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https://github.com/JulianGro/overte.git
synced 2025-04-25 22:15:15 +02:00
Added head lean to broadcast data packets, lean now being set from invensense accelerometers.
This commit is contained in:
parent
ef1848a68c
commit
c0a54eca14
4 changed files with 67 additions and 27 deletions
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@ -266,7 +266,7 @@ void Avatar::reset() {
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// Update avatar head rotation with sensor data
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// Update avatar head rotation with sensor data
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void Avatar::updateHeadFromGyros(float frametime, SerialInterface* serialInterface, glm::vec3* gravity) {
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void Avatar::updateHeadFromGyros(float deltaTime, SerialInterface* serialInterface, glm::vec3* gravity) {
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float measuredPitchRate = 0.0f;
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float measuredPitchRate = 0.0f;
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float measuredRollRate = 0.0f;
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float measuredRollRate = 0.0f;
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float measuredYawRate = 0.0f;
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float measuredYawRate = 0.0f;
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@ -283,13 +283,34 @@ void Avatar::updateHeadFromGyros(float frametime, SerialInterface* serialInterfa
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const float MAX_ROLL = 50;
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const float MAX_ROLL = 50;
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const float MIN_ROLL = -50;
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const float MIN_ROLL = -50;
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addHeadPitch(measuredPitchRate * frametime);
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addHeadPitch(measuredPitchRate * deltaTime);
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addHeadYaw(measuredYawRate * frametime);
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addHeadYaw(measuredYawRate * deltaTime);
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addHeadRoll(measuredRollRate * frametime);
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addHeadRoll(measuredRollRate * deltaTime);
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setHeadPitch(glm::clamp(getHeadPitch(), MIN_PITCH, MAX_PITCH));
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setHeadPitch(glm::clamp(getHeadPitch(), MIN_PITCH, MAX_PITCH));
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setHeadYaw(glm::clamp(getHeadYaw(), MIN_YAW, MAX_YAW));
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setHeadYaw(glm::clamp(getHeadYaw(), MIN_YAW, MAX_YAW));
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setHeadRoll(glm::clamp(getHeadRoll(), MIN_ROLL, MAX_ROLL));
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setHeadRoll(glm::clamp(getHeadRoll(), MIN_ROLL, MAX_ROLL));
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// Update head lean distance based on accelerometer data
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const float LEAN_SENSITIVITY = 0.15;
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const float LEAN_MAX = 0.45;
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const float LEAN_AVERAGING = 10.0;
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glm::vec3 headRotationRates(getHeadPitch(), getHeadYaw(), getHeadRoll());
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float headRateMax = 50.f;
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glm::vec3 leaning = (serialInterface->getLastAcceleration() - serialInterface->getGravity())
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* LEAN_SENSITIVITY
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* (1.f - fminf(glm::length(headRotationRates), headRateMax) / headRateMax);
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leaning.y = 0.f;
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if (glm::length(leaning) < LEAN_MAX) {
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_head.leanForward = _head.leanForward * (1.f - LEAN_AVERAGING * deltaTime) +
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(LEAN_AVERAGING * deltaTime) * leaning.z * LEAN_SENSITIVITY;
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_head.leanSideways = _head.leanSideways * (1.f - LEAN_AVERAGING * deltaTime) +
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(LEAN_AVERAGING * deltaTime) * leaning.x * LEAN_SENSITIVITY;
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}
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setHeadLeanSideways(_head.leanSideways);
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setHeadLeanForward(_head.leanForward);
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}
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}
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float Avatar::getAbsoluteHeadYaw() const {
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float Avatar::getAbsoluteHeadYaw() const {
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@ -323,6 +344,8 @@ void Avatar::simulate(float deltaTime) {
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// update balls
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// update balls
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if (_balls) { _balls->simulate(deltaTime); }
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if (_balls) { _balls->simulate(deltaTime); }
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// if other avatar, update head position from network data
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// update avatar skeleton
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// update avatar skeleton
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updateSkeleton();
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updateSkeleton();
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@ -515,14 +538,12 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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void Avatar::updateHead(float deltaTime) {
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void Avatar::updateHead(float deltaTime) {
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// hold on to this - used for testing....
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// Get head position data from network for other people
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/*
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if (!_isMine) {
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static float test = 0.0f;
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_head.leanSideways = getHeadLeanSideways();
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test += deltaTime;
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_head.leanForward = getHeadLeanForward();
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_head.leanForward = 0.02 * sin( test * 0.2f );
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}
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_head.leanSideways = 0.02 * sin( test * 0.3f );
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*/
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//apply the head lean values to the springy position...
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//apply the head lean values to the springy position...
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if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
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if (fabs(_head.leanSideways + _head.leanForward) > 0.0f) {
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glm::vec3 headLean =
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glm::vec3 headLean =
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@ -549,7 +570,7 @@ void Avatar::updateHead(float deltaTime) {
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}
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}
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// Decay head back to center if turned on
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// Decay head back to center if turned on
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if (_returnHeadToCenter) {
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if (_isMine && _returnHeadToCenter) {
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// Decay back toward center
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// Decay back toward center
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_headPitch *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime);
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_headPitch *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime);
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_headYaw *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime);
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_headYaw *= (1.0f - DECAY * _head.returnSpringScale * 2 * deltaTime);
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@ -557,13 +578,14 @@ void Avatar::updateHead(float deltaTime) {
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}
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}
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// For invensense gyro, decay only slightly when roughly centered
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// For invensense gyro, decay only slightly when roughly centered
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const float RETURN_RANGE = 15.0;
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if (_isMine) {
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const float RETURN_STRENGTH = 2.0;
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const float RETURN_RANGE = 15.0;
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if (fabs(_headPitch) < RETURN_RANGE) { _headPitch *= (1.0f - RETURN_STRENGTH * deltaTime); }
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const float RETURN_STRENGTH = 2.0;
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if (fabs(_headYaw) < RETURN_RANGE) { _headYaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
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if (fabs(_headPitch) < RETURN_RANGE) { _headPitch *= (1.0f - RETURN_STRENGTH * deltaTime); }
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if (fabs(_headRoll) < RETURN_RANGE) { _headRoll *= (1.0f - RETURN_STRENGTH * deltaTime); }
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if (fabs(_headYaw) < RETURN_RANGE) { _headYaw *= (1.0f - RETURN_STRENGTH * deltaTime); }
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if (fabs(_headRoll) < RETURN_RANGE) { _headRoll *= (1.0f - RETURN_STRENGTH * deltaTime); }
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}
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if (_head.noise) {
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if (_head.noise) {
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// Move toward new target
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// Move toward new target
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_headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
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_headPitch += (_head.pitchTarget - _headPitch) * 10 * deltaTime; // (1.f - DECAY*deltaTime)*Pitch + ;
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@ -50,16 +50,11 @@ public:
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float getLastYawRate() const { return _lastYawRate; }
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float getLastYawRate() const { return _lastYawRate; }
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float getLastPitchRate() const { return _lastPitchRate; }
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float getLastPitchRate() const { return _lastPitchRate; }
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float getLastRollRate() const { return _lastRollRate; }
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float getLastRollRate() const { return _lastRollRate; }
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glm::vec3 getLastAcceleration() { return glm::vec3(_lastAccelX, _lastAccelY, _lastAccelZ); };
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//int getLED() {return LED;};
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glm::vec3 getGravity() {return _gravity;};
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//int getNumSamples() {return samplesAveraged;};
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//int getValue(int num) {return lastMeasured[num];};
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//int getRelativeValue(int num) {return static_cast<int>(lastMeasured[num] - trailingAverage[num]);};
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//float getTrailingValue(int num) {return trailingAverage[num];};
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void renderLevels(int width, int height);
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void renderLevels(int width, int height);
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bool active;
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bool active;
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glm::vec3 getGravity() {return _gravity;};
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private:
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private:
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void initializePort(char* portname, int baud);
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void initializePort(char* portname, int baud);
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@ -42,6 +42,8 @@ AvatarData::AvatarData() :
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_headYaw(0),
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_headYaw(0),
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_headPitch(0),
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_headPitch(0),
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_headRoll(0),
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_headRoll(0),
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_headLeanSideways(0),
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_headLeanForward(0),
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_handState(0),
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_handState(0),
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_cameraPosition(0,0,0),
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_cameraPosition(0,0,0),
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_cameraDirection(0,0,0),
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_cameraDirection(0,0,0),
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@ -84,7 +86,13 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headPitch);
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headPitch);
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headRoll);
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destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headRoll);
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// Hand Position
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// Head lean X,Z (head lateral and fwd/back motion relative to torso)
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memcpy(destinationBuffer, &_headLeanSideways, sizeof(float));
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destinationBuffer += sizeof(float);
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memcpy(destinationBuffer, &_headLeanForward, sizeof(float));
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destinationBuffer += sizeof(float);
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// Hand Position
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memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
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memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
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destinationBuffer += sizeof(float) * 3;
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destinationBuffer += sizeof(float) * 3;
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@ -150,6 +158,12 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
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sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headPitch);
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sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headPitch);
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sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headRoll);
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sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t *)sourceBuffer, &_headRoll);
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// Head position relative to pelvis
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memcpy(&_headLeanSideways, sourceBuffer, sizeof(float));
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sourceBuffer += sizeof(float);
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memcpy(&_headLeanForward, sourceBuffer, sizeof(float));
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sourceBuffer += sizeof(float);
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// Hand Position
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// Hand Position
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memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
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memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
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sourceBuffer += sizeof(float) * 3;
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sourceBuffer += sizeof(float) * 3;
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@ -55,6 +55,12 @@ public:
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void addHeadYaw(float y){_headYaw -= y; }
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void addHeadYaw(float y){_headYaw -= y; }
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void addHeadRoll(float r){_headRoll += r; }
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void addHeadRoll(float r){_headRoll += r; }
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// Head vector deflection from pelvix in X,Z
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void setHeadLeanSideways(float s) {_headLeanSideways = s; };
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float getHeadLeanSideways() const { return _headLeanSideways; };
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void setHeadLeanForward(float f) {_headLeanForward = f; };
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float getHeadLeanForward() const { return _headLeanForward; };
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// Hand State
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// Hand State
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void setHandState(char s) { _handState = s; };
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void setHandState(char s) { _handState = s; };
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char getHandState() const {return _handState; };
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char getHandState() const {return _handState; };
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@ -104,6 +110,9 @@ protected:
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float _headYaw;
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float _headYaw;
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float _headPitch;
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float _headPitch;
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float _headRoll;
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float _headRoll;
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float _headLeanSideways;
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float _headLeanForward;
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// Audio loudness (used to drive facial animation)
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// Audio loudness (used to drive facial animation)
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float _audioLoudness;
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float _audioLoudness;
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