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fix offset math in hold action
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1 changed files with 25 additions and 30 deletions
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@ -48,38 +48,38 @@ void AvatarActionHold::prepareForPhysicsSimulation() {
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auto avatarManager = DependencyManager::get<AvatarManager>();
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auto holdingAvatar = std::static_pointer_cast<Avatar>(avatarManager->getAvatarBySessionID(_holderID));
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if (!holdingAvatar) {
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if (!holdingAvatar || !holdingAvatar->isMyAvatar()) {
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return;
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}
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withWriteLock([&]{
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if (_ignoreIK && holdingAvatar->isMyAvatar()) {
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if (_ignoreIK) {
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return;
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}
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if (holdingAvatar->isMyAvatar()) {
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glm::vec3 palmPosition;
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glm::quat palmRotation;
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if (_hand == "right") {
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palmPosition = holdingAvatar->getRightPalmPosition();
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palmRotation = holdingAvatar->getRightPalmRotation();
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} else {
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palmPosition = holdingAvatar->getLeftPalmPosition();
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palmRotation = holdingAvatar->getLeftPalmRotation();
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}
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glm::vec3 avatarRigidBodyPosition;
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glm::quat avatarRigidBodyRotation;
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getAvatarRigidBodyLocation(avatarRigidBodyPosition, avatarRigidBodyRotation);
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// determine the difference in translation and rotation between the avatar's
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// rigid body and the palm position. The avatar's rigid body will be moved by bullet
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// between this call and the call to getTarget, below. A call to get*PalmPosition in
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// getTarget would get the palm position of the previous location of the avatar (because
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// bullet has moved the av's rigid body but the rigid body's location has not yet been
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// copied out into the Avatar class.
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_palmOffsetFromRigidBody = palmPosition - avatarRigidBodyPosition;
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_palmRotationFromRigidBody = glm::inverse(avatarRigidBodyRotation) * palmRotation;
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glm::vec3 palmPosition;
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glm::quat palmRotation;
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if (_hand == "right") {
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palmPosition = holdingAvatar->getRightPalmPosition();
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palmRotation = holdingAvatar->getRightPalmRotation();
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} else {
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palmPosition = holdingAvatar->getLeftPalmPosition();
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palmRotation = holdingAvatar->getLeftPalmRotation();
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}
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glm::vec3 avatarRigidBodyPosition;
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glm::quat avatarRigidBodyRotation;
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getAvatarRigidBodyLocation(avatarRigidBodyPosition, avatarRigidBodyRotation);
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// determine the difference in translation and rotation between the avatar's
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// rigid body and the palm position. The avatar's rigid body will be moved by bullet
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// between this call and the call to getTarget, below. A call to get*PalmPosition in
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// getTarget would get the palm position of the previous location of the avatar (because
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// bullet has moved the av's rigid body but the rigid body's location has not yet been
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// copied out into the Avatar class.
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glm::quat avatarRotationInverse = glm::inverse(avatarRigidBodyRotation);
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_palmOffsetFromRigidBody = avatarRotationInverse * (palmPosition - avatarRigidBodyPosition);
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_palmRotationFromRigidBody = avatarRotationInverse * palmRotation;
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});
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}
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@ -116,13 +116,8 @@ std::shared_ptr<Avatar> AvatarActionHold::getTarget(glm::quat& rotation, glm::ve
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// and the data in the Avatar class is stale. This means that the result of get*PalmPosition will
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// be stale. Instead, determine the current palm position with the current avatar's rigid body
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// location and the saved offsets.
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palmPosition = avatarRigidBodyPosition + _palmOffsetFromRigidBody;
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palmPosition = avatarRigidBodyPosition + avatarRigidBodyRotation * _palmOffsetFromRigidBody;
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palmRotation = avatarRigidBodyRotation * _palmRotationFromRigidBody;
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if (isRightHand) {
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palmRotation = holdingAvatar->getRightPalmRotation();
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} else {
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palmRotation = holdingAvatar->getLeftPalmRotation();
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}
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} else {
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if (isRightHand) {
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palmPosition = holdingAvatar->getRightPalmPosition();
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