Merge pull request #6011 from hyperlogic/tony/hmd-rest-detection

When HMD is at rest, re-center the body under the avatar.
This commit is contained in:
Howard Stearns 2015-10-09 15:20:07 -07:00
commit ce82ba87d2
4 changed files with 99 additions and 19 deletions

View file

@ -109,7 +109,8 @@ MyAvatar::MyAvatar(RigPointer rig) :
_goToOrientation(),
_rig(rig),
_prevShouldDrawHead(true),
_audioListenerMode(FROM_HEAD)
_audioListenerMode(FROM_HEAD),
_hmdAtRestDetector(glm::vec3(0), glm::quat())
{
for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
_driveKeys[i] = 0.0f;
@ -151,7 +152,7 @@ void MyAvatar::reset() {
setEnableRigAnimations(true);
// Reset dynamic state.
_wasPushing = _isPushing = _isBraking = _billboardValid = _goToPending = _straightingLean = false;
_wasPushing = _isPushing = _isBraking = _billboardValid = _goToPending = _straighteningLean = false;
_skeletonModel.reset();
getHead()->reset();
_targetVelocity = glm::vec3(0.0f);
@ -331,37 +332,39 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
_hmdSensorPosition = extractTranslation(hmdSensorMatrix);
_hmdSensorOrientation = glm::quat_cast(hmdSensorMatrix);
const float STRAIGHTING_LEAN_DURATION = 0.5f; // seconds
bool hmdIsAtRest = _hmdAtRestDetector.update(deltaTime, _hmdSensorPosition, _hmdSensorOrientation);
const float STRAIGHTENING_LEAN_DURATION = 0.5f; // seconds
// define a vertical capsule
const float STRAIGHTING_LEAN_CAPSULE_RADIUS = 0.2f; // meters
const float STRAIGHTING_LEAN_CAPSULE_LENGTH = 0.05f; // length of the cylinder part of the capsule in meters.
const float STRAIGHTENING_LEAN_CAPSULE_RADIUS = 0.2f; // meters
const float STRAIGHTENING_LEAN_CAPSULE_LENGTH = 0.05f; // length of the cylinder part of the capsule in meters.
auto newBodySensorMatrix = deriveBodyFromHMDSensor();
glm::vec3 diff = extractTranslation(newBodySensorMatrix) - extractTranslation(_bodySensorMatrix);
if (!_straightingLean && capsuleCheck(diff, STRAIGHTING_LEAN_CAPSULE_LENGTH, STRAIGHTING_LEAN_CAPSULE_RADIUS)) {
if (!_straighteningLean && (capsuleCheck(diff, STRAIGHTENING_LEAN_CAPSULE_LENGTH, STRAIGHTENING_LEAN_CAPSULE_RADIUS) || hmdIsAtRest)) {
// begin homing toward derived body position.
_straightingLean = true;
_straightingLeanAlpha = 0.0f;
_straighteningLean = true;
_straighteningLeanAlpha = 0.0f;
} else if (_straightingLean) {
} else if (_straighteningLean) {
auto newBodySensorMatrix = deriveBodyFromHMDSensor();
auto worldBodyMatrix = _sensorToWorldMatrix * newBodySensorMatrix;
glm::vec3 worldBodyPos = extractTranslation(worldBodyMatrix);
glm::quat worldBodyRot = glm::normalize(glm::quat_cast(worldBodyMatrix));
_straightingLeanAlpha += (1.0f / STRAIGHTING_LEAN_DURATION) * deltaTime;
_straighteningLeanAlpha += (1.0f / STRAIGHTENING_LEAN_DURATION) * deltaTime;
if (_straightingLeanAlpha >= 1.0f) {
_straightingLean = false;
if (_straighteningLeanAlpha >= 1.0f) {
_straighteningLean = false;
nextAttitude(worldBodyPos, worldBodyRot);
_bodySensorMatrix = newBodySensorMatrix;
} else {
// interp position toward the desired pos
glm::vec3 pos = lerp(getPosition(), worldBodyPos, _straightingLeanAlpha);
glm::quat rot = glm::normalize(safeMix(getOrientation(), worldBodyRot, _straightingLeanAlpha));
glm::vec3 pos = lerp(getPosition(), worldBodyPos, _straighteningLeanAlpha);
glm::quat rot = glm::normalize(safeMix(getOrientation(), worldBodyRot, _straighteningLeanAlpha));
nextAttitude(pos, rot);
// interp sensor matrix toward desired
@ -369,13 +372,13 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
glm::quat nextBodyRot = glm::normalize(glm::quat_cast(newBodySensorMatrix));
glm::vec3 prevBodyPos = extractTranslation(_bodySensorMatrix);
glm::quat prevBodyRot = glm::normalize(glm::quat_cast(_bodySensorMatrix));
pos = lerp(prevBodyPos, nextBodyPos, _straightingLeanAlpha);
rot = glm::normalize(safeMix(prevBodyRot, nextBodyRot, _straightingLeanAlpha));
pos = lerp(prevBodyPos, nextBodyPos, _straighteningLeanAlpha);
rot = glm::normalize(safeMix(prevBodyRot, nextBodyRot, _straighteningLeanAlpha));
_bodySensorMatrix = createMatFromQuatAndPos(rot, pos);
}
}
}
//
// best called at end of main loop, just before rendering.
// update sensor to world matrix from current body position and hmd sensor.
// This is so the correct camera can be used for rendering.

View file

@ -17,6 +17,7 @@
#include <Rig.h>
#include "Avatar.h"
#include "AtRestDetector.h"
class ModelItemID;
@ -360,10 +361,11 @@ private:
glm::vec3 _customListenPosition;
glm::quat _customListenOrientation;
bool _straightingLean = false;
float _straightingLeanAlpha = 0.0f;
bool _straighteningLean = false;
float _straighteningLeanAlpha = 0.0f;
quint64 _lastUpdateFromHMDTime = usecTimestampNow();
AtRestDetector _hmdAtRestDetector;
};
QScriptValue audioListenModeToScriptValue(QScriptEngine* engine, const AudioListenerMode& audioListenerMode);

View file

@ -0,0 +1,41 @@
#include "AtRestDetector.h"
#include "SharedLogging.h"
AtRestDetector::AtRestDetector(const glm::vec3& startPosition, const glm::quat& startRotation) {
reset(startPosition, startRotation);
}
void AtRestDetector::reset(const glm::vec3& startPosition, const glm::quat& startRotation) {
_positionAverage = startPosition;
_positionVariance = 0.0f;
glm::quat ql = glm::log(startRotation);
_quatLogAverage = glm::vec3(ql.x, ql.y, ql.z);
_quatLogVariance = 0.0f;
}
bool AtRestDetector::update(float dt, const glm::vec3& position, const glm::quat& rotation) {
const float TAU = 1.0f;
float delta = glm::min(dt / TAU, 1.0f);
// keep a running average of position.
_positionAverage = position * delta + _positionAverage * (1 - delta);
// keep a running average of position variances.
glm::vec3 dx = position - _positionAverage;
_positionVariance = glm::dot(dx, dx) * delta + _positionVariance * (1 - delta);
// keep a running average of quaternion logarithms.
glm::quat quatLogAsQuat = glm::log(rotation);
glm::vec3 quatLog(quatLogAsQuat.x, quatLogAsQuat.y, quatLogAsQuat.z);
_quatLogAverage = quatLog * delta + _quatLogAverage * (1 - delta);
// keep a running average of quatLog variances.
glm::vec3 dql = quatLog - _quatLogAverage;
_quatLogVariance = glm::dot(dql, dql) * delta + _quatLogVariance * (1 - delta);
const float POSITION_VARIANCE_THRESHOLD = 0.001f;
const float QUAT_LOG_VARIANCE_THRESHOLD = 0.00002f;
return _positionVariance < POSITION_VARIANCE_THRESHOLD && _quatLogVariance < QUAT_LOG_VARIANCE_THRESHOLD;
}

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@ -0,0 +1,34 @@
//
// AtRestDetector.h
// libraries/shared/src
//
// Created by Anthony Thibault on 10/6/2015
// 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
//
#ifndef hifi_AtRestDetector_h
#define hifi_AtRestDetector_h
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
class AtRestDetector {
public:
AtRestDetector(const glm::vec3& startPosition, const glm::quat& startRotation);
void reset(const glm::vec3& startPosition, const glm::quat& startRotation);
// returns true if object is at rest, dt in assumed to be seconds.
bool update(float dt, const glm::vec3& position, const glm::quat& startRotation);
protected:
glm::vec3 _positionAverage;
float _positionVariance;
glm::vec3 _quatLogAverage;
float _quatLogVariance;
};
#endif