Merge pull request #6657 from AndrewMeadows/avatar-capsule-2

Correct collision capsule for scaled avatars
This commit is contained in:
Anthony Thibault 2015-12-16 11:36:08 -08:00
commit 0c1ae5bb61
17 changed files with 144 additions and 119 deletions

View file

@ -1260,15 +1260,14 @@ void Application::paintGL() {
hmdOffset.x = -hmdOffset.x;
_myCamera.setPosition(myAvatar->getDefaultEyePosition()
+ glm::vec3(0, _raiseMirror * myAvatar->getAvatarScale(), 0)
+ glm::vec3(0, _raiseMirror * myAvatar->getUniformScale(), 0)
+ mirrorBodyOrientation * glm::vec3(0.0f, 0.0f, 1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror
+ mirrorBodyOrientation * hmdOffset);
} else {
_myCamera.setRotation(myAvatar->getWorldAlignedOrientation()
* glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
_myCamera.setPosition(myAvatar->getDefaultEyePosition()
+ glm::vec3(0, _raiseMirror * myAvatar->getAvatarScale(), 0)
+ glm::vec3(0, _raiseMirror * myAvatar->getUniformScale(), 0)
+ (myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
}

View file

@ -99,7 +99,8 @@ Avatar::Avatar(RigPointer rig) :
// we may have been created in the network thread, but we live in the main thread
moveToThread(qApp->thread());
setAvatarScale(1.0f);
setScale(glm::vec3(1.0f)); // avatar scale is uniform
// give the pointer to our head to inherited _headData variable from AvatarData
_headData = static_cast<HeadData*>(new Head(this));
_handData = static_cast<HandData*>(new Hand(this));
@ -143,15 +144,35 @@ AABox Avatar::getBounds() const {
float Avatar::getLODDistance() const {
return DependencyManager::get<LODManager>()->getAvatarLODDistanceMultiplier() *
glm::distance(qApp->getCamera()->getPosition(), getPosition()) / getAvatarScale();
glm::distance(qApp->getCamera()->getPosition(), getPosition()) / getUniformScale();
}
void Avatar::animateScaleChanges(float deltaTime) {
float currentScale = getUniformScale();
if (currentScale != _targetScale) {
// use exponential decay toward _targetScale
const float SCALE_ANIMATION_TIMESCALE = 0.5f;
float blendFactor = glm::clamp(deltaTime / SCALE_ANIMATION_TIMESCALE, 0.0f, 1.0f);
float animatedScale = (1.0f - blendFactor) * currentScale + blendFactor * _targetScale;
// snap to the end when we get close enough
const float MIN_RELATIVE_SCALE_ERROR = 0.03f;
if (fabsf(_targetScale - currentScale) / _targetScale < 0.03f) {
animatedScale = _targetScale;
}
setScale(glm::vec3(animatedScale)); // avatar scale is uniform
rebuildCollisionShape();
}
}
void Avatar::simulate(float deltaTime) {
PerformanceTimer perfTimer("simulate");
if (getAvatarScale() != _targetScale) {
setAvatarScale(_targetScale);
if (!isDead() && !_motionState) {
DependencyManager::get<AvatarManager>()->addAvatarToSimulation(this);
}
animateScaleChanges(deltaTime);
// update the billboard render flag
const float BILLBOARD_HYSTERESIS_PROPORTION = 0.1f;
@ -164,7 +185,7 @@ void Avatar::simulate(float deltaTime) {
_shouldRenderBillboard = true;
qCDebug(interfaceapp) << "Billboarding" << (isMyAvatar() ? "myself" : getSessionUUID()) << "for LOD" << getLODDistance();
}
const bool isControllerLogging = DependencyManager::get<AvatarManager>()->getRenderDistanceControllerIsLogging();
float renderDistance = DependencyManager::get<AvatarManager>()->getRenderDistance();
const float SKIP_HYSTERESIS_PROPORTION = isControllerLogging ? 0.0f : BILLBOARD_HYSTERESIS_PROPORTION;
@ -210,7 +231,7 @@ void Avatar::simulate(float deltaTime) {
_skeletonModel.getHeadPosition(headPosition);
Head* head = getHead();
head->setPosition(headPosition);
head->setScale(getAvatarScale());
head->setScale(getUniformScale());
head->simulate(deltaTime, false, _shouldRenderBillboard);
}
}
@ -238,12 +259,12 @@ void Avatar::simulate(float deltaTime) {
measureMotionDerivatives(deltaTime);
}
bool Avatar::isLookingAtMe(AvatarSharedPointer avatar) {
bool Avatar::isLookingAtMe(AvatarSharedPointer avatar) const {
const float HEAD_SPHERE_RADIUS = 0.1f;
glm::vec3 theirLookAt = dynamic_pointer_cast<Avatar>(avatar)->getHead()->getLookAtPosition();
glm::vec3 myEyePosition = getHead()->getEyePosition();
return glm::distance(theirLookAt, myEyePosition) <= (HEAD_SPHERE_RADIUS * getAvatarScale());
return glm::distance(theirLookAt, myEyePosition) <= (HEAD_SPHERE_RADIUS * getUniformScale());
}
void Avatar::slamPosition(const glm::vec3& newPosition) {
@ -423,7 +444,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
const float BASE_LIGHT_DISTANCE = 2.0f;
const float LIGHT_EXPONENT = 1.0f;
const float LIGHT_CUTOFF = glm::radians(80.0f);
float distance = BASE_LIGHT_DISTANCE * getAvatarScale();
float distance = BASE_LIGHT_DISTANCE * getUniformScale();
glm::vec3 position = glm::mix(_skeletonModel.getTranslation(), getHead()->getFaceModel().getTranslation(), 0.9f);
glm::quat orientation = getOrientation();
foreach (const AvatarManager::LocalLight& light, DependencyManager::get<AvatarManager>()->getLocalLights()) {
@ -436,7 +457,8 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
if (renderBounding && shouldRenderHead(renderArgs) && _skeletonModel.isRenderable()) {
PROFILE_RANGE_BATCH(batch, __FUNCTION__":skeletonBoundingCollisionShapes");
_skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, 0.7f);
const float BOUNDING_SHAPE_ALPHA = 0.7f;
_skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, getUniformScale(), BOUNDING_SHAPE_ALPHA);
}
// If this is the avatar being looked at, render a little ball above their head
@ -479,7 +501,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
}
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch,
Transform(transform).postScale(eyeDiameter * getAvatarScale() / 2.0f + RADIUS_INCREMENT),
Transform(transform).postScale(eyeDiameter * getUniformScale() / 2.0f + RADIUS_INCREMENT),
glm::vec4(LOOKING_AT_ME_COLOR, alpha));
position = getHead()->getRightEyePosition();
@ -489,7 +511,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
eyeDiameter = DEFAULT_EYE_DIAMETER;
}
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch,
Transform(transform).postScale(eyeDiameter * getAvatarScale() / 2.0f + RADIUS_INCREMENT),
Transform(transform).postScale(eyeDiameter * getUniformScale() / 2.0f + RADIUS_INCREMENT),
glm::vec4(LOOKING_AT_ME_COLOR, alpha));
}
@ -590,9 +612,9 @@ void Avatar::simulateAttachments(float deltaTime) {
glm::quat jointRotation;
if (_skeletonModel.getJointPositionInWorldFrame(jointIndex, jointPosition) &&
_skeletonModel.getJointRotationInWorldFrame(jointIndex, jointRotation)) {
model->setTranslation(jointPosition + jointRotation * attachment.translation * getAvatarScale());
model->setTranslation(jointPosition + jointRotation * attachment.translation * getUniformScale());
model->setRotation(jointRotation * attachment.rotation);
model->setScaleToFit(true, getAvatarScale() * attachment.scale, true); // hack to force rescale
model->setScaleToFit(true, getUniformScale() * attachment.scale, true); // hack to force rescale
model->setSnapModelToCenter(false); // hack to force resnap
model->setSnapModelToCenter(true);
model->simulate(deltaTime);
@ -647,7 +669,7 @@ void Avatar::renderBillboard(RenderArgs* renderArgs) {
}
float Avatar::getBillboardSize() const {
return getAvatarScale() * BILLBOARD_DISTANCE * glm::tan(glm::radians(BILLBOARD_FIELD_OF_VIEW / 2.0f));
return getUniformScale() * BILLBOARD_DISTANCE * glm::tan(glm::radians(BILLBOARD_FIELD_OF_VIEW / 2.0f));
}
#ifdef DEBUG
@ -796,7 +818,7 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum, co
}
void Avatar::setSkeletonOffset(const glm::vec3& offset) {
const float MAX_OFFSET_LENGTH = getAvatarScale() * 0.5f;
const float MAX_OFFSET_LENGTH = getUniformScale() * 0.5f;
float offsetLength = glm::length(offset);
if (offsetLength > MAX_OFFSET_LENGTH) {
_skeletonOffset = (MAX_OFFSET_LENGTH / offsetLength) * offset;
@ -905,7 +927,7 @@ glm::vec3 Avatar::getJointPosition(const QString& name) const {
void Avatar::scaleVectorRelativeToPosition(glm::vec3 &positionToScale) const {
//Scale a world space vector as if it was relative to the position
positionToScale = getPosition() + getAvatarScale() * (positionToScale - getPosition());
positionToScale = getPosition() + getUniformScale() * (positionToScale - getPosition());
}
void Avatar::setFaceModelURL(const QUrl& faceModelURL) {
@ -945,7 +967,7 @@ void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
for (int i = 0; i < attachmentData.size(); i++) {
_attachmentModels[i]->setURL(attachmentData.at(i).modelURL);
_attachmentModels[i]->setSnapModelToCenter(true);
_attachmentModels[i]->setScaleToFit(true, getAvatarScale() * _attachmentData.at(i).scale);
_attachmentModels[i]->setScaleToFit(true, getUniformScale() * _attachmentData.at(i).scale);
}
}
@ -1033,15 +1055,6 @@ void Avatar::renderJointConnectingCone(gpu::Batch& batch, glm::vec3 position1, g
}
}
void Avatar::setAvatarScale(float scale) {
if (_targetScale * (1.0f - RESCALING_TOLERANCE) < scale &&
scale < _targetScale * (1.0f + RESCALING_TOLERANCE)) {
setScale(glm::vec3(_targetScale));
} else {
setScale(glm::vec3(scale));
}
}
float Avatar::getSkeletonHeight() const {
Extents extents = _skeletonModel.getBindExtents();
return extents.maximum.y - extents.minimum.y;
@ -1053,7 +1066,7 @@ float Avatar::getHeadHeight() const {
// HACK: We have a really odd case when fading out for some models where this value explodes
float result = extents.maximum.y - extents.minimum.y;
if (result >= 0.0f && result < 100.0f * getAvatarScale() ) {
if (result >= 0.0f && result < 100.0f * getUniformScale() ) {
return result;
}
}
@ -1096,13 +1109,21 @@ void Avatar::setShowDisplayName(bool showDisplayName) {
// virtual
void Avatar::computeShapeInfo(ShapeInfo& shapeInfo) {
shapeInfo.setCapsuleY(_skeletonModel.getBoundingCapsuleRadius(), 0.5f * _skeletonModel.getBoundingCapsuleHeight());
shapeInfo.setOffset(_skeletonModel.getBoundingCapsuleOffset());
float uniformScale = getUniformScale();
shapeInfo.setCapsuleY(uniformScale * _skeletonModel.getBoundingCapsuleRadius(),
0.5f * uniformScale * _skeletonModel.getBoundingCapsuleHeight());
shapeInfo.setOffset(uniformScale * _skeletonModel.getBoundingCapsuleOffset());
}
void Avatar::setMotionState(AvatarMotionState* motionState) {
_motionState = motionState;
}
// virtual
void Avatar::rebuildSkeletonBody() {
DependencyManager::get<AvatarManager>()->updateAvatarPhysicsShape(this);
void Avatar::rebuildCollisionShape() {
if (_motionState) {
_motionState->addDirtyFlags(Simulation::DIRTY_SHAPE);
}
}
glm::vec3 Avatar::getLeftPalmPosition() {

View file

@ -36,7 +36,6 @@ namespace render {
static const float SCALING_RATIO = .05f;
static const float SMOOTHING_RATIO = .05f; // 0 < ratio < 1
static const float RESCALING_TOLERANCE = .02f;
static const float BILLBOARD_FIELD_OF_VIEW = 30.0f; // degrees
static const float BILLBOARD_DISTANCE = 5.56f; // meters
@ -89,7 +88,7 @@ public:
SkeletonModel& getSkeletonModel() { return _skeletonModel; }
const SkeletonModel& getSkeletonModel() const { return _skeletonModel; }
glm::vec3 getChestPosition() const;
float getAvatarScale() const { return getScale().y; }
float getUniformScale() const { return getScale().y; }
const Head* getHead() const { return static_cast<const Head*>(_headData); }
Head* getHead() { return static_cast<Head*>(_headData); }
Hand* getHand() { return static_cast<Hand*>(_handData); }
@ -154,11 +153,10 @@ public:
// (otherwise floating point error will cause problems at large positions).
void applyPositionDelta(const glm::vec3& delta);
virtual void rebuildSkeletonBody();
virtual void rebuildCollisionShape();
virtual void computeShapeInfo(ShapeInfo& shapeInfo);
void setMotionState(AvatarMotionState* motionState) { _motionState = motionState; }
AvatarMotionState* getMotionState() { return _motionState; }
virtual void setPosition(const glm::vec3& position) override;
@ -173,6 +171,10 @@ public slots:
glm::quat getRightPalmRotation();
protected:
friend class AvatarManager;
void setMotionState(AvatarMotionState* motionState);
SkeletonModel _skeletonModel;
glm::vec3 _skeletonOffset;
QVector<Model*> _attachmentModels;
@ -199,14 +201,15 @@ protected:
float _stringLength;
bool _moving; ///< set when position is changing
bool isLookingAtMe(AvatarSharedPointer avatar);
// protected methods...
bool isLookingAtMe(AvatarSharedPointer avatar) const;
virtual void animateScaleChanges(float deltaTime);
glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
void setAvatarScale(float scale);
void measureMotionDerivatives(float deltaTime);
float getSkeletonHeight() const;

View file

@ -203,7 +203,7 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
while (fadingIterator != _avatarFades.end()) {
auto avatar = std::static_pointer_cast<Avatar>(*fadingIterator);
avatar->startUpdate();
avatar->setTargetScale(avatar->getAvatarScale() * SHRINK_RATE);
avatar->setTargetScale(avatar->getUniformScale() * SHRINK_RATE);
if (avatar->getTargetScale() <= MIN_FADE_SCALE) {
avatar->removeFromScene(*fadingIterator, scene, pendingChanges);
fadingIterator = _avatarFades.erase(fadingIterator);
@ -223,14 +223,14 @@ AvatarSharedPointer AvatarManager::newSharedAvatar() {
AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer) {
auto newAvatar = AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer);
auto rawRenderableAvatar = std::static_pointer_cast<Avatar>(newAvatar);
render::ScenePointer scene = qApp->getMain3DScene();
render::PendingChanges pendingChanges;
if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderAvatars()) {
rawRenderableAvatar->addToScene(rawRenderableAvatar, scene, pendingChanges);
}
scene->enqueuePendingChanges(pendingChanges);
return newAvatar;
}
@ -251,7 +251,7 @@ void AvatarManager::removeAvatarMotionState(AvatarSharedPointer avatar) {
// virtual
void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
QWriteLocker locker(&_hashLock);
auto removedAvatar = _avatarHash.take(sessionUUID);
if (removedAvatar) {
handleRemovedAvatar(removedAvatar);
@ -260,7 +260,8 @@ void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
void AvatarManager::handleRemovedAvatar(const AvatarSharedPointer& removedAvatar) {
AvatarHashMap::handleRemovedAvatar(removedAvatar);
removedAvatar->die();
removeAvatarMotionState(removedAvatar);
_avatarFades.push_back(removedAvatar);
}
@ -268,7 +269,7 @@ void AvatarManager::handleRemovedAvatar(const AvatarSharedPointer& removedAvatar
void AvatarManager::clearOtherAvatars() {
// clear any avatars that came from an avatar-mixer
QWriteLocker locker(&_hashLock);
AvatarHash::iterator avatarIterator = _avatarHash.begin();
while (avatarIterator != _avatarHash.end()) {
auto avatar = std::static_pointer_cast<Avatar>(avatarIterator.value());
@ -278,7 +279,7 @@ void AvatarManager::clearOtherAvatars() {
} else {
auto removedAvatar = avatarIterator.value();
avatarIterator = _avatarHash.erase(avatarIterator);
handleRemovedAvatar(removedAvatar);
}
}
@ -374,20 +375,18 @@ void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents
}
}
void AvatarManager::updateAvatarPhysicsShape(Avatar* avatar) {
AvatarMotionState* motionState = avatar->getMotionState();
if (motionState) {
motionState->addDirtyFlags(Simulation::DIRTY_SHAPE);
} else {
ShapeInfo shapeInfo;
avatar->computeShapeInfo(shapeInfo);
btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
if (shape) {
AvatarMotionState* motionState = new AvatarMotionState(avatar, shape);
avatar->setMotionState(motionState);
_motionStatesToAdd.insert(motionState);
_avatarMotionStates.insert(motionState);
}
void AvatarManager::addAvatarToSimulation(Avatar* avatar) {
assert(!avatar->getMotionState());
ShapeInfo shapeInfo;
avatar->computeShapeInfo(shapeInfo);
btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
if (shape) {
// we don't add to the simulation now, we put it on a list to be added later
AvatarMotionState* motionState = new AvatarMotionState(avatar, shape);
avatar->setMotionState(motionState);
_motionStatesToAdd.insert(motionState);
_avatarMotionStates.insert(motionState);
}
}
@ -416,6 +415,6 @@ AvatarSharedPointer AvatarManager::getAvatarBySessionID(const QUuid& sessionID)
if (sessionID == _myAvatar->getSessionUUID()) {
return _myAvatar;
}
return findAvatar(sessionID);
}

View file

@ -52,7 +52,7 @@ public:
glm::vec3 color;
glm::vec3 direction;
};
Q_INVOKABLE void setLocalLights(const QVector<AvatarManager::LocalLight>& localLights);
Q_INVOKABLE QVector<AvatarManager::LocalLight> getLocalLights() const;
// Currently, your own avatar will be included as the null avatar id.
@ -66,8 +66,8 @@ public:
void handleOutgoingChanges(const VectorOfMotionStates& motionStates);
void handleCollisionEvents(const CollisionEvents& collisionEvents);
void updateAvatarPhysicsShape(Avatar* avatar);
void addAvatarToSimulation(Avatar* avatar);
// Expose results and parameter-tuning operations to other systems, such as stats and javascript.
Q_INVOKABLE float getRenderDistance() { return _renderDistance; }
Q_INVOKABLE float getRenderDistanceInverseLowLimit() { return _renderDistanceController.getControlledValueLowLimit(); }
@ -80,7 +80,7 @@ public:
Q_INVOKABLE void setRenderDistanceKD(float newValue) { _renderDistanceController.setKD(newValue); }
Q_INVOKABLE void setRenderDistanceInverseLowLimit(float newValue) { _renderDistanceController.setControlledValueLowLimit(newValue); }
Q_INVOKABLE void setRenderDistanceInverseHighLimit(float newValue);
public slots:
void setShouldShowReceiveStats(bool shouldShowReceiveStats) { _shouldShowReceiveStats = shouldShowReceiveStats; }
void updateAvatarRenderStatus(bool shouldRenderAvatars);
@ -90,19 +90,19 @@ private:
AvatarManager(const AvatarManager& other);
void simulateAvatarFades(float deltaTime);
// virtual overrides
virtual AvatarSharedPointer newSharedAvatar();
virtual AvatarSharedPointer addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer);
void removeAvatarMotionState(AvatarSharedPointer avatar);
virtual void removeAvatar(const QUuid& sessionUUID);
virtual void handleRemovedAvatar(const AvatarSharedPointer& removedAvatar);
QVector<AvatarSharedPointer> _avatarFades;
std::shared_ptr<MyAvatar> _myAvatar;
quint64 _lastSendAvatarDataTime = 0; // Controls MyAvatar send data rate.
QVector<AvatarManager::LocalLight> _localLights;
bool _shouldShowReceiveStats = false;

View file

@ -46,7 +46,7 @@ public:
virtual float getObjectFriction() const;
virtual float getObjectLinearDamping() const;
virtual float getObjectAngularDamping() const;
virtual glm::vec3 getObjectPosition() const;
virtual glm::quat getObjectRotation() const;
virtual glm::vec3 getObjectLinearVelocity() const;

View file

@ -37,7 +37,7 @@ void Hand::simulate(float deltaTime, bool isMine) {
void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
float avatarScale = 1.0f;
if (_owningAvatar) {
avatarScale = _owningAvatar->getAvatarScale();
avatarScale = _owningAvatar->getUniformScale();
}
const float alpha = 1.0f;
@ -62,7 +62,7 @@ void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
transform.setRotation(palm.getRotation());
transform.postScale(SPHERE_RADIUS);
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch, transform, grayColor);
// draw a green sphere at the old "finger tip"
transform = Transform();
position = palm.getTipPosition();
@ -72,7 +72,7 @@ void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch, transform, greenColor);
}
}
const float AXIS_RADIUS = 0.1f * SPHERE_RADIUS;
const float AXIS_LENGTH = 10.0f * SPHERE_RADIUS;

View file

@ -287,10 +287,7 @@ extern void avatarStateFromFrame(const QByteArray& frameData, AvatarData* _avata
void MyAvatar::simulate(float deltaTime) {
PerformanceTimer perfTimer("simulate");
if (getAvatarScale() != _targetScale) {
float scale = (1.0f - SMOOTHING_RATIO) * getAvatarScale() + SMOOTHING_RATIO * _targetScale;
setAvatarScale(scale);
}
animateScaleChanges(deltaTime);
{
PerformanceTimer perfTimer("transform");
@ -337,7 +334,7 @@ void MyAvatar::simulate(float deltaTime) {
headPosition = getPosition();
}
head->setPosition(headPosition);
head->setScale(getAvatarScale());
head->setScale(getUniformScale());
head->simulate(deltaTime, true);
}
@ -681,7 +678,7 @@ void MyAvatar::loadData() {
_leanScale = loadSetting(settings, "leanScale", 0.05f);
_targetScale = loadSetting(settings, "scale", 1.0f);
setAvatarScale(getAvatarScale());
setScale(glm::vec3(_targetScale));
_animGraphUrl = settings.value("animGraphURL", "").toString();
_fullAvatarURLFromPreferences = settings.value("fullAvatarURL", AvatarData::defaultFullAvatarModelUrl()).toUrl();
@ -809,7 +806,7 @@ void MyAvatar::updateLookAtTargetAvatar() {
float distanceTo = glm::length(avatar->getHead()->getEyePosition() - cameraPosition);
avatar->setIsLookAtTarget(false);
if (!avatar->isMyAvatar() && avatar->isInitialized() &&
(distanceTo < GREATEST_LOOKING_AT_DISTANCE * getAvatarScale())) {
(distanceTo < GREATEST_LOOKING_AT_DISTANCE * getUniformScale())) {
float angleTo = glm::angle(lookForward, glm::normalize(avatar->getHead()->getEyePosition() - cameraPosition));
if (angleTo < (smallestAngleTo * (isCurrentTarget ? KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR : 1.0f))) {
_lookAtTargetAvatar = avatarPointer;
@ -1036,14 +1033,15 @@ glm::vec3 MyAvatar::getSkeletonPosition() const {
return Avatar::getPosition();
}
void MyAvatar::rebuildSkeletonBody() {
void MyAvatar::rebuildCollisionShape() {
// compute localAABox
float radius = _skeletonModel.getBoundingCapsuleRadius();
float height = _skeletonModel.getBoundingCapsuleHeight() + 2.0f * radius;
float scale = getUniformScale();
float radius = scale * _skeletonModel.getBoundingCapsuleRadius();
float height = scale * _skeletonModel.getBoundingCapsuleHeight() + 2.0f * radius;
glm::vec3 corner(-radius, -0.5f * height, -radius);
corner += _skeletonModel.getBoundingCapsuleOffset();
glm::vec3 scale(2.0f * radius, height, 2.0f * radius);
_characterController.setLocalBoundingBox(corner, scale);
corner += scale * _skeletonModel.getBoundingCapsuleOffset();
glm::vec3 diagonal(2.0f * radius, height, 2.0f * radius);
_characterController.setLocalBoundingBox(corner, diagonal);
}
void MyAvatar::prepareForPhysicsSimulation() {
@ -1331,7 +1329,7 @@ const float RENDER_HEAD_CUTOFF_DISTANCE = 0.50f;
bool MyAvatar::cameraInsideHead() const {
const Head* head = getHead();
const glm::vec3 cameraPosition = qApp->getCamera()->getPosition();
return glm::length(cameraPosition - head->getEyePosition()) < (RENDER_HEAD_CUTOFF_DISTANCE * getAvatarScale());
return glm::length(cameraPosition - head->getEyePosition()) < (RENDER_HEAD_CUTOFF_DISTANCE * getUniformScale());
}
bool MyAvatar::shouldRenderHead(const RenderArgs* renderArgs) const {
@ -1455,11 +1453,11 @@ glm::vec3 MyAvatar::applyKeyboardMotor(float deltaTime, const glm::vec3& localVe
if (isHovering) {
// we're flying --> complex acceleration curve with high max speed
float motorSpeed = glm::length(_keyboardMotorVelocity);
float finalMaxMotorSpeed = getAvatarScale() * MAX_KEYBOARD_MOTOR_SPEED;
float finalMaxMotorSpeed = getUniformScale() * MAX_KEYBOARD_MOTOR_SPEED;
float speedGrowthTimescale = 2.0f;
float speedIncreaseFactor = 1.8f;
motorSpeed *= 1.0f + glm::clamp(deltaTime / speedGrowthTimescale , 0.0f, 1.0f) * speedIncreaseFactor;
const float maxBoostSpeed = getAvatarScale() * MAX_BOOST_SPEED;
const float maxBoostSpeed = getUniformScale() * MAX_BOOST_SPEED;
if (motorSpeed < maxBoostSpeed) {
// an active keyboard motor should never be slower than this
float boostCoefficient = (maxBoostSpeed - motorSpeed) / maxBoostSpeed;

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@ -249,7 +249,7 @@ public slots:
Q_INVOKABLE void updateMotionBehaviorFromMenu();
virtual void rebuildSkeletonBody() override;
virtual void rebuildCollisionShape() override;
Q_INVOKABLE QUrl getAnimGraphUrl() const { return _animGraphUrl; }

View file

@ -32,7 +32,7 @@ MyCharacterController::~MyCharacterController() {
void MyCharacterController::updateShapeIfNecessary() {
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
_pendingFlags &= ~ PENDING_FLAG_UPDATE_SHAPE;
_pendingFlags &= ~PENDING_FLAG_UPDATE_SHAPE;
// compute new dimensions from avatar's bounding box
float x = _boxScale.x;

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@ -69,7 +69,7 @@ void SkeletonModel::initJointStates() {
_headClipDistance = -(meshExtents.minimum.z / _scale.z - _defaultEyeModelPosition.z);
_headClipDistance = std::max(_headClipDistance, DEFAULT_NEAR_CLIP);
_owningAvatar->rebuildSkeletonBody();
_owningAvatar->rebuildCollisionShape();
emit skeletonLoaded();
}
@ -338,35 +338,38 @@ void SkeletonModel::computeBoundingShape() {
return;
}
_rig->computeAvatarBoundingCapsule(geometry,
_boundingCapsuleRadius,
_boundingCapsuleHeight,
_boundingCapsuleLocalOffset);
float radius, height;
glm::vec3 offset;
_rig->computeAvatarBoundingCapsule(geometry, radius, height, offset);
float invScale = 1.0f / _owningAvatar->getUniformScale();
_boundingCapsuleRadius = invScale * radius;
_boundingCapsuleHeight = invScale * height;
_boundingCapsuleLocalOffset = invScale * offset;
}
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) {
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float scale, float alpha) {
auto geometryCache = DependencyManager::get<GeometryCache>();
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
// draw a blue sphere at the capsule top point
glm::vec3 topPoint = _translation + getRotation() * (_boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec3 topPoint = _translation + getRotation() * (scale * (_boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * Vectors::UNIT_Y));
deferredLighting->renderSolidSphereInstance(batch,
Transform().setTranslation(topPoint).postScale(_boundingCapsuleRadius),
Transform().setTranslation(topPoint).postScale(scale * _boundingCapsuleRadius),
glm::vec4(0.6f, 0.6f, 0.8f, alpha));
// draw a yellow sphere at the capsule bottom point
glm::vec3 bottomPoint = topPoint - glm::vec3(0.0f, _boundingCapsuleHeight, 0.0f);
glm::vec3 bottomPoint = topPoint - glm::vec3(0.0f, scale * _boundingCapsuleHeight, 0.0f);
glm::vec3 axis = topPoint - bottomPoint;
deferredLighting->renderSolidSphereInstance(batch,
Transform().setTranslation(bottomPoint).postScale(_boundingCapsuleRadius),
Transform().setTranslation(bottomPoint).postScale(scale * _boundingCapsuleRadius),
glm::vec4(0.8f, 0.8f, 0.6f, alpha));
// draw a green cylinder between the two points
glm::vec3 origin(0.0f);
batch.setModelTransform(Transform().setTranslation(bottomPoint));
deferredLighting->bindSimpleProgram(batch);
Avatar::renderJointConnectingCone(batch, origin, axis, _boundingCapsuleRadius, _boundingCapsuleRadius,
Avatar::renderJointConnectingCone(batch, origin, axis, scale * _boundingCapsuleRadius, scale * _boundingCapsuleRadius,
glm::vec4(0.6f, 0.8f, 0.6f, alpha));
}

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@ -89,7 +89,7 @@ public:
/// \return whether or not the head was found.
glm::vec3 getDefaultEyeModelPosition() const;
void renderBoundingCollisionShapes(gpu::Batch& batch, float alpha);
void renderBoundingCollisionShapes(gpu::Batch& batch, float scale, float alpha);
float getBoundingCapsuleRadius() const { return _boundingCapsuleRadius; }
float getBoundingCapsuleHeight() const { return _boundingCapsuleHeight; }
const glm::vec3 getBoundingCapsuleOffset() const { return _boundingCapsuleLocalOffset; }

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@ -386,7 +386,7 @@ bool ApplicationCompositor::calculateRayUICollisionPoint(const glm::vec3& positi
glm::vec3 relativeDirection = glm::normalize(inverseOrientation * direction);
float t;
if (raySphereIntersect(relativeDirection, relativePosition, _oculusUIRadius * myAvatar->getAvatarScale(), &t)){
if (raySphereIntersect(relativeDirection, relativePosition, _oculusUIRadius * myAvatar->getUniformScale(), &t)){
result = position + direction * t;
return true;
}

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@ -199,7 +199,7 @@ void PreferencesDialog::loadPreferences() {
ui.leanScaleSpin->setValue(myAvatar->getLeanScale());
ui.avatarScaleSpin->setValue(myAvatar->getAvatarScale());
ui.avatarScaleSpin->setValue(myAvatar->getUniformScale());
ui.avatarAnimationEdit->setText(myAvatar->getAnimGraphUrl().toString());
ui.maxOctreePPSSpin->setValue(qApp->getMaxOctreePacketsPerSecond());
@ -256,7 +256,7 @@ void PreferencesDialog::savePreferences() {
myAvatar->getHead()->setPupilDilation(ui.pupilDilationSlider->value() / (float)ui.pupilDilationSlider->maximum());
myAvatar->setLeanScale(ui.leanScaleSpin->value());
myAvatar->setClampedTargetScale(ui.avatarScaleSpin->value());
myAvatar->setTargetScaleVerbose(ui.avatarScaleSpin->value());
if (myAvatar->getAnimGraphUrl() != ui.avatarAnimationEdit->text()) { // If changed, destroy the old and start with the new
myAvatar->setAnimGraphUrl(ui.avatarAnimationEdit->text());
}

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@ -68,7 +68,7 @@ namespace render {
glm::vec3 myAvatarPosition = avatar->getPosition();
float angle = glm::degrees(glm::angle(myAvatarRotation));
glm::vec3 axis = glm::axis(myAvatarRotation);
float myAvatarScale = avatar->getAvatarScale();
float myAvatarScale = avatar->getUniformScale();
Transform transform = Transform();
transform.setTranslation(myAvatarPosition);
transform.setRotation(glm::angleAxis(angle, axis));

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@ -90,7 +90,7 @@ const QUrl& AvatarData::defaultFullAvatarModelUrl() {
// There are a number of possible strategies for this set of tools through endRender, below.
void AvatarData::nextAttitude(glm::vec3 position, glm::quat orientation) {
avatarLock.lock();
Transform trans;
Transform trans = getTransform();
trans.setTranslation(position);
trans.setRotation(orientation);
SpatiallyNestable::setTransform(trans);
@ -129,13 +129,10 @@ float AvatarData::getTargetScale() const {
}
void AvatarData::setTargetScale(float targetScale) {
_targetScale = std::max(MIN_AVATAR_SCALE, std::min(MAX_AVATAR_SCALE, targetScale));
_targetScale = glm::clamp(targetScale, MIN_AVATAR_SCALE, MAX_AVATAR_SCALE);
}
void AvatarData::setClampedTargetScale(float targetScale) {
targetScale = glm::clamp(targetScale, MIN_AVATAR_SCALE, MAX_AVATAR_SCALE);
void AvatarData::setTargetScaleVerbose(float targetScale) {
setTargetScale(targetScale);
qCDebug(avatars) << "Changed scale to " << _targetScale;
}

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@ -172,7 +172,7 @@ public:
AvatarData();
virtual ~AvatarData();
static const QUrl& defaultFullAvatarModelUrl();
virtual bool isMyAvatar() const { return false; }
@ -237,7 +237,7 @@ public:
// Scale
float getTargetScale() const;
void setTargetScale(float targetScale);
void setClampedTargetScale(float targetScale);
void setTargetScaleVerbose(float targetScale);
// Hand State
Q_INVOKABLE void setHandState(char s) { _handState = s; }
@ -261,7 +261,7 @@ public:
Q_INVOKABLE bool isJointDataValid(const QString& name) const;
Q_INVOKABLE glm::quat getJointRotation(const QString& name) const;
Q_INVOKABLE glm::vec3 getJointTranslation(const QString& name) const;
Q_INVOKABLE virtual QVector<glm::quat> getJointRotations() const;
Q_INVOKABLE virtual void setJointRotations(QVector<glm::quat> jointRotations);
Q_INVOKABLE virtual void setJointTranslations(QVector<glm::vec3> jointTranslations);
@ -342,6 +342,9 @@ public:
glm::vec3 getClientGlobalPosition() { return _globalPosition; }
void die() { _isDead = true; }
bool isDead() const { return _isDead; }
public slots:
void sendAvatarDataPacket();
void sendIdentityPacket();
@ -413,6 +416,8 @@ protected:
// updates about one avatar to another.
glm::vec3 _globalPosition;
bool _isDead { false };
private:
friend void avatarStateFromFrame(const QByteArray& frameData, AvatarData* _avatar);
static QUrl _defaultFullAvatarModelUrl;