Disable head ik while reacting

Also, split getReactions() API into two calls

* getTriggerReactions() - lists all reactions that can be triggered with MyAvatar.triggerReaction().
* getBeginReactions() - lists all reactions that can be used with MyAvatar.beginReaction() and MyAvatar.endReaction().
This commit is contained in:
Anthony J. Thibault 2019-07-26 08:45:52 -07:00
parent 7486e906eb
commit 2f949a4d4d
7 changed files with 96 additions and 58 deletions

View file

@ -125,16 +125,25 @@ QString userRecenterModelToString(MyAvatar::SitStandModelType model) {
}
}
static const QStringList REACTION_NAMES = {
static const QStringList TRIGGER_REACTION_NAMES = {
QString("positive"),
QString("negative"),
QString("negative")
};
static const QStringList BEGIN_END_REACTION_NAMES = {
QString("raiseHand"),
QString("applaud"),
QString("point")
};
static int reactionNameToIndex(const QString& reactionName) {
return REACTION_NAMES.indexOf(reactionName);
static int triggerReactionNameToIndex(const QString& reactionName) {
assert(NUM_AVATAR_TRIGGER_REACTIONS == TRIGGER_REACTION_NAMES.size());
return TRIGGER_REACTION_NAMES.indexOf(reactionName);
}
static int beginEndReactionNameToIndex(const QString& reactionName) {
assert(NUM_AVATAR_BEGIN_END_REACTIONS == TRIGGER_REACTION_NAMES.size());
return BEGIN_END_REACTION_NAMES.indexOf(reactionName);
}
MyAvatar::MyAvatar(QThread* thread) :
@ -5824,13 +5833,17 @@ void MyAvatar::setModelScale(float scale) {
}
}
QStringList MyAvatar::getReactions() const {
return REACTION_NAMES;
QStringList MyAvatar::getBeginEndReactions() const {
return BEGIN_END_REACTION_NAMES;
}
QStringList MyAvatar::getTriggerReactions() const {
return TRIGGER_REACTION_NAMES;
}
bool MyAvatar::triggerReaction(QString reactionName) {
int reactionIndex = reactionNameToIndex(reactionName);
if (reactionIndex >= 0 && reactionIndex < (int)NUM_AVATAR_REACTIONS) {
int reactionIndex = triggerReactionNameToIndex(reactionName);
if (reactionIndex >= 0 && reactionIndex < (int)NUM_AVATAR_TRIGGER_REACTIONS) {
std::lock_guard<std::mutex> guard(_reactionLock);
_reactionTriggers[reactionIndex] = true;
return true;
@ -5839,8 +5852,8 @@ bool MyAvatar::triggerReaction(QString reactionName) {
}
bool MyAvatar::beginReaction(QString reactionName) {
int reactionIndex = reactionNameToIndex(reactionName);
if (reactionIndex >= 0 && reactionIndex < (int)NUM_AVATAR_REACTIONS) {
int reactionIndex = beginEndReactionNameToIndex(reactionName);
if (reactionIndex >= 0 && reactionIndex < (int)NUM_AVATAR_BEGIN_END_REACTIONS) {
std::lock_guard<std::mutex> guard(_reactionLock);
_reactionEnabledRefCounts[reactionIndex]++;
return true;
@ -5849,8 +5862,8 @@ bool MyAvatar::beginReaction(QString reactionName) {
}
bool MyAvatar::endReaction(QString reactionName) {
int reactionIndex = reactionNameToIndex(reactionName);
if (reactionIndex >= 0 && reactionIndex < (int)NUM_AVATAR_REACTIONS) {
int reactionIndex = beginEndReactionNameToIndex(reactionName);
if (reactionIndex >= 0 && reactionIndex < (int)NUM_AVATAR_BEGIN_END_REACTIONS) {
std::lock_guard<std::mutex> guard(_reactionLock);
_reactionEnabledRefCounts[reactionIndex]--;
return true;
@ -5860,12 +5873,17 @@ bool MyAvatar::endReaction(QString reactionName) {
void MyAvatar::updateRigControllerParameters(Rig::ControllerParameters& params) {
std::lock_guard<std::mutex> guard(_reactionLock);
for (int i = 0; i < NUM_AVATAR_REACTIONS; i++) {
for (int i = 0; i < TRIGGER_REACTION_NAMES.size(); i++) {
params.reactionTriggers[i] = _reactionTriggers[i];
}
for (int i = 0; i < BEGIN_END_REACTION_NAMES.size(); i++) {
// copy current state into params.
params.reactionEnabledFlags[i] = _reactionEnabledRefCounts[i] > 0;
params.reactionTriggers[i] = _reactionTriggers[i];
}
for (int i = 0; i < TRIGGER_REACTION_NAMES.size(); i++) {
// clear reaction triggers here as well
_reactionTriggers[i] = false;
}

View file

@ -2213,13 +2213,23 @@ public slots:
virtual void setModelScale(float scale) override;
/**jsdoc
* MyAvatar.getReactions
* MyAvatar.getTriggerReactions
* Returns a list of reactions names that can be triggered using MyAvatar.triggerReaction().
* @returns {string[]} Array of reaction names.
*/
QStringList getReactions() const;
QStringList getTriggerReactions() const;
/**jsdoc
* MyAvatar.getBeginReactions
* Returns a list of reactions names that can be enabled using MyAvatar.beginReaction() and MyAvatar.endReaction().
* @returns {string[]} Array of reaction names.
*/
QStringList getBeginEndReactions() const;
/**jsdoc
* MyAvatar.triggerReaction
* Plays the given reaction on the avatar, once the reaction is complete it will automatically complete. Only reaction names returned from MyAvatar.getTriggerReactions() are available.
* @param {string} reactionName - reaction name
* @returns {bool} false if the given reaction is not supported.
*/
@ -2227,6 +2237,9 @@ public slots:
/**jsdoc
* MyAvatar.beginReaction
* Plays the given reaction on the avatar. The avatar will continue to play the reaction until stopped via the MyAvatar.endReaction() call or superseeded by another reaction.
* Only reaction names returned from MyAvatar.getBeginEndReactions() are available.
* NOTE: the caller is responsible for calling the corresponding MyAvatar.endReaction(), otherwise the avatar might become stuck in the reaction forever.
* @param {string} reactionName - reaction name
* @returns {bool} false if the given reaction is not supported.
*/
@ -2234,6 +2247,7 @@ public slots:
/**jsdoc
* MyAvatar.endReaction
* Used to stop a given reaction that was started via MyAvatar.beginReaction().
* @param {string} reactionName - reaction name
* @returns {bool} false if the given reaction is not supported.
*/
@ -2872,8 +2886,9 @@ private:
QScriptEngine* _scriptEngine { nullptr };
bool _needToSaveAvatarEntitySettings { false };
int _reactionEnabledRefCounts[NUM_AVATAR_REACTIONS] { 0, 0, 0, 0, 0 };
bool _reactionTriggers[NUM_AVATAR_REACTIONS] { false, false, false, false, false };
bool _reactionTriggers[NUM_AVATAR_TRIGGER_REACTIONS] { false, false };
int _reactionEnabledRefCounts[NUM_AVATAR_BEGIN_END_REACTIONS] { 0, 0, 0 };
mutable std::mutex _reactionLock;
};

View file

@ -95,6 +95,15 @@ const AnimPoseVec& AnimStateMachine::evaluate(const AnimVariantMap& animVars, co
return _poses;
}
const QString& AnimStateMachine::getCurrentStateID() const {
if (_currentState) {
return _currentState->getID();
} else {
static QString emptyString;
return emptyString;
}
}
void AnimStateMachine::setCurrentState(State::Pointer state) {
_previousState = _currentState ? _currentState : state;
_currentState = state;

View file

@ -116,6 +116,7 @@ public:
virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimVariantMap& triggersOut) override;
void setCurrentStateVar(QString& currentStateVar) { _currentStateVar = currentStateVar; }
const QString& getCurrentStateID() const;
protected:

View file

@ -29,6 +29,7 @@
#include "AnimInverseKinematics.h"
#include "AnimOverlay.h"
#include "AnimSkeleton.h"
#include "AnimStateMachine.h"
#include "AnimUtil.h"
#include "AvatarConstants.h"
#include "IKTarget.h"
@ -1906,28 +1907,7 @@ void Rig::updateFeet(bool leftFootEnabled, bool rightFootEnabled, bool headEnabl
void Rig::updateReactions(const ControllerParameters& params) {
// enable/disable animVars
bool enabled = params.reactionEnabledFlags[AVATAR_REACTION_POSITIVE];
_animVars.set("reactionPositiveEnabled", enabled);
_animVars.set("reactionPositiveDisabled", !enabled);
enabled = params.reactionEnabledFlags[AVATAR_REACTION_NEGATIVE];
_animVars.set("reactionNegativeEnabled", enabled);
_animVars.set("reactionNegativeDisabled", !enabled);
enabled = params.reactionEnabledFlags[AVATAR_REACTION_RAISE_HAND];
_animVars.set("reactionRaiseHandEnabled", enabled);
_animVars.set("reactionRaiseHandDisabled", !enabled);
enabled = params.reactionEnabledFlags[AVATAR_REACTION_APPLAUD];
_animVars.set("reactionApplaudEnabled", enabled);
_animVars.set("reactionApplaudDisabled", !enabled);
enabled = params.reactionEnabledFlags[AVATAR_REACTION_POINT];
_animVars.set("reactionPointEnabled", enabled);
_animVars.set("reactionPointDisabled", !enabled);
// trigger animVars
// trigger reactions
if (params.reactionTriggers[AVATAR_REACTION_POSITIVE]) {
_animVars.set("reactionPositiveTrigger", true);
} else {
@ -1940,22 +1920,33 @@ void Rig::updateReactions(const ControllerParameters& params) {
_animVars.set("reactionNegativeTrigger", false);
}
if (params.reactionTriggers[AVATAR_REACTION_RAISE_HAND]) {
_animVars.set("reactionRaiseHandTrigger", true);
} else {
_animVars.set("reactionRaiseHandTrigger", false);
}
// begin end reactions
bool enabled = params.reactionEnabledFlags[AVATAR_REACTION_RAISE_HAND];
_animVars.set("reactionRaiseHandEnabled", enabled);
_animVars.set("reactionRaiseHandDisabled", !enabled);
if (params.reactionTriggers[AVATAR_REACTION_APPLAUD]) {
_animVars.set("reactionApplaudTrigger", true);
} else {
_animVars.set("reactionApplaudTrigger", false);
}
enabled = params.reactionEnabledFlags[AVATAR_REACTION_APPLAUD];
_animVars.set("reactionApplaudEnabled", enabled);
_animVars.set("reactionApplaudDisabled", !enabled);
if (params.reactionTriggers[AVATAR_REACTION_POINT]) {
_animVars.set("reactionPointTrigger", true);
} else {
_animVars.set("reactionPointTrigger", false);
enabled = params.reactionEnabledFlags[AVATAR_REACTION_POINT];
_animVars.set("reactionPointEnabled", enabled);
_animVars.set("reactionPointDisabled", !enabled);
// determine if we should ramp off IK
if (_enableInverseKinematics) {
bool reactionPlaying = false;
std::shared_ptr<AnimStateMachine> mainStateMachine = std::dynamic_pointer_cast<AnimStateMachine>(_animNode->findByName("mainStateMachine"));
std::shared_ptr<AnimStateMachine> idleStateMachine = std::dynamic_pointer_cast<AnimStateMachine>(_animNode->findByName("idle"));
if (mainStateMachine && mainStateMachine->getCurrentStateID() == "idle" && idleStateMachine) {
reactionPlaying = idleStateMachine->getCurrentStateID().startsWith("reaction");
}
bool hipsEnabled = params.primaryControllerFlags[PrimaryControllerType_Hips] & (uint8_t)ControllerFlags::Enabled;
if (reactionPlaying && !hipsEnabled) {
// disable head IK while reaction is playing, but only in "desktop" mode.
_animVars.set("headType", (int)IKTarget::Type::Unknown);
}
}
}

View file

@ -88,8 +88,8 @@ public:
AnimPose secondaryControllerPoses[NumSecondaryControllerTypes]; // rig space
uint8_t secondaryControllerFlags[NumSecondaryControllerTypes];
bool isTalking;
bool reactionEnabledFlags[NUM_AVATAR_REACTIONS];
bool reactionTriggers[NUM_AVATAR_REACTIONS];
bool reactionEnabledFlags[NUM_AVATAR_BEGIN_END_REACTIONS];
bool reactionTriggers[NUM_AVATAR_TRIGGER_REACTIONS];
HFMJointShapeInfo hipsShapeInfo;
HFMJointShapeInfo spineShapeInfo;
HFMJointShapeInfo spine1ShapeInfo;

View file

@ -106,13 +106,17 @@ static const float AVATAR_WALK_SPEED_SCALAR = 1.0f;
static const float AVATAR_DESKTOP_SPRINT_SPEED_SCALAR = 3.0f;
static const float AVATAR_HMD_SPRINT_SPEED_SCALAR = 2.0f;
enum AvatarReaction {
enum AvatarTriggerReaction {
AVATAR_REACTION_POSITIVE = 0,
AVATAR_REACTION_NEGATIVE,
NUM_AVATAR_TRIGGER_REACTIONS
};
enum AvatarBeginEndReaction {
AVATAR_REACTION_RAISE_HAND,
AVATAR_REACTION_APPLAUD,
AVATAR_REACTION_POINT,
NUM_AVATAR_REACTIONS
NUM_AVATAR_BEGIN_END_REACTIONS
};
#endif // hifi_AvatarConstants_h