mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-08 21:42:13 +02:00
Merge pull request #6676 from sethalves/dejitter-hold-action
Dejitter hold action
This commit is contained in:
commit
1bb6ddb99f
13 changed files with 170 additions and 43 deletions
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@ -2988,6 +2988,9 @@ void Application::update(float deltaTime) {
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_physicsEngine->changeObjects(motionStates);
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myAvatar->prepareForPhysicsSimulation();
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_physicsEngine->forEachAction([&](EntityActionPointer action) {
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action->prepareForPhysicsSimulation();
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});
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getEntities()->getTree()->withWriteLock([&] {
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_physicsEngine->stepSimulation();
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@ -14,6 +14,7 @@
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#include <QVariantGLM.h>
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#include "avatar/AvatarManager.h"
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#include "CharacterController.h"
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const uint16_t AvatarActionHold::holdVersion = 1;
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@ -32,6 +33,64 @@ AvatarActionHold::~AvatarActionHold() {
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#endif
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}
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bool AvatarActionHold::getAvatarRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation) {
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MyAvatar* myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
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MyCharacterController* controller = myAvatar ? myAvatar->getCharacterController() : nullptr;
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if (!controller) {
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qDebug() << "AvatarActionHold::getAvatarRigidBodyLocation failed to get character controller";
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return false;
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}
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controller->getRigidBodyLocation(avatarRigidBodyPosition, avatarRigidBodyRotation);
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return true;
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}
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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 || !holdingAvatar->isMyAvatar()) {
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return;
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}
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withWriteLock([&]{
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if (_ignoreIK) {
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return;
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}
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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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std::shared_ptr<Avatar> AvatarActionHold::getTarget(glm::quat& rotation, glm::vec3& position) {
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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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@ -40,11 +99,11 @@ std::shared_ptr<Avatar> AvatarActionHold::getTarget(glm::quat& rotation, glm::ve
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return holdingAvatar;
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}
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withTryReadLock([&]{
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withReadLock([&]{
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bool isRightHand = (_hand == "right");
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glm::vec3 palmPosition { Vectors::ZERO };
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glm::quat palmRotation { Quaternions::IDENTITY };
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if (_ignoreIK && holdingAvatar->isMyAvatar()) {
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// We cannot ignore other avatars IK and this is not the point of this option
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// This is meant to make the grabbing behavior more reactive.
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@ -55,6 +114,31 @@ std::shared_ptr<Avatar> AvatarActionHold::getTarget(glm::quat& rotation, glm::ve
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palmPosition = holdingAvatar->getHand()->getCopyOfPalmData(HandData::LeftHand).getPosition();
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palmRotation = holdingAvatar->getHand()->getCopyOfPalmData(HandData::LeftHand).getRotation();
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}
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} else if (holdingAvatar->isMyAvatar()) {
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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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// the offset and rotation between the avatar's rigid body and the palm were determined earlier
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// in prepareForPhysicsSimulation. At this point, the avatar's rigid body has been moved by bullet
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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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// 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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palmRotation = holdingAvatar->getLeftPalmRotation();
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}
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} else {
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if (isRightHand) {
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palmPosition = holdingAvatar->getRightPalmPosition();
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@ -103,21 +187,19 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
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if (valid && holdCount > 0) {
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position /= holdCount;
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bool gotLock = withTryWriteLock([&]{
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withWriteLock([&]{
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_positionalTarget = position;
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_rotationalTarget = rotation;
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_positionalTargetSet = true;
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_rotationalTargetSet = true;
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_active = true;
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});
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if (gotLock) {
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if (_kinematic) {
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doKinematicUpdate(deltaTimeStep);
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} else {
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activateBody();
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forceBodyNonStatic();
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ObjectActionSpring::updateActionWorker(deltaTimeStep);
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}
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if (_kinematic) {
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doKinematicUpdate(deltaTimeStep);
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} else {
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activateBody();
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forceBodyNonStatic();
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ObjectActionSpring::updateActionWorker(deltaTimeStep);
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}
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}
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}
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@ -25,18 +25,21 @@ public:
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AvatarActionHold(const QUuid& id, EntityItemPointer ownerEntity);
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virtual ~AvatarActionHold();
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virtual bool updateArguments(QVariantMap arguments);
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virtual QVariantMap getArguments();
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virtual bool updateArguments(QVariantMap arguments) override;
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virtual QVariantMap getArguments() override;
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virtual void updateActionWorker(float deltaTimeStep);
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virtual void updateActionWorker(float deltaTimeStep) override;
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QByteArray serialize() const;
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virtual void deserialize(QByteArray serializedArguments);
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virtual void deserialize(QByteArray serializedArguments) override;
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virtual bool shouldSuppressLocationEdits() { return _active && !_ownerEntity.expired(); }
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virtual bool shouldSuppressLocationEdits() override { return _active && !_ownerEntity.expired(); }
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bool getAvatarRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation);
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std::shared_ptr<Avatar> getTarget(glm::quat& rotation, glm::vec3& position);
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virtual void prepareForPhysicsSimulation() override;
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private:
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void doKinematicUpdate(float deltaTimeStep);
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@ -56,6 +59,10 @@ private:
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float _previousDeltaTimeStep = 0.0f;
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glm::vec3 _previousPositionalDelta;
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glm::vec3 _palmOffsetFromRigidBody;
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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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@ -625,3 +625,11 @@ glm::vec3 RenderableModelEntityItem::getAbsoluteJointTranslationInObjectFrame(in
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}
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return glm::vec3(0.0f);
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}
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void RenderableModelEntityItem::locationChanged() {
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EntityItem::locationChanged();
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if (_model && _model->isActive()) {
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_model->setRotation(getRotation());
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_model->setTranslation(getPosition());
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}
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}
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@ -73,6 +73,7 @@ public:
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virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
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virtual void loader() override;
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virtual void locationChanged() override;
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private:
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void remapTextures();
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@ -58,6 +58,8 @@ public:
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virtual bool shouldSuppressLocationEdits() { return false; }
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virtual void prepareForPhysicsSimulation() { }
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// these look in the arguments map for a named argument. if it's not found or isn't well formed,
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// ok will be set to false (note that it's never set to true -- set it to true before calling these).
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// if required is true, failure to extract an argument will cause a warning to be printed.
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@ -15,6 +15,7 @@
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#include "BulletUtil.h"
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#include "PhysicsCollisionGroups.h"
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#include "ObjectMotionState.h"
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const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
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const float JUMP_SPEED = 3.5f;
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@ -379,3 +380,15 @@ void CharacterController::preSimulation() {
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void CharacterController::postSimulation() {
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// postSimulation() exists for symmetry and just in case we need to do something here later
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}
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bool CharacterController::getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation) {
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if (!_rigidBody) {
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return false;
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}
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const btTransform& worldTrans = _rigidBody->getCenterOfMassTransform();
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avatarRigidBodyPosition = bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset();
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avatarRigidBodyRotation = bulletToGLM(worldTrans.getRotation());
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return true;
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}
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@ -79,6 +79,8 @@ public:
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void setEnabled(bool enabled);
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bool isEnabled() const { return _enabled && _dynamicsWorld; }
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bool getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation);
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protected:
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void updateUpAxis(const glm::quat& rotation);
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@ -29,12 +29,12 @@ public:
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ObjectAction(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity);
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virtual ~ObjectAction();
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virtual void removeFromSimulation(EntitySimulation* simulation) const;
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virtual EntityItemWeakPointer getOwnerEntity() const { return _ownerEntity; }
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virtual void setOwnerEntity(const EntityItemPointer ownerEntity) { _ownerEntity = ownerEntity; }
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virtual void removeFromSimulation(EntitySimulation* simulation) const override;
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virtual EntityItemWeakPointer getOwnerEntity() const override { return _ownerEntity; }
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virtual void setOwnerEntity(const EntityItemPointer ownerEntity) override { _ownerEntity = ownerEntity; }
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virtual bool updateArguments(QVariantMap arguments);
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virtual QVariantMap getArguments();
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virtual bool updateArguments(QVariantMap arguments) override;
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virtual QVariantMap getArguments() override;
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// this is called from updateAction and should be overridden by subclasses
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virtual void updateActionWorker(float deltaTimeStep) = 0;
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@ -43,25 +43,25 @@ public:
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virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep);
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virtual void debugDraw(btIDebugDraw* debugDrawer);
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virtual QByteArray serialize() const = 0;
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virtual void deserialize(QByteArray serializedArguments) = 0;
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virtual QByteArray serialize() const override = 0;
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virtual void deserialize(QByteArray serializedArguments) override = 0;
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virtual bool lifetimeIsOver();
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virtual quint64 getExpires() { return _expires; }
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virtual bool lifetimeIsOver() override;
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virtual quint64 getExpires() override { return _expires; }
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protected:
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quint64 localTimeToServerTime(quint64 timeValue) const;
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quint64 serverTimeToLocalTime(quint64 timeValue) const;
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virtual btRigidBody* getRigidBody();
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virtual glm::vec3 getPosition();
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virtual void setPosition(glm::vec3 position);
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virtual glm::quat getRotation();
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virtual void setRotation(glm::quat rotation);
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virtual glm::vec3 getLinearVelocity();
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virtual void setLinearVelocity(glm::vec3 linearVelocity);
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virtual glm::vec3 getAngularVelocity();
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virtual void setAngularVelocity(glm::vec3 angularVelocity);
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virtual glm::vec3 getPosition() override;
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virtual void setPosition(glm::vec3 position) override;
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virtual glm::quat getRotation() override;
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virtual void setRotation(glm::quat rotation) override;
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virtual glm::vec3 getLinearVelocity() override;
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virtual void setLinearVelocity(glm::vec3 linearVelocity) override;
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virtual glm::vec3 getAngularVelocity() override;
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virtual void setAngularVelocity(glm::vec3 angularVelocity) override;
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virtual void activateBody();
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virtual void forceBodyNonStatic();
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@ -22,13 +22,13 @@ public:
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ObjectActionOffset(const QUuid& id, EntityItemPointer ownerEntity);
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virtual ~ObjectActionOffset();
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virtual bool updateArguments(QVariantMap arguments);
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virtual QVariantMap getArguments();
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virtual bool updateArguments(QVariantMap arguments) override;
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virtual QVariantMap getArguments() override;
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virtual void updateActionWorker(float deltaTimeStep);
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virtual void updateActionWorker(float deltaTimeStep) override;
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virtual QByteArray serialize() const;
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virtual void deserialize(QByteArray serializedArguments);
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virtual QByteArray serialize() const override;
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virtual void deserialize(QByteArray serializedArguments) override;
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private:
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static const uint16_t offsetVersion;
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@ -19,13 +19,13 @@ public:
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ObjectActionSpring(const QUuid& id, EntityItemPointer ownerEntity);
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virtual ~ObjectActionSpring();
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virtual bool updateArguments(QVariantMap arguments);
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virtual QVariantMap getArguments();
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virtual bool updateArguments(QVariantMap arguments) override;
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virtual QVariantMap getArguments() override;
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virtual void updateActionWorker(float deltaTimeStep);
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virtual void updateActionWorker(float deltaTimeStep) override;
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virtual QByteArray serialize() const;
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virtual void deserialize(QByteArray serializedArguments);
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virtual QByteArray serialize() const override;
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virtual void deserialize(QByteArray serializedArguments) override;
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protected:
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static const uint16_t springVersion;
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@ -497,3 +497,11 @@ void PhysicsEngine::removeAction(const QUuid actionID) {
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_objectActions.remove(actionID);
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}
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}
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void PhysicsEngine::forEachAction(std::function<void(EntityActionPointer)> actor) {
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QHashIterator<QUuid, EntityActionPointer> iter(_objectActions);
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while (iter.hasNext()) {
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iter.next();
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actor(iter.value());
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}
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}
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@ -97,6 +97,7 @@ public:
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EntityActionPointer getActionByID(const QUuid& actionID) const;
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void addAction(EntityActionPointer action);
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void removeAction(const QUuid actionID);
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void forEachAction(std::function<void(EntityActionPointer)> actor);
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private:
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void removeContacts(ObjectMotionState* motionState);
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