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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:
commit
ce82ba87d2
4 changed files with 99 additions and 19 deletions
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@ -109,7 +109,8 @@ MyAvatar::MyAvatar(RigPointer rig) :
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_goToOrientation(),
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_rig(rig),
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_prevShouldDrawHead(true),
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_audioListenerMode(FROM_HEAD)
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_audioListenerMode(FROM_HEAD),
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_hmdAtRestDetector(glm::vec3(0), glm::quat())
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{
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
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_driveKeys[i] = 0.0f;
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@ -151,7 +152,7 @@ void MyAvatar::reset() {
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setEnableRigAnimations(true);
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// Reset dynamic state.
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_wasPushing = _isPushing = _isBraking = _billboardValid = _goToPending = _straightingLean = false;
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_wasPushing = _isPushing = _isBraking = _billboardValid = _goToPending = _straighteningLean = false;
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_skeletonModel.reset();
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getHead()->reset();
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_targetVelocity = glm::vec3(0.0f);
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@ -331,37 +332,39 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
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_hmdSensorPosition = extractTranslation(hmdSensorMatrix);
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_hmdSensorOrientation = glm::quat_cast(hmdSensorMatrix);
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const float STRAIGHTING_LEAN_DURATION = 0.5f; // seconds
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bool hmdIsAtRest = _hmdAtRestDetector.update(deltaTime, _hmdSensorPosition, _hmdSensorOrientation);
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const float STRAIGHTENING_LEAN_DURATION = 0.5f; // seconds
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// define a vertical capsule
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const float STRAIGHTING_LEAN_CAPSULE_RADIUS = 0.2f; // meters
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const float STRAIGHTING_LEAN_CAPSULE_LENGTH = 0.05f; // length of the cylinder part of the capsule in meters.
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const float STRAIGHTENING_LEAN_CAPSULE_RADIUS = 0.2f; // meters
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const float STRAIGHTENING_LEAN_CAPSULE_LENGTH = 0.05f; // length of the cylinder part of the capsule in meters.
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auto newBodySensorMatrix = deriveBodyFromHMDSensor();
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glm::vec3 diff = extractTranslation(newBodySensorMatrix) - extractTranslation(_bodySensorMatrix);
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if (!_straightingLean && capsuleCheck(diff, STRAIGHTING_LEAN_CAPSULE_LENGTH, STRAIGHTING_LEAN_CAPSULE_RADIUS)) {
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if (!_straighteningLean && (capsuleCheck(diff, STRAIGHTENING_LEAN_CAPSULE_LENGTH, STRAIGHTENING_LEAN_CAPSULE_RADIUS) || hmdIsAtRest)) {
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// begin homing toward derived body position.
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_straightingLean = true;
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_straightingLeanAlpha = 0.0f;
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_straighteningLean = true;
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_straighteningLeanAlpha = 0.0f;
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} else if (_straightingLean) {
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} else if (_straighteningLean) {
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auto newBodySensorMatrix = deriveBodyFromHMDSensor();
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auto worldBodyMatrix = _sensorToWorldMatrix * newBodySensorMatrix;
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glm::vec3 worldBodyPos = extractTranslation(worldBodyMatrix);
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glm::quat worldBodyRot = glm::normalize(glm::quat_cast(worldBodyMatrix));
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_straightingLeanAlpha += (1.0f / STRAIGHTING_LEAN_DURATION) * deltaTime;
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_straighteningLeanAlpha += (1.0f / STRAIGHTENING_LEAN_DURATION) * deltaTime;
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if (_straightingLeanAlpha >= 1.0f) {
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_straightingLean = false;
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if (_straighteningLeanAlpha >= 1.0f) {
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_straighteningLean = false;
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nextAttitude(worldBodyPos, worldBodyRot);
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_bodySensorMatrix = newBodySensorMatrix;
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} else {
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// interp position toward the desired pos
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glm::vec3 pos = lerp(getPosition(), worldBodyPos, _straightingLeanAlpha);
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glm::quat rot = glm::normalize(safeMix(getOrientation(), worldBodyRot, _straightingLeanAlpha));
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glm::vec3 pos = lerp(getPosition(), worldBodyPos, _straighteningLeanAlpha);
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glm::quat rot = glm::normalize(safeMix(getOrientation(), worldBodyRot, _straighteningLeanAlpha));
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nextAttitude(pos, rot);
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// interp sensor matrix toward desired
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@ -369,13 +372,13 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
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glm::quat nextBodyRot = glm::normalize(glm::quat_cast(newBodySensorMatrix));
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glm::vec3 prevBodyPos = extractTranslation(_bodySensorMatrix);
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glm::quat prevBodyRot = glm::normalize(glm::quat_cast(_bodySensorMatrix));
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pos = lerp(prevBodyPos, nextBodyPos, _straightingLeanAlpha);
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rot = glm::normalize(safeMix(prevBodyRot, nextBodyRot, _straightingLeanAlpha));
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pos = lerp(prevBodyPos, nextBodyPos, _straighteningLeanAlpha);
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rot = glm::normalize(safeMix(prevBodyRot, nextBodyRot, _straighteningLeanAlpha));
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_bodySensorMatrix = createMatFromQuatAndPos(rot, pos);
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}
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}
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}
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//
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// best called at end of main loop, just before rendering.
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// update sensor to world matrix from current body position and hmd sensor.
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// This is so the correct camera can be used for rendering.
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@ -17,6 +17,7 @@
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#include <Rig.h>
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#include "Avatar.h"
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#include "AtRestDetector.h"
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class ModelItemID;
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@ -360,10 +361,11 @@ private:
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glm::vec3 _customListenPosition;
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glm::quat _customListenOrientation;
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bool _straightingLean = false;
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float _straightingLeanAlpha = 0.0f;
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bool _straighteningLean = false;
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float _straighteningLeanAlpha = 0.0f;
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quint64 _lastUpdateFromHMDTime = usecTimestampNow();
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AtRestDetector _hmdAtRestDetector;
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};
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QScriptValue audioListenModeToScriptValue(QScriptEngine* engine, const AudioListenerMode& audioListenerMode);
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41
libraries/shared/src/AtRestDetector.cpp
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41
libraries/shared/src/AtRestDetector.cpp
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@ -0,0 +1,41 @@
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#include "AtRestDetector.h"
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#include "SharedLogging.h"
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AtRestDetector::AtRestDetector(const glm::vec3& startPosition, const glm::quat& startRotation) {
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reset(startPosition, startRotation);
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}
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void AtRestDetector::reset(const glm::vec3& startPosition, const glm::quat& startRotation) {
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_positionAverage = startPosition;
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_positionVariance = 0.0f;
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glm::quat ql = glm::log(startRotation);
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_quatLogAverage = glm::vec3(ql.x, ql.y, ql.z);
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_quatLogVariance = 0.0f;
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}
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bool AtRestDetector::update(float dt, const glm::vec3& position, const glm::quat& rotation) {
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const float TAU = 1.0f;
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float delta = glm::min(dt / TAU, 1.0f);
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// keep a running average of position.
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_positionAverage = position * delta + _positionAverage * (1 - delta);
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// keep a running average of position variances.
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glm::vec3 dx = position - _positionAverage;
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_positionVariance = glm::dot(dx, dx) * delta + _positionVariance * (1 - delta);
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// keep a running average of quaternion logarithms.
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glm::quat quatLogAsQuat = glm::log(rotation);
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glm::vec3 quatLog(quatLogAsQuat.x, quatLogAsQuat.y, quatLogAsQuat.z);
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_quatLogAverage = quatLog * delta + _quatLogAverage * (1 - delta);
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// keep a running average of quatLog variances.
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glm::vec3 dql = quatLog - _quatLogAverage;
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_quatLogVariance = glm::dot(dql, dql) * delta + _quatLogVariance * (1 - delta);
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const float POSITION_VARIANCE_THRESHOLD = 0.001f;
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const float QUAT_LOG_VARIANCE_THRESHOLD = 0.00002f;
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return _positionVariance < POSITION_VARIANCE_THRESHOLD && _quatLogVariance < QUAT_LOG_VARIANCE_THRESHOLD;
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}
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34
libraries/shared/src/AtRestDetector.h
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34
libraries/shared/src/AtRestDetector.h
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@ -0,0 +1,34 @@
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//
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// AtRestDetector.h
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// libraries/shared/src
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//
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// Created by Anthony Thibault on 10/6/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_AtRestDetector_h
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#define hifi_AtRestDetector_h
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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class AtRestDetector {
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public:
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AtRestDetector(const glm::vec3& startPosition, const glm::quat& startRotation);
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void reset(const glm::vec3& startPosition, const glm::quat& startRotation);
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// returns true if object is at rest, dt in assumed to be seconds.
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bool update(float dt, const glm::vec3& position, const glm::quat& startRotation);
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protected:
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glm::vec3 _positionAverage;
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float _positionVariance;
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glm::vec3 _quatLogAverage;
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float _quatLogVariance;
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};
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#endif
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