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Refactored how controller poses are stored in MyAvatar.
This commit is contained in:
parent
22d8adcb99
commit
fe711ccbe9
7 changed files with 228 additions and 321 deletions
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@ -4335,10 +4335,9 @@ void Application::updateMyAvatarLookAtPosition() {
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}
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} else {
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// I am not looking at anyone else, so just look forward
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auto headPose = myAvatar->getHeadControllerPoseInSensorFrame();
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auto headPose = myAvatar->getControllerPoseInWorldFrame(controller::Action::HEAD);
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if (headPose.isValid()) {
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glm::mat4 worldHeadMat = myAvatar->getSensorToWorldMatrix() * headPose.getMatrix();
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lookAtSpot = transformPoint(worldHeadMat, glm::vec3(0.0f, 0.0f, TREE_SCALE));
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lookAtSpot = transformPoint(headPose.getMatrix(), glm::vec3(0.0f, 0.0f, TREE_SCALE));
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} else {
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lookAtSpot = myAvatar->getHead()->getEyePosition() +
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(myAvatar->getHead()->getFinalOrientationInWorldFrame() * glm::vec3(0.0f, 0.0f, -TREE_SCALE));
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@ -4750,52 +4749,64 @@ void Application::update(float deltaTime) {
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myAvatar->setDriveKey(MyAvatar::ZOOM, userInputMapper->getActionState(controller::Action::TRANSLATE_CAMERA_Z));
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}
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controller::Pose leftHandPose = userInputMapper->getPoseState(controller::Action::LEFT_HAND);
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controller::Pose rightHandPose = userInputMapper->getPoseState(controller::Action::RIGHT_HAND);
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auto myAvatarMatrix = createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getPosition());
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auto worldToSensorMatrix = glm::inverse(myAvatar->getSensorToWorldMatrix());
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auto avatarToSensorMatrix = worldToSensorMatrix * myAvatarMatrix;
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myAvatar->setHandControllerPosesInSensorFrame(leftHandPose.transform(avatarToSensorMatrix), rightHandPose.transform(avatarToSensorMatrix));
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static std::vector<controller::Action> avatarControllerActions = {
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controller::Action::LEFT_HAND,
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controller::Action::RIGHT_HAND,
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controller::Action::LEFT_FOOT,
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controller::Action::RIGHT_FOOT,
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controller::Action::HIPS,
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controller::Action::SPINE2,
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controller::Action::HEAD,
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controller::Action::LEFT_HAND_THUMB1,
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controller::Action::LEFT_HAND_THUMB2,
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controller::Action::LEFT_HAND_THUMB3,
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controller::Action::LEFT_HAND_THUMB4,
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controller::Action::LEFT_HAND_INDEX1,
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controller::Action::LEFT_HAND_INDEX2,
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controller::Action::LEFT_HAND_INDEX3,
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controller::Action::LEFT_HAND_INDEX4,
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controller::Action::LEFT_HAND_MIDDLE1,
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controller::Action::LEFT_HAND_MIDDLE2,
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controller::Action::LEFT_HAND_MIDDLE3,
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controller::Action::LEFT_HAND_MIDDLE4,
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controller::Action::LEFT_HAND_RING1,
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controller::Action::LEFT_HAND_RING2,
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controller::Action::LEFT_HAND_RING3,
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controller::Action::LEFT_HAND_RING4,
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controller::Action::LEFT_HAND_PINKY1,
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controller::Action::LEFT_HAND_PINKY2,
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controller::Action::LEFT_HAND_PINKY3,
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controller::Action::LEFT_HAND_PINKY4,
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controller::Action::RIGHT_HAND_THUMB1,
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controller::Action::RIGHT_HAND_THUMB2,
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controller::Action::RIGHT_HAND_THUMB3,
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controller::Action::RIGHT_HAND_THUMB4,
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controller::Action::RIGHT_HAND_INDEX1,
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controller::Action::RIGHT_HAND_INDEX2,
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controller::Action::RIGHT_HAND_INDEX3,
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controller::Action::RIGHT_HAND_INDEX4,
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controller::Action::RIGHT_HAND_MIDDLE1,
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controller::Action::RIGHT_HAND_MIDDLE2,
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controller::Action::RIGHT_HAND_MIDDLE3,
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controller::Action::RIGHT_HAND_MIDDLE4,
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controller::Action::RIGHT_HAND_RING1,
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controller::Action::RIGHT_HAND_RING2,
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controller::Action::RIGHT_HAND_RING3,
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controller::Action::RIGHT_HAND_RING4,
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controller::Action::RIGHT_HAND_PINKY1,
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controller::Action::RIGHT_HAND_PINKY2,
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controller::Action::RIGHT_HAND_PINKY3,
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controller::Action::RIGHT_HAND_PINKY4
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};
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// If have previously done finger poses or there are new valid finger poses, update finger pose values. This so that if
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// fingers are not being controlled, finger joints are not updated in MySkeletonModel.
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// Assumption: Finger poses are either all present and valid or not present at all; thus can test just one joint.
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MyAvatar::FingerPosesMap leftHandFingerPoses;
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if (myAvatar->getLeftHandFingerControllerPosesInSensorFrame().size() > 0
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|| userInputMapper->getPoseState(controller::Action::LEFT_HAND_THUMB1).isValid()) {
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for (int i = (int)controller::Action::LEFT_HAND_THUMB1; i <= (int)controller::Action::LEFT_HAND_PINKY4; i++) {
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leftHandFingerPoses[i] = {
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userInputMapper->getPoseState((controller::Action)i).transform(avatarToSensorMatrix),
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userInputMapper->getActionName((controller::Action)i)
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};
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}
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glm::mat4 myAvatarMatrix = createMatFromQuatAndPos(myAvatar->getOrientation(), myAvatar->getPosition());
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glm::mat4 worldToSensorMatrix = glm::inverse(myAvatar->getSensorToWorldMatrix());
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glm::mat4 avatarToSensorMatrix = worldToSensorMatrix * myAvatarMatrix;
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for (auto& action : avatarControllerActions) {
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controller::Pose pose = userInputMapper->getPoseState(action);
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myAvatar->setControllerPoseInSensorFrame(action, pose.transform(avatarToSensorMatrix));
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}
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MyAvatar::FingerPosesMap rightHandFingerPoses;
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if (myAvatar->getRightHandFingerControllerPosesInSensorFrame().size() > 0
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|| userInputMapper->getPoseState(controller::Action::RIGHT_HAND_THUMB1).isValid()) {
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for (int i = (int)controller::Action::RIGHT_HAND_THUMB1; i <= (int)controller::Action::RIGHT_HAND_PINKY4; i++) {
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rightHandFingerPoses[i] = {
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userInputMapper->getPoseState((controller::Action)i).transform(avatarToSensorMatrix),
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userInputMapper->getActionName((controller::Action)i)
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};
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}
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}
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myAvatar->setFingerControllerPosesInSensorFrame(leftHandFingerPoses, rightHandFingerPoses);
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controller::Pose leftFootPose = userInputMapper->getPoseState(controller::Action::LEFT_FOOT);
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controller::Pose rightFootPose = userInputMapper->getPoseState(controller::Action::RIGHT_FOOT);
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myAvatar->setFootControllerPosesInSensorFrame(leftFootPose.transform(avatarToSensorMatrix), rightFootPose.transform(avatarToSensorMatrix));
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controller::Pose hipsPose = userInputMapper->getPoseState(controller::Action::HIPS);
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controller::Pose spine2Pose = userInputMapper->getPoseState(controller::Action::SPINE2);
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myAvatar->setSpineControllerPosesInSensorFrame(hipsPose.transform(avatarToSensorMatrix), spine2Pose.transform(avatarToSensorMatrix));
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controller::Pose headPose = userInputMapper->getPoseState(controller::Action::HEAD);
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myAvatar->setHeadControllerPoseInSensorFrame(headPose.transform(avatarToSensorMatrix));
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controller::Pose leftArmPose = userInputMapper->getPoseState(controller::Action::LEFT_ARM);
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controller::Pose rightArmPose = userInputMapper->getPoseState(controller::Action::RIGHT_ARM);
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myAvatar->setArmControllerPosesInSensorFrame(leftArmPose.transform(avatarToSensorMatrix), rightArmPose.transform(avatarToSensorMatrix));
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updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process...
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updateDialogs(deltaTime); // update various stats dialogs if present
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@ -134,9 +134,9 @@ bool AvatarActionHold::getTarget(float deltaTimeStep, glm::quat& rotation, glm::
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// fetch the hand controller pose
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controller::Pose pose;
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if (isRightHand) {
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pose = myAvatar->getRightHandControllerPoseInWorldFrame();
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pose = myAvatar->getControllerPoseInWorldFrame(controller::Action::RIGHT_HAND);
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} else {
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pose = myAvatar->getLeftHandControllerPoseInWorldFrame();
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pose = myAvatar->getControllerPoseInWorldFrame(controller::Action::LEFT_HAND);
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}
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if (pose.isValid()) {
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@ -422,7 +422,7 @@ void MyAvatar::update(float deltaTime) {
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}
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#ifdef DEBUG_DRAW_HMD_MOVING_AVERAGE
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glm::vec3 p = transformPoint(getSensorToWorldMatrix(), getHeadControllerPoseInAvatarFrame() *
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glm::vec3 p = transformPoint(getSensorToWorldMatrix(), getControllerPoseInAvatarFrame(controller::Pose::HEAD) *
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glm::vec3(_headControllerFacingMovingAverage.x, 0.0f, _headControllerFacingMovingAverage.y));
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DebugDraw::getInstance().addMarker("facing-avg", getOrientation(), p, glm::vec4(1.0f));
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p = transformPoint(getSensorToWorldMatrix(), getHMDSensorPosition() +
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@ -657,7 +657,7 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
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_hmdSensorPosition = newHmdSensorPosition;
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_hmdSensorOrientation = glm::quat_cast(hmdSensorMatrix);
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auto headPose = _headControllerPoseInSensorFrameCache.get();
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auto headPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
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if (headPose.isValid()) {
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_headControllerFacing = getFacingDir2D(headPose.rotation);
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} else {
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@ -753,37 +753,37 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
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}
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glm::vec3 MyAvatar::getLeftHandPosition() const {
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auto pose = getLeftHandControllerPoseInAvatarFrame();
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auto pose = getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND);
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return pose.isValid() ? pose.getTranslation() : glm::vec3(0.0f);
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}
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glm::vec3 MyAvatar::getRightHandPosition() const {
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auto pose = getRightHandControllerPoseInAvatarFrame();
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auto pose = getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND);
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return pose.isValid() ? pose.getTranslation() : glm::vec3(0.0f);
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}
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glm::vec3 MyAvatar::getLeftHandTipPosition() const {
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const float TIP_LENGTH = 0.3f;
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auto pose = getLeftHandControllerPoseInAvatarFrame();
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auto pose = getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND);
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return pose.isValid() ? pose.getTranslation() * pose.getRotation() + glm::vec3(0.0f, TIP_LENGTH, 0.0f) : glm::vec3(0.0f);
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}
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glm::vec3 MyAvatar::getRightHandTipPosition() const {
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const float TIP_LENGTH = 0.3f;
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auto pose = getRightHandControllerPoseInAvatarFrame();
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auto pose = getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND);
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return pose.isValid() ? pose.getTranslation() * pose.getRotation() + glm::vec3(0.0f, TIP_LENGTH, 0.0f) : glm::vec3(0.0f);
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}
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controller::Pose MyAvatar::getLeftHandPose() const {
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return getLeftHandControllerPoseInAvatarFrame();
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return getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND);
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}
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controller::Pose MyAvatar::getRightHandPose() const {
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return getRightHandControllerPoseInAvatarFrame();
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return getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND);
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}
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controller::Pose MyAvatar::getLeftHandTipPose() const {
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auto pose = getLeftHandControllerPoseInAvatarFrame();
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auto pose = getLeftHandPose();
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glm::vec3 tipTrans = getLeftHandTipPosition();
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pose.velocity += glm::cross(pose.getAngularVelocity(), pose.getTranslation() - tipTrans);
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pose.translation = tipTrans;
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@ -791,7 +791,7 @@ controller::Pose MyAvatar::getLeftHandTipPose() const {
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}
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controller::Pose MyAvatar::getRightHandTipPose() const {
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auto pose = getRightHandControllerPoseInAvatarFrame();
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auto pose = getRightHandPose();
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glm::vec3 tipTrans = getRightHandTipPosition();
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pose.velocity += glm::cross(pose.getAngularVelocity(), pose.getTranslation() - tipTrans);
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pose.translation = tipTrans;
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@ -1425,159 +1425,43 @@ void MyAvatar::rebuildCollisionShape() {
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_characterController.setLocalBoundingBox(corner, diagonal);
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}
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void MyAvatar::setHandControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right) {
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_leftHandControllerPoseInSensorFrameCache.set(left);
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_rightHandControllerPoseInSensorFrameCache.set(right);
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void MyAvatar::setControllerPoseInSensorFrame(controller::Action action, const controller::Pose& pose) {
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std::lock_guard<std::mutex> guard(_controllerPoseMapMutex);
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auto iter = _controllerPoseMap.find(action);
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if (iter != _controllerPoseMap.end()) {
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iter->second = pose;
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} else {
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_controllerPoseMap.insert({ action, pose });
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}
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}
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controller::Pose MyAvatar::getLeftHandControllerPoseInSensorFrame() const {
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return _leftHandControllerPoseInSensorFrameCache.get();
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controller::Pose MyAvatar::getControllerPoseInSensorFrame(controller::Action action) const {
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std::lock_guard<std::mutex> guard(_controllerPoseMapMutex);
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auto iter = _controllerPoseMap.find(action);
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if (iter != _controllerPoseMap.end()) {
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return iter->second;
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} else {
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return controller::Pose(); // invalid pose
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}
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}
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controller::Pose MyAvatar::getRightHandControllerPoseInSensorFrame() const {
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return _rightHandControllerPoseInSensorFrameCache.get();
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controller::Pose MyAvatar::getControllerPoseInWorldFrame(controller::Action action) const {
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auto pose = getControllerPoseInSensorFrame(action);
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if (pose.valid) {
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return pose.transform(getSensorToWorldMatrix());
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} else {
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return controller::Pose(); // invalid pose
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}
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}
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controller::Pose MyAvatar::getLeftHandControllerPoseInWorldFrame() const {
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return _leftHandControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
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}
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controller::Pose MyAvatar::getRightHandControllerPoseInWorldFrame() const {
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return _rightHandControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
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}
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controller::Pose MyAvatar::getLeftHandControllerPoseInAvatarFrame() const {
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glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
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return getLeftHandControllerPoseInWorldFrame().transform(invAvatarMatrix);
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}
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controller::Pose MyAvatar::getRightHandControllerPoseInAvatarFrame() const {
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glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
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return getRightHandControllerPoseInWorldFrame().transform(invAvatarMatrix);
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}
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void MyAvatar::setFingerControllerPosesInSensorFrame(const FingerPosesMap& left, const FingerPosesMap& right) {
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_leftHandFingerPosesInSensorFramceCache.set(left);
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_rightHandFingerPosesInSensorFramceCache.set(right);
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}
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MyAvatar::FingerPosesMap MyAvatar::getLeftHandFingerControllerPosesInSensorFrame() const {
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return _leftHandFingerPosesInSensorFramceCache.get();
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}
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MyAvatar::FingerPosesMap MyAvatar::getRightHandFingerControllerPosesInSensorFrame() const {
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return _rightHandFingerPosesInSensorFramceCache.get();
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}
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void MyAvatar::setFootControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right) {
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_leftFootControllerPoseInSensorFrameCache.set(left);
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_rightFootControllerPoseInSensorFrameCache.set(right);
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}
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controller::Pose MyAvatar::getLeftFootControllerPoseInSensorFrame() const {
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return _leftFootControllerPoseInSensorFrameCache.get();
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}
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controller::Pose MyAvatar::getRightFootControllerPoseInSensorFrame() const {
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return _rightFootControllerPoseInSensorFrameCache.get();
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}
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controller::Pose MyAvatar::getLeftFootControllerPoseInWorldFrame() const {
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return _leftFootControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
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}
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controller::Pose MyAvatar::getRightFootControllerPoseInWorldFrame() const {
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return _rightFootControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
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}
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controller::Pose MyAvatar::getLeftFootControllerPoseInAvatarFrame() const {
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glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
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return getLeftFootControllerPoseInWorldFrame().transform(invAvatarMatrix);
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}
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controller::Pose MyAvatar::getRightFootControllerPoseInAvatarFrame() const {
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glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
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return getRightFootControllerPoseInWorldFrame().transform(invAvatarMatrix);
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}
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void MyAvatar::setSpineControllerPosesInSensorFrame(const controller::Pose& hips, const controller::Pose& spine2) {
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_hipsControllerPoseInSensorFrameCache.set(hips);
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_spine2ControllerPoseInSensorFrameCache.set(spine2);
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}
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controller::Pose MyAvatar::getHipsControllerPoseInSensorFrame() const {
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return _hipsControllerPoseInSensorFrameCache.get();
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}
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controller::Pose MyAvatar::getSpine2ControllerPoseInSensorFrame() const {
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return _spine2ControllerPoseInSensorFrameCache.get();
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}
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controller::Pose MyAvatar::getHipsControllerPoseInWorldFrame() const {
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return _hipsControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
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}
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controller::Pose MyAvatar::getSpine2ControllerPoseInWorldFrame() const {
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return _spine2ControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
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}
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controller::Pose MyAvatar::getHipsControllerPoseInAvatarFrame() const {
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glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
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return getHipsControllerPoseInWorldFrame().transform(invAvatarMatrix);
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}
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controller::Pose MyAvatar::getSpine2ControllerPoseInAvatarFrame() const {
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glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
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return getSpine2ControllerPoseInWorldFrame().transform(invAvatarMatrix);
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}
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void MyAvatar::setHeadControllerPoseInSensorFrame(const controller::Pose& head) {
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_headControllerPoseInSensorFrameCache.set(head);
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}
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controller::Pose MyAvatar::getHeadControllerPoseInSensorFrame() const {
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return _headControllerPoseInSensorFrameCache.get();
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}
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controller::Pose MyAvatar::getHeadControllerPoseInWorldFrame() const {
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return _headControllerPoseInSensorFrameCache.get().transform(getSensorToWorldMatrix());
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}
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controller::Pose MyAvatar::getHeadControllerPoseInAvatarFrame() const {
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glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
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return getHeadControllerPoseInWorldFrame().transform(invAvatarMatrix);
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}
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void MyAvatar::setArmControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right) {
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||||
_leftArmControllerPoseInSensorFrameCache.set(left);
|
||||
_rightArmControllerPoseInSensorFrameCache.set(right);
|
||||
}
|
||||
|
||||
controller::Pose MyAvatar::getLeftArmControllerPoseInSensorFrame() const {
|
||||
return _leftArmControllerPoseInSensorFrameCache.get();
|
||||
}
|
||||
|
||||
controller::Pose MyAvatar::getRightArmControllerPoseInSensorFrame() const {
|
||||
return _rightArmControllerPoseInSensorFrameCache.get();
|
||||
}
|
||||
|
||||
controller::Pose MyAvatar::getLeftArmControllerPoseInWorldFrame() const {
|
||||
return getLeftArmControllerPoseInSensorFrame().transform(getSensorToWorldMatrix());
|
||||
}
|
||||
|
||||
controller::Pose MyAvatar::getRightArmControllerPoseInWorldFrame() const {
|
||||
return getRightArmControllerPoseInSensorFrame().transform(getSensorToWorldMatrix());
|
||||
}
|
||||
|
||||
controller::Pose MyAvatar::getLeftArmControllerPoseInAvatarFrame() const {
|
||||
glm::mat4 worldToAvatarMat = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
|
||||
return getLeftArmControllerPoseInWorldFrame().transform(worldToAvatarMat);
|
||||
}
|
||||
|
||||
controller::Pose MyAvatar::getRightArmControllerPoseInAvatarFrame() const {
|
||||
glm::mat4 worldToAvatarMat = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
|
||||
return getRightArmControllerPoseInWorldFrame().transform(worldToAvatarMat);
|
||||
controller::Pose MyAvatar::getControllerPoseInAvatarFrame(controller::Action action) const {
|
||||
auto pose = getControllerPoseInWorldFrame(action);
|
||||
if (pose.valid) {
|
||||
glm::mat4 invAvatarMatrix = glm::inverse(createMatFromQuatAndPos(getOrientation(), getPosition()));
|
||||
return pose.transform(invAvatarMatrix);
|
||||
} else {
|
||||
return controller::Pose(); // invalid pose
|
||||
}
|
||||
}
|
||||
|
||||
void MyAvatar::updateMotors() {
|
||||
|
@ -1635,7 +1519,7 @@ void MyAvatar::prepareForPhysicsSimulation() {
|
|||
_characterController.setParentVelocity(parentVelocity);
|
||||
|
||||
_characterController.setPositionAndOrientation(getPosition(), getOrientation());
|
||||
auto headPose = getHeadControllerPoseInAvatarFrame();
|
||||
auto headPose = getControllerPoseInAvatarFrame(controller::Action::HEAD);
|
||||
if (headPose.isValid()) {
|
||||
_follow.prePhysicsUpdate(*this, deriveBodyFromHMDSensor(), _bodySensorMatrix, hasDriveInput());
|
||||
} else {
|
||||
|
@ -1869,8 +1753,8 @@ void MyAvatar::postUpdate(float deltaTime) {
|
|||
}
|
||||
|
||||
if (_enableDebugDrawHandControllers) {
|
||||
auto leftHandPose = getLeftHandControllerPoseInWorldFrame();
|
||||
auto rightHandPose = getRightHandControllerPoseInWorldFrame();
|
||||
auto leftHandPose = getControllerPoseInWorldFrame(controller::Action::LEFT_HAND);
|
||||
auto rightHandPose = getControllerPoseInWorldFrame(controller::Action::RIGHT_HAND);
|
||||
|
||||
if (leftHandPose.isValid()) {
|
||||
DebugDraw::getInstance().addMarker("leftHandController", leftHandPose.getRotation(), leftHandPose.getTranslation(), glm::vec4(1));
|
||||
|
@ -2023,7 +1907,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
|
|||
|
||||
getHead()->setBasePitch(getHead()->getBasePitch() + getDriveKey(PITCH) * _pitchSpeed * deltaTime);
|
||||
|
||||
auto headPose = getHeadControllerPoseInAvatarFrame();
|
||||
auto headPose = getControllerPoseInAvatarFrame(controller::Action::HEAD);
|
||||
if (headPose.isValid()) {
|
||||
glm::quat localOrientation = headPose.rotation * Quaternions::Y_180;
|
||||
// these angles will be in radians
|
||||
|
@ -2641,10 +2525,10 @@ bool MyAvatar::isDriveKeyDisabled(DriveKeys key) const {
|
|||
glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
|
||||
glm::vec3 headPosition;
|
||||
glm::quat headOrientation;
|
||||
auto headPose = getHeadControllerPoseInSensorFrame();
|
||||
auto headPose = getControllerPoseInSensorFrame(controller::Action::HEAD);
|
||||
if (headPose.isValid()) {
|
||||
headPosition = getHeadControllerPoseInSensorFrame().translation;
|
||||
headOrientation = getHeadControllerPoseInSensorFrame().rotation * Quaternions::Y_180;
|
||||
headPosition = headPose.translation;
|
||||
headOrientation = headPose.rotation * Quaternions::Y_180;
|
||||
}
|
||||
const glm::quat headOrientationYawOnly = cancelOutRollAndPitch(headOrientation);
|
||||
|
||||
|
@ -2953,19 +2837,19 @@ glm::quat MyAvatar::getAbsoluteJointRotationInObjectFrame(int index) const {
|
|||
|
||||
switch (index) {
|
||||
case CONTROLLER_LEFTHAND_INDEX: {
|
||||
return getLeftHandControllerPoseInAvatarFrame().getRotation();
|
||||
return getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND).getRotation();
|
||||
}
|
||||
case CONTROLLER_RIGHTHAND_INDEX: {
|
||||
return getRightHandControllerPoseInAvatarFrame().getRotation();
|
||||
return getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND).getRotation();
|
||||
}
|
||||
case CAMERA_RELATIVE_CONTROLLER_LEFTHAND_INDEX: {
|
||||
auto pose = _leftHandControllerPoseInSensorFrameCache.get();
|
||||
auto pose = getControllerPoseInSensorFrame(controller::Action::LEFT_HAND);
|
||||
glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
|
||||
glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
|
||||
return glmExtractRotation(result);
|
||||
}
|
||||
case CAMERA_RELATIVE_CONTROLLER_RIGHTHAND_INDEX: {
|
||||
auto pose = _rightHandControllerPoseInSensorFrameCache.get();
|
||||
auto pose = getControllerPoseInSensorFrame(controller::Action::RIGHT_HAND);
|
||||
glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
|
||||
glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
|
||||
return glmExtractRotation(result);
|
||||
|
@ -2990,19 +2874,19 @@ glm::vec3 MyAvatar::getAbsoluteJointTranslationInObjectFrame(int index) const {
|
|||
|
||||
switch (index) {
|
||||
case CONTROLLER_LEFTHAND_INDEX: {
|
||||
return getLeftHandControllerPoseInAvatarFrame().getTranslation();
|
||||
return getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND).getTranslation();
|
||||
}
|
||||
case CONTROLLER_RIGHTHAND_INDEX: {
|
||||
return getRightHandControllerPoseInAvatarFrame().getTranslation();
|
||||
return getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND).getTranslation();
|
||||
}
|
||||
case CAMERA_RELATIVE_CONTROLLER_LEFTHAND_INDEX: {
|
||||
auto pose = _leftHandControllerPoseInSensorFrameCache.get();
|
||||
auto pose = getControllerPoseInSensorFrame(controller::Action::LEFT_HAND);
|
||||
glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
|
||||
glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
|
||||
return extractTranslation(result);
|
||||
}
|
||||
case CAMERA_RELATIVE_CONTROLLER_RIGHTHAND_INDEX: {
|
||||
auto pose = _rightHandControllerPoseInSensorFrameCache.get();
|
||||
auto pose = getControllerPoseInSensorFrame(controller::Action::RIGHT_HAND);
|
||||
glm::mat4 controllerSensorMatrix = createMatFromQuatAndPos(pose.rotation, pose.translation);
|
||||
glm::mat4 result = computeCameraRelativeHandControllerMatrix(controllerSensorMatrix);
|
||||
return extractTranslation(result);
|
||||
|
|
|
@ -466,49 +466,12 @@ public:
|
|||
|
||||
virtual void rebuildCollisionShape() override;
|
||||
|
||||
void setHandControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right);
|
||||
controller::Pose getLeftHandControllerPoseInSensorFrame() const;
|
||||
controller::Pose getRightHandControllerPoseInSensorFrame() const;
|
||||
controller::Pose getLeftHandControllerPoseInWorldFrame() const;
|
||||
controller::Pose getRightHandControllerPoseInWorldFrame() const;
|
||||
controller::Pose getLeftHandControllerPoseInAvatarFrame() const;
|
||||
controller::Pose getRightHandControllerPoseInAvatarFrame() const;
|
||||
|
||||
typedef std::map<int, std::pair<controller::Pose, QString>> FingerPosesMap;
|
||||
void setFingerControllerPosesInSensorFrame(const FingerPosesMap& left, const FingerPosesMap& right);
|
||||
FingerPosesMap getLeftHandFingerControllerPosesInSensorFrame() const;
|
||||
FingerPosesMap getRightHandFingerControllerPosesInSensorFrame() const;
|
||||
|
||||
void setFootControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right);
|
||||
controller::Pose getLeftFootControllerPoseInSensorFrame() const;
|
||||
controller::Pose getRightFootControllerPoseInSensorFrame() const;
|
||||
controller::Pose getLeftFootControllerPoseInWorldFrame() const;
|
||||
controller::Pose getRightFootControllerPoseInWorldFrame() const;
|
||||
controller::Pose getLeftFootControllerPoseInAvatarFrame() const;
|
||||
controller::Pose getRightFootControllerPoseInAvatarFrame() const;
|
||||
|
||||
void setSpineControllerPosesInSensorFrame(const controller::Pose& hips, const controller::Pose& spine2);
|
||||
controller::Pose getHipsControllerPoseInSensorFrame() const;
|
||||
controller::Pose getSpine2ControllerPoseInSensorFrame() const;
|
||||
controller::Pose getHipsControllerPoseInWorldFrame() const;
|
||||
controller::Pose getSpine2ControllerPoseInWorldFrame() const;
|
||||
controller::Pose getHipsControllerPoseInAvatarFrame() const;
|
||||
controller::Pose getSpine2ControllerPoseInAvatarFrame() const;
|
||||
|
||||
void setHeadControllerPoseInSensorFrame(const controller::Pose& head);
|
||||
controller::Pose getHeadControllerPoseInSensorFrame() const;
|
||||
controller::Pose getHeadControllerPoseInWorldFrame() const;
|
||||
controller::Pose getHeadControllerPoseInAvatarFrame() const;
|
||||
const glm::vec2& getHeadControllerFacingMovingAverage() const { return _headControllerFacingMovingAverage; }
|
||||
|
||||
|
||||
void setArmControllerPosesInSensorFrame(const controller::Pose& left, const controller::Pose& right);
|
||||
controller::Pose getLeftArmControllerPoseInSensorFrame() const;
|
||||
controller::Pose getRightArmControllerPoseInSensorFrame() const;
|
||||
controller::Pose getLeftArmControllerPoseInWorldFrame() const;
|
||||
controller::Pose getRightArmControllerPoseInWorldFrame() const;
|
||||
controller::Pose getLeftArmControllerPoseInAvatarFrame() const;
|
||||
controller::Pose getRightArmControllerPoseInAvatarFrame() const;
|
||||
void setControllerPoseInSensorFrame(controller::Action action, const controller::Pose& pose);
|
||||
controller::Pose getControllerPoseInSensorFrame(controller::Action action) const;
|
||||
controller::Pose getControllerPoseInWorldFrame(controller::Action action) const;
|
||||
controller::Pose getControllerPoseInAvatarFrame(controller::Action action) const;
|
||||
|
||||
bool hasDriveInput() const;
|
||||
|
||||
|
@ -794,18 +757,9 @@ private:
|
|||
bool _hoverReferenceCameraFacingIsCaptured { false };
|
||||
glm::vec3 _hoverReferenceCameraFacing { 0.0f, 0.0f, -1.0f }; // hmd sensor space
|
||||
|
||||
// These are stored in SENSOR frame
|
||||
ThreadSafeValueCache<controller::Pose> _leftHandControllerPoseInSensorFrameCache { controller::Pose() };
|
||||
ThreadSafeValueCache<controller::Pose> _rightHandControllerPoseInSensorFrameCache { controller::Pose() };
|
||||
ThreadSafeValueCache<FingerPosesMap> _leftHandFingerPosesInSensorFramceCache { };
|
||||
ThreadSafeValueCache<FingerPosesMap> _rightHandFingerPosesInSensorFramceCache { };
|
||||
ThreadSafeValueCache<controller::Pose> _leftFootControllerPoseInSensorFrameCache { controller::Pose() };
|
||||
ThreadSafeValueCache<controller::Pose> _rightFootControllerPoseInSensorFrameCache { controller::Pose() };
|
||||
ThreadSafeValueCache<controller::Pose> _hipsControllerPoseInSensorFrameCache { controller::Pose() };
|
||||
ThreadSafeValueCache<controller::Pose> _spine2ControllerPoseInSensorFrameCache { controller::Pose() };
|
||||
ThreadSafeValueCache<controller::Pose> _headControllerPoseInSensorFrameCache { controller::Pose() };
|
||||
ThreadSafeValueCache<controller::Pose> _leftArmControllerPoseInSensorFrameCache { controller::Pose() };
|
||||
ThreadSafeValueCache<controller::Pose> _rightArmControllerPoseInSensorFrameCache { controller::Pose() };
|
||||
// all poses are in sensor-frame
|
||||
std::unordered_map<controller::Action, controller::Pose> _controllerPoseMap;
|
||||
mutable std::mutex _controllerPoseMapMutex;
|
||||
|
||||
bool _hmdLeanRecenterEnabled = true;
|
||||
AnimPose _prePhysicsRoomPose;
|
||||
|
|
|
@ -34,7 +34,7 @@ glm::quat MyHead::getHeadOrientation() const {
|
|||
// always the same.
|
||||
|
||||
MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
|
||||
auto headPose = myAvatar->getHeadControllerPoseInWorldFrame();
|
||||
auto headPose = myAvatar->getControllerPoseInWorldFrame(controller::Action::HEAD);
|
||||
if (headPose.isValid()) {
|
||||
return headPose.rotation * Quaternions::Y_180;
|
||||
}
|
||||
|
|
|
@ -46,13 +46,14 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
}
|
||||
|
||||
MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
|
||||
assert(myAvatar);
|
||||
|
||||
Rig::ControllerParameters params;
|
||||
|
||||
AnimPose avatarToRigPose(glm::vec3(1.0f), Quaternions::Y_180, glm::vec3(0.0f));
|
||||
|
||||
// input action is the highest priority source for head orientation.
|
||||
auto avatarHeadPose = myAvatar->getHeadControllerPoseInAvatarFrame();
|
||||
auto avatarHeadPose = myAvatar->getControllerPoseInAvatarFrame(controller::Action::HEAD);
|
||||
if (avatarHeadPose.isValid()) {
|
||||
AnimPose pose(avatarHeadPose.getRotation(), avatarHeadPose.getTranslation());
|
||||
params.controllerPoses[Rig::ControllerType_Head] = avatarToRigPose * pose;
|
||||
|
@ -67,7 +68,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
params.controllerActiveFlags[Rig::ControllerType_Head] = false;
|
||||
}
|
||||
|
||||
auto avatarHipsPose = myAvatar->getHipsControllerPoseInAvatarFrame();
|
||||
auto avatarHipsPose = myAvatar->getControllerPoseInAvatarFrame(controller::Action::HIPS);
|
||||
if (avatarHipsPose.isValid()) {
|
||||
AnimPose pose(avatarHipsPose.getRotation(), avatarHipsPose.getTranslation());
|
||||
params.controllerPoses[Rig::ControllerType_Hips] = avatarToRigPose * pose;
|
||||
|
@ -77,7 +78,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
params.controllerActiveFlags[Rig::ControllerType_Hips] = false;
|
||||
}
|
||||
|
||||
auto avatarSpine2Pose = myAvatar->getSpine2ControllerPoseInAvatarFrame();
|
||||
auto avatarSpine2Pose = myAvatar->getControllerPoseInAvatarFrame(controller::Action::SPINE2);
|
||||
if (avatarSpine2Pose.isValid()) {
|
||||
AnimPose pose(avatarSpine2Pose.getRotation(), avatarSpine2Pose.getTranslation());
|
||||
params.controllerPoses[Rig::ControllerType_Spine2] = avatarToRigPose * pose;
|
||||
|
@ -87,7 +88,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
params.controllerActiveFlags[Rig::ControllerType_Spine2] = false;
|
||||
}
|
||||
|
||||
auto avatarRightArmPose = myAvatar->getRightArmControllerPoseInAvatarFrame();
|
||||
auto avatarRightArmPose = myAvatar->getControllerPoseInAvatarFrame(controller::Action::RIGHT_ARM);
|
||||
if (avatarRightArmPose.isValid()) {
|
||||
AnimPose pose(avatarRightArmPose.getRotation(), avatarRightArmPose.getTranslation());
|
||||
params.controllerPoses[Rig::ControllerType_RightArm] = avatarToRigPose * pose;
|
||||
|
@ -96,8 +97,8 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
params.controllerPoses[Rig::ControllerType_RightArm] = AnimPose::identity;
|
||||
params.controllerActiveFlags[Rig::ControllerType_RightArm] = false;
|
||||
}
|
||||
|
||||
auto avatarLeftArmPose = myAvatar->getLeftArmControllerPoseInAvatarFrame();
|
||||
|
||||
auto avatarLeftArmPose = myAvatar->getControllerPoseInAvatarFrame(controller::Action::LEFT_ARM);
|
||||
if (avatarLeftArmPose.isValid()) {
|
||||
AnimPose pose(avatarLeftArmPose.getRotation(), avatarLeftArmPose.getTranslation());
|
||||
params.controllerPoses[Rig::ControllerType_LeftArm] = avatarToRigPose * pose;
|
||||
|
@ -107,7 +108,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
params.controllerActiveFlags[Rig::ControllerType_LeftArm] = false;
|
||||
}
|
||||
|
||||
auto avatarLeftHandPose = myAvatar->getLeftHandControllerPoseInAvatarFrame();
|
||||
auto avatarLeftHandPose = myAvatar->getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND);
|
||||
if (avatarLeftHandPose.isValid()) {
|
||||
AnimPose pose(avatarLeftHandPose.getRotation(), avatarLeftHandPose.getTranslation());
|
||||
params.controllerPoses[Rig::ControllerType_LeftHand] = avatarToRigPose * pose;
|
||||
|
@ -117,7 +118,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
params.controllerActiveFlags[Rig::ControllerType_LeftHand] = false;
|
||||
}
|
||||
|
||||
auto avatarRightHandPose = myAvatar->getRightHandControllerPoseInAvatarFrame();
|
||||
auto avatarRightHandPose = myAvatar->getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND);
|
||||
if (avatarRightHandPose.isValid()) {
|
||||
AnimPose pose(avatarRightHandPose.getRotation(), avatarRightHandPose.getTranslation());
|
||||
params.controllerPoses[Rig::ControllerType_RightHand] = avatarToRigPose * pose;
|
||||
|
@ -127,7 +128,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
params.controllerActiveFlags[Rig::ControllerType_RightHand] = false;
|
||||
}
|
||||
|
||||
auto avatarLeftFootPose = myAvatar->getLeftFootControllerPoseInAvatarFrame();
|
||||
auto avatarLeftFootPose = myAvatar->getControllerPoseInAvatarFrame(controller::Action::LEFT_FOOT);
|
||||
if (avatarLeftFootPose.isValid()) {
|
||||
AnimPose pose(avatarLeftFootPose.getRotation(), avatarLeftFootPose.getTranslation());
|
||||
params.controllerPoses[Rig::ControllerType_LeftFoot] = avatarToRigPose * pose;
|
||||
|
@ -137,7 +138,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
params.controllerActiveFlags[Rig::ControllerType_LeftFoot] = false;
|
||||
}
|
||||
|
||||
auto avatarRightFootPose = myAvatar->getRightFootControllerPoseInAvatarFrame();
|
||||
auto avatarRightFootPose = myAvatar->getControllerPoseInAvatarFrame(controller::Action::RIGHT_FOOT);
|
||||
if (avatarRightFootPose.isValid()) {
|
||||
AnimPose pose(avatarRightFootPose.getRotation(), avatarRightFootPose.getTranslation());
|
||||
params.controllerPoses[Rig::ControllerType_RightFoot] = avatarToRigPose * pose;
|
||||
|
@ -175,49 +176,106 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
|
||||
_rig.updateFromEyeParameters(eyeParams);
|
||||
|
||||
updateFingers(myAvatar->getLeftHandFingerControllerPosesInSensorFrame());
|
||||
updateFingers(myAvatar->getRightHandFingerControllerPosesInSensorFrame());
|
||||
updateFingers();
|
||||
}
|
||||
|
||||
|
||||
void MySkeletonModel::updateFingers(const MyAvatar::FingerPosesMap& fingerPoses) {
|
||||
// Assumes that finger poses are kept in order in the poses map.
|
||||
|
||||
if (fingerPoses.size() == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto posesMapItr = fingerPoses.begin();
|
||||
|
||||
bool isLeftHand = posesMapItr->first < (int)controller::Action::RIGHT_HAND_THUMB1;
|
||||
void MySkeletonModel::updateFingers() {
|
||||
|
||||
MyAvatar* myAvatar = static_cast<MyAvatar*>(_owningAvatar);
|
||||
auto handPose = isLeftHand
|
||||
? myAvatar->getLeftHandControllerPoseInSensorFrame()
|
||||
: myAvatar->getRightHandControllerPoseInSensorFrame();
|
||||
auto handJointRotation = handPose.getRotation();
|
||||
|
||||
bool isHandValid = handPose.isValid();
|
||||
bool isFingerValid = false;
|
||||
glm::quat previousJointRotation;
|
||||
|
||||
while (posesMapItr != fingerPoses.end()) {
|
||||
auto jointName = posesMapItr->second.second;
|
||||
if (isHandValid && jointName.right(1) == "1") {
|
||||
isFingerValid = posesMapItr->second.first.isValid();
|
||||
previousJointRotation = handJointRotation;
|
||||
static std::vector<std::vector<std::pair<controller::Action, QString>>> fingerChains = {
|
||||
{
|
||||
{ controller::Action::LEFT_HAND, "LeftHand" },
|
||||
{ controller::Action::LEFT_HAND_THUMB1, "LeftHandThumb1" },
|
||||
{ controller::Action::LEFT_HAND_THUMB2, "LeftHandThumb2" },
|
||||
{ controller::Action::LEFT_HAND_THUMB3, "LeftHandThumb3" },
|
||||
{ controller::Action::LEFT_HAND_THUMB4, "LeftHandThumb4" }
|
||||
},
|
||||
{
|
||||
{ controller::Action::LEFT_HAND, "LeftHand" },
|
||||
{ controller::Action::LEFT_HAND_INDEX1, "LeftHandIndex1" },
|
||||
{ controller::Action::LEFT_HAND_INDEX2, "LeftHandIndex2" },
|
||||
{ controller::Action::LEFT_HAND_INDEX3, "LeftHandIndex3" },
|
||||
{ controller::Action::LEFT_HAND_INDEX4, "LeftHandIndex4" }
|
||||
},
|
||||
{
|
||||
{ controller::Action::LEFT_HAND, "LeftHand" },
|
||||
{ controller::Action::LEFT_HAND_MIDDLE1, "LeftHandMiddle1" },
|
||||
{ controller::Action::LEFT_HAND_MIDDLE2, "LeftHandMiddle2" },
|
||||
{ controller::Action::LEFT_HAND_MIDDLE3, "LeftHandMiddle3" },
|
||||
{ controller::Action::LEFT_HAND_MIDDLE4, "LeftHandMiddle4" }
|
||||
},
|
||||
{
|
||||
{ controller::Action::LEFT_HAND, "LeftHand" },
|
||||
{ controller::Action::LEFT_HAND_RING1, "LeftHandRing1" },
|
||||
{ controller::Action::LEFT_HAND_RING2, "LeftHandRing2" },
|
||||
{ controller::Action::LEFT_HAND_RING3, "LeftHandRing3" },
|
||||
{ controller::Action::LEFT_HAND_RING4, "LeftHandRing4" }
|
||||
},
|
||||
{
|
||||
{ controller::Action::LEFT_HAND, "LeftHand" },
|
||||
{ controller::Action::LEFT_HAND_PINKY1, "LeftHandPinky1" },
|
||||
{ controller::Action::LEFT_HAND_PINKY2, "LeftHandPinky2" },
|
||||
{ controller::Action::LEFT_HAND_PINKY3, "LeftHandPinky3" },
|
||||
{ controller::Action::LEFT_HAND_PINKY4, "LeftHandPinky4" }
|
||||
},
|
||||
{
|
||||
{ controller::Action::RIGHT_HAND, "RightHand" },
|
||||
{ controller::Action::RIGHT_HAND_THUMB1, "RightHandThumb1" },
|
||||
{ controller::Action::RIGHT_HAND_THUMB2, "RightHandThumb2" },
|
||||
{ controller::Action::RIGHT_HAND_THUMB3, "RightHandThumb3" },
|
||||
{ controller::Action::RIGHT_HAND_THUMB4, "RightHandThumb4" }
|
||||
},
|
||||
{
|
||||
{ controller::Action::RIGHT_HAND, "RightHand" },
|
||||
{ controller::Action::RIGHT_HAND_INDEX1, "RightHandIndex1" },
|
||||
{ controller::Action::RIGHT_HAND_INDEX2, "RightHandIndex2" },
|
||||
{ controller::Action::RIGHT_HAND_INDEX3, "RightHandIndex3" },
|
||||
{ controller::Action::RIGHT_HAND_INDEX4, "RightHandIndex4" }
|
||||
},
|
||||
{
|
||||
{ controller::Action::RIGHT_HAND, "RightHand" },
|
||||
{ controller::Action::RIGHT_HAND_MIDDLE1, "RightHandMiddle1" },
|
||||
{ controller::Action::RIGHT_HAND_MIDDLE2, "RightHandMiddle2" },
|
||||
{ controller::Action::RIGHT_HAND_MIDDLE3, "RightHandMiddle3" },
|
||||
{ controller::Action::RIGHT_HAND_MIDDLE4, "RightHandMiddle4" }
|
||||
},
|
||||
{
|
||||
{ controller::Action::RIGHT_HAND, "RightHand" },
|
||||
{ controller::Action::RIGHT_HAND_RING1, "RightHandRing1" },
|
||||
{ controller::Action::RIGHT_HAND_RING2, "RightHandRing2" },
|
||||
{ controller::Action::RIGHT_HAND_RING3, "RightHandRing3" },
|
||||
{ controller::Action::RIGHT_HAND_RING4, "RightHandRing4" }
|
||||
},
|
||||
{
|
||||
{ controller::Action::RIGHT_HAND, "RightHand" },
|
||||
{ controller::Action::RIGHT_HAND_PINKY1, "RightHandPinky1" },
|
||||
{ controller::Action::RIGHT_HAND_PINKY2, "RightHandPinky2" },
|
||||
{ controller::Action::RIGHT_HAND_PINKY3, "RightHandPinky3" },
|
||||
{ controller::Action::RIGHT_HAND_PINKY4, "RightHandPinky4" }
|
||||
}
|
||||
};
|
||||
|
||||
if (isHandValid && isFingerValid) {
|
||||
auto thisJointRotation = posesMapItr->second.first.getRotation();
|
||||
const float CONTROLLER_PRIORITY = 2.0f;
|
||||
_rig.setJointRotation(_rig.indexOfJoint(jointName), true, glm::inverse(previousJointRotation) * thisJointRotation,
|
||||
CONTROLLER_PRIORITY);
|
||||
previousJointRotation = thisJointRotation;
|
||||
} else {
|
||||
_rig.clearJointAnimationPriority(_rig.indexOfJoint(jointName));
|
||||
const float CONTROLLER_PRIORITY = 2.0f;
|
||||
|
||||
for (auto& chain : fingerChains) {
|
||||
glm::quat prevAbsRot = Quaternions::IDENTITY;
|
||||
for (auto& link : chain) {
|
||||
int index = _rig.indexOfJoint(link.second);
|
||||
if (index >= 0) {
|
||||
auto pose = myAvatar->getControllerPoseInSensorFrame(link.first);
|
||||
if (pose.valid) {
|
||||
glm::quat relRot = glm::inverse(prevAbsRot) * pose.getRotation();
|
||||
// only set the rotation for the finger joints, not the hands.
|
||||
if (link.first != controller::Action::LEFT_HAND && link.first != controller::Action::RIGHT_HAND) {
|
||||
_rig.setJointRotation(index, true, relRot, CONTROLLER_PRIORITY);
|
||||
}
|
||||
prevAbsRot = pose.getRotation();
|
||||
} else {
|
||||
_rig.clearJointAnimationPriority(index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
posesMapItr++;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -24,7 +24,7 @@ public:
|
|||
void updateRig(float deltaTime, glm::mat4 parentTransform) override;
|
||||
|
||||
private:
|
||||
void updateFingers(const MyAvatar::FingerPosesMap& fingerPoses);
|
||||
void updateFingers();
|
||||
};
|
||||
|
||||
#endif // hifi_MySkeletonModel_h
|
||||
|
|
Loading…
Reference in a new issue