angular velocity is a vector, not a quaternion

This commit is contained in:
Andrew Meadows 2015-12-18 11:06:58 -08:00
parent 3da5cf1fe5
commit d6541e9ee7
7 changed files with 39 additions and 44 deletions

View file

@ -509,25 +509,25 @@ glm::vec3 MyAvatar::getRightHandTipPosition() const {
controller::Pose MyAvatar::getLeftHandPose() const { controller::Pose MyAvatar::getLeftHandPose() const {
auto palmData = getHandData()->getCopyOfPalmData(HandData::LeftHand); auto palmData = getHandData()->getCopyOfPalmData(HandData::LeftHand);
return palmData.isValid() ? controller::Pose(palmData.getPosition(), palmData.getRotation(), return palmData.isValid() ? controller::Pose(palmData.getPosition(), palmData.getRotation(),
palmData.getVelocity(), palmData.getRawAngularVelocityAsQuat()) : controller::Pose(); palmData.getVelocity(), palmData.getRawAngularVelocity()) : controller::Pose();
} }
controller::Pose MyAvatar::getRightHandPose() const { controller::Pose MyAvatar::getRightHandPose() const {
auto palmData = getHandData()->getCopyOfPalmData(HandData::RightHand); auto palmData = getHandData()->getCopyOfPalmData(HandData::RightHand);
return palmData.isValid() ? controller::Pose(palmData.getPosition(), palmData.getRotation(), return palmData.isValid() ? controller::Pose(palmData.getPosition(), palmData.getRotation(),
palmData.getVelocity(), palmData.getRawAngularVelocityAsQuat()) : controller::Pose(); palmData.getVelocity(), palmData.getRawAngularVelocity()) : controller::Pose();
} }
controller::Pose MyAvatar::getLeftHandTipPose() const { controller::Pose MyAvatar::getLeftHandTipPose() const {
auto palmData = getHandData()->getCopyOfPalmData(HandData::LeftHand); auto palmData = getHandData()->getCopyOfPalmData(HandData::LeftHand);
return palmData.isValid() ? controller::Pose(palmData.getTipPosition(), palmData.getRotation(), return palmData.isValid() ? controller::Pose(palmData.getTipPosition(), palmData.getRotation(),
palmData.getTipVelocity(), palmData.getRawAngularVelocityAsQuat()) : controller::Pose(); palmData.getTipVelocity(), palmData.getRawAngularVelocity()) : controller::Pose();
} }
controller::Pose MyAvatar::getRightHandTipPose() const { controller::Pose MyAvatar::getRightHandTipPose() const {
auto palmData = getHandData()->getCopyOfPalmData(HandData::RightHand); auto palmData = getHandData()->getCopyOfPalmData(HandData::RightHand);
return palmData.isValid() ? controller::Pose(palmData.getTipPosition(), palmData.getRotation(), return palmData.isValid() ? controller::Pose(palmData.getTipPosition(), palmData.getRotation(),
palmData.getTipVelocity(), palmData.getRawAngularVelocityAsQuat()) : controller::Pose(); palmData.getTipVelocity(), palmData.getRawAngularVelocity()) : controller::Pose();
} }
// virtual // virtual
@ -536,7 +536,7 @@ void MyAvatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
if (!_shouldRender) { if (!_shouldRender) {
return; // exit early return; // exit early
} }
Avatar::render(renderArgs, cameraPosition); Avatar::render(renderArgs, cameraPosition);
} }
@ -799,7 +799,7 @@ void MyAvatar::updateLookAtTargetAvatar() {
const float GREATEST_LOOKING_AT_DISTANCE = 10.0f; const float GREATEST_LOOKING_AT_DISTANCE = 10.0f;
AvatarHash hash = DependencyManager::get<AvatarManager>()->getHashCopy(); AvatarHash hash = DependencyManager::get<AvatarManager>()->getHashCopy();
foreach (const AvatarSharedPointer& avatarPointer, hash) { foreach (const AvatarSharedPointer& avatarPointer, hash) {
auto avatar = static_pointer_cast<Avatar>(avatarPointer); auto avatar = static_pointer_cast<Avatar>(avatarPointer);
bool isCurrentTarget = avatar->getIsLookAtTarget(); bool isCurrentTarget = avatar->getIsLookAtTarget();
@ -1175,7 +1175,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, fl
if (!_skeletonModel.isRenderable()) { if (!_skeletonModel.isRenderable()) {
return; // wait until all models are loaded return; // wait until all models are loaded
} }
fixupModelsInScene(); fixupModelsInScene();
// Render head so long as the camera isn't inside it // Render head so long as the camera isn't inside it

View file

@ -14,7 +14,7 @@
#include <GeometryUtil.h> #include <GeometryUtil.h>
#include <SharedUtil.h> #include <SharedUtil.h>
#include "AvatarData.h" #include "AvatarData.h"
#include "HandData.h" #include "HandData.h"
@ -38,7 +38,7 @@ PalmData& HandData::addNewPalm(Hand whichHand) {
PalmData HandData::getCopyOfPalmData(Hand hand) const { PalmData HandData::getCopyOfPalmData(Hand hand) const {
QReadLocker locker(&_palmsLock); QReadLocker locker(&_palmsLock);
// the palms are not necessarily added in left-right order, // the palms are not necessarily added in left-right order,
// so we have to search for the correct hand // so we have to search for the correct hand
for (const auto& palm : _palms) { for (const auto& palm : _palms) {
if (palm.whichHand() == hand && palm.isActive()) { if (palm.whichHand() == hand && palm.isActive()) {
@ -64,7 +64,7 @@ void PalmData::addToPosition(const glm::vec3& delta) {
_rawPosition += _owningHandData->worldToLocalVector(delta); _rawPosition += _owningHandData->worldToLocalVector(delta);
} }
bool HandData::findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration, bool HandData::findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration,
const PalmData*& collidingPalm) const { const PalmData*& collidingPalm) const {
QReadLocker locker(&_palmsLock); QReadLocker locker(&_palmsLock);
@ -93,7 +93,7 @@ glm::vec3 HandData::getBasePosition() const {
float HandData::getBaseScale() const { float HandData::getBaseScale() const {
return _owningAvatarData->getTargetScale(); return _owningAvatarData->getTargetScale();
} }
glm::vec3 PalmData::getFingerDirection() const { glm::vec3 PalmData::getFingerDirection() const {
// finger points along yAxis in hand-frame // finger points along yAxis in hand-frame
const glm::vec3 LOCAL_FINGER_DIRECTION(0.0f, 1.0f, 0.0f); const glm::vec3 LOCAL_FINGER_DIRECTION(0.0f, 1.0f, 0.0f);

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@ -38,7 +38,7 @@ public:
HandData(AvatarData* owningAvatar); HandData(AvatarData* owningAvatar);
virtual ~HandData() {} virtual ~HandData() {}
// position conversion // position conversion
glm::vec3 localToWorldPosition(const glm::vec3& localPosition) { glm::vec3 localToWorldPosition(const glm::vec3& localPosition) {
return getBasePosition() + getBaseOrientation() * localPosition * getBaseScale(); return getBasePosition() + getBaseOrientation() * localPosition * getBaseScale();
@ -60,7 +60,7 @@ public:
/// \param penetration[out] the vector in which to store the penetration /// \param penetration[out] the vector in which to store the penetration
/// \param collidingPalm[out] a const PalmData* to the palm that was collided with /// \param collidingPalm[out] a const PalmData* to the palm that was collided with
/// \return whether or not the sphere penetrated /// \return whether or not the sphere penetrated
bool findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration, bool findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration,
const PalmData*& collidingPalm) const; const PalmData*& collidingPalm) const;
glm::quat getBaseOrientation() const; glm::quat getBaseOrientation() const;
@ -74,7 +74,7 @@ protected:
AvatarData* _owningAvatarData; AvatarData* _owningAvatarData;
std::vector<PalmData> _palms; std::vector<PalmData> _palms;
mutable QReadWriteLock _palmsLock{ QReadWriteLock::Recursive }; mutable QReadWriteLock _palmsLock{ QReadWriteLock::Recursive };
glm::vec3 getBasePosition() const; glm::vec3 getBasePosition() const;
float getBaseScale() const; float getBaseScale() const;
@ -112,13 +112,12 @@ public:
void setRawAngularVelocity(const glm::vec3& angularVelocity) { _rawAngularVelocity = angularVelocity; } void setRawAngularVelocity(const glm::vec3& angularVelocity) { _rawAngularVelocity = angularVelocity; }
const glm::vec3& getRawAngularVelocity() const { return _rawAngularVelocity; } const glm::vec3& getRawAngularVelocity() const { return _rawAngularVelocity; }
glm::quat getRawAngularVelocityAsQuat() const { return glm::quat(_rawAngularVelocity); }
void addToPosition(const glm::vec3& delta); void addToPosition(const glm::vec3& delta);
void addToPenetration(const glm::vec3& penetration) { _totalPenetration += penetration; } void addToPenetration(const glm::vec3& penetration) { _totalPenetration += penetration; }
void resolvePenetrations() { addToPosition(-_totalPenetration); _totalPenetration = glm::vec3(0.0f); } void resolvePenetrations() { addToPosition(-_totalPenetration); _totalPenetration = glm::vec3(0.0f); }
void setTipPosition(const glm::vec3& position) { _tipPosition = position; } void setTipPosition(const glm::vec3& position) { _tipPosition = position; }
const glm::vec3 getTipPosition() const { return _owningHandData->localToWorldPosition(_tipPosition); } const glm::vec3 getTipPosition() const { return _owningHandData->localToWorldPosition(_tipPosition); }
const glm::vec3& getTipRawPosition() const { return _tipPosition; } const glm::vec3& getTipRawPosition() const { return _tipPosition; }
@ -126,16 +125,16 @@ public:
void setTipVelocity(const glm::vec3& velocity) { _tipVelocity = velocity; } void setTipVelocity(const glm::vec3& velocity) { _tipVelocity = velocity; }
const glm::vec3 getTipVelocity() const { return _owningHandData->localToWorldDirection(_tipVelocity); } const glm::vec3 getTipVelocity() const { return _owningHandData->localToWorldDirection(_tipVelocity); }
const glm::vec3& getTipRawVelocity() const { return _tipVelocity; } const glm::vec3& getTipRawVelocity() const { return _tipVelocity; }
void incrementFramesWithoutData() { _numFramesWithoutData++; } void incrementFramesWithoutData() { _numFramesWithoutData++; }
void resetFramesWithoutData() { _numFramesWithoutData = 0; } void resetFramesWithoutData() { _numFramesWithoutData = 0; }
int getFramesWithoutData() const { return _numFramesWithoutData; } int getFramesWithoutData() const { return _numFramesWithoutData; }
// FIXME - these are used in SkeletonModel::updateRig() the skeleton/rig should probably get this information // FIXME - these are used in SkeletonModel::updateRig() the skeleton/rig should probably get this information
// from an action and/or the UserInputMapper instead of piping it through here. // from an action and/or the UserInputMapper instead of piping it through here.
void setTrigger(float trigger) { _trigger = trigger; } void setTrigger(float trigger) { _trigger = trigger; }
float getTrigger() const { return _trigger; } float getTrigger() const { return _trigger; }
// return world-frame: // return world-frame:
glm::vec3 getFingerDirection() const; glm::vec3 getFingerDirection() const;
glm::vec3 getNormal() const; glm::vec3 getNormal() const;
@ -148,13 +147,13 @@ private:
glm::vec3 _rawAngularVelocity; glm::vec3 _rawAngularVelocity;
glm::quat _rawDeltaRotation; glm::quat _rawDeltaRotation;
glm::quat _lastRotation; glm::quat _lastRotation;
glm::vec3 _tipPosition; glm::vec3 _tipPosition;
glm::vec3 _tipVelocity; glm::vec3 _tipVelocity;
glm::vec3 _totalPenetration; /// accumulator for per-frame penetrations glm::vec3 _totalPenetration; /// accumulator for per-frame penetrations
float _trigger; float _trigger;
bool _isActive; /// This has current valid data bool _isActive; /// This has current valid data
int _numFramesWithoutData; /// after too many frames without data, this tracked object assumed lost. int _numFramesWithoutData; /// after too many frames without data, this tracked object assumed lost.
HandData* _owningHandData; HandData* _owningHandData;

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@ -16,7 +16,7 @@
namespace controller { namespace controller {
Pose::Pose(const vec3& translation, const quat& rotation, Pose::Pose(const vec3& translation, const quat& rotation,
const vec3& velocity, const quat& angularVelocity) : const vec3& velocity, const vec3& angularVelocity) :
translation(translation), rotation(rotation), velocity(velocity), angularVelocity(angularVelocity), valid (true) { } translation(translation), rotation(rotation), velocity(velocity), angularVelocity(angularVelocity), valid (true) { }
bool Pose::operator==(const Pose& right) const { bool Pose::operator==(const Pose& right) const {
@ -26,7 +26,7 @@ namespace controller {
} }
// FIXME add margin of error? Or add an additional withinEpsilon function? // FIXME add margin of error? Or add an additional withinEpsilon function?
return translation == right.getTranslation() && rotation == right.getRotation() && return translation == right.getTranslation() && rotation == right.getRotation() &&
velocity == right.getVelocity() && angularVelocity == right.getAngularVelocity(); velocity == right.getVelocity() && angularVelocity == right.getAngularVelocity();
} }
@ -35,7 +35,7 @@ namespace controller {
obj.setProperty("translation", vec3toScriptValue(engine, pose.translation)); obj.setProperty("translation", vec3toScriptValue(engine, pose.translation));
obj.setProperty("rotation", quatToScriptValue(engine, pose.rotation)); obj.setProperty("rotation", quatToScriptValue(engine, pose.rotation));
obj.setProperty("velocity", vec3toScriptValue(engine, pose.velocity)); obj.setProperty("velocity", vec3toScriptValue(engine, pose.velocity));
obj.setProperty("angularVelocity", quatToScriptValue(engine, pose.angularVelocity)); obj.setProperty("angularVelocity", vec3toScriptValue(engine, pose.angularVelocity));
obj.setProperty("valid", pose.valid); obj.setProperty("valid", pose.valid);
return obj; return obj;

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@ -23,12 +23,12 @@ namespace controller {
vec3 translation; vec3 translation;
quat rotation; quat rotation;
vec3 velocity; vec3 velocity;
quat angularVelocity; vec3 angularVelocity;
bool valid{ false }; bool valid{ false };
Pose() {} Pose() {}
Pose(const vec3& translation, const quat& rotation, Pose(const vec3& translation, const quat& rotation,
const vec3& velocity = vec3(), const quat& angularVelocity = quat()); const vec3& velocity = vec3(), const vec3& angularVelocity = vec3());
Pose(const Pose&) = default; Pose(const Pose&) = default;
Pose& operator = (const Pose&) = default; Pose& operator = (const Pose&) = default;
@ -38,7 +38,7 @@ namespace controller {
vec3 getTranslation() const { return translation; } vec3 getTranslation() const { return translation; }
quat getRotation() const { return rotation; } quat getRotation() const { return rotation; }
vec3 getVelocity() const { return velocity; } vec3 getVelocity() const { return velocity; }
quat getAngularVelocity() const { return angularVelocity; } vec3 getAngularVelocity() const { return angularVelocity; }
static QScriptValue toScriptValue(QScriptEngine* engine, const Pose& event); static QScriptValue toScriptValue(QScriptEngine* engine, const Pose& event);
static void fromScriptValue(const QScriptValue& object, Pose& event); static void fromScriptValue(const QScriptValue& object, Pose& event);

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@ -191,7 +191,7 @@ void SixenseManager::InputDevice::update(float deltaTime, bool jointsCaptured) {
// Rotation of Palm // Rotation of Palm
glm::quat rotation(data->rot_quat[3], data->rot_quat[0], data->rot_quat[1], data->rot_quat[2]); glm::quat rotation(data->rot_quat[3], data->rot_quat[0], data->rot_quat[1], data->rot_quat[2]);
handlePoseEvent(deltaTime, position, rotation, left); handlePoseEvent(deltaTime, position, rotation, left);
rawPoses[i] = controller::Pose(position, rotation, glm::vec3(0), glm::quat()); rawPoses[i] = controller::Pose(position, rotation, Vectors::ZERO, Vectors::ZERO);
} else { } else {
_poseStateMap.clear(); _poseStateMap.clear();
_collectedSamples.clear(); _collectedSamples.clear();
@ -457,25 +457,21 @@ void SixenseManager::InputDevice::handlePoseEvent(float deltaTime, glm::vec3 pos
rotation = _avatarRotation * postOffset * glm::inverse(sixenseToHand) * rotation * preOffset * sixenseToHand; rotation = _avatarRotation * postOffset * glm::inverse(sixenseToHand) * rotation * preOffset * sixenseToHand;
glm::vec3 velocity(0.0f); glm::vec3 velocity(0.0f);
glm::quat angularVelocity; glm::vec3 angularVelocity(0.0f);
if (prevPose.isValid() && deltaTime > std::numeric_limits<float>::epsilon()) { if (prevPose.isValid() && deltaTime > std::numeric_limits<float>::epsilon()) {
auto& samples = _collectedSamples[hand];
velocity = (position - prevPose.getTranslation()) / deltaTime; velocity = (position - prevPose.getTranslation()) / deltaTime;
samples.first.addSample(velocity);
velocity = samples.first.average;
auto deltaRot = rotation * glm::conjugate(prevPose.getRotation()); auto deltaRot = rotation * glm::conjugate(prevPose.getRotation());
auto axis = glm::axis(deltaRot); auto axis = glm::axis(deltaRot);
auto angle = glm::angle(deltaRot); auto speed = glm::angle(deltaRot) / deltaTime;
angularVelocity = glm::angleAxis(angle / deltaTime, axis); angularVelocity = speed * axis;
samples.second.addSample(angularVelocity);
// Average angularVelocity = samples.second.average;
auto& samples = _collectedSamples[hand];
samples.first.addSample(velocity);
velocity = samples.first.average;
// FIXME: // Not using quaternion average yet for angular velocity because it s probably wrong but keep the MovingAverage in place
//samples.second.addSample(glm::vec4(angularVelocity.x, angularVelocity.y, angularVelocity.z, angularVelocity.w));
//angularVelocity = glm::quat(samples.second.average.w, samples.second.average.x, samples.second.average.y, samples.second.average.z);
} else if (!prevPose.isValid()) { } else if (!prevPose.isValid()) {
_collectedSamples[hand].first.clear(); _collectedSamples[hand].first.clear();
_collectedSamples[hand].second.clear(); _collectedSamples[hand].second.clear();

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@ -49,12 +49,12 @@ private:
static const int CALIBRATION_STATE_IDLE = 0; static const int CALIBRATION_STATE_IDLE = 0;
static const int CALIBRATION_STATE_IN_PROGRESS = 1; static const int CALIBRATION_STATE_IN_PROGRESS = 1;
static const int CALIBRATION_STATE_COMPLETE = 2; static const int CALIBRATION_STATE_COMPLETE = 2;
static const glm::vec3 DEFAULT_AVATAR_POSITION; static const glm::vec3 DEFAULT_AVATAR_POSITION;
static const float CONTROLLER_THRESHOLD; static const float CONTROLLER_THRESHOLD;
template<typename T> template<typename T>
using SampleAverage = MovingAverage<T, MAX_NUM_AVERAGING_SAMPLES>; using SampleAverage = MovingAverage<T, MAX_NUM_AVERAGING_SAMPLES>;
using Samples = std::pair<SampleAverage<glm::vec3>, SampleAverage<glm::vec4>>; using Samples = std::pair<SampleAverage<glm::vec3>, SampleAverage<glm::vec3>>;
using MovingAverageMap = std::map<int, Samples>; using MovingAverageMap = std::map<int, Samples>;
class InputDevice : public controller::InputDevice { class InputDevice : public controller::InputDevice {
@ -81,7 +81,7 @@ private:
// these are calibration results // these are calibration results
glm::vec3 _avatarPosition { DEFAULT_AVATAR_POSITION }; // in hydra-frame glm::vec3 _avatarPosition { DEFAULT_AVATAR_POSITION }; // in hydra-frame
glm::quat _avatarRotation; // in hydra-frame glm::quat _avatarRotation; // in hydra-frame
float _lastDistance; float _lastDistance;
bool _requestReset { false }; bool _requestReset { false };
bool _debugDrawRaw { false }; bool _debugDrawRaw { false };