Added head lean to broadcast data packets, lean now being set from invensense accelerometers.

This commit is contained in:
Philip Rosedale 2013-05-09 15:03:19 -07:00
parent ef1848a68c
commit c0a54eca14
4 changed files with 67 additions and 27 deletions

View file

@ -266,7 +266,7 @@ void Avatar::reset() {
// Update avatar head rotation with sensor data
void Avatar::updateHeadFromGyros(float frametime, SerialInterface* serialInterface, glm::vec3* gravity) {
void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterface, glm::vec3* gravity) {
float measuredPitchRate = 0.0f;
float measuredRollRate = 0.0f;
float measuredYawRate = 0.0f;
@ -283,13 +283,34 @@ void Avatar::updateHeadFromGyros(float frametime, SerialInterface* serialInterfa
const float MAX_ROLL = 50;
const float MIN_ROLL = -50;
addHeadPitch(measuredPitchRate * frametime);
addHeadYaw(measuredYawRate * frametime);
addHeadRoll(measuredRollRate * frametime);
addHeadPitch(measuredPitchRate * deltaTime);
addHeadYaw(measuredYawRate * deltaTime);
addHeadRoll(measuredRollRate * deltaTime);
setHeadPitch(glm::clamp(getHeadPitch(), MIN_PITCH, MAX_PITCH));
setHeadYaw(glm::clamp(getHeadYaw(), MIN_YAW, MAX_YAW));
setHeadRoll(glm::clamp(getHeadRoll(), MIN_ROLL, MAX_ROLL));
// Update head lean distance based on accelerometer data
const float LEAN_SENSITIVITY = 0.15;
const float LEAN_MAX = 0.45;
const float LEAN_AVERAGING = 10.0;
glm::vec3 headRotationRates(getHeadPitch(), getHeadYaw(), getHeadRoll());
float headRateMax = 50.f;
glm::vec3 leaning = (serialInterface->getLastAcceleration() - serialInterface->getGravity())
* LEAN_SENSITIVITY
* (1.f - fminf(glm::length(headRotationRates), headRateMax) / headRateMax);
leaning.y = 0.f;
if (glm::length(leaning) < LEAN_MAX) {
_head.leanForward = _head.leanForward * (1.f - LEAN_AVERAGING * deltaTime) +
(LEAN_AVERAGING * deltaTime) * leaning.z * LEAN_SENSITIVITY;
_head.leanSideways = _head.leanSideways * (1.f - LEAN_AVERAGING * deltaTime) +
(LEAN_AVERAGING * deltaTime) * leaning.x * LEAN_SENSITIVITY;
}
setHeadLeanSideways(_head.leanSideways);
setHeadLeanForward(_head.leanForward);
}
float Avatar::getAbsoluteHeadYaw() const {
@ -323,6 +344,8 @@ void Avatar::simulate(float deltaTime) {
// update balls
if (_balls) { _balls->simulate(deltaTime); }
// if other avatar, update head position from network data
// update avatar skeleton
updateSkeleton();
@ -515,14 +538,12 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
void Avatar::updateHead(float deltaTime) {
// hold on to this - used for testing....
/*
static float test = 0.0f;
test += deltaTime;
_head.leanForward = 0.02 * sin( test * 0.2f );
_head.leanSideways = 0.02 * sin( test * 0.3f );
*/
// Get head position data from network for other people
if (!_isMine) {
_head.leanSideways = getHeadLeanSideways();
_head.leanForward = getHeadLeanForward();
}
//apply the head lean values to the springy position...
if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
glm::vec3 headLean =
@ -549,7 +570,7 @@ void Avatar::updateHead(float deltaTime) {
}
// Decay head back to center if turned on
if (_returnHeadToCenter) {
if (_isMine && _returnHeadToCenter) {
// Decay back toward center
_headPitch *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime);
_headYaw *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime);
@ -557,13 +578,14 @@ void Avatar::updateHead(float deltaTime) {
}
// For invensense gyro, decay only slightly when roughly centered
const float RETURN_RANGE = 15.0;
const float RETURN_STRENGTH = 2.0;
if (fabs(_headPitch) < RETURN_RANGE) { _headPitch *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(_headYaw) < RETURN_RANGE) { _headYaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(_headRoll) < RETURN_RANGE) { _headRoll *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (_isMine) {
const float RETURN_RANGE = 15.0;
const float RETURN_STRENGTH = 2.0;
if (fabs(_headPitch) < RETURN_RANGE) { _headPitch *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(_headYaw) < RETURN_RANGE) { _headYaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
if (fabs(_headRoll) < RETURN_RANGE) { _headRoll *= (1.0f - RETURN_STRENGTH * deltaTime); }
}
if (_head.noise) {
// Move toward new target
_headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;

View file

@ -50,16 +50,11 @@ public:
float getLastYawRate() const { return _lastYawRate; }
float getLastPitchRate() const { return _lastPitchRate; }
float getLastRollRate() const { return _lastRollRate; }
//int getLED() {return LED;};
//int getNumSamples() {return samplesAveraged;};
//int getValue(int num) {return lastMeasured[num];};
//int getRelativeValue(int num) {return static_cast<int>(lastMeasured[num] - trailingAverage[num]);};
//float getTrailingValue(int num) {return trailingAverage[num];};
glm::vec3 getLastAcceleration() { return glm::vec3(_lastAccelX, _lastAccelY, _lastAccelZ); };
glm::vec3 getGravity() {return _gravity;};
void renderLevels(int width, int height);
bool active;
glm::vec3 getGravity() {return _gravity;};
private:
void initializePort(char* portname, int baud);

View file

@ -42,6 +42,8 @@ AvatarData::AvatarData() :
_headYaw(0),
_headPitch(0),
_headRoll(0),
_headLeanSideways(0),
_headLeanForward(0),
_handState(0),
_cameraPosition(0,0,0),
_cameraDirection(0,0,0),
@ -84,7 +86,13 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headPitch);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headRoll);
// Hand Position
// Head lean X,Z (head lateral and fwd/back motion relative to torso)
memcpy(destinationBuffer, &_headLeanSideways, sizeof(float));
destinationBuffer += sizeof(float);
memcpy(destinationBuffer, &_headLeanForward, sizeof(float));
destinationBuffer += sizeof(float);
// Hand Position
memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
destinationBuffer += sizeof(float) * 3;
@ -150,6 +158,12 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headPitch);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headRoll);
// Head position relative to pelvis
memcpy(&_headLeanSideways, sourceBuffer, sizeof(float));
sourceBuffer += sizeof(float);
memcpy(&_headLeanForward, sourceBuffer, sizeof(float));
sourceBuffer += sizeof(float);
// Hand Position
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
sourceBuffer += sizeof(float) * 3;

View file

@ -55,6 +55,12 @@ public:
void addHeadYaw(float y){_headYaw -= y; }
void addHeadRoll(float r){_headRoll += r; }
// Head vector deflection from pelvix in X,Z
void setHeadLeanSideways(float s) {_headLeanSideways = s; };
float getHeadLeanSideways() const { return _headLeanSideways; };
void setHeadLeanForward(float f) {_headLeanForward = f; };
float getHeadLeanForward() const { return _headLeanForward; };
// Hand State
void setHandState(char s) { _handState = s; };
char getHandState() const {return _handState; };
@ -104,6 +110,9 @@ protected:
float _headYaw;
float _headPitch;
float _headRoll;
float _headLeanSideways;
float _headLeanForward;
// Audio loudness (used to drive facial animation)
float _audioLoudness;