
if (_kinematic) {
doKinematicUpdate(deltaTimeStep);
} else {
activateBody();
forceBodyNonStatic();
ObjectActionSpring::updateActionWorker(deltaTimeStep);
}
if (_kinematic) {
doKinematicUpdate(deltaTimeStep);
} else {
activateBody();
forceBodyNonStatic();
ObjectActionSpring::updateActionWorker(deltaTimeStep);
}
}
}

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@ -25,18 +25,21 @@ public:
AvatarActionHold(const QUuid& id, EntityItemPointer ownerEntity);
virtual ~AvatarActionHold();
virtual bool updateArguments(QVariantMap arguments);
virtual QVariantMap getArguments();
virtual bool updateArguments(QVariantMap arguments) override;
virtual QVariantMap getArguments() override;
virtual void updateActionWorker(float deltaTimeStep);
virtual void updateActionWorker(float deltaTimeStep) override;
QByteArray serialize() const;
virtual void deserialize(QByteArray serializedArguments);
virtual void deserialize(QByteArray serializedArguments) override;
virtual bool shouldSuppressLocationEdits() { return _active && !_ownerEntity.expired(); }
virtual bool shouldSuppressLocationEdits() override { return _active && !_ownerEntity.expired(); }
bool getAvatarRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation);
std::shared_ptr<Avatar> getTarget(glm::quat& rotation, glm::vec3& position);
virtual void prepareForPhysicsSimulation() override;
private:
void doKinematicUpdate(float deltaTimeStep);
@ -56,6 +59,10 @@ private:
float _previousDeltaTimeStep = 0.0f;
glm::vec3 _previousPositionalDelta;
glm::vec3 _palmOffsetFromRigidBody;
// leaving this here for future refernece.
// glm::quat _palmRotationFromRigidBody;
};
#endif // hifi_AvatarActionHold_h

View file

@ -625,3 +625,11 @@ glm::vec3 RenderableModelEntityItem::getAbsoluteJointTranslationInObjectFrame(in
}
return glm::vec3(0.0f);
}
void RenderableModelEntityItem::locationChanged() {
EntityItem::locationChanged();
if (_model && _model->isActive()) {
_model->setRotation(getRotation());
_model->setTranslation(getPosition());
}
}

View file

@ -73,6 +73,7 @@ public:
virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
virtual void loader() override;
virtual void locationChanged() override;
private:
void remapTextures();

View file

@ -58,6 +58,8 @@ public:
virtual bool shouldSuppressLocationEdits() { return false; }
virtual void prepareForPhysicsSimulation() { }
// these look in the arguments map for a named argument. if it's not found or isn't well formed,
// ok will be set to false (note that it's never set to true -- set it to true before calling these).
// if required is true, failure to extract an argument will cause a warning to be printed.

View file

@ -15,6 +15,7 @@
#include "BulletUtil.h"
#include "PhysicsCollisionGroups.h"
#include "ObjectMotionState.h"
const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
const float JUMP_SPEED = 3.5f;
@ -379,3 +380,15 @@ void CharacterController::preSimulation() {
void CharacterController::postSimulation() {
// postSimulation() exists for symmetry and just in case we need to do something here later
}
bool CharacterController::getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation) {
if (!_rigidBody) {
return false;
}
const btTransform& worldTrans = _rigidBody->getCenterOfMassTransform();
avatarRigidBodyPosition = bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset();
avatarRigidBodyRotation = bulletToGLM(worldTrans.getRotation());
return true;
}

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@ -79,6 +79,8 @@ public:
void setEnabled(bool enabled);
bool isEnabled() const { return _enabled && _dynamicsWorld; }
bool getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation);
protected:
void updateUpAxis(const glm::quat& rotation);

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@ -29,12 +29,12 @@ public:
ObjectAction(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity);
virtual ~ObjectAction();
virtual void removeFromSimulation(EntitySimulation* simulation) const;
virtual EntityItemWeakPointer getOwnerEntity() const { return _ownerEntity; }
virtual void setOwnerEntity(const EntityItemPointer ownerEntity) { _ownerEntity = ownerEntity; }
virtual void removeFromSimulation(EntitySimulation* simulation) const override;
virtual EntityItemWeakPointer getOwnerEntity() const override { return _ownerEntity; }
virtual void setOwnerEntity(const EntityItemPointer ownerEntity) override { _ownerEntity = ownerEntity; }
virtual bool updateArguments(QVariantMap arguments);
virtual QVariantMap getArguments();
virtual bool updateArguments(QVariantMap arguments) override;
virtual QVariantMap getArguments() override;
// this is called from updateAction and should be overridden by subclasses
virtual void updateActionWorker(float deltaTimeStep) = 0;
@ -43,25 +43,25 @@ public:
virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep);
virtual void debugDraw(btIDebugDraw* debugDrawer);
virtual QByteArray serialize() const = 0;
virtual void deserialize(QByteArray serializedArguments) = 0;
virtual QByteArray serialize() const override = 0;
virtual void deserialize(QByteArray serializedArguments) override = 0;
virtual bool lifetimeIsOver();
virtual quint64 getExpires() { return _expires; }
virtual bool lifetimeIsOver() override;
virtual quint64 getExpires() override { return _expires; }
protected:
quint64 localTimeToServerTime(quint64 timeValue) const;
quint64 serverTimeToLocalTime(quint64 timeValue) const;
virtual btRigidBody* getRigidBody();
virtual glm::vec3 getPosition();
virtual void setPosition(glm::vec3 position);
virtual glm::quat getRotation();
virtual void setRotation(glm::quat rotation);
virtual glm::vec3 getLinearVelocity();
virtual void setLinearVelocity(glm::vec3 linearVelocity);
virtual glm::vec3 getAngularVelocity();
virtual void setAngularVelocity(glm::vec3 angularVelocity);
virtual glm::vec3 getPosition() override;
virtual void setPosition(glm::vec3 position) override;
virtual glm::quat getRotation() override;
virtual void setRotation(glm::quat rotation) override;
virtual glm::vec3 getLinearVelocity() override;
virtual void setLinearVelocity(glm::vec3 linearVelocity) override;
virtual glm::vec3 getAngularVelocity() override;
virtual void setAngularVelocity(glm::vec3 angularVelocity) override;
virtual void activateBody();
virtual void forceBodyNonStatic();

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@ -22,13 +22,13 @@ public:
ObjectActionOffset(const QUuid& id, EntityItemPointer ownerEntity);
virtual ~ObjectActionOffset();
virtual bool updateArguments(QVariantMap arguments);
virtual QVariantMap getArguments();
virtual bool updateArguments(QVariantMap arguments) override;
virtual QVariantMap getArguments() override;
virtual void updateActionWorker(float deltaTimeStep);
virtual void updateActionWorker(float deltaTimeStep) override;
virtual QByteArray serialize() const;
virtual void deserialize(QByteArray serializedArguments);
virtual QByteArray serialize() const override;
virtual void deserialize(QByteArray serializedArguments) override;
private:
static const uint16_t offsetVersion;

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@ -19,13 +19,13 @@ public:
ObjectActionSpring(const QUuid& id, EntityItemPointer ownerEntity);
virtual ~ObjectActionSpring();
virtual bool updateArguments(QVariantMap arguments);
virtual QVariantMap getArguments();
virtual bool updateArguments(QVariantMap arguments) override;
virtual QVariantMap getArguments() override;
virtual void updateActionWorker(float deltaTimeStep);
virtual void updateActionWorker(float deltaTimeStep) override;
virtual QByteArray serialize() const;
virtual void deserialize(QByteArray serializedArguments);
virtual QByteArray serialize() const override;
virtual void deserialize(QByteArray serializedArguments) override;
protected:
static const uint16_t springVersion;

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@ -497,3 +497,11 @@ void PhysicsEngine::removeAction(const QUuid actionID) {
_objectActions.remove(actionID);
}
}
void PhysicsEngine::forEachAction(std::function<void(EntityActionPointer)> actor) {
QHashIterator<QUuid, EntityActionPointer> iter(_objectActions);
while (iter.hasNext()) {
iter.next();
actor(iter.value());
}
}

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@ -97,6 +97,7 @@ public:
EntityActionPointer getActionByID(const QUuid& actionID) const;
void addAction(EntityActionPointer action);
void removeAction(const QUuid actionID);
void forEachAction(std::function<void(EntityActionPointer)> actor);
private:
void removeContacts(ObjectMotionState* motionState);