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fixed roll rotation added to azimuth in MySkeletonModel.cpp
This commit is contained in:
parent
89b508251e
commit
3c792a04c1
4 changed files with 38 additions and 417 deletions
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@ -447,12 +447,12 @@ void MyAvatar::reset(bool andRecenter, bool andReload, bool andHead) {
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void MyAvatar::update(float deltaTime) {
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// update moving average of HMD facing in xz plane.
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const float HMD_FACING_TIMESCALE = getRotationRecenterFilterLength();
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const float PERCENTAGE_WEIGHT_SHOULDERS_VS_HEAD_AZIMUTH = 0.0f; // 100 percent shoulders
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const float PERCENTAGE_WEIGHT_HEAD_VS_SHOULDERS_AZIMUTH = 0.0f; // 100 percent shoulders
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float tau = deltaTime / HMD_FACING_TIMESCALE;
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// put the spine facing in sensor space.
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// then mix it with head facing to determine rotation recenter
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// put the average hand azimuth into sensor space.
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// then mix it with head facing direction to determine rotation recenter
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if (getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND).isValid() && getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND).isValid()) {
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glm::vec3 handHipAzimuthWorldSpace = transformVectorFast(getTransform().getMatrix(), glm::vec3(_hipToHandController.x, 0.0f, _hipToHandController.y));
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glm::mat4 sensorToWorldMat = getSensorToWorldMatrix();
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@ -462,7 +462,7 @@ void MyAvatar::update(float deltaTime) {
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if (glm::length(glm::vec2(handHipAzimuthSensorSpace.x, handHipAzimuthSensorSpace.z)) > 0.0f) {
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normedHandHipAzimuthSensorSpace = glm::normalize(glm::vec2(handHipAzimuthSensorSpace.x, handHipAzimuthSensorSpace.z));
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}
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glm::vec2 headFacingPlusHandHipAzimuthMix = lerp(normedHandHipAzimuthSensorSpace, _headControllerFacing, PERCENTAGE_WEIGHT_SHOULDERS_VS_HEAD_AZIMUTH);
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glm::vec2 headFacingPlusHandHipAzimuthMix = lerp(normedHandHipAzimuthSensorSpace, _headControllerFacing, PERCENTAGE_WEIGHT_HEAD_VS_SHOULDERS_AZIMUTH);
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_headControllerFacingMovingAverage = lerp(_headControllerFacingMovingAverage, headFacingPlusHandHipAzimuthMix, tau);
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} else {
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_headControllerFacingMovingAverage = _headControllerFacing;
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@ -497,7 +497,7 @@ void MyAvatar::update(float deltaTime) {
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if (_goToPending) {
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setWorldPosition(_goToPosition);
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setWorldOrientation(_goToOrientation);
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setWorldOrientation(_goToOrientation);
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_headControllerFacingMovingAverage = _headControllerFacing;
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_goToPending = false;
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// updateFromHMDSensorMatrix (called from paintGL) expects that the sensorToWorldMatrix is updated for any position changes
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@ -834,15 +834,14 @@ void MyAvatar::computeHandAzimuth() {
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if ((glm::length(glm::vec2(rightHandPoseAvatarSpace.translation.x, rightHandPoseAvatarSpace.translation.z)) > 0.0f) && (glm::length(glm::vec2(leftHandPoseAvatarSpace.translation.x, leftHandPoseAvatarSpace.translation.z)) > 0.0f)) {
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_hipToHandController = lerp(glm::normalize(glm::vec2(rightHandPoseAvatarSpace.translation.x, rightHandPoseAvatarSpace.translation.z)), glm::normalize(glm::vec2(leftHandPoseAvatarSpace.translation.x, leftHandPoseAvatarSpace.translation.z)), HALFWAY);
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} else {
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_hipToHandController = glm::vec2(0.0f, 1.0f);
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_hipToHandController = glm::vec2(0.0f, -1.0f);
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}
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// check the angular distance from forward and back
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float cosForwardAngle = glm::dot(_hipToHandController, oldAzimuthReading);
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float cosBackwardAngle = glm::dot(_hipToHandController, -oldAzimuthReading);
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// if we are now closer to the 180 flip of the previous chest forward
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// then we negate our computed _hipToHandController to keep the chest in the same direction.
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// then we negate our computed _hipToHandController to keep the chest from flipping.
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if (cosBackwardAngle > cosForwardAngle) {
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// this means we have lost continuity with the current chest position
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_hipToHandController = -_hipToHandController;
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}
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}
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@ -3375,12 +3374,10 @@ glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
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glm::mat4 MyAvatar::getSpine2RotationRigSpace() const {
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static const glm::quat RIG_CHANGE_OF_BASIS = Quaternions::Y_180;
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// RIG_CHANGE_OF_BASIS * INITIAL_RIG_ROTATION * Quaternions::IDENTITY(explicit rig rotation) * inverse(RIG_CHANGE_OF_BASIS) = Quaternions::Y_180(avatar Space);
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// INITIAL_RIG_ROTATION = Quaternions::Y_180;
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static const glm::quat INITIAL_RIG_ROTATION = Quaternions::Y_180;
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glm::quat avatarToRigSpace = INITIAL_RIG_ROTATION * Quaternions::IDENTITY;
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glm::vec3 hipToHandRigSpace = avatarToRigSpace * glm::vec3(_hipToHandController.x, 0.0f, _hipToHandController.y);
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// static const glm::quat RIG_CHANGE_OF_BASIS = Quaternions::Y_180;
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// RIG_CHANGE_OF_BASIS * AVATAR_TO_RIG_ROTATION * inverse(RIG_CHANGE_OF_BASIS) = Quaternions::Y_180; //avatar Space;
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const glm::quat AVATAR_TO_RIG_ROTATION = Quaternions::Y_180;
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glm::vec3 hipToHandRigSpace = AVATAR_TO_RIG_ROTATION * glm::vec3(_hipToHandController.x, 0.0f, _hipToHandController.y);
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glm::vec3 u, v, w;
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generateBasisVectors(glm::vec3(0.0f,1.0f,0.0f), hipToHandRigSpace, u, v, w);
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@ -3971,7 +3968,7 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontalCG(MyAvatar& myAvatar) cons
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glm::vec3 currentHeadPosition = currentHeadPose.getTranslation();
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float anatomicalHeadToHipsDistance = glm::length(defaultHeadPosition - defaultHipsPosition);
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if (!isActive(Horizontal) &&
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(glm::length(currentHeadPosition - defaultHipsPosition) > (anatomicalHeadToHipsDistance + (DEFAULT_AVATAR_SPINE_STRETCH_LIMIT * anatomicalHeadToHipsDistance * myAvatar.getAvatarScale())))) {
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(glm::length(currentHeadPosition - defaultHipsPosition) > (anatomicalHeadToHipsDistance + (DEFAULT_AVATAR_SPINE_STRETCH_LIMIT * anatomicalHeadToHipsDistance)))) {
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myAvatar.setResetMode(true);
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stepDetected = true;
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}
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@ -3995,14 +3992,14 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
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qApp->getCamera().getMode() != CAMERA_MODE_MIRROR) {
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if (!isActive(Rotation) && (shouldActivateRotation(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
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activate(Rotation);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar._headControllerFacing);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar.getHeadControllerFacing());
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}
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if (myAvatar.getCenterOfGravityModelEnabled()) {
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if (!isActive(Horizontal) && (shouldActivateHorizontalCG(myAvatar) || hasDriveInput)) {
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activate(Horizontal);
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if (myAvatar.getEnableStepResetRotation()) {
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activate(Rotation);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar._headControllerFacing);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar.getHeadControllerFacing());
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}
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}
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} else {
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@ -4010,7 +4007,7 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
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activate(Horizontal);
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if (myAvatar.getEnableStepResetRotation()) {
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activate(Rotation);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar._headControllerFacing);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar.getHeadControllerFacing());
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}
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}
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}
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@ -4020,7 +4017,7 @@ void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat
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} else {
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if (!isActive(Rotation) && getForceActivateRotation()) {
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activate(Rotation);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar._headControllerFacing);
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myAvatar.setHeadControllerFacingMovingAverage(myAvatar.getHeadControllerFacing());
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setForceActivateRotation(false);
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}
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if (!isActive(Horizontal) && getForceActivateHorizontal()) {
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@ -914,6 +914,8 @@ public:
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virtual void rebuildCollisionShape() override;
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const glm::vec2& getHipToHandController() const { return _hipToHandController; }
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void setHipToHandController(glm::vec2 currentHipToHandController) { _hipToHandController = currentHipToHandController; }
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const glm::vec2& getHeadControllerFacing() const { return _headControllerFacing; }
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void setHeadControllerFacing(glm::vec2 currentHeadControllerFacing) { _headControllerFacing = currentHeadControllerFacing; }
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const glm::vec2& getHeadControllerFacingMovingAverage() const { return _headControllerFacingMovingAverage; }
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@ -239,21 +239,28 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] = (uint8_t)Rig::ControllerFlags::Enabled | (uint8_t)Rig::ControllerFlags::Estimated;
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// set spine2 if we have hand controllers
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AnimPose currentPose;
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bool ret = _rig.getAbsoluteJointPoseInRigFrame(_rig.indexOfJoint("Spine2"),currentPose);
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AnimPose rigSpaceYaw(myAvatar->getSpine2RotationRigSpace());
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glm::vec3 u, v, w;
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glm::vec3 fwd = rigSpaceYaw.rot() * glm::vec3(0.0f, 0.0f, 1.0f);
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glm::vec3 up = currentPose.rot() * glm::vec3(0.0f, 1.0f, 0.0f);
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generateBasisVectors(up, fwd, u, v, w);
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AnimPose newSpinePose(glm::mat4(glm::vec4(w, 0.0f), glm::vec4(u, 0.0f), glm::vec4(v, 0.0f), glm::vec4(glm::vec3(0.0f, 0.0f, 0.0f), 1.0f)));
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if (myAvatar->getControllerPoseInAvatarFrame(controller::Action::RIGHT_HAND).isValid() && myAvatar->getControllerPoseInAvatarFrame(controller::Action::LEFT_HAND).isValid()) {
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AnimPose newSpinePose(myAvatar->getSpine2RotationRigSpace());
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currentPose.rot() = newSpinePose.rot();
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AnimPose currentSpine2Pose;
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AnimPose currentHeadPose;
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AnimPose currentHipsPose;
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bool ret = _rig.getAbsoluteJointPoseInRigFrame(_rig.indexOfJoint("Spine2"), currentSpine2Pose);
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bool ret1 = _rig.getAbsoluteJointPoseInRigFrame(_rig.indexOfJoint("Head"), currentHeadPose);
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bool ret2 = _rig.getAbsoluteJointPoseInRigFrame(_rig.indexOfJoint("Hips"), currentHipsPose);
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AnimPose rigSpaceYaw(myAvatar->getSpine2RotationRigSpace());
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glm::vec3 u, v, w;
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glm::vec3 fwd = rigSpaceYaw.rot() * glm::vec3(0.0f, 0.0f, 1.0f);
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glm::vec3 up = currentHeadPose.trans() - currentHipsPose.trans();
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if (glm::length(up) > 0.0f) {
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up = glm::normalize(up);
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} else {
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up = glm::vec3(0.0f, 1.0f, 0.0f);
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}
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generateBasisVectors(up, fwd, u, v, w);
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AnimPose newSpinePose(glm::mat4(glm::vec4(w, 0.0f), glm::vec4(u, 0.0f), glm::vec4(v, 0.0f), glm::vec4(glm::vec3(0.0f, 0.0f, 0.0f), 1.0f)));
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currentSpine2Pose.rot() = newSpinePose.rot();
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params.primaryControllerPoses[Rig::PrimaryControllerType_Spine2] = currentSpine2Pose;
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params.primaryControllerFlags[Rig::PrimaryControllerType_Spine2] = (uint8_t)Rig::ControllerFlags::Enabled | (uint8_t)Rig::ControllerFlags::Estimated;
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}
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params.primaryControllerPoses[Rig::PrimaryControllerType_Spine2] = currentPose;
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params.primaryControllerFlags[Rig::PrimaryControllerType_Spine2] = (uint8_t)Rig::ControllerFlags::Enabled | (uint8_t)Rig::ControllerFlags::Estimated;
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} else {
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_prevHipsValid = false;
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@ -1,385 +0,0 @@
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/* global Script, Vec3, MyAvatar, Tablet, Messages, Quat,
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DebugDraw, Mat4, Entities, Xform, Controller, Camera, console, document*/
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Script.registerValue("ROTATEAPP", true);
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var TABLET_BUTTON_NAME = "ROTATE";
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var CHANGE_OF_BASIS_ROTATION = { x: 0, y: 1, z: 0, w: 0 };
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var DEFAULT_HEAD_TURN_THRESHOLD = 0.5333;
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var DEFAULT_HEAD_TURN_FILTER_LENGTH = 4.0;
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var LOADING_DELAY = 2000;
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var AVERAGING_RATE = 0.03;
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var INCREASING = 1.0;
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var DECREASING = -1.0;
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var DEGREES_PER_PI_RADIANS = 180.0;
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var FILTER_FUDGE_RANGE = 0.9;
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var activated = false;
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var documentLoaded = false;
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var sciptLoaded = false;
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var headPoseAverageOrientation = { x: 0, y: 0, z: 0, w: 1 };
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var hipToLeftHandAverage = 0.0; // { x: 0, y: 0, z: 0, w: 1 };
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var hipToRightHandAverage = 0.0; // { x: 0, y: 0, z: 0, w: 1 };
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var averageAzimuth = 0.0;
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var hipsPositionRigSpace = { x: 0, y: 0, z: 0 };
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var spine2PositionRigSpace = { x: 0, y: 0, z: 0 };
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var hipsRotationRigSpace = { x: 0, y: 0, z: 0, w: 1 };
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var spine2RotationRigSpace = { x: 0, y: 0, z: 0, w: 1 };
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var spine2Rotation = { x: 0, y: 0, z: 0, w: 1 };
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var hipToLHandAverage = { x: 0, y: 0, z: 0, w: 1 };
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var hipToRHandAverage = { x: 0, y: 0, z: 0, w: 1 };
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/*
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var ikTypes = {
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RotationAndPosition: 0,
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RotationOnly: 1,
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HmdHead: 2,
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HipsRelativeRotationAndPosition: 3,
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Spline: 4,
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Unknown: 5
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};
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var ANIM_VARS = [
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//"headType",
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"spine2Type",
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//"hipsType",
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"spine2Position",
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"spine2Rotation"
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//"hipsPosition",
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//"hipsRotation"
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];
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var handlerId = MyAvatar.addAnimationStateHandler(function (props) {
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//print("in callback");
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//print("props spine2 pos: " + props.spine2Position.x + " " + props.spine2Position.y + " " + props.spine2Position.z);
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//print("props hip pos: " + props.hipsPosition.x + " " + props.hipsPosition.y + " " + props.hipsPosition.z);
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var result = {};
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//{x:0,y:0,z:0}
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//result.headType = ikTypes.HmdHead;
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//result.hipsType = ikTypes.RotationAndPosition;
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//result.hipsPosition = hipsPositionRigSpace; // { x: 0, y: 0, z: 0 };
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//result.hipsRotation = hipsRotationRigSpace;//{ x: 0, y: 0, z: 0, w: 1 }; //
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result.spine2Type = ikTypes.Spline;
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result.spine2Position = spine2PositionRigSpace; // { x: 0, y: 1.3, z: 0 };
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result.spine2Rotation = spine2Rotation;
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return result;
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}, ANIM_VARS);
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*/
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// define state readings constructor
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function StateReading(headPose, rhandPose, lhandPose, diffFromAverageEulers) {
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this.headPose = headPose;
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this.rhandPose = rhandPose;
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this.lhandPose = lhandPose;
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this.diffFromAverageEulers = diffFromAverageEulers;
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}
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// define current state readings object for holding tracker readings and current differences from averages
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var currentStateReadings = new StateReading(Controller.getPoseValue(Controller.Standard.Head),
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Controller.getPoseValue(Controller.Standard.RightHand),
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Controller.getPoseValue(Controller.Standard.LeftHand),
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{ x: 0, y: 0, z: 0 });
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// declare the checkbox constructor
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function AppCheckbox(type,id,eventType,isChecked) {
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this.type = type;
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this.id = id;
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this.eventType = eventType;
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this.data = {value: isChecked};
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}
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var usingStepResetRotationDirection = new AppCheckbox("checkboxtick", "stepReset", "onStepResetCheckBox", false);
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var usingDrawAverageFacing = new AppCheckbox("checkboxtick", "drawAverage", "onDrawAverageFacingCheckBox", false);
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var checkBoxArray = new Array(usingStepResetRotationDirection, usingDrawAverageFacing);
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// declare the html slider constructor
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function AppProperty(name, type, eventType, signalType, setFunction, initValue, convertToThreshold, convertToSlider, signalOn) {
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this.name = name;
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this.type = type;
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this.eventType = eventType;
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this.signalType = signalType;
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this.setValue = setFunction;
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this.value = initValue;
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this.get = function () {
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return this.value;
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};
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this.convertToThreshold = convertToThreshold;
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this.convertToSlider = convertToSlider;
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}
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// var HTML_URL = Script.resolvePath("file:///c:/dev/hifi_fork/hifi/scripts/developer/rotateRecenterApp.html");
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var HTML_URL = Script.resolvePath("http://hifi-content.s3.amazonaws.com/angus/stepApp/rotateRecenterApp.html");
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var tablet = Tablet.getTablet("com.highfidelity.interface.tablet.system");
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// define the sliders
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var filterLengthProperty = new AppProperty("#filterLength-slider", "slider", "onFilterLengthSlider", "filterSignal",
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setFilterLength, DEFAULT_HEAD_TURN_FILTER_LENGTH, function (num) {
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var base = 5;
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var shift = 0;
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return convertExponential(base, num, INCREASING, shift);
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}, function (num) {
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var base = 5;
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var shift = 0;
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return convertLog(base, num, INCREASING, shift);
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}, true);
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var angleThresholdProperty = new AppProperty("#angleThreshold-slider", "slider", "onAngleThresholdSlider", "angleSignal",
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setAngleThreshold, DEFAULT_HEAD_TURN_THRESHOLD, function (num) {
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return convertToRadians(num);
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}, function (num) {
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return convertToDegrees(num);
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}, true);
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var propArray = new Array(filterLengthProperty, angleThresholdProperty);
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function setFilterLength(num) {
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filterLengthProperty.value = num;
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MyAvatar.rotationRecenterFilterLength = filterLengthProperty.value;
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}
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function setAngleThreshold(num) {
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angleThresholdProperty.value = num;
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MyAvatar.rotationThreshold = angleThresholdProperty.value;
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}
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function convertToRadians(num) {
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return (num / DEGREES_PER_PI_RADIANS) * Math.PI;
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}
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function convertToDegrees(num) {
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return (num / Math.PI) * DEGREES_PER_PI_RADIANS;
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}
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function getLog(x, y) {
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return Math.log(y) / Math.log(x);
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}
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function convertLog(base, num, direction, shift) {
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return direction * getLog(base, (num + FILTER_FUDGE_RANGE)) + shift;
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}
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function convertExponential(base, num, direction, shift) {
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return Math.pow(base, (direction * num + shift)) - FILTER_FUDGE_RANGE;
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}
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|
||||
function manageClick() {
|
||||
if (activated) {
|
||||
tablet.gotoHomeScreen();
|
||||
} else {
|
||||
tablet.gotoWebScreen(HTML_URL);
|
||||
}
|
||||
}
|
||||
|
||||
var tabletButton = tablet.addButton({
|
||||
text: TABLET_BUTTON_NAME,
|
||||
icon: Script.resolvePath("http://hifi-content.s3.amazonaws.com/angus/stepApp/foot.svg"),
|
||||
activeIcon: Script.resolvePath("http://hifi-content.s3.amazonaws.com/angus/stepApp/foot.svg")
|
||||
});
|
||||
|
||||
function onKeyPress(event) {
|
||||
if (event.text === "'") {
|
||||
// when the sensors are reset, then reset the mode.
|
||||
}
|
||||
}
|
||||
|
||||
function onWebEventReceived(msg) {
|
||||
var message = JSON.parse(msg);
|
||||
print(" we have a message from html dialog " + message.type);
|
||||
propArray.forEach(function (prop) {
|
||||
if (prop.eventType === message.type) {
|
||||
prop.setValue(prop.convertToThreshold(message.data.value));
|
||||
print("message from " + prop.name);
|
||||
// break;
|
||||
}
|
||||
});
|
||||
checkBoxArray.forEach(function(cbox) {
|
||||
if (cbox.eventType === message.type) {
|
||||
cbox.data.value = message.data.value;
|
||||
if (cbox.id === "stepReset") {
|
||||
MyAvatar.enableStepResetRotation = cbox.data.value;
|
||||
}
|
||||
if (cbox.id === "drawAverage") {
|
||||
MyAvatar.enableDrawAverageFacing = cbox.data.value;
|
||||
}
|
||||
// break;
|
||||
}
|
||||
|
||||
});
|
||||
if (message.type === "onCreateRotateApp") {
|
||||
print("document loaded");
|
||||
documentLoaded = true;
|
||||
Script.setTimeout(initAppForm, LOADING_DELAY);
|
||||
}
|
||||
}
|
||||
|
||||
function initAppForm() {
|
||||
print("step app is loaded: " + documentLoaded);
|
||||
if (documentLoaded === true) {
|
||||
propArray.forEach(function (prop) {
|
||||
print(prop.name);
|
||||
tablet.emitScriptEvent(JSON.stringify({
|
||||
"type": "slider",
|
||||
"id": prop.name,
|
||||
"data": { "value": prop.convertToSlider(prop.value) }
|
||||
}));
|
||||
});
|
||||
checkBoxArray.forEach(function (cbox) {
|
||||
tablet.emitScriptEvent(JSON.stringify({
|
||||
"type": "checkboxtick",
|
||||
"id": cbox.id,
|
||||
"data": { value: cbox.data.value }
|
||||
}));
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
function onScreenChanged(type, url) {
|
||||
print("Screen changed");
|
||||
if (type === "Web" && url === HTML_URL) {
|
||||
if (!activated) {
|
||||
// hook up to event bridge
|
||||
tablet.webEventReceived.connect(onWebEventReceived);
|
||||
print("after connect web event");
|
||||
MyAvatar.hmdLeanRecenterEnabled = true;
|
||||
}
|
||||
activated = true;
|
||||
} else {
|
||||
if (activated) {
|
||||
// disconnect from event bridge
|
||||
tablet.webEventReceived.disconnect(onWebEventReceived);
|
||||
documentLoaded = false;
|
||||
}
|
||||
activated = false;
|
||||
}
|
||||
}
|
||||
|
||||
function limitAngle(angle) {
|
||||
return (angle + 180) % 360 - 180;
|
||||
}
|
||||
|
||||
function computeHandAzimuths(timeElapsed) {
|
||||
|
||||
// var leftHandPositionRigSpace = Vec3.multiplyQbyV(Quat.inverse(CHANGE_OF_BASIS_ROTATION), currentStateReadings.lhandPose.translation);
|
||||
// var rightHandPositionRigSpace = Vec3.multiplyQbyV(Quat.inverse(CHANGE_OF_BASIS_ROTATION), currentStateReadings.rhandPose.translation);
|
||||
|
||||
|
||||
// var hipToLeftHand = Quat.lookAtSimple({ x: 0, y: 0, z: 0 }, { x: leftHandPositionRigSpace.x, y: 0, z: leftHandPositionRigSpace.z });
|
||||
// var hipToRightHand = Quat.lookAtSimple({ x: 0, y: 0, z: 0 }, { x: rightHandPositionRigSpace.x, y: 0, z: rightHandPositionRigSpace.z });
|
||||
// var hipToHandHalfway = Quat.slerp(hipToLeftHand, hipToRightHand, 0.5);
|
||||
|
||||
var leftHand = currentStateReadings.lhandPose.translation;
|
||||
var rightHand = currentStateReadings.rhandPose.translation;
|
||||
var head = currentStateReadings.headPose.translation;
|
||||
var lHandMinusHead = Vec3.subtract(leftHand, head);
|
||||
lHandMinusHead.y = 0.0;
|
||||
var rHandMinusHead = Vec3.subtract(rightHand, head);
|
||||
rHandMinusHead.y = 0.0;
|
||||
//print(JSON.stringify(leftHand));
|
||||
//print(JSON.stringify(head));
|
||||
var avatarZAxis = { x: 0.0, y: 0.0, z: 1.0 };
|
||||
var hipToLHand = Quat.lookAtSimple({ x: 0, y: 0, z: 0 }, lHandMinusHead);
|
||||
var hipToRHand = Quat.lookAtSimple({ x: 0, y: 0, z: 0 }, rHandMinusHead);
|
||||
var tau = timeElapsed / filterLengthProperty.value;
|
||||
hipToLHandAverage = Quat.slerp(hipToLHandAverage, hipToLHand, tau);
|
||||
hipToRHandAverage = Quat.slerp(hipToRHandAverage, hipToRHand, tau);
|
||||
|
||||
// var angleToLeft = limitAngle(Quat.safeEulerAngles(hipToLHandAverage).y);
|
||||
// var angleToRight = limitAngle(Quat.safeEulerAngles(hipToRHandAverage).y);
|
||||
var leftRightMidpoint = (Quat.safeEulerAngles(hipToLHand).y + Quat.safeEulerAngles(hipToRHand).y) / 2.0;
|
||||
var leftRightMidpointAverage = (Quat.safeEulerAngles(hipToLHandAverage).y + Quat.safeEulerAngles(hipToRHandAverage).y) / 2.0;
|
||||
|
||||
// limit the angle because we are flipped by 180, fix this tomorrow.
|
||||
// print(leftRightMidpointAverage/180.0);
|
||||
// print("threshold value " + angleThresholdProperty.value);
|
||||
|
||||
|
||||
var raySpineRotation = Quat.fromVec3Degrees({ x: 0, y: leftRightMidpointAverage, z: 0 });
|
||||
var zAxisSpineRotation = Vec3.multiplyQbyV(raySpineRotation, { x: 0, y: 0, z: -1 });
|
||||
var zAxisWorldSpace = Vec3.multiplyQbyV(MyAvatar.orientation, zAxisSpineRotation);
|
||||
// DebugDraw.drawRay(MyAvatar.position, Vec3.sum(MyAvatar.position, zAxisWorldSpace), { x: 1, y: 0, z: 0, w: 1 });
|
||||
|
||||
//print(leftRightMidpoint);
|
||||
|
||||
var headPoseRigSpace = Quat.multiply(CHANGE_OF_BASIS_ROTATION, currentStateReadings.head.rotation);
|
||||
headPoseAverageOrientation = Quat.slerp(headPoseAverageOrientation, headPoseRigSpace, tau);
|
||||
var headPoseAverageEulers = Quat.safeEulerAngles(headPoseAverageOrientation);
|
||||
|
||||
// get it into radians too!!
|
||||
// average head and hands 50/50
|
||||
// print("hands azimuth " + leftRightMidpointAverage + " head azimuth " + headPoseAverageEulers.y);
|
||||
var headPlusHands = (leftRightMidpointAverage + headPoseAverageEulers.y) / 2.0;
|
||||
if ((Math.abs(headPlusHands / 180.0) * Math.PI) > angleThresholdProperty.value) {
|
||||
//print("recenter the feet under the head");
|
||||
// MyAvatar.triggerRotationRecenter();
|
||||
hipToLHandAverage = { x: 0, y: 0, z: 0, w: 1 };
|
||||
hipToRHandAverage = { x: 0, y: 0, z: 0, w: 1 };
|
||||
headPoseAverageOrientation = { x: 0, y: 0, z: 0, w: 1 };
|
||||
}
|
||||
|
||||
// put a hard max on this easing function.
|
||||
var rotateAngle = ((Math.cos((leftRightMidpoint / 180.0) * Math.PI) + 2.0)/3.0) * leftRightMidpoint;
|
||||
//print("rotate angle " + rotateAngle);
|
||||
|
||||
return Quat.fromVec3Degrees({ x: 0, y: rotateAngle, z: 0 });
|
||||
|
||||
|
||||
}
|
||||
|
||||
function update(dt) {
|
||||
//update state readings
|
||||
currentStateReadings.head = Controller.getPoseValue(Controller.Standard.Head);
|
||||
currentStateReadings.rhandPose = Controller.getPoseValue(Controller.Standard.RightHand);
|
||||
currentStateReadings.lhandPose = Controller.getPoseValue(Controller.Standard.LeftHand);
|
||||
|
||||
//print(JSON.stringify(currentStateReadings.head));
|
||||
|
||||
|
||||
|
||||
var latestSpineRotation = computeHandAzimuths(dt);
|
||||
|
||||
spine2Rotation = latestSpineRotation;
|
||||
var spine2Pos = MyAvatar.getAbsoluteJointTranslationInObjectFrame(MyAvatar.getJointIndex("Spine2"));
|
||||
spine2PositionRigSpace = Vec3.multiplyQbyV(CHANGE_OF_BASIS_ROTATION, spine2Pos);
|
||||
/*
|
||||
if (HMD.active && !scriptLoaded) {
|
||||
//Script.load("rotateApp.js");
|
||||
scriptLoaded = true;
|
||||
}
|
||||
|
||||
if (!HMD.active) {
|
||||
scriptLoaded = false;
|
||||
}
|
||||
*/
|
||||
|
||||
// handle the azimuth of the arms
|
||||
|
||||
}
|
||||
|
||||
function shutdownTabletApp() {
|
||||
tablet.removeButton(tabletButton);
|
||||
if (activated) {
|
||||
tablet.webEventReceived.disconnect(onWebEventReceived);
|
||||
tablet.gotoHomeScreen();
|
||||
}
|
||||
tablet.screenChanged.disconnect(onScreenChanged);
|
||||
}
|
||||
|
||||
Script.setTimeout(function () {
|
||||
tabletButton.clicked.connect(manageClick);
|
||||
tablet.screenChanged.connect(onScreenChanged);
|
||||
Script.update.connect(update);
|
||||
Controller.keyPressEvent.connect(onKeyPress);
|
||||
}, (LOADING_DELAY));
|
||||
|
||||
Script.scriptEnding.connect(function () {
|
||||
// if (handlerId) {
|
||||
// print("removing animation state handler");
|
||||
// handlerId = MyAvatar.removeAnimationStateHandler(handlerId);
|
||||
// }
|
||||
MyAvatar.hmdLeanRecenterEnabled = true;
|
||||
Script.update.disconnect(update);
|
||||
shutdownTabletApp();
|
||||
});
|
Loading…
Reference in a new issue